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Black Ops 2 GSC Custom Game mode - Secret Room Zombies Nuketown By Loimonde51 #3 **Reupload**
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<blockquote data-quote="Loimonde51 Team51" data-source="post: 41811" data-attributes="member: 236068"><p style="text-align: center">Hello <strong><span style="color: #80ff00">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 Nuketown 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/9i1QOjo.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/o6b4TXY.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center"><strong><u><span style="color: #ff4d4d">Perks:</span></u></strong></p> <p style="text-align: center"></p> <p style="text-align: center">Quick Revive:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/JqznzeB.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center">Jugger-nog:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/GxeT1Y8.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center">Double Tap:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/KGC8is4.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center">Speed Cola:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/fuSek22.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/HVHkYKx.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/25Yr3SR.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/7pvypwI.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/Kgx7vvW.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/VKypZe9.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center"><strong><u><span style="color: #ff4d4d">Custom Perks By Loimonde51:</span></u></strong></p> <p style="text-align: center"></p> <p style="text-align: center">Electric Cherry:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/lsIQPQA.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center">Deadshot Daiquiri:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/7tgxwge.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center">PHD Flopper:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/GYu0T4x.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center">Mule Kick:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/CQnN6nG.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center">Stamin-Up:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/LScP81w.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center">Widows Wine:</p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/yPSkIRz.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]i4URCwxr4dw[/MEDIA]</p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center">Download Link:</p> <p style="text-align: center"></p> <p style="text-align: center"><a href="https://drive.google.com/uc?export=download&id=18uk4UdcJBpJwazsFePLQ5__DlKVx7WNg" target="_blank">https://drive.google.com/uc?export=download&id=18uk4UdcJBpJwazsFePLQ5__DlKVx7WNg</a></p> <p style="text-align: center"></p><p>[SPOILER="Secret Room Zombies Nuketown By Loimonde51 Source Code"][/SPOILER]</p><p>[SPOILER="Secret Room Zombies Nuketown By Loimonde51 Source Code"]</p><p>[CODE]/*</p><p>* Secret Room Nuketown By Loimonde51</p><p>*</p><p>* Project : Secret Room Nuketown</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>#include maps/mp/zombies/_zm_tombstone;</p><p>#include maps/mp/zombies/_zm_chugabud;</p><p>#include maps/mp/zombies/_zm_perk_electric_cherry;</p><p></p><p>init()</p><p>{</p><p> Secret_Room_Init_Nuketown();</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> player.clientid = level.clientid;</p><p> level.clientid++;</p><p> player.MenuAccess = false;</p><p> player.hatMenu = false;</p><p> player.MyAccess = "^1N/A";</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> if(self isHost())</p><p> {</p><p> self freezecontrols(false);</p><p> self.MenuAccess = true;</p><p> self.hatMenu = true;</p><p> self.MyAccess = "^2Host";</p><p> wait 5;</p><p> self thread DoGiveMoney();</p><p> self thread Initialise_Secret_Room_Nuketown();</p><p> }</p><p> else if ( self.MenuAccess == true)</p><p> {</p><p> self.MenuAccess = true;</p><p> self.hatMenu = true;</p><p> self.MyAccess = "^5Menu";</p><p> self freezecontrols(false);</p><p> }</p><p> else if ( self.hatMenu == false)</p><p> {</p><p> self.MyAccess = "^1N/A";</p><p> }</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 Nuketown By Loimonde51 *Start*</p><p></p><p>Secret_Room_Init_Nuketown()</p><p>{</p><p> PrecacheModel("defaultactor");</p><p> PrecacheModel("zm_collision_perks1");</p><p> precachemodel("collision_clip_sphere_64");</p><p> precachemodel("collision_clip_sphere_32");</p><p> setdvar("ai_showFailedPaths",0);</p><p> level.AirspaceFull = 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>Initialise_Secret_Room_Nuketown()</p><p>{</p><p> level.RoomTeleportBase = self.origin;</p><p> self thread Secret_Room_Teleporter1_Nuketown();</p><p> self thread Secret_Room_Teleporter2_Nuketown();</p><p> self thread Secret_Room_Power_Nuketown();</p><p>}</p><p></p><p>Secret_Room_Nuke_Nuketown()</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", (504.43, -2215.02, -12.8669));</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" ), (504.43, -2215.02, -12.8669) );</p><p> level.RoomBomb2 = spawn( "trigger_radius", (504.43, -2215.02, -12.8669), 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 >= 500 && i.BombSend == false)</p><p> {</p><p> i.score -= 500;</p><p> i.BombSend = true;</p><p> self thread All_Power_Up_Desactived();</p><p> i Secret_Room_Nuke();</p><p> wait(4);</p><p> i.BombSend = false;</p><p> </p><p> }</p><p> }</p><p>}</p><p></p><p>Secret_Room_Max_Ammo_Nuketown()</p><p>{</p><p> level thread LowerMessage( "Room Max Ammo", "Hold [{+usereload}] For Max Ammo [Cost: 250]" );</p><p> level.RoomAmmo = spawn( "script_model", (504.43, -2142.02, -12.8669));</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" ), (504.43, -2142.02, -12.8669) );</p><p> level.RoomAmmo2 = spawn( "trigger_radius", (504.43, -2142.02, -12.8669), 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 >= 500 && i.MaxAm == false)</p><p> {</p><p> i.score -= 500;</p><p> i.MaxAm = true;</p><p> self thread All_Power_Up_Desactived();</p><p> i Secret_Room_Max_Ammo();</p><p> wait(4);</p><p> i.MaxAm = false;</p><p> </p><p> }</p><p> }</p><p>}</p><p></p><p>Secret_Room_Double_Points_Nuketown()</p><p>{</p><p> level thread LowerMessage( "Room Double Points", "Hold [{+usereload}] For Double Points [Cost: 250]" );</p><p> level.RoomDoubleP = spawn( "script_model", (504.43, -2065.02, -12.8669));</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" ), (504.43, -2065.02, -12.8669) );</p><p> level.RoomDoubleP2 = spawn( "trigger_radius", (504.43, -2065.02, -12.8669), 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 >= 500 && i.MaxP == false)</p><p> {</p><p> i.score -= 500;</p><p> i.MaxP = true;</p><p> self thread All_Power_Up_Desactived();</p><p> i Secret_Room_Double_Points();</p><p> wait(4);</p><p> i.MaxP = false;</p><p> </p><p> }</p><p> }</p><p>}</p><p></p><p>Secret_Room_Instant_Kills_Nuketown()</p><p>{</p><p> level thread LowerMessage( "Room Double Points", "Hold [{+usereload}] For Insta Kill [Cost: 250]" );</p><p> level.RoomIntKills = spawn( "script_model", (504.43, -1978.02, -12.8669));</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" ), (504.43, -1978.02, -12.8669) );</p><p> level.RoomIntKills2 = spawn( "trigger_radius", (504.43, -1978.02, -12.8669), 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 >= 500 && i.IntKills == false)</p><p> {</p><p> i.score -= 500;</p><p> i.IntKills = true;</p><p> self thread All_Power_Up_Desactived();</p><p> i Secret_Room_Insta_Kills();</p><p> wait(4);</p><p> i.IntKills = false;</p><p> </p><p> }</p><p> }</p><p>}</p><p></p><p>Secret_Room_Teleporter1_Nuketown()</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_Nuketown();</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((27.3126, -2604.65, -65.875));</p><p> self thread Welcome_Message_Secret_Room();</p><p> i.ignoreme=1;</p><p> i.TeleportNotPossible = true;</p><p> wait(8);</p><p> i.TeleportNotPossible = false;</p><p> }</p><p> }</p><p>}</p><p></p><p>Secret_Room_Teleporter2_Nuketown()</p><p>{</p><p> level thread LowerMessage( "Room Teleporter 2", "Hold [{+usereload}] For Exit The Secret Room" );</p><p> level.ModelTeleporter2 = spawn( "script_model", (27.3126, -2604.65, -65.875));</p><p> level.ModelTeleporter2 setModel("defaultactor");</p><p> level.ModelTeleporter2 rotateTo((0, 90, 0), .1);</p><p> level.RoomTeleporter2 = spawn( "trigger_radius", (27.3126, -2604.65, -65.875), 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_Nuketown();</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> self thread Exit_Message_Secret_Room();</p><p> i.TeleportNotPossible = true;</p><p> i.ignoreme=0;</p><p> wait(8);</p><p> i.TeleportNotPossible = false;</p><p> }</p><p> }</p><p>}</p><p></p><p>Secret_Room_Magic_Box_Nuketown()</p><p>{</p><p> level thread LowerMessage( "Gr3ZzBox", "Hold [{+usereload}] For Mystery Box [Cost: 950]" );</p><p> level.MagicWeapons = spawn( "script_model", (128.309, -1120.03, -67.5428));</p><p> level.MagicBox = spawn( "script_model", (128.309, -1120.03, -67.5428));</p><p> level.MagicBox setModel("p6_anim_zm_magic_box");</p><p> level.Blockers = spawn( "script_model", (128.309, -1120.03, -10));</p><p> level.Blockers setModel("collision_clip_sphere_32");</p><p> level.MagicBox2 = spawn( "trigger_radius", (128.309, -1120.03, -67.5428), 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, 0, 0), .1);</p><p> level.MagicBox2 rotateTo((0, 0, 0), .1);</p><p> level.MagicWeapons rotateTo((0, 0, 0), .1);</p><p> for(;;)</p><p> {</p><p> level.MagicBox2 waittill( "trigger", i );</p><p> if( i UseButtonPressed() && i.score >= 950 && 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] = "hk416_zm";</p><p> i.WeaponsList[8] = "saritch_zm";</p><p> i.WeaponsList[9] = "tar21_zm";</p><p> i.WeaponsList[10] = "type95_zm";</p><p> i.WeaponsList[11] = "xm8_zm";</p><p> i.WeaponsList[12] = "870mcs_zm";</p><p> i.WeaponsList[13] = "rottweil72_zm";</p><p> i.WeaponsList[14] = "saiga12_zm";</p><p> i.WeaponsList[15] = "srm1216_zm";</p><p> i.WeaponsList[16] = "lsat_zm";</p><p> i.WeaponsList[17] = "rpd_zm";</p><p> i.WeaponsList[18] = "hamr_zm";</p><p> i.WeaponsList[19] = "dsr50_zm";</p><p> i.WeaponsList[20] = "barretm82_zm";</p><p> i.WeaponsList[21] = "beretta93r_zm";</p><p> i.WeaponsList[22] = "fiveseven_zm";</p><p> i.WeaponsList[23] = "fivesevendw_zm";</p><p> i.WeaponsList[24] = "judge_zm";</p><p> i.WeaponsList[25] = "kard_zm";</p><p> i.WeaponsList[26] = "usrpg_zm";</p><p> i.WeaponsList[27] = "m32_zm";</p><p> i.WeaponsList[28] = "knife_ballistic_zm";</p><p> i.WeaponsList[29] = "ray_gun_zm";</p><p> i.WeaponsList[30] = "raygun_mark2_zm";</p><p> i.WeaponsSelected = RandomInt( i.WeaponsList.size );</p><p> level.MagicBoxOpended = true;</p><p> level.MagicBox2 hide();</p><p> SoundOnOrigin( "open_chest", (128.309, -1120.03, -67.5428) );</p><p> i.score -= 950;</p><p> SoundOnOrigin( "music_chest", (128.309, -1120.03, -67.5428) );</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 + (0,0,55),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.MagicBoxOpended = false;</p><p> level.MagicBox2 show();</p><p> }</p><p> wait .1;</p><p> }</p><p>}</p><p></p><p>Secret_Room_Power_Nuketown()</p><p>{</p><p> level thread LowerMessage( "Power", "Hold [{+usereload}] To Enable The Power [Cost: 1000]" );</p><p> level.Power = spawn( "script_model", (751.359, -1916.23, -65.0385));</p><p> level.Power setModel("p_us_mailbox");</p><p> level.Blockers = spawn( "script_model", (751.359, -1916.23, -10));</p><p> level.Blockers setModel("collision_clip_sphere_32");</p><p> level.Power2 = spawn( "trigger_radius", (751.359, -1916.23, -65.0385), 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, 90, 0), .1);</p><p> level.Power2 rotateTo((0, 90, 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" ], self.origin + (0 , 0, 20));</p><p> self thread Secret_Room_Turn_Power_On();</p><p> self thread SpawnBooleans();</p><p> self thread Secret_Room_Perks_Nuketown();</p><p> self thread Secret_Room_Sound_Nuketown();</p><p> self thread Secret_Room_Pack_A_Punch_Nuketown();</p><p> self thread