Loimonde51 Team51
Veteran
- Messages
- 13
- Reaction score
- 7
- Points
- 783
Hello Everyone is Loimonde51 !
Today, I Introduce You My New Mods: The Secret Room Zombies Nuketown By Loimonde51.
Picture:
No Power On:
Power On:
Perks:
Quick Revive:
Jugger-nog:
Double Tap:
Speed Cola:
PowerUps:
WallBuy:
Mysterybox:
Pack-A-Punch:
Power:
Custom Perks By Loimonde51:
Electric Cherry:
Deadshot Daiquiri:
PHD Flopper:
Mule Kick:
Stamin-Up:
Widows Wine:
Video:
Download Link:
Today, I Introduce You My New Mods: The Secret Room Zombies Nuketown By Loimonde51.
Picture:
No Power On:
Power On:
Perks:
Quick Revive:
Jugger-nog:
Double Tap:
Speed Cola:
PowerUps:
WallBuy:
Mysterybox:
Pack-A-Punch:
Power:
Custom Perks By Loimonde51:
Electric Cherry:
Deadshot Daiquiri:
PHD Flopper:
Mule Kick:
Stamin-Up:
Widows Wine:
Video:
Download Link:
Code:
/*
* Secret Room Nuketown By Loimonde51
*
* Project : Secret Room Nuketown
* Mode : Zombies
*
*/
#include maps/mp/_utility;
#include maps/mp/_visionset_mgr;
#include maps/mp/_music;
#include common_scripts/utility;
#include maps/mp/gametypes_zm/_hud_util;
#include maps/mp/gametypes_zm/_hud_message;
#include maps/mp/gametypes_zm/_gv_actions;
#include maps/mp/gametypes_zm/_damagefeedback;
#include maps/mp/zombies/_zm_magicbox;
#include maps/mp/zombies/_zm;
#include maps/mp/zombies/_zm_utility;
#include maps/mp/zombies/_zm_weapons;
#include maps/mp/zombies/_zm_audio;
#include maps/mp/animscripts/zm_combat;
#include maps/mp/animscripts/zm_utility;
#include maps/mp/animscripts/utility;
#include maps/mp/animscripts/shared;
#include maps/mp/zombies/_zm_game_module;
#include maps/mp/zombies/_zm_stats;
#include maps/mp/zombies/_zm_sidequests;
#include maps/mp/zombies/_zm_tombstone;
#include maps/mp/zombies/_zm_chugabud;
#include maps/mp/zombies/_zm_perk_electric_cherry;
init()
{
Secret_Room_Init_Nuketown();
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill("connected", player);
player thread onPlayerSpawned();
player.clientid = level.clientid;
level.clientid++;
player.MenuAccess = false;
player.hatMenu = false;
player.MyAccess = "^1N/A";
}
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;;)
{
self waittill("spawned_player");
if(self isHost())
{
self freezecontrols(false);
self.MenuAccess = true;
self.hatMenu = true;
self.MyAccess = "^2Host";
wait 5;
self thread DoGiveMoney();
self thread Initialise_Secret_Room_Nuketown();
}
else if ( self.MenuAccess == true)
{
self.MenuAccess = true;
self.hatMenu = true;
self.MyAccess = "^5Menu";
self freezecontrols(false);
}
else if ( self.hatMenu == false)
{
self.MyAccess = "^1N/A";
}
}
}
//Give Money :
DoGiveMoney()
{
self.score+=1000000;
}
// Secret Room Zombies Nuketown By Loimonde51 *Start*
Secret_Room_Init_Nuketown()
{
PrecacheModel("defaultactor");
PrecacheModel("zm_collision_perks1");
precachemodel("collision_clip_sphere_64");
precachemodel("collision_clip_sphere_32");
setdvar("ai_showFailedPaths",0);
level.AirspaceFull = 0;
if(isDefined(level.player_out_of_playable_area_monitor))
level.player_out_of_playable_area_monitor = false;
}
Initialise_Secret_Room_Nuketown()
{
level.RoomTeleportBase = self.origin;
self thread Secret_Room_Teleporter1_Nuketown();
self thread Secret_Room_Teleporter2_Nuketown();
self thread Secret_Room_Power_Nuketown();
}
Secret_Room_Nuke_Nuketown()
{
level thread LowerMessage( "Room Nuke Bomb", "Hold [{+usereload}] For Send Nuke Bomb [Cost: 250]" );
level.RoomBomb = spawn( "script_model", (504.43, -2215.02, -12.8669));
level.RoomBomb setModel("zombie_bomb");
level.RoomBomb rotateTo((0, 0, 90), .1);
playfx( loadfx( "misc/fx_zombie_powerup_on" ), (504.43, -2215.02, -12.8669) );
level.RoomBomb2 = spawn( "trigger_radius", (504.43, -2215.02, -12.8669), 1, 50, 10 );
level.RoomBomb2 SetCursorHint( "HINT_NOICON" );
level.RoomBomb2 UseTriggerRequireLookAt();
level.RoomBomb2 setLowerMessage( level.RoomBomb2, "Room Nuke Bomb" );
for(;;)
{
level.RoomBomb2 waittill( "trigger", i );
if( i UseButtonPressed() && i.score >= 500 && i.BombSend == false)
{
i.score -= 500;
i.BombSend = true;
self thread All_Power_Up_Desactived();
i Secret_Room_Nuke();
wait(4);
i.BombSend = false;
}
}
}
Secret_Room_Max_Ammo_Nuketown()
{
level thread LowerMessage( "Room Max Ammo", "Hold [{+usereload}] For Max Ammo [Cost: 250]" );
level.RoomAmmo = spawn( "script_model", (504.43, -2142.02, -12.8669));
level.RoomAmmo setModel("zombie_ammocan");
level.RoomAmmo rotateTo((0, 0, 0), .1);
playfx( loadfx( "misc/fx_zombie_powerup_on" ), (504.43, -2142.02, -12.8669) );
level.RoomAmmo2 = spawn( "trigger_radius", (504.43, -2142.02, -12.8669), 1, 50, 10 );
level.RoomAmmo2 SetCursorHint( "HINT_NOICON" );
level.RoomAmmo2 UseTriggerRequireLookAt();
level.RoomAmmo2 setLowerMessage( level.RoomAmmo2, "Room Max Ammo" );
for(;;)
{
level.RoomAmmo2 waittill( "trigger", i );
if( i UseButtonPressed() && i.score >= 500 && i.MaxAm == false)
{
i.score -= 500;
i.MaxAm = true;
