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Black Ops 2 GSC Custom Game mode - Secret Room Zombies Green Run By Loimonde51 #2 **Reupload**
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<blockquote data-quote="Loimonde51 Team51" data-source="post: 41810" data-attributes="member: 236068"><p style="text-align: center">Hello <strong><span style="color: #00ff00">Everyone</span></strong> is <strong><span style="color: #4dffff">Loimonde51</span></strong> !</p> <p style="text-align: center">Today, <strong><span style="color: #4d4dff">I Introduce You</span></strong> My New Mods: <strong><span style="color: #ff4dff">The Secret Room Zombies Green Run By Loimonde51.</span></strong></p> <p style="text-align: center"></p> <p style="text-align: center">Picture:</p> <p style="text-align: center"></p> <p style="text-align: center">No Power On:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/ZZlUW0V.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p> <p style="text-align: center"></p> <p style="text-align: center">Power On:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/Qf276yd.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p> <p style="text-align: center"></p> <p style="text-align: center">Perks:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/ne0tJgF.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p> <p style="text-align: center"></p> <p style="text-align: center">PowerUps:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/5qUyodw.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p> <p style="text-align: center"></p> <p style="text-align: center">WallBuy:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/Lr6r97N.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p> <p style="text-align: center"></p> <p style="text-align: center">Mysterybox:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/PORhfRN.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p> <p style="text-align: center"></p> <p style="text-align: center">Pack-A-Punch:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/dk43ZLU.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p> <p style="text-align: center"></p> <p style="text-align: center">Power:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/oBFp2b1.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p> <p style="text-align: center"></p> <p style="text-align: center">Video:</p> <p style="text-align: center"></p> <p style="text-align: center">[MEDIA=youtube]R0_QIsWxEXg[/MEDIA]</p><p></p><p>[SPOILER="Secret Room Zombies Green Run By Loimonde51 Source Code"][CODE][/CENTER]</p><p>[LEFT]/*</p><p>* Secret Room Green Run By Loimonde51</p><p>*</p><p>* Creator : Loimonde51</p><p>* Project : Secret Room Green Run</p><p>* Mode : Zombies</p><p>*</p><p>*/</p><p></p><p>#include maps/mp/_utility;</p><p>#include maps/mp/_visionset_mgr;</p><p>#include maps/mp/_music;</p><p>#include common_scripts/utility;</p><p>#include maps/mp/gametypes_zm/_hud_util;</p><p>#include maps/mp/gametypes_zm/_hud_message;</p><p>#include maps/mp/gametypes_zm/_gv_actions;</p><p>#include maps/mp/gametypes_zm/_damagefeedback;</p><p>#include maps/mp/zombies/_zm_magicbox;</p><p>#include maps/mp/zombies/_zm;</p><p>#include maps/mp/zombies/_zm_utility;</p><p>#include maps/mp/zombies/_zm_weapons;</p><p>#include maps/mp/zombies/_zm_audio;</p><p>#include maps/mp/animscripts/zm_combat;</p><p>#include maps/mp/animscripts/zm_utility;</p><p>#include maps/mp/animscripts/utility;</p><p>#include maps/mp/animscripts/shared;</p><p>#include maps/mp/zombies/_zm_game_module;</p><p>#include maps/mp/zombies/_zm_stats;</p><p>#include maps/mp/zombies/_zm_sidequests;</p><p></p><p>init()</p><p>{</p><p> RoomInit();</p><p> level thread onPlayerConnect();</p><p>}</p><p></p><p>onPlayerConnect()</p><p>{</p><p> for(;;)</p><p> {</p><p> level waittill("connected", player);</p><p> player thread onPlayerSpawned();</p><p> }</p><p>}</p><p></p><p>onPlayerSpawned()</p><p>{</p><p> self endon("disconnect");</p><p> level endon("game_ended");</p><p> for(;;)</p><p> {</p><p> self waittill("spawned_player");</p><p> self thread DoGiveMoney();</p><p> wait 5;</p><p> self thread InitialiseSecretRoomGreen_Run();</p><p> }</p><p>}</p><p></p><p>//Give Money :</p><p></p><p>DoGiveMoney()</p><p>{</p><p> self.score+=1000000;</p><p>}</p><p></p><p>// Secret Room Zombies Green Run By Loimonde51 *Start*</p><p></p><p>RoomInit()</p><p>{</p><p> PrecacheModel("p6_anim_zm_magic_box");</p><p> PrecacheModel("p6_anim_zm_buildable_pap_on");</p><p> PrecacheModel("p6_zm_buildable_pswitch_body");</p><p> PrecacheModel("zombie_vending_jugg");</p><p> PrecacheModel("zm_collision_perks1");</p><p> PrecacheModel("zombie_vending_sleight");</p><p> PrecacheModel("zombie_vending_revive");</p><p> PrecacheModel("zombie_vending_doubletap2");</p><p> PrecacheModel("zombie_bomb");</p><p> PrecacheModel("zombie_ammocan");</p><p> PrecacheModel("zombie_x2_icon");</p><p> PrecacheModel("zombie_skull");</p><p> setdvar("ai_showFailedPaths",0);</p><p> if(isDefined(level.player_out_of_playable_area_monitor))</p><p> level.player_out_of_playable_area_monitor = false;</p><p>}</p><p></p><p>InitialiseSecretRoomGreen_Run()</p><p>{</p><p> level.RoomTeleportBase = self.origin;</p><p> self thread RoomTeleporter1Green_Run();</p><p> self thread RoomTeleporter2Green_Run();</p><p> self thread RoomPowerGreen_Run();</p><p>}</p><p></p><p>AllPowerUpsDesactived()</p><p>{</p><p>level.RoomBomb2 hide();</p><p>level.RoomAmmo2 hide();</p><p>level.RoomDoubleP2 hide();</p><p>level.RoomIntKills2 hide();</p><p>i.BombSend = true;</p><p>i.MaxAm = true;</p><p>i.MaxP = true;</p><p>i.IntKills = true;</p><p>wait(4);</p><p>level.RoomBomb2 