Secret_Room_Weapons_Nuketown();</p><p> self thread Secret_Room_Magic_Box_Nuketown();</p><p> self thread Secret_Room_Nuke_Nuketown();</p><p> self thread Secret_Room_Max_Ammo_Nuketown();</p><p> self thread Secret_Room_Double_Points_Nuketown();</p><p> self thread Secret_Room_Instant_Kills_Nuketown();</p><p> self thread Power_On_Message_Secret_Room();</p><p> i.TeleportNotPossible = true;</p><p> wait(8);</p><p> i.TeleportNotPossible = false;</p><p> }</p><p> }</p><p>}</p><p></p><p>Secret_Room_Pack_A_Punch_Nuketown()</p><p>{</p><p> level thread LowerMessage( "PackaPunch", "Hold [{+usereload}] For Pack-a-Punch [Cost: 5000]" );</p><p> level.PackaPunch = spawn( "script_model", (1045.63, -1470.82, -72.8238));</p><p> level.PackaPunch setModel("p6_anim_zm_buildable_pap_on");</p><p> level.Blockers = spawn( "script_model", (1045.63, -1470.82, -10));</p><p> level.Blockers setModel("collision_clip_sphere_32");</p><p> level.PackaPunch2 = spawn( "trigger_radius", (1045.63, -1470.82, -72.8238), 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, 270, 0), .1);</p><p> level.PackaPunch2 rotateTo((0, 270, 0), .1);</p><p> for(;;)</p><p> {</p><p> level.PackaPunch2 waittill( "trigger", i );</p><p> if( i UseButtonPressed() && i.score >= 5000 && level.PackaPunch == false )</p><p> {</p><p> level.PackaPunch = true;</p><p> i.score -= 5000;</p><p> level.PackaPunch2 hide();</p><p> self thread Pack_A_Punch_Nuketown();</p><p> }</p><p> }</p><p>}</p><p></p><p>Secret_Room_Weapons_Nuketown()</p><p>{</p><p> self thread Weapons_System_Nuketown("Hold [{+usereload}] For Ray Gun [Cost: 1250]", (760.504, -1570.67, -12.1562), 1250, "ray_gun_zm");</p><p> self thread Weapons_System_Nuketown("Hold [{+usereload}] For Ray Gun Mark 2 [Cost: 1500]", (760.504, -1630.67, -12.1562), 1500, "raygun_mark2_zm");</p><p> self thread Weapons_System_Melee_Nuketown("Hold [{+usereload}] For Tazer [Cost: 2000]", (760.504, -1683.67, -12.1562), 2000, "tazer_knuckles_zm");</p><p> self thread Weapons_System_Melee_Nuketown("Hold [{+usereload}] For Bowie Knife [Cost: 2500]", (760.504, -1737.67, -12.1562), 2500, "bowie_knife_zm");</p><p>}</p><p></p><p>Secret_Room_Perks_Nuketown()</p><p>{</p><p> 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" );</p><p> 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" );</p><p> 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" );</p><p> 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" );</p><p> 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" );</p><p> 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" );</p><p> 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" );</p><p> 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" );</p><p> 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" );</p><p> 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" );</p><p>}</p><p></p><p>Secret_Room_Sound_Nuketown()</p><p>{</p><p>SoundOnOrigin( "mus_perks_revive_jingle", (339, -874.882, -59.875));</p><p>wait 50;</p><p>SoundOnOrigin( "mus_perks_jugganog_jingle", (-503.411, -1300.5, -56.7778));</p><p>wait 50;</p><p>SoundOnOrigin( "mus_perks_doubletap_jingle", (126.737, -1400.64, -64.9949));</p><p>wait 50;</p><p>SoundOnOrigin( "mus_perks_speed_jingle", (-595.043, -1840.48, -56.3694));</p><p>wait 50;</p><p>SoundOnOrigin( "mus_perks_packa_jingle", (1045.63, -1470.82, -72.8238));</p><p>wait 100;</p><p>self thread Secret_Room_Sound_Nuketown();</p><p>}</p><p></p><p>// Secret Room Zombies Nuketown By Loimonde51 *End*</p><p></p><p>// Secret Room Zombies Nuketown By Loimonde51 Utils *Start*</p><p></p><p>Weapons_System_Nuketown(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>Weapons_System_Melee_Nuketown(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> 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>Perks_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk, music )</p><p>{</p><p> RPerks = spawn( "script_model", origin );</p><p> RPerks setModel( model );</p><p> RPerks rotateTo( Rotation , .1);</p><p> level.Blockers = spawn( "script_model", origin_blockers );</p><p> level.Blockers