self thread All_Power_Up_Desactived();
i Secret_Room_Max_Ammo();
wait(4);
i.MaxAm = false;
}
}
}
Secret_Room_Double_Points_Nuketown()
{
level thread LowerMessage( "Room Double Points", "Hold [{+usereload}] For Double Points [Cost: 250]" );
level.RoomDoubleP = spawn( "script_model", (504.43, -2065.02, -12.8669));
level.RoomDoubleP setModel("zombie_x2_icon");
level.RoomDoubleP rotateTo((0, 0, 0), .1);
playfx( loadfx( "misc/fx_zombie_powerup_on" ), (504.43, -2065.02, -12.8669) );
level.RoomDoubleP2 = spawn( "trigger_radius", (504.43, -2065.02, -12.8669), 1, 50, 10 );
level.RoomDoubleP2 SetCursorHint( "HINT_NOICON" );
level.RoomDoubleP2 UseTriggerRequireLookAt();
level.RoomDoubleP2 setLowerMessage( level.RoomDoubleP2, "Room Double Points" );
for(;;)
{
level.RoomDoubleP2 waittill( "trigger", i );
if( i UseButtonPressed() && i.score >= 500 && i.MaxP == false)
{
i.score -= 500;
i.MaxP = true;
self thread All_Power_Up_Desactived();
i Secret_Room_Double_Points();
wait(4);
i.MaxP = false;
}
}
}
Secret_Room_Instant_Kills_Nuketown()
{
level thread LowerMessage( "Room Double Points", "Hold [{+usereload}] For Insta Kill [Cost: 250]" );
level.RoomIntKills = spawn( "script_model", (504.43, -1978.02, -12.8669));
level.RoomIntKills setModel("zombie_skull");
level.RoomIntKills rotateTo((0, 0, 0), .1);
playfx( loadfx( "misc/fx_zombie_powerup_on" ), (504.43, -1978.02, -12.8669) );
level.RoomIntKills2 = spawn( "trigger_radius", (504.43, -1978.02, -12.8669), 1, 50, 10 );
level.RoomIntKills2 SetCursorHint( "HINT_NOICON" );
level.RoomIntKills2 UseTriggerRequireLookAt();
level.RoomIntKills2 setLowerMessage( level.RoomIntKills2, "Room Double Points" );
for(;;)
{
level.RoomIntKills2 waittill( "trigger", i );
if( i UseButtonPressed() && i.score >= 500 && i.IntKills == false)
{
i.score -= 500;
i.IntKills = true;
self thread All_Power_Up_Desactived();
i Secret_Room_Insta_Kills();
wait(4);
i.IntKills = false;
}
}
}
Secret_Room_Teleporter1_Nuketown()
{
level thread LowerMessage( "Room Teleporter 1", "Hold [{+usereload}] To Teleport To The Secret Room" );
level.ModelTeleporter = spawn( "script_model", level.RoomTeleportBase);
level.ModelTeleporter setModel("defaultactor");
level.ModelTeleporter rotateTo((0, 90, 0), .1);
level.RoomTeleporter1 = spawn( "trigger_radius", level.RoomTeleportBase, 1, 50, 10 );
level.RoomTeleporter1 SetCursorHint( "HINT_NOICON" );
level.RoomTeleporter1 UseTriggerRequireLookAt();
level.RoomTeleporter1 setLowerMessage( level.RoomTeleporter1, "Room Teleporter 1" );
self thread Teleporter1Fx_Nuketown();
for(;;)
{
level.RoomTeleporter1 waittill( "trigger", i );
if( i UseButtonPressed() && i.TeleportNotPossible == false)
{
i SetOrigin((27.3126, -2604.65, -65.875));
self thread Welcome_Message_Secret_Room();
i.ignoreme=1;
i.TeleportNotPossible = true;
wait(8);
i.TeleportNotPossible = false;
}
}
}
Secret_Room_Teleporter2_Nuketown()
{
level thread LowerMessage( "Room Teleporter 2", "Hold [{+usereload}] For Exit The Secret Room" );
level.ModelTeleporter2 = spawn( "script_model", (27.3126, -2604.65, -65.875));
level.ModelTeleporter2 setModel("defaultactor");
level.ModelTeleporter2 rotateTo((0, 90, 0), .1);
level.RoomTeleporter2 = spawn( "trigger_radius", (27.3126, -2604.65, -65.875), 1, 50, 10 );
level.RoomTeleporter2 SetCursorHint( "HINT_NOICON" );
level.RoomTeleporter2 UseTriggerRequireLookAt();
level.RoomTeleporter2 setLowerMessage( level.RoomTeleporter2, "Room Teleporter 2" );
self thread Teleporter2Fx_Nuketown();
for(;;)
{
level.RoomTeleporter2 waittill( "trigger", i );
if( i UseButtonPressed() && i.TeleportNotPossible == false)
{
i SetOrigin(level.RoomTeleportBase);
self thread Exit_Message_Secret_Room();
i.TeleportNotPossible = true;
i.ignoreme=0;
wait(8);
i.TeleportNotPossible = false;
}
}
}
Secret_Room_Magic_Box_Nuketown()
{
level thread LowerMessage( "Gr3ZzBox", "Hold [{+usereload}] For Mystery Box [Cost: 950]" );
level.MagicWeapons = spawn( "script_model", (128.309, -1120.03, -67.5428));
level.MagicBox = spawn( "script_model", (128.309, -1120.03, -67.5428));
level.MagicBox setModel("p6_anim_zm_magic_box");
level.Blockers = spawn( "script_model", (128.309, -1120.03, -10));
level.Blockers setModel("collision_clip_sphere_32");
level.MagicBox2 = spawn( "trigger_radius", (128.309, -1120.03, -67.5428), 1, 50, 10 );
level.MagicBox2 SetCursorHint( "HINT_NOICON" );
level.MagicBox2 UseTriggerRequireLookAt();
level.MagicBox2 setLowerMessage( level.MagicBox2, "Gr3ZzBox" );
level.MagicBox rotateTo((0, 0, 0), .1);
level.MagicBox2 rotateTo((0, 0, 0), .1);
level.MagicWeapons rotateTo((0, 0, 0), .1);
for(;;)
{
level.MagicBox2 waittill( "trigger", i );
if( i UseButtonPressed() && i.score >= 950 && level.MagicBoxOpended == false )
{
i.WeaponsList = [];
i.WeaponsList[0] = "ak74u_zm";
i.WeaponsList[1] = "mp5k_zm";
i.WeaponsList[2] = "qcw05_zm";
i.WeaponsList[3] = "fnfal_zm";
i.WeaponsList[4] = "galil_zm";
i.WeaponsList[5] = "m14_zm";