show();</p><p>level.RoomAmmo2 show();</p><p>level.RoomDoubleP2 show();</p><p>level.RoomIntKills2 show();</p><p>i.BombSend = false;</p><p>i.MaxAm = false;</p><p>i.MaxP = false;</p><p>i.IntKills = false;</p><p>}</p><p></p><p>RoomNukeGreen_Run()</p><p>{</p><p> level thread LowerMessage( "Room Nuke Bomb", "Hold [{+usereload}] For Send Nuke Bomb [Cost: 250]" );</p><p> level.RoomBomb = spawn( "script_model", (13753, -629.845, -148.875));</p><p> level.RoomBomb setModel("zombie_bomb");</p><p> level.RoomBomb rotateTo((0, 0, 90), .1);</p><p> playfx( loadfx( "misc/fx_zombie_powerup_on" ), (13753, -629.845, -148.875) );</p><p> level.RoomBomb2 = spawn( "trigger_radius", (13753, -629.845, -148.875), 1, 50, 10 );</p><p> level.RoomBomb2 SetCursorHint( "HINT_NOICON" );</p><p> level.RoomBomb2 UseTriggerRequireLookAt();</p><p> level.RoomBomb2 setLowerMessage( level.RoomBomb2, "Room Nuke Bomb" );</p><p> for(;;)</p><p> {</p><p> level.RoomBomb2 waittill( "trigger", i );</p><p> if( i UseButtonPressed() && i.score >= 250 && i.BombSend == false)</p><p> {</p><p> i.score -= 250;</p><p> i.BombSend = true;</p><p> self thread AllPowerUpsDesactived();</p><p> i doPNuke();</p><p> wait(4);</p><p> i.BombSend = false;</p><p> </p><p> }</p><p> }</p><p>}</p><p></p><p>RoomMaxAmmoGreen_Run()</p><p>{</p><p> level thread LowerMessage( "Room Max Ammo", "Hold [{+usereload}] For Max Ammo [Cost: 250]" );</p><p> level.RoomAmmo = spawn( "script_model", (13753, -549.845, -148.875));</p><p> level.RoomAmmo setModel("zombie_ammocan");</p><p> level.RoomAmmo rotateTo((0, 0, 0), .1);</p><p> playfx( loadfx( "misc/fx_zombie_powerup_on" ), (13753, -549.845, -148.875) );</p><p> level.RoomAmmo2 = spawn( "trigger_radius", (13753, -549.845, -148.875), 1, 50, 10 );</p><p> level.RoomAmmo2 SetCursorHint( "HINT_NOICON" );</p><p> level.RoomAmmo2 UseTriggerRequireLookAt();</p><p> level.RoomAmmo2 setLowerMessage( level.RoomAmmo2, "Room Max Ammo" );</p><p> for(;;)</p><p> {</p><p> level.RoomAmmo2 waittill( "trigger", i );</p><p> if( i UseButtonPressed() && i.score >= 250 && i.MaxAm == false)</p><p> {</p><p> i.score -= 250;</p><p> i.MaxAm = true;</p><p> self thread AllPowerUpsDesactived();</p><p> i doPMAmmo();</p><p> wait(4);</p><p> i.MaxAm = false;</p><p> </p><p> }</p><p> }</p><p>}</p><p></p><p>RoomDoublePointsGreen_Run()</p><p>{</p><p> level thread LowerMessage( "Room Double Points", "Hold [{+usereload}] For Double Points [Cost: 250]" );</p><p> level.RoomDoubleP = spawn( "script_model", (13753, -499.845, -148.875));</p><p> level.RoomDoubleP setModel("zombie_x2_icon");</p><p> level.RoomDoubleP rotateTo((0, 0, 0), .1);</p><p> playfx( loadfx( "misc/fx_zombie_powerup_on" ), (13753, -499.845, -148.875) );</p><p> level.RoomDoubleP2 = spawn( "trigger_radius", (13753, -499.845, -148.875), 1, 50, 10 );</p><p> level.RoomDoubleP2 SetCursorHint( "HINT_NOICON" );</p><p> level.RoomDoubleP2 UseTriggerRequireLookAt();</p><p> level.RoomDoubleP2 setLowerMessage( level.RoomDoubleP2, "Room Double Points" );</p><p> for(;;)</p><p> {</p><p> level.RoomDoubleP2 waittill( "trigger", i );</p><p> if( i UseButtonPressed() && i.score >= 250 && i.MaxP == false)</p><p> {</p><p> i.score -= 250;</p><p> i.MaxP = true;</p><p> self thread AllPowerUpsDesactived();</p><p> i doPDoublePoints();</p><p> wait(4);</p><p> i.MaxP = false;</p><p> </p><p> }</p><p> }</p><p>}</p><p></p><p>RoomInstantKillsGreen_Run()</p><p>{</p><p> level thread LowerMessage( "Room Double Points", "Hold [{+usereload}] For Insta Kill [Cost: 250]" );</p><p> level.RoomIntKills = spawn( "script_model", (13753, -439.845, -148.875));</p><p> level.RoomIntKills setModel("zombie_skull");</p><p> level.RoomIntKills rotateTo((0, 0, 0), .1);</p><p> playfx( loadfx( "misc/fx_zombie_powerup_on" ), (13753, -439.845, -148.875) );</p><p> level.RoomIntKills2 = spawn( "trigger_radius", (13753, -439.845, -148.875), 1, 50, 10 );</p><p> level.RoomIntKills2 SetCursorHint( "HINT_NOICON" );</p><p> level.RoomIntKills2 UseTriggerRequireLookAt();</p><p> level.RoomIntKills2 setLowerMessage( level.RoomIntKills2, "Room Double Points" );</p><p> for(;;)</p><p> {</p><p> level.RoomIntKills2 waittill( "trigger", i );</p><p> if( i UseButtonPressed() && i.score >= 250 && i.IntKills == false)</p><p> {</p><p> i.score -= 250;</p><p> i.IntKills = true;</p><p> self thread AllPowerUpsDesactived();</p><p> i doPInstaKills();</p><p> wait(4);</p><p> i.IntKills = false;</p><p> </p><p> }</p><p> }</p><p>}</p><p></p><p>RoomTeleporter1Green_Run()</p><p>{</p><p> level thread LowerMessage( "Room Teleporter 1", "Hold [{+usereload}] To Teleport To The Secret Room" );</p><p> level.ModelTeleporter = spawn( "script_model", level.RoomTeleportBase);</p><p> level.ModelTeleporter setModel("defaultactor");</p><p> level.ModelTeleporter rotateTo((0, 90, 0), .1);</p><p> level.RoomTeleporter1 = spawn( "trigger_radius", level.RoomTeleportBase, 1, 50, 10 );</p><p> level.RoomTeleporter1 SetCursorHint( "HINT_NOICON" );</p><p> level.RoomTeleporter1 UseTriggerRequireLookAt();</p><p> level.RoomTeleporter1 setLowerMessage( level.RoomTeleporter1, "Room Teleporter 1" );</p><p> self thread Teleporter1Fx();</p><p> for(;;)</p><p> {</p><p> level.RoomTeleporter1 waittill( "trigger", i );</p><p> if( i UseButtonPressed() && i.TeleportNotPossible == false)</p><p> {</p><p> i SetOrigin((13730.9, -956.575, -189.875));</p><p> i iprintln("Welcome ^2" + self.name + "^7 To ^1Secret Room^7 By ^5Loimonde51^7");</p><p> i.ignoreme=1;</p><p> i.TeleportNotPossible = true;</p><p> wait(4);</p><p> i.TeleportNotPossible = false;</p><p> }</p><p> }</p><p>}</p><p></p><p>RoomTeleporter2Green_Run()</p><p>{</p><p> level thread LowerMessage( "Room Teleporter 2", "Hold [{+usereload}] For Exit The Secret Room" );</p><p> level.ModelTeleporter2 = spawn( "script_model", (13730.9, -956.575, -189.875));</p><p> level.ModelTeleporter2 setModel("defaultactor");</p><p> level.ModelTeleporter2 rotateTo((0, 90, 0), .1);</p><p> level.RoomTeleporter2 = spawn( "trigger_radius", (13730.9, -956.575, -189.875), 1, 50, 10 );</p><p> level.RoomTeleporter2 SetCursorHint( "HINT_NOICON" );</p><p> level.RoomTeleporter2 UseTriggerRequireLookAt();</p><p> level.RoomTeleporter2 setLowerMessage( level.RoomTeleporter2, "Room Teleporter 2" );</p><p> self thread Teleporter2Fx();</p><p> for(;;)</p><p> {</p><p> level.RoomTeleporter2 waittill( "trigger", i );</p><p> if( i UseButtonPressed() && i.TeleportNotPossible == false)</p><p> {</p><p> i SetOrigin(level.RoomTeleportBase);</p><p> i iprintln("You ^1Left^7 The ^2Secret Room^7 By ^5Loimonde51^7");</p><p> i.TeleportNotPossible = true;</p><p> i.ignoreme=0;</p><p> wait(4);</p><p> i.TeleportNotPossible = false;</p><p> }</p><p> }</p><p>}</p><p></p><p>RoomMagicBoxGreen_Run()</p><p>{</p><p> level thread LowerMessage( "Gr3ZzBox", "Hold [{+usereload}] For Mystery Box [Cost: 750]" );</p><p> level.MagicWeapons = spawn( "script_model", (13566.1, -840.069, -189.875));</p><p> level.MagicBox = spawn( "script_model", (13566.1, -840.069, -189.875));</p><p> level.MagicBox setModel("p6_anim_zm_magic_box");</p><p> level.MagicBox2 = spawn( "trigger_radius", (13566.1, -840.069, -189.875), 1, 50, 10 );</p><p> level.MagicBox2 SetCursorHint( "HINT_NOICON" );</p><p> level.MagicBox2 UseTriggerRequireLookAt();</p><p> level.MagicBox2 setLowerMessage( level.MagicBox2, "Gr3ZzBox" );</p><p> level.MagicBox rotateTo((0, 90, 0), .1);</p><p> level.MagicBox2 rotateTo((0, 90, 0), .1);</p><p> level.MagicWeapons rotateTo((0, 90, 0), .1);</p><p> for(;;)</p><p> {</p><p> level.MagicBox2 waittill( "trigger", i );</p><p> if( i UseButtonPressed() && i.score >= 750 && level.MagicBoxOpended == false )</p><p> {</p><p> i.WeaponsList = [];</p><p> i.WeaponsList[0] = "ak74u_zm";</p><p> i.WeaponsList[1] = "mp5k_zm";</p><p> i.WeaponsList[2] = "qcw05_zm";</p><p> i.WeaponsList[3] = "fnfal_zm";</p><p> i.WeaponsList[4] = "galil_zm";</p><p> i.WeaponsList[5] = "m14_zm";</p><p> i.WeaponsList[6] = "m16_zm";</p><p> i.WeaponsList[7] = "saritch_zm";</p><p> i.WeaponsList[8] = "tar21_zm";</p><p> i.WeaponsList[9] = "type95_zm";</p><p> i.WeaponsList[10] = "xm8_zm";</p><p> i.WeaponsList[11] = "870mcs_zm";</p><p> i.WeaponsList[12] = "rottweil72_zm";</p><p> i.WeaponsList[13] = "saiga12_zm";</p><p> i.WeaponsList[14] = "srm1216_zm";</p><p> i.WeaponsList[15] = "rpd_zm";</p><p> i.WeaponsList[16] = "hamr_zm";</p><p> i.WeaponsList[17] = "dsr50_zm";</p><p> i.WeaponsList[18] = "barretm82_zm";</p><p> i.WeaponsList[19] = "beretta93r_zm";</p><p> i.WeaponsList[20] = "fiveseven_zm";</p><p> i.WeaponsList[21] = "judge_zm";</p><p> i.WeaponsList[22] = "kard_zm";</p><p> i.WeaponsList[23] = "m1911_zm";</p><p> i.WeaponsList[24] = "usrpg_zm";</p><p> i.WeaponsList[25] = "m32_zm";</p><p> i.WeaponsList[26] = "knife_ballistic_zm";</p><p> i.WeaponsList[27] = "ray_gun_zm";</p><p> i.WeaponsList[28] = "raygun_mark2_zm";</p><p> i.WeaponsSelected = RandomInt( i.WeaponsList.size );</p><p> level.MagicBoxOpended = true;</p><p> level.MagicBox2 hide();</p><p> play_sound_at_pos( "open_chest", (13566.1, -840.069, -189.875) );</p><p> i.score -= 750;</p><p> play_sound_at_pos( "music_chest", (13566.1, -840.069, -189.875) );</p><p> MyWeapon = i getCurrentWeapon();</p><p> i giveWeapon( "zombie_knuckle_crack" );</p><p> i switchToWeapon( "zombie_knuckle_crack" );</p><p> level.MagicWeapons setModel(getWeaponModel(i.WeaponsList[i.WeaponsSelected]));</p><p> level.MagicWeapons MoveTo(level.MagicBox.origin + (0,0,35),1);</p><p> wait 2.8;</p><p> i takeWeapon( "zombie_knuckle_crack" );</p><p> i takeWeapon( MyWeapon );</p><p> level.MagicWeapons setModel("");</p><p> i giveweapon( "knife_zm" );</p><p> i giveweapon( i.WeaponsList[i.WeaponsSelected] );</p><p> i givemaxammo( i.WeaponsList[i.WeaponsSelected] );</p><p> i switchToWeapon( i.WeaponsList[i.WeaponsSelected] );</p><p> i play_weapon_vo( i.WeaponsList[i.WeaponsSelected] );</p><p> level.MagicWeapons MoveTo(level.MagicBox.origin,1);</p><p> level.MagicWeapons MoveTo(level.MagicBox.origin,1);</p><p> level.MagicBoxOpended = false;</p><p> level.MagicBox2 show();</p><p> }</p><p> wait .1;</p><p> }</p><p>}</p><p></p><p>RoomPowerGreen_Run()</p><p>{</p><p> level thread LowerMessage( "Power", "Hold [{+usereload}] To Enable The Power [Cost: 1000]" );</p><p> level.Power = spawn( "script_model", (13825.0, -200.641, -188.875));</p><p> level.Power setModel("p6_zm_buildable_pswitch_body");</p><p> level.Power2 = spawn( "trigger_radius", (13825.0, -200.641, -188.875), 1, 50, 10 );</p><p> level.Power2 SetCursorHint( "HINT_NOICON" );</p><p> level.Power2 UseTriggerRequireLookAt();</p><p> level.Power2 setLowerMessage( level.Power2, "Power" );</p><p> level.Power rotateTo((0, 360, 0), .1);</p><p> level.Power2 rotateTo((0, 360, 0), .1);</p><p> for(;;)</p><p> {</p><p> level.Power2 waittill( "trigger", i );</p><p> if( i UseButtonPressed() && i.score >= 1000 && level.PowerActived == false )</p><p> {</p><p> level.PowerActived = true;</p><p> i.score -= 1000;</p><p> level.Power movez( -135, .5 );</p><p> level.Power2 hide();</p><p> playfx( level._effect[ "poltergeist" ], (13800.0, -215.641, -188.875) );</p><p> self thread TurnPowerOn();</p><p> self RoomsPerksGreen_Run();</p><p> self thread RommsSoundGreen_Run();</p><p> self thread RoomPackaPunchGreen_Run();</p><p> self RoomWeaponsGreen_Run();</p><p> self thread RoomMagicBoxGreen_Run();</p><p> self thread RoomNukeGreen_Run();</p><p> self