setModel("collision_clip_sphere_32");</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> self thread Give_Perk( botal, perk, music );</p><p> wait 5;</p><p> }</p><p> }</p><p> }</p><p>}</p><p></p><p>Custom_Perks_Electric_Cherry_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk )</p><p>{</p><p> RPerks = spawn( "script_model", origin );</p><p> RPerks setModel( model );</p><p> RPerks rotateTo( Rotation , .1);</p><p> level.Blockers = spawn( "script_model", origin_blockers );</p><p> level.Blockers setModel("collision_clip_sphere_32");</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 Give_Custom_Perk( botal, perk );</p><p> self thread Toggle_Electric_Cherry_Nuketown();</p><p> wait 3;</p><p> self.toggle_Electric_Cherry = !self.toggle_Electric_Cherry;</p><p> self.hud_element_Electric_Cherry destroy();</p><p> 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 );</p><p> }</p><p> }</p><p> }</p><p>}</p><p></p><p>Custom_Perks_Deadshot_Daiquiri_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk )</p><p>{</p><p> RPerks = spawn( "script_model", origin );</p><p> RPerks setModel( model );</p><p> RPerks rotateTo( Rotation , .1);</p><p> level.Blockers = spawn( "script_model", origin_blockers );</p><p> level.Blockers setModel("collision_clip_sphere_32");</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> self thread Give_Custom_Perk( botal, perk );</p><p> self thread Toggle_Deadshot_Daiquiri_Nuketown();</p><p> wait 3;</p><p> self.toggle_Deadshot_Daiquiri = !self.toggle_Deadshot_Daiquiri;</p><p> self.hud_element_Deadshot_Daiquiri destroy();</p><p> 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 );</p><p> }</p><p> }</p><p> }</p><p>}</p><p></p><p>Custom_Perks_Phd_flopper_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk )</p><p>{</p><p> RPerks = spawn( "script_model", origin );</p><p> RPerks setModel( model );</p><p> RPerks rotateTo( Rotation , .1);</p><p> level.Blockers = spawn( "script_model", origin_blockers );</p><p> level.Blockers setModel("collision_clip_sphere_32");</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 Give_Custom_Perk( botal, perk );</p><p> self thread Toggle_Phd_flopper_Nuketown();</p><p> wait 3;</p><p> self.toggle_Phd_flopper = !self.toggle_Phd_flopper;</p><p> self.hud_element_Phd_flopper destroy();</p><p> 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 );</p><p> }</p><p> }</p><p> }</p><p>}</p><p></p><p>Custom_Perks_Mule_Kick_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk )</p><p>{</p><p> RPerks = spawn( "script_model", origin );</p><p> RPerks setModel( model );</p><p> RPerks rotateTo( Rotation , .1);</p><p> level.Blockers = spawn( "script_model", origin_blockers );</p><p> level.Blockers setModel("collision_clip_sphere_32");</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> self thread Toggle_Mule_Kick_Nuketown();</p><p> i thread Give_Custom_Perk( botal, perk );</p><p> wait 3;</p><p> self.toggle_Mule_Kick = !self.toggle_Mule_Kick;</p><p> self.hud_element_Mule_Kick destroy();</p><p> 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 );</p><p> }</p><p> }</p><p> }</p><p>}</p><p></p><p>Custom_Perks_Stamin_Up_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk )</p><p>{</p><p> RPerks = spawn( "script_model", origin );</p><p> RPerks setModel( model );</p><p> RPerks rotateTo( Rotation , .1);</p><p> level.Blockers = spawn( "script_model", origin_blockers );</p><p> level.Blockers setModel("collision_clip_sphere_32");</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 Give_Custom_Perk( botal, perk );</p><p> self thread Toggle_Stamin_Up_Nuketown();</p><p> wait 3;</p><p> self.toggle_Stamin_Up = !self.toggle_Stamin_Up;</p><p> self.hud_element_Stamin_Up destroy();</p><p> 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 );</p><p> }</p><p> }</p><p> }</p><p>}</p><p></p><p>Custom_Perks_Widows_Wine_System_Nuketown( botal, model, perkname, cost, origin, origin_blockers, Rotation, perk )</p><p>{</p><p> RPerks = spawn( "script_model", origin );</p><p> RPerks setModel( model );</p><p> RPerks rotateTo( Rotation , .1);</p><p> level.Blockers = spawn( "script_model", origin_blockers );</p><p> level.Blockers setModel("collision_clip_sphere_32");</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 Give_Custom_Perk( botal, perk );</p><p> self thread Toggle_Widows_Wine_Nuketown();</p><p> wait 3;</p><p> self.toggle_Widows_Wine = !self.toggle_Widows_Wine;</p><p> self.hud_element_Widows_Wine destroy();</p><p> 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 );</p><p> }</p><p> }</p><p> }</p><p>}</p><p></p><p>Toggle_Electric_Cherry_Nuketown()</p><p>{</p><p> if(self.elcy==false)</p><p> {</p><p> self.elcy=true;</p><p> self thread Custom_Perks_Electric_Cherry_Nuketown();</p><p> self SetPerk("specialty_grenadepulldeath");</p><p> }</p><p> else</p><p> {</p><p> self.elcy=false;</p><p> self notify("elcy_done");</p><p> self unsetperk("specialty_grenadepulldeath");</p><p> }</p><p>}</p><p></p><p>Custom_Perks_Electric_Cherry_Nuketown()</p><p>{</p><p> self endon("elcy_done");</p><p> for(;;)</p><p> {</p><p> self waittill("reload_start");</p><p> playfx( level._effect[ "poltergeist" ], self.origin + (0 , 0, 20));</p><p> self PlaySound("zmb_elec_jib_zombie");</p><p> self EnableInvulnerability();</p><p> RadiusDamage(self.origin, 100, 300, 100, self);</p><p> wait 1;</p><p> self DisableInvulnerability();</p><p> }</p><p>}</p><p></p><p>Toggle_Deadshot_Daiquiri_Nuketown()</p><p>{</p><p> if(self.dhdq==false)</p><p> {</p><p> self.dhdq=true;</p><p> self SetPerk("specialty_deadshot");</p><p> self SetPerk("specialty_deadshot_upgrade");</p><p> }</p><p> else</p><p> {</p><p> self.dhdq=false;</p><p> self unsetperk("specialty_deadshot");</p><p> self unsetperk("specialty_deadshot_upgrade");</p><p> }</p><p>}</p><p></p><p>Toggle_Phd_flopper_Nuketown()</p><p>{</p><p> if(self.PHD==false)</p><p> {</p><p> self.PHD=true;</p><p> self thread Custom_Perks_Phd_flopper_Nuketown();</p><p> self SetPerk("specialty_flakjacket");</p><p> }</p><p> else</p><p> {</p><p> self.PHD=false;</p><p> self notify("phd_done");</p><p> self unsetperk("specialty_flakjacket");</p><p> }</p><p>}</p><p></p><p>Custom_Perks_Phd_flopper_Nuketown()</p><p>{</p><p>self endon("phd_done");</p><p>for(;;)</p><p>{</p><p> if(isDefined(self.divetoprone) && self.divetoprone == 1)</p><p> {</p><p> if(self isOnGround())</p><p> {</p><p> self EnableInvulnerability();</p><p> self thread DiveExplosion();</p><p> wait 1;</p><p> }</p><p> }</p><p> wait .3;</p><p>}</p><p>}</p><p></p><p>Toggle_Mule_Kick_Nuketown()</p><p>{</p><p> if(self.MK==false)</p><p> {</p><p> self.MK=true;</p><p> self setperk("specialty_additionalprimaryweapon");</p><p> self SetPerk("specialty_extraammo");</p><p> self setperk("specialty_twogrenades");</p><p> self setperk("specialty_twoprimaries");</p><p> level.get_player_weapon_limit = ::get_player_weapon_limit1;</p><p> }</p><p> else</p><p> {</p><p> self.MK=false;</p><p> self notify("mk_done");</p><p> self unsetperk("specialty_additionalprimaryweapon");</p><p> self unsetperk("specialty_extraammo");</p><p> self unsetperk("specialty_twogrenades");</p><p> self unsetperk("specialty_twoprimaries");</p><p> MyWeapon_Mule_Kick = self getCurrentWeapon();</p><p> self takeWeapon( MyWeapon_Mule_Kick );</p><p> level.get_player_weapon_limit = ::get_player_weapon_limit2;</p><p> }</p><p>}</p><p></p><p>Toggle_Stamin_Up_Nuketown()</p><p>{</p><p> if(self.sp==false)</p><p> {</p><p> self.sp=true;</p><p> self SetPerk("specialty_longersprint");</p><p> self setperk("specialty_sprintrecovery");</p><p> self setperk("specialty_fastads");</p><p> self setperk("specialty_fastladderclimb");</p><p> self setperk("specialty_fastmantle");</p><p> self setperk("specialty_fastmeleerecovery");</p><p> self setperk("specialty_fasttoss");</p><p> self setperk("specialty_movefaster");</p><p> }</p><p> else</p><p> {</p><p> self.sp=false;</p><p> self notify("sp_done");</p><p> self unsetperk("specialty_longersprint");</p><p> self unsetperk("specialty_sprintrecovery");</p><p> self unsetperk("specialty_fastads");</p><p> self unsetperk("specialty_fastladderclimb");</p><p> self unsetperk("specialty_fastmantle");</p><p> self unsetperk("specialty_fastmeleerecovery");</p><p> self