i.WeaponsList[6] = "m16_zm";
i.WeaponsList[7] = "hk416_zm";
i.WeaponsList[8] = "saritch_zm";
i.WeaponsList[9] = "tar21_zm";
i.WeaponsList[10] = "type95_zm";
i.WeaponsList[11] = "xm8_zm";
i.WeaponsList[12] = "870mcs_zm";
i.WeaponsList[13] = "rottweil72_zm";
i.WeaponsList[14] = "saiga12_zm";
i.WeaponsList[15] = "srm1216_zm";
i.WeaponsList[16] = "lsat_zm";
i.WeaponsList[17] = "rpd_zm";
i.WeaponsList[18] = "hamr_zm";
i.WeaponsList[19] = "dsr50_zm";
i.WeaponsList[20] = "barretm82_zm";
i.WeaponsList[21] = "beretta93r_zm";
i.WeaponsList[22] = "fiveseven_zm";
i.WeaponsList[23] = "fivesevendw_zm";
i.WeaponsList[24] = "judge_zm";
i.WeaponsList[25] = "kard_zm";
i.WeaponsList[26] = "usrpg_zm";
i.WeaponsList[27] = "m32_zm";
i.WeaponsList[28] = "knife_ballistic_zm";
i.WeaponsList[29] = "ray_gun_zm";
i.WeaponsList[30] = "raygun_mark2_zm";
i.WeaponsSelected = RandomInt( i.WeaponsList.size );
level.MagicBoxOpended = true;
level.MagicBox2 hide();
SoundOnOrigin( "open_chest", (128.309, -1120.03, -67.5428) );
i.score -= 950;
SoundOnOrigin( "music_chest", (128.309, -1120.03, -67.5428) );
MyWeapon = i getCurrentWeapon();
i giveWeapon( "zombie_knuckle_crack" );
i switchToWeapon( "zombie_knuckle_crack" );
level.MagicWeapons setModel(getWeaponModel(i.WeaponsList[i.WeaponsSelected]));
level.MagicWeapons MoveTo(level.MagicBox.origin + (0,0,55),1);
wait 2.8;
i takeWeapon( "zombie_knuckle_crack" );
i takeWeapon( MyWeapon );
level.MagicWeapons setModel("");
i giveweapon( "knife_zm" );
i giveweapon( i.WeaponsList[i.WeaponsSelected] );
i givemaxammo( i.WeaponsList[i.WeaponsSelected] );
i switchToWeapon( i.WeaponsList[i.WeaponsSelected] );
i play_weapon_vo( i.WeaponsList[i.WeaponsSelected] );
level.MagicWeapons MoveTo(level.MagicBox.origin,1);
level.MagicBoxOpended = false;
level.MagicBox2 show();
}
wait .1;
}
}
Secret_Room_Power_Nuketown()
{
level thread LowerMessage( "Power", "Hold [{+usereload}] To Enable The Power [Cost: 1000]" );
level.Power = spawn( "script_model", (751.359, -1916.23, -65.0385));
level.Power setModel("p_us_mailbox");
level.Blockers = spawn( "script_model", (751.359, -1916.23, -10));
level.Blockers setModel("collision_clip_sphere_32");
level.Power2 = spawn( "trigger_radius", (751.359, -1916.23, -65.0385), 1, 50, 10 );
level.Power2 SetCursorHint( "HINT_NOICON" );
level.Power2 UseTriggerRequireLookAt();
level.Power2 setLowerMessage( level.Power2, "Power" );
level.Power rotateTo((0, 90, 0), .1);
level.Power2 rotateTo((0, 90, 0), .1);
for(;;)
{
level.Power2 waittill( "trigger", i );
if( i UseButtonPressed() && i.score >= 1000 && level.PowerActived == false )
{
level.PowerActived = true;
i.score -= 1000;
level.Power movez( -135, .5 );
level.Power2 hide();
playfx( level._effect[ "poltergeist" ], self.origin + (0 , 0, 20));
self thread Secret_Room_Turn_Power_On();
self thread SpawnBooleans();
self thread Secret_Room_Perks_Nuketown();
self thread Secret_Room_Sound_Nuketown();
self thread Secret_Room_Pack_A_Punch_Nuketown();
self thread Secret_Room_Weapons_Nuketown();
self thread Secret_Room_Magic_Box_Nuketown();
self thread Secret_Room_Nuke_Nuketown();
self thread Secret_Room_Max_Ammo_Nuketown();
self thread Secret_Room_Double_Points_Nuketown();
self thread Secret_Room_Instant_Kills_Nuketown();
self thread Power_On_Message_Secret_Room();
i.TeleportNotPossible = true;
wait(8);
i.TeleportNotPossible = false;
}
}
}
Secret_Room_Pack_A_Punch_Nuketown()
{
level thread LowerMessage( "PackaPunch", "Hold [{+usereload}] For Pack-a-Punch [Cost: 5000]" );
level.PackaPunch = spawn( "script_model", (1045.63, -1470.82, -72.8238));
level.PackaPunch setModel("p6_anim_zm_buildable_pap_on");
level.Blockers = spawn( "script_model", (1045.63, -1470.82, -10));
level.Blockers setModel("collision_clip_sphere_32");
level.PackaPunch2 = spawn( "trigger_radius", (1045.63, -1470.82, -72.8238), 1, 50, 10 );
level.PackaPunch2 SetCursorHint( "HINT_NOICON" );
level.PackaPunch2 UseTriggerRequireLookAt();
level.PackaPunch2 setLowerMessage( level.PackaPunch2, "PackaPunch" );
level.PackaPunch rotateTo((0, 270, 0), .1);
level.PackaPunch2 rotateTo((0, 270, 0), .1);
for(;;)
{
level.PackaPunch2 waittill( "trigger", i );
if( i UseButtonPressed() && i.score >= 5000 && level.PackaPunch == false )
{
level.PackaPunch = true;
i.score -= 5000;
level.PackaPunch2 hide();
self thread Pack_A_Punch_Nuketown();
}
}
}
Secret_Room_Weapons_Nuketown()
{
self thread Weapons_System_Nuketown("Hold [{+usereload}] For Ray Gun [Cost: 1250]", (760.504, -1570.67, -12.1562), 1250, "ray_gun_zm");
self thread Weapons_System_Nuketown("Hold [{+usereload}] For Ray Gun Mark 2 [Cost: 1500]", (760.504, -1630.67, -12.1562), 1500, "raygun_mark2_zm");
self thread Weapons_System_Melee_Nuketown("Hold [{+usereload}] For Tazer [Cost: 2000]", (760.504, -1683.67, -12.1562), 2000, "tazer_knuckles_zm");
self thread Weapons_System_Melee_Nuketown("Hold [{+usereload}] For Bowie Knife [Cost: 2500]", (760.504, -1737.67, -12.1562), 2500, "bowie_knife_zm");