thread RoomMaxAmmoGreen_Run();</p><p> self thread RoomDoublePointsGreen_Run();</p><p> self thread RoomInstantKillsGreen_Run();</p><p> }</p><p> }</p><p>}</p><p></p><p>RoomPackaPunchGreen_Run()</p><p>{</p><p> level thread LowerMessage( "PackaPunch", "Hold [{+usereload}] For Pack-a-Punch [Cost: 3500]" );</p><p> level.PackaPunch = spawn( "script_model", (13606.6, -210.641, -189.875));</p><p> level.PackaPunch setModel("p6_anim_zm_buildable_pap_on");</p><p> level.PackaPunch2 = spawn( "trigger_radius", (13606.6, -210.641, -189.875), 1, 50, 10 );</p><p> level.PackaPunch2 SetCursorHint( "HINT_NOICON" );</p><p> level.PackaPunch2 UseTriggerRequireLookAt();</p><p> level.PackaPunch2 setLowerMessage( level.PackaPunch2, "PackaPunch" );</p><p> level.PackaPunch rotateTo((0, 360, 0), .1);</p><p> level.PackaPunch2 rotateTo((0, 360, 0), .1);</p><p> for(;;)</p><p> {</p><p> level.PackaPunch2 waittill( "trigger", i );</p><p> if( i UseButtonPressed() && i.score >= 3500 && level.PackaPunch == false )</p><p> {</p><p> level.PackaPunch = true;</p><p> i.score -= 3500;</p><p> level.PackaPunch2 hide();</p><p> self thread packAPunchGreenRun();</p><p> }</p><p> }</p><p>}</p><p></p><p>RoomWeaponsGreen_Run()</p><p>{</p><p> self thread WeaponsSystemGreen_Run("Hold [{+usereload}] For Ray Gun [Cost: 1250]", (13556.1, -746.737, -145.875), 1250, "ray_gun_zm");</p><p> self thread WeaponsSystemGreen_Run("Hold [{+usereload}] For Ray Gun Mark 2 [Cost: 1500]", (13556.1, -706.737, -145.875), 1500, "raygun_mark2_zm");</p><p> self thread WeaponsSystemMeleeGreen_Run("Hold [{+usereload}] For Tazer [Cost: 2000]", (13556.1, -676.737, -145.875), 2000, "tazer_knuckles_zm");</p><p> self thread WeaponsSystemGreen_Run("Hold [{+usereload}] For RPD Upgraded [Cost: 2500]", (13556.1, -586.737, -145.875), 2500, "rpd_upgraded_zm");</p><p> self thread WeaponsSystemGreen_Run("Hold [{+usereload}] For Jet Gun [Cost: 3000]", (13556.1, -526.737, -145.875), 3000, "jetgun_zm");</p><p>}</p><p></p><p></p><p>RoomsPerksGreen_Run()</p><p>{</p><p> self thread PerksSystemGreen_Run( "zombie_perk_bottle_jugg", "zombie_vending_jugg", "Juggernaut", 500, (13678, -1232, -189), "specialty_armorvest", "mus_perks_jugganog_sting" );</p><p> self thread PerksSystemGreen_Run( "zombie_perk_bottle_sleight", "zombie_vending_sleight", "Fast Reload", 500, (13678, -1152, -189), "specialty_fastreload", "mus_perks_speed_sting" );</p><p> self thread PerksSystemGreen_Run( "zombie_perk_bottle_revive", "zombie_vending_revive", "Quick Revive", 500, (13556.1, -1419.23, -188.875), "specialty_quickrevive", "mus_perks_revive_sting" );</p><p> self thread PerksSystemGreen_Run( "zombie_perk_bottle_doubletap", "zombie_vending_doubletap2", "Double Tap", 500, (13556.1, -1349.23, -189.875), "specialty_rof", "mus_perks_doubletap_sting" );</p><p> self thread PerksSystemGreen_Run( "zombie_perk_bottle_marathon", "zombie_vending_marathon", "Stamin-Up", 500, (13556.1, -1602.47, -189.875), "specialty_longersprint", "mus_perks_stamin_sting" );</p><p> self thread PerksSystemGreen_Run( "zombie_perk_bottle_tombstone", "zombie_vending_tombstone", "Tombstone", 500, (13556.1, -1038.32, -189.875), "specialty_scavenger", "mus_perks_tombstone_sting" );</p><p>}</p><p></p><p>RommsSoundGreen_Run()</p><p>{</p><p>SoundOnOrigin( "mus_perks_jugganog_jingle", (13678, -1232, -189));</p><p>wait 50;</p><p>SoundOnOrigin( "mus_perks_speed_jingle", (13678, -1152, -189));</p><p>wait 50;</p><p>SoundOnOrigin( "mus_perks_revive_jingle", (13566.1, -1419.23, -188.875));</p><p>wait 50;</p><p>SoundOnOrigin( "mus_perks_doubletap_jingle", (13566.1, -1349.23, -189.875));</p><p>wait 50;</p><p>SoundOnOrigin( "mus_perks_stamin_jingle", (13566.1, -1602.47, -189.875));</p><p>wait 80;</p><p>SoundOnOrigin( "mus_perks_tombstone_jingle", (13566.1, -1038.32, -189.875));</p><p>wait 90;</p><p>SoundOnOrigin( "mus_perks_packa_jingle", (13606.6, -210.641, -189.875));</p><p>wait 100;</p><p>self thread RommsSoundGreen_Run();</p><p>}</p><p></p><p>// Secret Room Zombies Green Run By Loimonde51 *End*</p><p></p><p>// Secret Room Green Run Utils *Start*</p><p></p><p>WeaponsSystemGreen_Run(string, origin, cost, weapon)</p><p>{</p><p> level thread LowerMessage( "Secret Room Weapons", string );</p><p> RWeapons = spawn( "script_model", origin);</p><p> RWeapons setModel(getWeaponModel(weapon));</p><p> RWeapons rotateTo((0, 90, 0), .1);</p><p> RoomWeapons = spawn("trigger_radius", origin, 1, 20, 20);</p><p> RoomWeapons rotateTo((0, 90, 0), .1);</p><p> RoomWeapons SetCursorHint( "HINT_NOICON" );</p><p> RoomWeapons setLowerMessage( RoomWeapons, "Secret Room Weapons" );</p><p> for(;;)</p><p> {</p><p> RoomWeapons waittill("trigger", i);</p><p> if(i useButtonPressed() && i.score >= cost)</p><p> {</p><p> wait .3;</p><p> if(i useButtonPressed())</p><p> {</p><p> w = i GetWeaponsListPrimaries();</p><p> i playsound( "zmb_cha_ching" );</p><p> i.score -= cost;</p><p> playerCurrent = i getCurrentWeapon();</p><p> if(w.size > 1)i takeWeapon(playerCurrent);</p><p> i giveweapon( "knife_zm" );</p><p> i giveWeapon( weapon );</p><p> i givemaxammo( weapon );</p><p> i switchToWeapon( weapon );</p><p> i play_weapon_vo( weapon );</p><p> wait 1;</p><p> }</p><p> }</p><p> }</p><p>}</p><p></p><p>WeaponsSystemMeleeGreen_Run(string, origin, cost, weapon)</p><p>{</p><p> level thread LowerMessage( "Secret Room Weapons", string );</p><p> RWeapons = spawn( "script_model", origin);</p><p> RWeapons setModel(getWeaponModel(weapon));</p><p> RWeapons rotateTo((0, 90, 0), .1);</p><p> RoomWeapons = spawn("trigger_radius", origin, 1, 20, 20);</p><p> RoomWeapons rotateTo((0, 90, 0), .1);</p><p> RoomWeapons SetCursorHint( "HINT_NOICON" );</p><p> RoomWeapons