unsetperk("specialty_fasttoss");</p><p> self unsetperk("specialty_movefaster");</p><p> }</p><p>}</p><p></p><p>Toggle_Widows_Wine_Nuketown()</p><p>{</p><p> if(self.ww==false)</p><p> {</p><p> self.ww=true;</p><p> self thread Custom_Perks_Widows_Wine_Nuketown();</p><p> }</p><p> else</p><p> {</p><p> self.ww=false;</p><p> self notify("ww_done");</p><p> }</p><p>}</p><p></p><p>Custom_Perks_Widows_Wine_Nuketown()</p><p>{</p><p> self endon("ww_done");</p><p> for(;;)</p><p> {</p><p> self waittill( "damage" );</p><p> playfx(loadfx("misc/fx_zombie_powerup_solo_grab"), self.origin + (0 , 0, 20));</p><p> self PlaySound("zmb_elec_jib_zombie");</p><p> self EnableInvulnerability();</p><p> RadiusDamage(self.origin, 100, 200, 100, self);</p><p> wait 1;</p><p> self DisableInvulnerability();</p><p> }</p><p>}</p><p></p><p>Teleporter1Fx_Nuketown()</p><p>{</p><p> playfx( level._effect[ "lght_marker" ], level.RoomTeleportBase );</p><p>}</p><p></p><p>Teleporter2Fx_Nuketown()</p><p>{</p><p> playfx( level._effect[ "lght_marker" ], (27.3126, -2604.65, -65.875) );</p><p>}</p><p></p><p>Pack_A_Punch_Nuketown()</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" ), (1045.63, -1470.82, -62.8238), (90, 0, 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>// Secret Room Zombies Nuketown By Loimonde51 Utils *End*</p><p></p><p>// Utils For All Maps *Start*</p><p></p><p>Welcome_Message_Secret_Room()</p><p>{</p><p> 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));</p><p> self.eMenu["HUDS"]["Welcome0"] setTypeWriterFx(50, 4500, 700);</p><p> wait 8;</p><p> for(e=0;e<2;e++)</p><p> if(isDefined(self.eMenu["HUDS"]["Welcome"+e]))</p><p> self.eMenu["HUDS"]["Welcome"+e] destroy();</p><p>}</p><p></p><p>Exit_Message_Secret_Room()</p><p>{</p><p> 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));</p><p> self.eMenu["HUDS"]["Exit0"] setTypeWriterFx(50, 4500, 700);</p><p> wait 8;</p><p> for(e=0;e<2;e++)</p><p> if(isDefined(self.eMenu["HUDS"]["Exit"+e]))</p><p> self.eMenu["HUDS"]["Exit"+e] destroy();</p><p>}</p><p></p><p>Power_On_Message_Secret_Room()</p><p>{</p><p> self.eMenu["HUDS"]["Power_On0"] = self createText("objective",1.6,"CENTER","TOP",0,0,9,1,"The Power is ^2On^7",(1,1,1));</p><p> self.eMenu["HUDS"]["Power_On0"] setTypeWriterFx(50, 4500, 700);</p><p> wait 8;</p><p> for(e=0;e<2;e++)</p><p> if(isDefined(self.eMenu["HUDS"]["Power_On"+e]))</p><p> self.eMenu["HUDS"]["Power_On"+e] destroy();</p><p>}</p><p></p><p>All_Power_Up_Desactived()</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>Secret_Room_Turn_Power_On()</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>Give_Perk( 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>Give_Custom_Perk( model, perk )</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> 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>Secret_Room_Nuke()</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>Secret_Room_Max_Ammo()</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>Secret_Room_Double_Points()</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>Secret_Room_Insta_Kills()</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>DiveExplosion()</p><p>{</p><p>self endon("phd_done");</p><p>self playsound( "exp_barrel" );</p><p>playfx(loadfx("misc/fx_zombie_mini_nuke_hotness"), self.origin + (0 , 0, 20));</p><p>Earthquake( 0.3, 1, self.origin, 90 );</p><p>RadiusDamage(self.origin, 100, 400, 100, self, "MOD_PROJECTILE_SPLASH");</p><p>wait .2;</p><p>self DisableInvulnerability();</p><p>}</p><p></p><p>getBooleanStatus(bool)</p><p>{</p><p> if (!isDefined(bool))</p><p> return "^1Disabled";</p><p> if (bool)</p><p> return "^2Enabled";</p><p> else</p><p> return "^1Disabled";</p><p>}</p><p></p><p>SpawnBooleans()</p><p>{</p><p> self.toggle_Electric_Cherry = false;</p><p> self.toggle_Deadshot_Daiquiri = false;</p><p> self.toggle_Phd_flopper = false;</p><p> self.toggle_Mule_Kick = false;</p><p> self.toggle_Stamin_Up = false;</p><p> self.toggle_Widows_Wine = false;</p><p>}</p><p></p><p>drawText(text, font, fontScale, align, relative, x, y, color, alpha, sort)</p><p>{</p><p> hud = self