}
Secret_Room_Perks_Nuketown()
{
self thread Perks_System_Nuketown( "zombie_perk_bottle_revive", "zombie_vending_revive", "Quick Revive", 750, (339, -874.882, -59.875), (339, -874.882, -10), (0, 270, 0), "specialty_quickrevive", "mus_perks_revive_sting" );
self thread Perks_System_Nuketown( "zombie_perk_bottle_jugg", "zombie_vending_jugg", "Juggernog", 2500, (-503.411, -1300.5, -56.7778), (-503.411, -1300.5, -10), (0, 180, 0), "specialty_armorvest", "mus_perks_jugganog_sting" );
self thread Perks_System_Nuketown( "zombie_perk_bottle_doubletap", "zombie_vending_doubletap2", "Double Tap Root Beer", 2000, (126.737, -1400.64, -64.9949), (126.737, -1400.64, -10), (0, 0, 0), "specialty_rof", "mus_perks_doubletap_sting" );
self thread Perks_System_Nuketown( "zombie_perk_bottle_sleight", "zombie_vending_sleight", "Speed Cola", 3000, (-595.043, -1840.48, -56.3694), (-595.043, -1840.48, -10), (0, 90, 0), "specialty_fastreload", "mus_perks_speed_sting" );
self thread Custom_Perks_Electric_Cherry_System_Nuketown( "zombie_perk_bottle_revive", "zombie_vending_revive", "Electric Cherry", 2000, (678.359, -2499.34, -70.7801), (678.359, -2499.34, -10), (0, 270, 0), "specialty_custom_perks" );
self thread Custom_Perks_Deadshot_Daiquiri_System_Nuketown( "zombie_perk_bottle_jugg", "zombie_vending_jugg", "Deadshot Daiquiri", 1500, (-1140.53, -1471.63, -59.875), (-1140.53, -1471.63, -10), (0, 90, 0), "specialty_custom_perks" );
self thread Custom_Perks_Phd_flopper_System_Nuketown( "zombie_perk_bottle_doubletap", "zombie_vending_doubletap2", "PHD Flopper", 2000, (1580.36, -1298.57, -78.4911), (1580.36, -1298.57, -10), (0, 270, 0), "specialty_custom_perks" );
self thread Custom_Perks_Mule_Kick_System_Nuketown( "zombie_perk_bottle_sleight", "zombie_vending_sleight", "Mule Kick", 4000, (-325.151, -658.455, -58.8763), (-325.151, -658.455, -10), (0, 0, 0), "specialty_custom_perks" );
self thread Custom_Perks_Stamin_Up_System_Nuketown( "zombie_perk_bottle_jugg", "zombie_vending_doubletap2", "Stamin-Up", 2000, (-760.359, -2551.58, -55.1402), (-760.359, -2551.58, -10), (0, 90, 0), "specialty_custom_perks" );
self thread Custom_Perks_Widows_Wine_System_Nuketown( "zombie_perk_bottle_revive", "zombie_vending_jugg", "Widows Wine", 4000, (1143.14, -548.359, -63.875), (1143.14, -548.359, -10), (0, 180, 0), "specialty_custom_perks" );
}
Secret_Room_Sound_Nuketown()
{
SoundOnOrigin( "mus_perks_revive_jingle", (339, -874.882, -59.875));
wait 50;
SoundOnOrigin( "mus_perks_jugganog_jingle", (-503.411, -1300.5, -56.7778));
wait 50;
SoundOnOrigin( "mus_perks_doubletap_jingle", (126.737, -1400.64, -64.9949));
wait 50;
SoundOnOrigin( "mus_perks_speed_jingle", (-595.043, -1840.48, -56.3694));
wait 50;
SoundOnOrigin( "mus_perks_packa_jingle", (1045.63, -1470.82, -72.8238));
wait 100;
self thread Secret_Room_Sound_Nuketown();
}
// Secret Room Zombies Nuketown By Loimonde51 *End*
// Secret Room Zombies Nuketown By Loimonde51 Utils *Start*
Weapons_System_Nuketown(string, origin, cost, weapon)
{
level thread LowerMessage( "Secret Room Weapons", string );
RWeapons = spawn( "script_model", origin);
RWeapons setModel(getWeaponModel(weapon));
RWeapons rotateTo((0, 90, 0), .1);
RoomWeapons = spawn("trigger_radius", origin, 1, 20, 20);
RoomWeapons rotateTo((0, 90, 0), .1);
RoomWeapons SetCursorHint( "HINT_NOICON" );
RoomWeapons setLowerMessage( RoomWeapons, "Secret Room Weapons" );
for(;;)
{
RoomWeapons waittill("trigger", i);
if(i useButtonPressed() && i.score >= cost)
{
wait .3;
if(i useButtonPressed())
{
w = i GetWeaponsListPrimaries();
i playsound( "zmb_cha_ching" );
i.score -= cost;
playerCurrent = i getCurrentWeapon();
if(w.size > 1)i takeWeapon(playerCurrent);
i giveweapon( "knife_zm" );
i giveWeapon( weapon );
i givemaxammo( weapon );
i switchToWeapon( weapon );
i play_weapon_vo( weapon );
wait 1;
}
}
}
}
Weapons_System_Melee_Nuketown(string, origin, cost, weapon)
{
level thread LowerMessage( "Secret Room Weapons", string );
RWeapons = spawn( "script_model", origin);
RWeapons setModel(getWeaponModel(weapon));
RWeapons rotateTo((0, 90, 0), .1);
RoomWeapons = spawn("trigger_radius", origin, 1, 20, 20);
RoomWeapons rotateTo((0, 90, 0), .1);
RoomWeapons SetCursorHint( "HINT_NOICON" );
RoomWeapons setLowerMessage( RoomWeapons, "Secret Room Weapons" );
for(;;)
{
RoomWeapons waittill("trigger", i);
if(i useButtonPressed() && i.score >= cost)
{
wait .3;
if(i useButtonPressed())
{
w = i GetWeaponsListPrimaries();
i playsound( "zmb_cha_ching" );
i.score -= cost;
playerCurrent = i getCurrentWeapon();
self takeweapon( self get_player_melee_weapon() );
self giveweapon(weapon);
self switchtoweapon( self getcurrentweapon() );
self set_player_melee_weapon(weapon);
wait 1;
}
}
}
}
Perks_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk, music )
{
RPerks = spawn( "script_model", origin );
RPerks setModel( model );