setLowerMessage( RoomWeapons, "Secret Room Weapons" );</p><p> for(;;)</p><p> {</p><p> RoomWeapons waittill("trigger", i);</p><p> if(i useButtonPressed() && i.score >= cost)</p><p> {</p><p> wait .3;</p><p> if(i useButtonPressed())</p><p> {</p><p> w = i GetWeaponsListPrimaries();</p><p> i playsound( "zmb_cha_ching" );</p><p> i.score -= cost;</p><p> playerCurrent = i getCurrentWeapon();</p><p> if(w.size > 1)i takeWeapon(playerCurrent);</p><p> self takeweapon( self get_player_melee_weapon() );</p><p> self giveweapon(weapon);</p><p> self switchtoweapon( self getcurrentweapon() );</p><p> self set_player_melee_weapon(weapon);</p><p> wait 1;</p><p> }</p><p> }</p><p> }</p><p>}</p><p></p><p>PerksSystemGreen_Run( botal, model, perkname, cost, origin, perk, music )</p><p>{</p><p> RPerks = spawn( "script_model", origin );</p><p> RPerks setModel( model );</p><p> RPerks rotateTo((0, 90, 0), .1);</p><p> level thread LowerMessage( "Secret Room Perks", "Hold [{+usereload}] For "+perkname+" [Cost: "+cost+"]" );</p><p> trig = spawn("trigger_radius", origin, 1, 20, 20);</p><p> trig SetCursorHint( "HINT_NOICON" );</p><p> trig setLowerMessage( trig, "Secret Room Perks" );</p><p> for(;;)</p><p> {</p><p> trig waittill("trigger", i);</p><p> if(i useButtonPressed() && i.score >= cost)</p><p> {</p><p> wait .3;</p><p> if(i useButtonPressed())</p><p> {</p><p> i playsound( "zmb_cha_ching" );</p><p> i.score -= cost;</p><p> i thread GivePerk( botal, perk, music );</p><p> wait 5;</p><p> }</p><p> }</p><p> }</p><p>}</p><p></p><p>GivePerk( model, perk, music )</p><p>{</p><p> self DisableOffhandWeapons();</p><p> self DisableWeaponCycling();</p><p> weaponA = self getCurrentWeapon();</p><p> weaponB = model;</p><p> self SetPerk( perk );</p><p> self GiveWeapon( weaponB );</p><p> self SwitchToWeapon( weaponB );</p><p> SoundOnOrigin( music, self.origin );</p><p> self waittill( "weapon_change_complete" );</p><p> self EnableOffhandWeapons();</p><p> self EnableWeaponCycling();</p><p> self TakeWeapon( weaponB );</p><p> self SwitchToWeapon( weaponA );</p><p> self maps/mp/zombies/_zm_perks::give_perk(perk);</p><p>}</p><p></p><p>SoundOnOrigin(alias,origin)</p><p>{</p><p> soundPlayer = spawn( "script_origin", origin );</p><p> soundPlayer playsound( alias );</p><p>}</p><p></p><p>doPNuke()</p><p>{</p><p> foreach(player in level.players)</p><p> {</p><p> level thread maps\mp\zombies\_zm_powerups::nuke_powerup(self,player.team);</p><p> player maps\mp\zombies\_zm_powerups::powerup_vo("nuke");</p><p> zombies=getaiarray(level.zombie_team);</p><p> player.zombie_nuked=arraysort(zombies,self.origin);</p><p> player notify("nuke_triggered");</p><p> }</p><p>}</p><p></p><p>doPMAmmo()</p><p>{</p><p> foreach(player in level.players)</p><p> {</p><p> level thread maps\mp\zombies\_zm_powerups::full_ammo_powerup(self,player);</p><p> player thread maps\mp\zombies\_zm_powerups::powerup_vo("full_ammo");</p><p> }</p><p>}</p><p></p><p>doPDoublePoints()</p><p>{</p><p> foreach(player in level.players)</p><p> {</p><p> level thread maps\mp\zombies\_zm_powerups::double_points_powerup(self,player);</p><p> player thread maps\mp\zombies\_zm_powerups::powerup_vo("double_points");</p><p> }</p><p>}</p><p></p><p>doPInstaKills()</p><p>{</p><p> foreach(player in level.players)</p><p> {</p><p> level thread maps\mp\zombies\_zm_powerups::insta_kill_powerup(self,player);</p><p> player thread maps\mp\zombies\_zm_powerups::powerup_vo("insta_kill");</p><p> }</p><p>}</p><p></p><p>Teleporter1Fx()</p><p>{</p><p> playfx( level._effect[ "lght_marker" ], level.RoomTeleportBase );</p><p>}</p><p></p><p>Teleporter2Fx()</p><p>{</p><p> playfx( level._effect[ "lght_marker" ], (13730.9, -956.575, -189.875) );</p><p>}</p><p></p><p>TurnPowerOn()</p><p>{</p><p> self thread _zm_arena_openalldoors();</p><p> trig = getEnt("use_elec_switch", "targetname");</p><p> powerSwitch = getEnt("elec_switch", "targetname");</p><p> powerSwitch notSolid();</p><p> trig setHintString(&"ZOMBIE_ELECTRIC_SWITCH");</p><p> trig setVisibleToAll();</p><p> trig notify("trigger", self);</p><p> trig setInvisibleToAll();</p><p> powerSwitch rotateRoll(-90,0,3);</p><p> powerSwitch playSound("zmb_switch_flip");</p><p> powerSwitch playSound("zmb_poweron");</p><p> level thread maps/mp/zombies/_zm_perks::perk_unpause_all_perks();</p><p> self maps\mp\zombies\_zm_game_module::turn_power_on_and_open_doors();</p><p> powerSwitch waittill("rotatedone");</p><p> playFx(level._effect["switch_sparks"], powerSwitch.origin+(0, 12, -60), anglesToForward(powerSwitch.angles));</p><p> powerSwitch playSound("zmb_turn_on");</p><p> level notify("electric_door");</p><p> flag_set("power_on");</p><p> level setClientField("zombie_power_on", 1);</p><p> self.PowerOn = 1;</p><p>}</p><p></p><p>_zm_arena_openalldoors()</p><p>{</p><p> setdvar( "zombie_unlock_all", 1 );</p><p> flag_set( "power_on" );</p><p> players = get_players();</p><p> zombie_doors = getentarray( "zombie_door", "targetname" );</p><p> i = 0;</p><p> while ( i < zombie_doors.size )</p><p> {</p><p> zombie_doors[ i ] notify( "trigger" );</p><p> if ( is_true( zombie_doors[ i ].power_door_ignore_flag_wait ) )</p><p> {</p><p> zombie_doors[ i ] notify( "power_on" );</p><p> }</p><p> wait 0.05;</p><p> i++;</p><p> }</p><p> zombie_airlock_doors = getentarray( "zombie_airlock_buy", "targetname" );</p><p> i = 0;</p><p> while ( i < zombie_airlock_doors.size )</p><p> {</p><p> zombie_airlock_doors[ i ] notify( "trigger" );</p><p> wait 0.05;</p><p> i++;</p><p> }</p><p> zombie_debris = getentarray( "zombie_debris", "targetname" );</p><p> i = 0;</p><p> while ( i < zombie_debris.size )</p><p> {</p><p> zombie_debris[ i ] notify("trigger");</p><p> wait 