createFontString(font, fontScale);</p><p> hud setPoint( align, relative, x, y );</p><p> hud.color = color;</p><p> hud.alpha = alpha;</p><p> hud.hideWhenInMenu = true;</p><p> hud.sort = sort;</p><p> level.result += 1;</p><p> hud setText(text);</p><p> level notify("textset");</p><p> return hud;</p><p>}</p><p></p><p>createText(font, fontScale, align, relative, x, y, sort, alpha, text, color, isLevel)</p><p>{</p><p> return self createOtherText(font, fontScale, align, relative, x, y, sort, alpha, text, color, true, isLevel);</p><p>}</p><p></p><p>createOtherText(font, fontScale, align, relative, x, y, sort, alpha, text, color, watchText, isLevel)</p><p>{</p><p> if(isDefined(isLevel))</p><p> textElem = level createServerFontString(font, fontScale);</p><p> else</p><p> textElem = self createFontString(font, fontScale);</p><p></p><p> textElem setPoint(align, relative, x, y);</p><p> textElem.hideWhenInMenu = true;</p><p> textElem.archived = false;</p><p> textElem.sort = sort;</p><p> textElem.alpha = alpha;</p><p> textElem.color = color;</p><p> self addToStringArray(text);</p><p></p><p> if(isDefined(watchText))</p><p> textElem thread watchForOverFlow(text);</p><p> else</p><p> textElem setText(text);</p><p> return textElem;</p><p>}</p><p></p><p>setSafeText(text)</p><p>{</p><p> self notify("stop_TextMonitor");</p><p> self addToStringArray(text);</p><p> self thread watchForOverFlow(text);</p><p>}</p><p></p><p>addToStringArray(text)</p><p>{</p><p> if(!isInArray(level.strings,text))</p><p> {</p><p> level.strings[level.strings.size] = text;</p><p> level notify("CHECK_OVERFLOW");</p><p> }</p><p>}</p><p></p><p>watchForOverFlow(text)</p><p>{</p><p> self endon("stop_TextMonitor");</p><p></p><p> while(isDefined(self))</p><p> {</p><p> if(isDefined(text.size))</p><p> self setText(text);</p><p> else</p><p> {</p><p> self setText(undefined);</p><p> self.label = text;</p><p> }</p><p> level waittill("FIX_OVERFLOW");</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>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>get_player_weapon_limit1( player )</p><p>{</p><p> return 3;</p><p>}</p><p></p><p>get_player_weapon_limit2( player )</p><p>{</p><p> return 2;</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>// Utils For All Maps *End*</p><p></p><p></p><p>[/CODE]</p><p></p><p>[/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: 41811, member: 236068"] [CENTER]Hello [B][COLOR=#80ff00]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 Nuketown By Loimonde51.[/COLOR][/B] Picture: No Power On: [IMG]https://i.imgur.com/9i1QOjo.jpg[/IMG] Power On: [IMG]https://i.imgur.com/o6b4TXY.jpg[/IMG] [B][U][COLOR=#ff4d4d]Perks:[/COLOR][/U][/B] Quick Revive: [IMG]https://i.imgur.com/JqznzeB.jpg[/IMG] Jugger-nog: [IMG]https://i.imgur.com/GxeT1Y8.jpg[/IMG] Double Tap: [IMG]https://i.imgur.com/KGC8is4.jpg[/IMG] Speed Cola: [IMG]https://i.imgur.com/fuSek22.jpg[/IMG] PowerUps: [IMG]https://i.imgur.com/HVHkYKx.jpg[/IMG] WallBuy: [IMG]https://i.imgur.com/25Yr3SR.jpg[/IMG] Mysterybox: [IMG]https://i.imgur.com/7pvypwI.jpg[/IMG] Pack-A-Punch: [IMG]https://i.imgur.com/Kgx7vvW.jpg[/IMG] Power: [IMG]https://i.imgur.com/VKypZe9.jpg[/IMG] [B][U][COLOR=#ff4d4d]Custom Perks By Loimonde51:[/COLOR][/U][/B] Electric Cherry: [IMG]https://i.imgur.com/lsIQPQA.jpg[/IMG] Deadshot Daiquiri: [IMG]https://i.imgur.com/7tgxwge.jpg[/IMG] PHD Flopper: [IMG]https://i.imgur.com/GYu0T4x.jpg[/IMG] Mule Kick: [IMG]https://i.imgur.com/CQnN6nG.jpg[/IMG] Stamin-Up: [IMG]https://i.imgur.com/LScP81w.jpg[/IMG] Widows Wine: [IMG]https://i.imgur.com/yPSkIRz.jpg[/IMG] Video: [MEDIA=youtube]i4URCwxr4dw[/MEDIA] Download Link: [URL]https://drive.google.com/uc?export=download&id=18uk4UdcJBpJwazsFePLQ5__DlKVx7WNg[/URL] [/CENTER] [SPOILER="Secret Room Zombies Nuketown By Loimonde51 Source Code"][/SPOILER] [SPOILER="Secret Room Zombies Nuketown By Loimonde51 Source Code"] [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* [/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 Nuketown By Loimonde51 #3 **Reupload**
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