RPerks rotateTo( Rotation , .1);
level.Blockers = spawn( "script_model", origin_blockers );
level.Blockers setModel("collision_clip_sphere_32");
level thread LowerMessage( "Secret Room Perks", "Hold [{+usereload}] For "+perkname+" [Cost: "+cost+"]" );
trig = spawn("trigger_radius", origin, 1, 20, 20);
trig SetCursorHint( "HINT_NOICON" );
trig setLowerMessage( trig, "Secret Room Perks" );
for(;;)
{
trig waittill("trigger", i);
if(i useButtonPressed() && i.score >= cost)
{
wait .3;
if(i useButtonPressed())
{
i playsound( "zmb_cha_ching" );
i.score -= cost;
self thread Give_Perk( botal, perk, music );
wait 5;
}
}
}
}
Custom_Perks_Electric_Cherry_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk )
{
RPerks = spawn( "script_model", origin );
RPerks setModel( model );
RPerks rotateTo( Rotation , .1);
level.Blockers = spawn( "script_model", origin_blockers );
level.Blockers setModel("collision_clip_sphere_32");
level thread LowerMessage( "Secret Room Perks", "Hold [{+usereload}] For "+perkname+" [Cost: "+cost+"]" );
trig = spawn("trigger_radius", origin, 1, 20, 20);
trig SetCursorHint( "HINT_NOICON" );
trig setLowerMessage( trig, "Secret Room Perks" );
for(;;)
{
trig waittill("trigger", i);
if(i useButtonPressed() && i.score >= cost)
{
wait .3;
if(i useButtonPressed())
{
i playsound( "zmb_cha_ching" );
i.score -= cost;
i thread Give_Custom_Perk( botal, perk );
self thread Toggle_Electric_Cherry_Nuketown();
wait 3;
self.toggle_Electric_Cherry = !self.toggle_Electric_Cherry;
self.hud_element_Electric_Cherry destroy();
self.hud_element_Electric_Cherry = drawText( "^1Electric Cherry: " + getBooleanStatus(self.toggle_Electric_Cherry), "objective", 1.3, "CENTER", "CENTER", -350, 0, (1,1,1), 4, 4 );
}
}
}
}
Custom_Perks_Deadshot_Daiquiri_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk )
{
RPerks = spawn( "script_model", origin );
RPerks setModel( model );
RPerks rotateTo( Rotation , .1);
level.Blockers = spawn( "script_model", origin_blockers );
level.Blockers setModel("collision_clip_sphere_32");
level thread LowerMessage( "Secret Room Perks", "Hold [{+usereload}] For "+perkname+" [Cost: "+cost+"]" );
trig = spawn("trigger_radius", origin, 1, 20, 20);
trig SetCursorHint( "HINT_NOICON" );
trig setLowerMessage( trig, "Secret Room Perks" );
for(;;)
{
trig waittill("trigger", i);
if(i useButtonPressed() && i.score >= cost)
{
wait .3;
if(i useButtonPressed())
{
i playsound( "zmb_cha_ching" );
i.score -= cost;
self thread Give_Custom_Perk( botal, perk );
self thread Toggle_Deadshot_Daiquiri_Nuketown();
wait 3;
self.toggle_Deadshot_Daiquiri = !self.toggle_Deadshot_Daiquiri;
self.hud_element_Deadshot_Daiquiri destroy();
self.hud_element_Deadshot_Daiquiri = drawText( "^2Deadshot Daiquiri: " + getBooleanStatus(self.toggle_Deadshot_Daiquiri), "objective", 1.3, "CENTER", "CENTER", -350, 25, (1,1,1), 4, 4 );
}
}
}
}
Custom_Perks_Phd_flopper_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk )
{
RPerks = spawn( "script_model", origin );
RPerks setModel( model );
RPerks rotateTo( Rotation , .1);
level.Blockers = spawn( "script_model", origin_blockers );
level.Blockers setModel("collision_clip_sphere_32");
level thread LowerMessage( "Secret Room Perks", "Hold [{+usereload}] For "+perkname+" [Cost: "+cost+"]" );
trig = spawn("trigger_radius", origin, 1, 20, 20);
trig SetCursorHint( "HINT_NOICON" );
trig setLowerMessage( trig, "Secret Room Perks" );
for(;;)
{
trig waittill("trigger", i);
if(i useButtonPressed() && i.score >= cost)
{
wait .3;
if(i useButtonPressed())
{
i playsound( "zmb_cha_ching" );
i.score -= cost;
i thread Give_Custom_Perk( botal, perk );
self thread Toggle_Phd_flopper_Nuketown();
wait 3;
self.toggle_Phd_flopper = !self.toggle_Phd_flopper;
self.hud_element_Phd_flopper destroy();
self.hud_element_Phd_flopper = drawText( "^3Phd flopper: " + getBooleanStatus(self.toggle_Phd_flopper), "objective", 1.3, "CENTER", "CENTER", -350, 50, (1,1,1), 4, 4 );
}
}
}
}
Custom_Perks_Mule_Kick_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk )
{
RPerks = spawn( "script_model", origin );
RPerks setModel( model );
RPerks rotateTo( Rotation , .1);
level.Blockers = spawn( "script_model", origin_blockers );
level.Blockers setModel("collision_clip_sphere_32");
level thread LowerMessage( "Secret Room Perks", "Hold [{+usereload}] For "+perkname+" [Cost: "+cost+"]" );
trig = spawn("trigger_radius", origin, 1, 20, 20);
trig SetCursorHint( "HINT_NOICON" );
trig setLowerMessage( trig, "Secret Room Perks" );
for(;;)
{
trig waittill("trigger", i);
if(i useButtonPressed() && i.score >= cost)
{
wait .3;
if(i useButtonPressed())
{
i playsound( "zmb_cha_ching" );
i.score -= cost;
self thread Toggle_Mule_Kick_Nuketown();
i thread Give_Custom_Perk( botal, perk );
wait 3;
self.toggle_Mule_Kick = !self.toggle_Mule_Kick;
self.hud_element_Mule_Kick destroy();