0.05;</p><p> i++;</p><p> }</p><p> level notify( "open_sesame" );</p><p> wait 1;</p><p> setdvar( "zombie_unlock_all", 0 );</p><p>}</p><p></p><p>packAPunchGreenRun()</p><p>{</p><p> weap = self getCurrentWeapon();</p><p> weapon = get_upgraded(weap);</p><p> papGun = "zombie_knuckle_crack";</p><p> if(isDefined(weapon))</p><p> {</p><p> self TakeWeapon(weap);</p><p> self GiveWeapon(papGun);</p><p> self SwitchToWeapon(papGun);</p><p> playFx( loadfx( "maps/zombie/fx_zombie_packapunch" ), (13606.6, -210.641, -177.875), (0, 90, 0) );</p><p> SoundOnOrigin( "mus_perks_packa_sting", self.origin );</p><p> wait 4;</p><p> SoundOnOrigin( "zmb_perks_packa_ready", self.origin );</p><p> self TakeWeapon(papGun);</p><p> self GiveWeapon(weapon, 0, self maps\mp\zombies\_zm_weapons::get_pack_a_punch_weapon_options(weapon));</p><p> self GiveStartAmmo(weapon);</p><p> self SwitchToWeapon(weapon);</p><p> self givemaxammo(weapon);</p><p> self play_weapon_vo(weapon);</p><p> wait 4;</p><p> level.PackaPunch2 show();</p><p> level.PackaPunch = false;</p><p> }</p><p>}</p><p></p><p>get_upgraded( weaponname )</p><p>{</p><p> if( IsDefined(level.zombie_weapons[weaponname]) && IsDefined(level.zombie_weapons[weaponname].upgrade_name) )</p><p> {</p><p> return maps\mp\zombies\_zm_weapons::get_upgrade_weapon( weaponname, false );</p><p> }</p><p> else</p><p> {</p><p> return maps\mp\zombies\_zm_weapons::get_upgrade_weapon( weaponname, true );</p><p> }</p><p>}</p><p></p><p>LowerMessage( ref, text )</p><p>{</p><p> if( !IsDefined( level.zombie_hints ) )</p><p> {</p><p> level.zombie_hints = [];</p><p> }</p><p> PrecacheString( text );</p><p> level.zombie_hints[ref] = text;</p><p>}</p><p></p><p>setLowerMessage( ent, default_ref )</p><p>{</p><p> if( IsDefined( ent.script_hint ) )</p><p> {</p><p> self SetHintString( get_zombie_hint( ent.script_hint ) );</p><p> }</p><p> else</p><p> {</p><p> self SetHintString( get_zombie_hint( default_ref ) );</p><p> }</p><p>}</p><p></p><p>// Secret Room Green Run Utils *End*</p><p></p><p>[/LEFT]</p><p>[/CODE][/SPOILER]</p><p></p><p style="text-align: center"><strong>Excuse Me For My Bad English I'm French</strong></p></blockquote><p></p>
[QUOTE="Loimonde51 Team51, post: 41810, member: 236068"] [CENTER]Hello [B][COLOR=#00ff00]Everyone[/COLOR][/B] is [B][COLOR=#4dffff]Loimonde51[/COLOR][/B] ! Today, [B][COLOR=#4d4dff]I Introduce You[/COLOR][/B] My New Mods: [B][COLOR=#ff4dff]The Secret Room Zombies Green Run By Loimonde51.[/COLOR][/B] Picture: No Power On: [IMG]https://i.imgur.com/ZZlUW0V.jpg[/IMG] Power On: [IMG]https://i.imgur.com/Qf276yd.jpg[/IMG] Perks: [IMG]https://i.imgur.com/ne0tJgF.jpg[/IMG] PowerUps: [IMG]https://i.imgur.com/5qUyodw.jpg[/IMG] WallBuy: [IMG]https://i.imgur.com/Lr6r97N.jpg[/IMG] Mysterybox: [IMG]https://i.imgur.com/PORhfRN.jpg[/IMG] Pack-A-Punch: [IMG]https://i.imgur.com/dk43ZLU.jpg[/IMG] Power: [IMG]https://i.imgur.com/oBFp2b1.jpg[/IMG] Video: [MEDIA=youtube]R0_QIsWxEXg[/MEDIA][/CENTER] [SPOILER="Secret Room Zombies Green Run By Loimonde51 Source Code"][CODE][/CENTER] [LEFT]/* * Secret Room Green Run By Loimonde51 * * Creator : Loimonde51 * Project : Secret Room Green Run * 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; init() { RoomInit(); level thread onPlayerConnect(); } onPlayerConnect() { for(;;) { level waittill("connected", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("game_ended"); for(;;) { self waittill("spawned_player"); self thread DoGiveMoney(); wait 5; self thread InitialiseSecretRoomGreen_Run(); } } //Give Money : DoGiveMoney() { self.score+=1000000; } // Secret Room Zombies Green Run By Loimonde51 *Start* RoomInit() { PrecacheModel("p6_anim_zm_magic_box"); PrecacheModel("p6_anim_zm_buildable_pap_on"); PrecacheModel("p6_zm_buildable_pswitch_body"); PrecacheModel("zombie_vending_jugg"); PrecacheModel("zm_collision_perks1"); PrecacheModel("zombie_vending_sleight"); PrecacheModel("zombie_vending_revive"); PrecacheModel("zombie_vending_doubletap2"); PrecacheModel("zombie_bomb"); PrecacheModel("zombie_ammocan"); PrecacheModel("zombie_x2_icon"); PrecacheModel("zombie_skull"); setdvar("ai_showFailedPaths",0); if(isDefined(level.player_out_of_playable_area_monitor)) level.player_out_of_playable_area_monitor = false; } InitialiseSecretRoomGreen_Run() { level.RoomTeleportBase = self.origin; self thread RoomTeleporter1Green_Run(); self thread RoomTeleporter2Green_Run(); self thread RoomPowerGreen_Run(); } AllPowerUpsDesactived() { 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; } RoomNukeGreen_Run() { level thread LowerMessage( "Room Nuke Bomb", "Hold [{+usereload}] For Send Nuke Bomb [Cost: 250]" ); level.RoomBomb = spawn( "script_model", (13753, -629.845, -148.875)); level.RoomBomb setModel("zombie_bomb"); level.RoomBomb rotateTo((0, 0, 90), .1); playfx( loadfx( "misc/fx_zombie_powerup_on" ), (13753, -629.845, -148.875) ); level.RoomBomb2 = spawn( "trigger_radius", (13753, -629.845, -148.875), 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 >= 250 && i.BombSend == false) { i.score -= 250; i.BombSend = true; self thread AllPowerUpsDesactived(); i doPNuke(); wait(4); i.BombSend = false; } } } RoomMaxAmmoGreen_Run() { level thread LowerMessage( "Room Max Ammo", "Hold [{+usereload}] For Max Ammo [Cost: 250]" ); level.RoomAmmo = spawn( "script_model", (13753, -549.845, -148.875)); level.RoomAmmo setModel("zombie_ammocan"); level.RoomAmmo rotateTo((0, 0, 0), .1); playfx( loadfx( "misc/fx_zombie_powerup_on" ), (13753, -549.845, -148.875) ); level.RoomAmmo2 = spawn( "trigger_radius", (13753, -549.845, -148.875), 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 >= 250 && i.MaxAm == false) { i.score -= 250; i.MaxAm = true; self thread AllPowerUpsDesactived(); i doPMAmmo(); wait(4); i.MaxAm = false; } } } RoomDoublePointsGreen_Run() { level thread LowerMessage( "Room Double Points", "Hold [{+usereload}] For Double Points [Cost: 250]" ); level.RoomDoubleP = spawn( "script_model", (13753, -499.845, -148.875)); level.RoomDoubleP setModel("zombie_x2_icon"); level.RoomDoubleP rotateTo((0, 0, 0), .1); playfx( loadfx( "misc/fx_zombie_powerup_on" ), (13753, -499.845, -148.875) ); level.RoomDoubleP2 = spawn( "trigger_radius", (13753, -499.845, -148.875), 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 >= 250 && i.MaxP == false) { i.score -= 250; i.MaxP = true; self thread AllPowerUpsDesactived(); i doPDoublePoints(); wait(4); i.MaxP = false; } } } RoomInstantKillsGreen_Run() { level thread LowerMessage( "Room Double Points", "Hold [{+usereload}] For Insta Kill [Cost: 250]" ); level.RoomIntKills = spawn( "script_model", (13753, -439.845, -148.875)); level.RoomIntKills setModel("zombie_skull"); level.RoomIntKills rotateTo((0, 0, 0), .1); playfx( loadfx( "misc/fx_zombie_powerup_on" ), (13753, -439.845, -148.875) ); level.RoomIntKills2 = spawn( "trigger_radius", (13753, -439.845, -148.875), 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 >= 250 && i.IntKills == false) { i.score -= 250; i.IntKills = true; self thread AllPowerUpsDesactived(); i doPInstaKills(); wait(4); i.IntKills = false; } } } RoomTeleporter1Green_Run() { 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(); for(;;) { level.RoomTeleporter1 waittill( "trigger", i ); if( i UseButtonPressed() && i.TeleportNotPossible == false) { i SetOrigin((13730.9, -956.575, -189.875)); i iprintln("Welcome ^2" + self.name + "^7 To ^1Secret Room^7 By ^5Loimonde51^7"); i.ignoreme=1; i.TeleportNotPossible = true; wait(4); i.TeleportNotPossible = false; } } } RoomTeleporter2Green_Run() { level thread LowerMessage( "Room Teleporter 2", "Hold [{+usereload}] For Exit The Secret Room" ); level.ModelTeleporter2 = spawn( "script_model", (13730.9, -956.575, -189.875)); level.ModelTeleporter2 setModel("defaultactor"); level.ModelTeleporter2 rotateTo((0, 90, 0), .1); level.RoomTeleporter2 = spawn( "trigger_radius", (13730.9, -956.575, -189.875), 1, 50, 10 ); level.RoomTeleporter2 SetCursorHint( "HINT_NOICON" ); level.RoomTeleporter2 UseTriggerRequireLookAt(); level.RoomTeleporter2 setLowerMessage( level.RoomTeleporter2, "Room Teleporter 2" ); self thread Teleporter2Fx(); for(;;) { level.RoomTeleporter2 waittill( "trigger", i ); if( i UseButtonPressed() && i.TeleportNotPossible == false) { i SetOrigin(level.RoomTeleportBase); i iprintln("You ^1Left^7 The ^2Secret Room^7 By ^5Loimonde51^7"); i.TeleportNotPossible = true; i.ignoreme=0; wait(4); i.TeleportNotPossible = false; } } } RoomMagicBoxGreen_Run() { level thread LowerMessage( "Gr3ZzBox", "Hold [{+usereload}] For Mystery Box [Cost: 750]" ); level.MagicWeapons = spawn( "script_model", (13566.1, -840.069, -189.875)); level.MagicBox = spawn( "script_model", (13566.1, -840.069, -189.875)); level.MagicBox setModel("p6_anim_zm_magic_box"); level.MagicBox2 = spawn( "trigger_radius", (13566.1, -840.069, -189.875), 1, 50, 10 ); level.MagicBox2 SetCursorHint( "HINT_NOICON" ); level.MagicBox2 UseTriggerRequireLookAt(); level.MagicBox2 setLowerMessage( level.MagicBox2, "Gr3ZzBox" ); level.MagicBox rotateTo((0, 90, 0), .1); level.MagicBox2 rotateTo((0, 90, 0), .1); level.MagicWeapons rotateTo((0, 90, 0), .1); for(;;) { level.MagicBox2 waittill( "trigger", i ); if( i UseButtonPressed() && i.score >= 750 && 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] = "saritch_zm"; i.WeaponsList[8] = "tar21_zm"; i.WeaponsList[9] = "type95_zm"; i.WeaponsList[10] = "xm8_zm"; i.WeaponsList[11] = "870mcs_zm"; i.WeaponsList[12] = "rottweil72_zm"; i.WeaponsList[13] = "saiga12_zm"; i.WeaponsList[14] = "srm1216_zm"; i.WeaponsList[15] = "rpd_zm"; i.WeaponsList[16] = "hamr_zm"; i.WeaponsList[17] = "dsr50_zm"; i.WeaponsList[18] = "barretm82_zm"; i.WeaponsList[19] = "beretta93r_zm"; i.WeaponsList[20] = "fiveseven_zm"; i.WeaponsList[21] = "judge_zm"; i.WeaponsList[22] = "kard_zm"; i.WeaponsList[23] = "m1911_zm"; i.WeaponsList[24] = "usrpg_zm"; i.WeaponsList[25] = "m32_zm"; i.WeaponsList[26] = "knife_ballistic_zm"; i.WeaponsList[27] = "ray_gun_zm"; i.WeaponsList[28] = "raygun_mark2_zm"; i.WeaponsSelected = RandomInt( i.WeaponsList.size ); level.MagicBoxOpended = true; level.MagicBox2 hide(); play_sound_at_pos( "open_chest", (13566.1, -840.069, -189.875) ); i.score -= 750; play_sound_at_pos( "music_chest", (13566.1, -840.069, -189.875) ); 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 + (0,0,35),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.MagicWeapons MoveTo(level.MagicBox.origin,1); level.MagicBoxOpended = false; level.MagicBox2 show(); } wait .1; } } RoomPowerGreen_Run() { level thread LowerMessage( "Power", "Hold [{+usereload}] To Enable The Power [Cost: 1000]" ); level.Power = spawn( "script_model", (13825.0, -200.641, -188.875)); level.Power setModel("p6_zm_buildable_pswitch_body"); level.Power2 = spawn( "trigger_radius", (13825.0, -200.641, -188.875), 1, 50, 10 ); level.Power2 SetCursorHint( "HINT_NOICON" ); level.Power2 UseTriggerRequireLookAt(); level.Power2 setLowerMessage( level.Power2, "Power" ); level.Power rotateTo((0, 360, 0), .1); level.Power2 rotateTo((0, 360, 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" ], (13800.0, -215.641, -188.875) ); self thread TurnPowerOn(); self RoomsPerksGreen_Run(); self thread RommsSoundGreen_Run(); self thread RoomPackaPunchGreen_Run(); self RoomWeaponsGreen_Run(); self thread RoomMagicBoxGreen_Run(); self