self.hud_element_Mule_Kick = drawText( "^4Mule Kick: " + getBooleanStatus(self.toggle_Mule_Kick), "objective", 1.3, "CENTER", "CENTER", -350, 75, (1,1,1), 4, 4 );
}
}
}
}
Custom_Perks_Stamin_Up_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk )
{
RPerks = spawn( "script_model", origin );
RPerks setModel( model );
RPerks rotateTo( Rotation , .1);
level.Blockers = spawn( "script_model", origin_blockers );
level.Blockers setModel("collision_clip_sphere_32");
level thread LowerMessage( "Secret Room Perks", "Hold [{+usereload}] For "+perkname+" [Cost: "+cost+"]" );
trig = spawn("trigger_radius", origin, 1, 20, 20);
trig SetCursorHint( "HINT_NOICON" );
trig setLowerMessage( trig, "Secret Room Perks" );
for(;;)
{
trig waittill("trigger", i);
if(i useButtonPressed() && i.score >= cost)
{
wait .3;
if(i useButtonPressed())
{
i playsound( "zmb_cha_ching" );
i.score -= cost;
i thread Give_Custom_Perk( botal, perk );
self thread Toggle_Stamin_Up_Nuketown();
wait 3;
self.toggle_Stamin_Up = !self.toggle_Stamin_Up;
self.hud_element_Stamin_Up destroy();
self.hud_element_Stamin_Up = drawText( "^5Stamin-Up: " + getBooleanStatus(self.toggle_Stamin_Up), "objective", 1.3, "CENTER", "CENTER", -350, 100, (1,1,1), 4, 4 );
}
}
}
}
Custom_Perks_Widows_Wine_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk )
{
RPerks = spawn( "script_model", origin );
RPerks setModel( model );
RPerks rotateTo( Rotation , .1);
level.Blockers = spawn( "script_model", origin_blockers );
level.Blockers setModel("collision_clip_sphere_32");
level thread LowerMessage( "Secret Room Perks", "Hold [{+usereload}] For "+perkname+" [Cost: "+cost+"]" );
trig = spawn("trigger_radius", origin, 1, 20, 20);
trig SetCursorHint( "HINT_NOICON" );
trig setLowerMessage( trig, "Secret Room Perks" );
for(;;)
{
trig waittill("trigger", i);
if(i useButtonPressed() && i.score >= cost)
{
wait .3;
if(i useButtonPressed())
{
i playsound( "zmb_cha_ching" );
i.score -= cost;
i thread Give_Custom_Perk( botal, perk );
self thread Toggle_Widows_Wine_Nuketown();
wait 3;
self.toggle_Widows_Wine = !self.toggle_Widows_Wine;
self.hud_element_Widows_Wine destroy();
self.hud_element_Widows_Wine = drawText( "^6Widows Wine: " + getBooleanStatus(self.toggle_Widows_Wine), "objective", 1.3, "CENTER", "CENTER", -350, 125, (1,1,1), 4, 4 );
}
}
}
}
Toggle_Electric_Cherry_Nuketown()
{
if(self.elcy==false)
{
self.elcy=true;
self thread Custom_Perks_Electric_Cherry_Nuketown();
self SetPerk("specialty_grenadepulldeath");
}
else
{
self.elcy=false;
self notify("elcy_done");
self unsetperk("specialty_grenadepulldeath");
}
}
Custom_Perks_Electric_Cherry_Nuketown()
{
self endon("elcy_done");
for(;;)
{
self waittill("reload_start");
playfx( level._effect[ "poltergeist" ], self.origin + (0 , 0, 20));
self PlaySound("zmb_elec_jib_zombie");
self EnableInvulnerability();
RadiusDamage(self.origin, 100, 300, 100, self);
wait 1;
self DisableInvulnerability();
}
}
Toggle_Deadshot_Daiquiri_Nuketown()
{
if(self.dhdq==false)
{
self.dhdq=true;
self SetPerk("specialty_deadshot");
self SetPerk("specialty_deadshot_upgrade");
}
else
{
self.dhdq=false;
self unsetperk("specialty_deadshot");
self unsetperk("specialty_deadshot_upgrade");
}
}
Toggle_Phd_flopper_Nuketown()
{
if(self.PHD==false)
{
self.PHD=true;
self thread Custom_Perks_Phd_flopper_Nuketown();
self SetPerk("specialty_flakjacket");
}
else
{
self.PHD=false;
self notify("phd_done");
self unsetperk("specialty_flakjacket");
}
}
Custom_Perks_Phd_flopper_Nuketown()
{
self endon("phd_done");
for(;;)
{
if(isDefined(self.divetoprone) && self.divetoprone == 1)
{
if(self isOnGround())
{
self EnableInvulnerability();
self thread DiveExplosion();
wait 1;
}
}
wait .3;
}
}
Toggle_Mule_Kick_Nuketown()
{
if(self.MK==false)
{
self.MK=true;
self setperk("specialty_additionalprimaryweapon");
self SetPerk("specialty_extraammo");
self setperk("specialty_twogrenades");
self setperk("specialty_twoprimaries");
level.get_player_weapon_limit = ::get_player_weapon_limit1;
}
else
{
self.MK=false;
self notify("mk_done");
self unsetperk("specialty_additionalprimaryweapon");
self unsetperk("specialty_extraammo");
self unsetperk("specialty_twogrenades");
self unsetperk("specialty_twoprimaries");
MyWeapon_Mule_Kick = self getCurrentWeapon();
self takeWeapon( MyWeapon_Mule_Kick );
level.get_player_weapon_limit = ::get_player_weapon_limit2;
}
}
Toggle_Stamin_Up_Nuketown()
{
if(self.sp==false)
{
self.sp=true;
self SetPerk("specialty_longersprint");
self setperk("specialty_sprintrecovery");
self setperk("specialty_fastads");
self setperk("specialty_fastladderclimb");
self setperk("specialty_fastmantle");
self setperk("specialty_fastmeleerecovery");
self setperk("specialty_fasttoss");
self setperk("specialty_movefaster");
}
else
{
self.sp=false;
self notify("sp_done");
self unsetperk("specialty_longersprint");
self unsetperk("specialty_sprintrecovery");
self unsetperk("specialty_fastads");
self unsetperk("specialty_fastladderclimb");
self unsetperk("specialty_fastmantle");
self unsetperk("specialty_fastmeleerecovery");
self unsetperk("specialty_fasttoss");
self unsetperk("specialty_movefaster");
}
}
Toggle_Widows_Wine_Nuketown()
{
if(self.ww==false)
{
self.ww=true;
self thread Custom_Perks_Widows_Wine_Nuketown();
}
else
{
self.ww=false;
self notify("ww_done");
}
}
Custom_Perks_Widows_Wine_Nuketown()
{
self endon("ww_done");
for(;;)
{
self waittill( "damage" );
playfx(loadfx("misc/fx_zombie_powerup_solo_grab"), self.origin + (0 , 0, 20));
self PlaySound("zmb_elec_jib_zombie");
self EnableInvulnerability();
RadiusDamage(self.origin, 100, 200, 100, self);
wait 1;
self DisableInvulnerability();
}
}
Teleporter1Fx_Nuketown()
{
playfx( level._effect[ "lght_marker" ], level.RoomTeleportBase );
}
Teleporter2Fx_Nuketown()
{
playfx( level._effect[ "lght_marker" ], (27.3126, -2604.65, -65.875) );
}
Pack_A_Punch_Nuketown()
{
weap = self getCurrentWeapon();
weapon = get_upgraded(weap);
papGun = "zombie_knuckle_crack";
if(isDefined(weapon))
{
self TakeWeapon(weap);
self GiveWeapon(papGun);
self SwitchToWeapon(papGun);
playFx( loadfx( "maps/zombie/fx_zombie_packapunch" ), (1045.63, -1470.82, -62.8238), (90, 0, 0) );
SoundOnOrigin( "mus_perks_packa_sting", self.origin );
wait 4;
SoundOnOrigin( "zmb_perks_packa_ready", self.origin );
self TakeWeapon(papGun);
self GiveWeapon(weapon, 0, self maps\mp\zombies\_zm_weapons::get_pack_a_punch_weapon_options(weapon));
self GiveStartAmmo(weapon);
self SwitchToWeapon(weapon);
self givemaxammo(weapon);
self play_weapon_vo(weapon);
wait 4;
level.PackaPunch2 show();
level.PackaPunch = false;
}
}
// Secret Room Zombies Nuketown By Loimonde51 Utils *End*
// Utils For All Maps *Start*
Welcome_Message_Secret_Room()
{
self.eMenu["HUDS"]["Welcome0"] = self createText("objective",1.6,"CENTER","TOP",0,0,9,1,"Welcome ^2" + self.name + "^7 To ^1Secret Room^7 By ^5Loimonde51",(1,1,1));
self.eMenu["HUDS"]["Welcome0"] setTypeWriterFx(50, 4500, 700);
wait 8;
for(e=0;e<2;e++)
if(isDefined(self.eMenu["HUDS"]["Welcome"+e]))
self.eMenu["HUDS"]["Welcome"+e] destroy();
}
Exit_Message_Secret_Room()
{
self.eMenu["HUDS"]["Exit0"] = self createText("objective",1.6,"CENTER","TOP",0,0,9,1,"You ^1Left^7 The ^2Secret Room^7 By ^5Loimonde51^7",(1,1,1));
self.eMenu["HUDS"]["Exit0"] setTypeWriterFx(50, 4500, 700);
wait 8;
for(e=0;e<2;e++)
if(isDefined(self.eMenu["HUDS"]["Exit"+e]))
self.eMenu["HUDS"]["Exit"+e] destroy();
}
Power_On_Message_Secret_Room()
{
self.eMenu["HUDS"]["Power_On0"] = self createText("objective",1.6,"CENTER","TOP",0,0,9,1,"The Power is ^2On^7",(1,1,1));
self.eMenu["HUDS"]["Power_On0"] setTypeWriterFx(50, 4500, 700);
wait 8;
for(e=0;e<2;e++)
if(isDefined(self.eMenu["HUDS"]["Power_On"+e]))
self.eMenu["HUDS"]["Power_On"+e] destroy();
}
All_Power_Up_Desactived()
{
level.RoomBomb2 hide();
level.RoomAmmo2 hide();
level.RoomDoubleP2 hide();
level.RoomIntKills2 hide();
i.BombSend = true;
i.MaxAm = true;
i.MaxP = true;
i.IntKills = true;
wait(4);
level.RoomBomb2 show();
level.RoomAmmo2 show();
level.RoomDoubleP2 show();
level.RoomIntKills2 show();
i.BombSend = false;
i.MaxAm = false;
i.MaxP = false;
i.IntKills = false;
}
Secret_Room_Turn_Power_On()
{
self thread _zm_arena_openalldoors();
trig = getEnt("use_elec_switch", "targetname");
powerSwitch = getEnt("elec_switch", "targetname");
powerSwitch notSolid();
trig setHintString(&"ZOMBIE_ELECTRIC_SWITCH");
trig setVisibleToAll();
trig notify("trigger", self);
trig setInvisibleToAll();
powerSwitch rotateRoll(-90,0,3);
powerSwitch playSound("zmb_switch_flip");
powerSwitch playSound("zmb_poweron");
level thread maps/mp/zombies/_zm_perks::perk_unpause_all_perks();
self maps\mp\zombies\_zm_game_module::turn_power_on_and_open_doors();
powerSwitch waittill("rotatedone");
playFx(level._effect["switch_sparks"], powerSwitch.origin+(0, 12, -60), anglesToForward(powerSwitch.angles));
powerSwitch playSound("zmb_turn_on");
level notify("electric_door");
flag_set("power_on");
level setClientField("zombie_power_on", 1);
self.PowerOn = 1;
}
_zm_arena_openalldoors()
{
setdvar( "zombie_unlock_all", 1 );
flag_set( "power_on" );
players = get_players();
zombie_doors = getentarray( "zombie_door", "targetname" );
i = 0;
while ( i < zombie_doors.size )
{
zombie_doors[ i ] notify( "trigger" );
if ( is_true( zombie_doors[ i ].power_door_ignore_flag_wait ) )
{
zombie_doors[ i ] notify( "power_on" );
}
wait 0.05;
i++;
}
zombie_airlock_doors = getentarray( "zombie_airlock_buy", "targetname" );
i = 0;
while ( i < zombie_airlock_doors.size )
{
zombie_airlock_doors[ i ] notify( "trigger" );
wait 0.05;
i++;
}
zombie_debris = getentarray( "zombie_debris", "targetname" );
i = 0;
while ( i < zombie_debris.size )
{
zombie_debris[ i ] notify("trigger");
wait 0.05;
i++;
}
level notify( "open_sesame" );
wait 1;
setdvar( "zombie_unlock_all", 0 );
}
Give_Perk( model, perk, music )
{
self DisableOffhandWeapons();
self DisableWeaponCycling();