thread RoomNukeGreen_Run(); self thread RoomMaxAmmoGreen_Run(); self thread RoomDoublePointsGreen_Run(); self thread RoomInstantKillsGreen_Run(); } } } RoomPackaPunchGreen_Run() { level thread LowerMessage( "PackaPunch", "Hold [{+usereload}] For Pack-a-Punch [Cost: 3500]" ); level.PackaPunch = spawn( "script_model", (13606.6, -210.641, -189.875)); level.PackaPunch setModel("p6_anim_zm_buildable_pap_on"); level.PackaPunch2 = spawn( "trigger_radius", (13606.6, -210.641, -189.875), 1, 50, 10 ); level.PackaPunch2 SetCursorHint( "HINT_NOICON" ); level.PackaPunch2 UseTriggerRequireLookAt(); level.PackaPunch2 setLowerMessage( level.PackaPunch2, "PackaPunch" ); level.PackaPunch rotateTo((0, 360, 0), .1); level.PackaPunch2 rotateTo((0, 360, 0), .1); for(;;) { level.PackaPunch2 waittill( "trigger", i ); if( i UseButtonPressed() && i.score >= 3500 && level.PackaPunch == false ) { level.PackaPunch = true; i.score -= 3500; level.PackaPunch2 hide(); self thread packAPunchGreenRun(); } } } RoomWeaponsGreen_Run() { self thread WeaponsSystemGreen_Run("Hold [{+usereload}] For Ray Gun [Cost: 1250]", (13556.1, -746.737, -145.875), 1250, "ray_gun_zm"); self thread WeaponsSystemGreen_Run("Hold [{+usereload}] For Ray Gun Mark 2 [Cost: 1500]", (13556.1, -706.737, -145.875), 1500, "raygun_mark2_zm"); self thread WeaponsSystemMeleeGreen_Run("Hold [{+usereload}] For Tazer [Cost: 2000]", (13556.1, -676.737, -145.875), 2000, "tazer_knuckles_zm"); self thread WeaponsSystemGreen_Run("Hold [{+usereload}] For RPD Upgraded [Cost: 2500]", (13556.1, -586.737, -145.875), 2500, "rpd_upgraded_zm"); self thread WeaponsSystemGreen_Run("Hold [{+usereload}] For Jet Gun [Cost: 3000]", (13556.1, -526.737, -145.875), 3000, "jetgun_zm"); } RoomsPerksGreen_Run() { self thread PerksSystemGreen_Run( "zombie_perk_bottle_jugg", "zombie_vending_jugg", "Juggernaut", 500, (13678, -1232, -189), "specialty_armorvest", "mus_perks_jugganog_sting" ); self thread PerksSystemGreen_Run( "zombie_perk_bottle_sleight", "zombie_vending_sleight", "Fast Reload", 500, (13678, -1152, -189), "specialty_fastreload", "mus_perks_speed_sting" ); self thread PerksSystemGreen_Run( "zombie_perk_bottle_revive", "zombie_vending_revive", "Quick Revive", 500, (13556.1, -1419.23, -188.875), "specialty_quickrevive", "mus_perks_revive_sting" ); self thread PerksSystemGreen_Run( "zombie_perk_bottle_doubletap", "zombie_vending_doubletap2", "Double Tap", 500, (13556.1, -1349.23, -189.875), "specialty_rof", "mus_perks_doubletap_sting" ); self thread PerksSystemGreen_Run( "zombie_perk_bottle_marathon", "zombie_vending_marathon", "Stamin-Up", 500, (13556.1, -1602.47, -189.875), "specialty_longersprint", "mus_perks_stamin_sting" ); self thread PerksSystemGreen_Run( "zombie_perk_bottle_tombstone", "zombie_vending_tombstone", "Tombstone", 500, (13556.1, -1038.32, -189.875), "specialty_scavenger", "mus_perks_tombstone_sting" ); } RommsSoundGreen_Run() { SoundOnOrigin( "mus_perks_jugganog_jingle", (13678, -1232, -189)); wait 50; SoundOnOrigin( "mus_perks_speed_jingle", (13678, -1152, -189)); wait 50; SoundOnOrigin( "mus_perks_revive_jingle", (13566.1, -1419.23, -188.875)); wait 50; SoundOnOrigin( "mus_perks_doubletap_jingle", (13566.1, -1349.23, -189.875)); wait 50; SoundOnOrigin( "mus_perks_stamin_jingle", (13566.1, -1602.47, -189.875)); wait 80; SoundOnOrigin( "mus_perks_tombstone_jingle", (13566.1, -1038.32, -189.875)); wait 90; SoundOnOrigin( "mus_perks_packa_jingle", (13606.6, -210.641, -189.875)); wait 100; self thread RommsSoundGreen_Run(); } // Secret Room Zombies Green Run By Loimonde51 *End* // Secret Room Green Run Utils *Start* WeaponsSystemGreen_Run(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; } } } } WeaponsSystemMeleeGreen_Run(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); self takeweapon( self get_player_melee_weapon() ); self giveweapon(weapon); self switchtoweapon( self getcurrentweapon() ); self set_player_melee_weapon(weapon); wait 1; } } } } PerksSystemGreen_Run( botal, model, perkname, cost, origin, perk, music ) { RPerks = spawn( "script_model", origin ); RPerks setModel( model ); RPerks rotateTo((0, 90, 0), .1); 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 GivePerk( botal, perk, music ); wait 5; } } } } GivePerk( 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); } SoundOnOrigin(alias,origin) { soundPlayer = spawn( "script_origin", origin ); soundPlayer playsound( alias ); } doPNuke() { 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"); } } doPMAmmo() { 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"); } } doPDoublePoints() { 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"); } } doPInstaKills() { 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"); } } Teleporter1Fx() { playfx( level._effect[ "lght_marker" ], level.RoomTeleportBase ); } Teleporter2Fx() { playfx( level._effect[ "lght_marker" ], (13730.9, -956.575, -189.875) ); } TurnPowerOn() { 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 ); } packAPunchGreenRun() { 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" ), (13606.6, -210.641, -177.875), (0, 90, 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; } } 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 ); } } 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 ) ); } } // Secret Room Green Run Utils *End* [/LEFT] [/CODE][/SPOILER] [CENTER][B]Excuse Me For My Bad English I'm French[/B][/CENTER] [/QUOTE]
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Black Ops 2 GSC Custom Game mode - Secret Room Zombies Green Run By Loimonde51 #2 **Reupload**
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