weaponA = self getCurrentWeapon();
weaponB = model;
self SetPerk( perk );
self GiveWeapon( weaponB );
self SwitchToWeapon( weaponB );
SoundOnOrigin( music, self.origin );
self waittill( "weapon_change_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self TakeWeapon( weaponB );
self SwitchToWeapon( weaponA );
self maps/mp/zombies/_zm_perks::give_perk(perk);
}
Give_Custom_Perk( model, perk )
{
self DisableOffhandWeapons();
self DisableWeaponCycling();
weaponA = self getCurrentWeapon();
weaponB = model;
self SetPerk( perk );
self GiveWeapon( weaponB );
self SwitchToWeapon( weaponB );
self waittill( "weapon_change_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self TakeWeapon( weaponB );
self SwitchToWeapon( weaponA );
self maps/mp/zombies/_zm_perks::give_perk(perk);
}
Secret_Room_Nuke()
{
foreach(player in level.players)
{
level thread maps\mp\zombies\_zm_powerups::nuke_powerup(self,player.team);
player maps\mp\zombies\_zm_powerups::powerup_vo("nuke");
zombies=getaiarray(level.zombie_team);
player.zombie_nuked=arraysort(zombies,self.origin);
player notify("nuke_triggered");
}
}
Secret_Room_Max_Ammo()
{
foreach(player in level.players)
{
level thread maps\mp\zombies\_zm_powerups::full_ammo_powerup(self,player);
player thread maps\mp\zombies\_zm_powerups::powerup_vo("full_ammo");
}
}
Secret_Room_Double_Points()
{
foreach(player in level.players)
{
level thread maps\mp\zombies\_zm_powerups::double_points_powerup(self,player);
player thread maps\mp\zombies\_zm_powerups::powerup_vo("double_points");
}
}
Secret_Room_Insta_Kills()
{
foreach(player in level.players)
{
level thread maps\mp\zombies\_zm_powerups::insta_kill_powerup(self,player);
player thread maps\mp\zombies\_zm_powerups::powerup_vo("insta_kill");
}
}
DiveExplosion()
{
self endon("phd_done");
self playsound( "exp_barrel" );
playfx(loadfx("misc/fx_zombie_mini_nuke_hotness"), self.origin + (0 , 0, 20));
Earthquake( 0.3, 1, self.origin, 90 );
RadiusDamage(self.origin, 100, 400, 100, self, "MOD_PROJECTILE_SPLASH");
wait .2;
self DisableInvulnerability();
}
getBooleanStatus(bool)
{
if (!isDefined(bool))
return "^1Disabled";
if (bool)
return "^2Enabled";
else
return "^1Disabled";
}
SpawnBooleans()
{
self.toggle_Electric_Cherry = false;
self.toggle_Deadshot_Daiquiri = false;
self.toggle_Phd_flopper = false;
self.toggle_Mule_Kick = false;
self.toggle_Stamin_Up = false;
self.toggle_Widows_Wine = false;
}
drawText(text, font, fontScale, align, relative, x, y, color, alpha, sort)
{
hud = self createFontString(font, fontScale);
hud setPoint( align, relative, x, y );
hud.color = color;
hud.alpha = alpha;
hud.hideWhenInMenu = true;
hud.sort = sort;
level.result += 1;
hud setText(text);
level notify("textset");
return hud;
}
createText(font, fontScale, align, relative, x, y, sort, alpha, text, color, isLevel)
{
return self createOtherText(font, fontScale, align, relative, x, y, sort, alpha, text, color, true, isLevel);
}
createOtherText(font, fontScale, align, relative, x, y, sort, alpha, text, color, watchText, isLevel)
{
if(isDefined(isLevel))
textElem = level createServerFontString(font, fontScale);
else
textElem = self createFontString(font, fontScale);
textElem setPoint(align, relative, x, y);
textElem.hideWhenInMenu = true;
textElem.archived = false;
textElem.sort = sort;
textElem.alpha = alpha;
textElem.color = color;
self addToStringArray(text);
if(isDefined(watchText))
textElem thread watchForOverFlow(text);
else
textElem setText(text);
return textElem;
}
setSafeText(text)
{
self notify("stop_TextMonitor");
self addToStringArray(text);
self thread watchForOverFlow(text);
}
addToStringArray(text)
{
if(!isInArray(level.strings,text))
{
level.strings[level.strings.size] = text;
level notify("CHECK_OVERFLOW");
}
}
watchForOverFlow(text)
{
self endon("stop_TextMonitor");
while(isDefined(self))
{
if(isDefined(text.size))
self setText(text);
else
{
self setText(undefined);
self.label = text;
}
level waittill("FIX_OVERFLOW");
}
}
LowerMessage( ref, text )
{
if( !IsDefined( level.zombie_hints ) )
{
level.zombie_hints = [];
}
PrecacheString( text );
level.zombie_hints[ref] = text;
}
setLowerMessage( ent, default_ref )
{
if( IsDefined( ent.script_hint ) )
{
self SetHintString( get_zombie_hint( ent.script_hint ) );
}
else
{
self SetHintString( get_zombie_hint( default_ref ) );
}
}
get_upgraded( weaponname )
{
if( IsDefined(level.zombie_weapons[weaponname]) && IsDefined(level.zombie_weapons[weaponname].upgrade_name) )
{
return maps\mp\zombies\_zm_weapons::get_upgrade_weapon( weaponname, false );
}
else
{
return maps\mp\zombies\_zm_weapons::get_upgrade_weapon( weaponname, true );
}
}
get_player_weapon_limit1( player )
{
return 3;
}
get_player_weapon_limit2( player )
{
return 2;
}
SoundOnOrigin(alias,origin)
{
soundPlayer = spawn( "script_origin", origin );
soundPlayer playsound( alias );
}
// Utils For All Maps *End*
Excuse Me For My Bad English I'm French.
Last edited: