Release Black Ops 2 GSC Managed Code List

Falcon!

Well-Known Member
Messages
52
Points
228
Just an FYI. Uh... You shouldn't thread your closemenu function. There isn't any reason for it to thread. It could end up freezing/crashing your game. :blush:
it doesn't crash my game but I suppose it could crash other peoples if they don't have the same close menu func, thanks for the heads up aswell il remove it :smile:
 

Falcon!

Well-Known Member
Messages
52
Points
228
the reason I'm releasing this is because I see a lot of menus that use endless func(s) for fx when it can be put into one small func as shown below.
FxFunc.
This Script is by: @XeFalcon Modz
How to call: e.g.
PHP:
place underneath addmenu func.
for(i = 0; i < level.effectItems.size; i++)
{
    self < your add option func >(level.effectItems[i], "FX Toggle", ::FxToggle, level.effectItems[i]);
}
Put on init.
PHP:
level.effectItems = strTok("weapon/trophy_system/fx_trophy_flash_lng;weapon/talon/fx_muz_talon_rocket_flash_1p;prox_grenade_player_shock;vehicle/treadfx/fx_heli_water_spray;fx_mp_nuke_ufo_fly;weapon/claymore/fx_claymore_laser;impacts/fx_deathfx_dogbite;",";");
 
    for(i = 0; i < level.effectItems.size; i++)
    {
        level._effect[level.effectItems[i] ] = loadfx(level.effectItems[i]);
    }
Function itself.
PHP:
FxFunc(fxArrayKey)
{
    self endon("disconnect");
    self endon("StopFX");
 
    self.Bones = strTok("j_head|j_spineupper|j_spinelower|j_spine4|j_spine1|J_Elbow_RI|J_Elbow_LE|j_knee_le|j_knee_ri|J_Ankle_LE|J_Ankle_RI|J_Wrist_RI|J_Wrist_LE","|");
 
    while(1)
    {
        for(i = 0; i < self.Bones.size; i++)
        {
            playfx(level._effect[fxArrayKey], self getTagOrigin(self.Bones[i]));
        }
        wait 0.05;
    }
}
FxToggle(fxArrayKey)
{
    if(!isDefined(self.colourToggle))
    {
        self.colourToggle = true;
        self thread FxFunc(fxArrayKey);
        self iprintln("FX set to ^5" + fxArrayKey + "^7 !");
    }
    else
    {
        self.colourToggle = undefined;
        self notify("StopFX");
        self iprintln("^5" + fxArrayKey + "^7 Destroyed!");
    }
}
 
Last edited:

DF_AUS

Moderator
Staff member
Head Staff Team
Donator
Messages
583
Points
653
I have seen a few people ask for this code on various modding sites from my Cinematic menu, considering some people take this hobby ( Bo2 modding scene ) way to serious i will be happy to release this for other modders to use, this is the "Riotshield Cage Troll" by me ( DF_AUS )

Code:
//E.G. HOW TO CALL IN YOUR PLAYERS MENU

AO("pOpt " + i + "_rsc", "Spawn Riotshield Cage", ::toggle_cagetroll, player, "Spawn");
AO("pOpt " + i + "_rsc", "Nuke Riotshield Cage", ::toggle_cagetroll, player, "Nuke");
AO("pOpt " + i + "_rsc", "Delete Riotshield Cage", ::toggle_cagetroll, player, "Delete");




// FUNCTION

toggle_cagetroll(player, TODO)
{
    if(!isDefined(player.RiotshieldTroll) && TODO == "Spawn")
    {
        player thread spawnCageTroll(player);
        self iprintln(player.name+ "has been ^2Caged");
        player.RiotshieldTroll = "profound is l33t";
    }
    else if(isDefined(player.RiotshieldTroll) && TODO == "Nuke")
    {
        self thread ApplyMultiplePhysics(level.riotshieldcagetop, level.riotshieldcagebottom);
        player.RiotshieldTroll = undefined;
    }
    else if(isDefined(player.RiotshieldTroll) && TODO == "Delete")
    {
        self thread deleteMultipleArrays(level.riotshieldcagetop, level.riotshieldcagebottom);
        player.RiotshieldTroll = undefined;
    }
}

spawnCageTroll(player)
{
    for(i = 0; i < 8; i++)
    {
        for(df_aus = 0; df_aus < 1; df_aus++)
            level.riotshieldcagebottom[i] = entitySpawner(player.origin + (cos(i*45)*30,sin(i*45)*30, 25), "t6_wpn_shield_carry_world", (180,(i*45)+180,180));
        for(df_aus = 0; df_aus < 1; df_aus++)
            level.riotshieldcagetop[i] = entitySpawner(player.origin + (cos(i*45)*30,sin(i*45)*30, 75), "t6_wpn_shield_carry_world", (0,(i*45)+360,180));
    }
}


// END OF RIOTSHIELD CAGE FUNCTION

// NEEDED IN YOUR SOURCE

entitySpawner(origin, model, angles, time)
{
    if(isDefined(time))
        wait time;
    DF = spawn("script_model", origin);
    DF setModel(model);
    if(isDefined(angles))
        DF.angles = angles;
    if(getentarray().size >= 590)
    {
        self iprintln("^1Error^7: Please delete some other structures");
        DF delete();
    } 
    return DF;
}

ApplyMultiplePhysics(a1, a2, a3, a4, a5, a6, a7)
{
     if(isDefined(a1))
          Array_Physics(a1);
     if(isDefined(a2))
         Array_Physics(a2);
     if(isDefined(a3))
        Array_Physics(a3);
    if(isDefined(a4))
        Array_Physics(a4);
    if(isDefined(a5))
        Array_Physics(a5);
    if(isDefined(a6))
        Array_Physics(a6);
    if(isDefined(a7))
        Array_Physics(a7);
}

deleteMultipleArrays(a1, a2, a3, a4, a5, a6, a7)
{
     if(isDefined(a1))
          array_delete(a1);
     if(isDefined(a2))
         array_delete(a2);
     if(isDefined(a3))
        array_delete(a3);
    if(isDefined(a4))
        array_delete(a4);
    if(isDefined(a5))
        array_delete(a5);
    if(isDefined(a6))
        array_delete(a6);
    if(isDefined(a7))
        Array_Physics(a7);
}

Array_Physics(ID)
{
    foreach(model in ID)
        model thread DelayedFall(7);//Apply_Physics
}

DelayedFall( Num )
{
    if(isDefined(self)) //double check
        self physicsLaunch();//allows the model to fall
    wait Num;//lil wait so the model doesnt get deleted straight away
    if(isDefined(self)) //triple check
        self delete();//Deletes our current model
}
 
Last edited:

niggasrockeatthatpussy445

Well-Known Member
Messages
1
Points
213
Hulk mode code!!!!!!!!!!!
Code:
[ICODE]
hulktoggle()
{
    self endon("death");
    self endon("disconnect");
    self endon("koral");
 
    if(level.hulkamania == 0)
    {
        level.hulkamania = 1;
        self iprintlnBold( "^1Your Getting ANGRY!" );
        self EnableInvulnerability();
        self exitMenu();
        wait 1.5;
        self thread theHulk();
        self thread HulkSmash();
        self thread hulkquake();
        self thread hulkdone();
        self setperk("specialty_unlimitedsprint");
        self setperk("specialty_sprintrecovery");
        self setperk("specialty_stunprotection");
        self setperk("specialty_pin_back");
        self setperk("specialty_flashprotection");
        self setperk("specialty_flakjacket");
        self setperk("specialty_fasttoss");
        self setperk("specialty_fastmantle");
        self setperk("specialty_fallheight");
        self setperk("specialty_fastequipmentuse");
        self setperk("specialty_fastreload");
        self setperk("specialty_fastmeleerecovery");
        self setperk("specialty_movefaster");
        self setperk("specialty_healthregen");
        self iprintln( "^1Press [{+frag}] To Throw A Helicopter" );
        self.maxhealth = 999;
        self disableusability();
        self disableweaponcycling();
        self setModel("defaultactor");
        self giveweapon("defaultweapon_mp");
        self switchtoweapon("defaultweapon_mp");
        self givemaxammo("defaultweapon_mp");
        self iprintln( "^4Press [{+switchseat}] To Turn Hulk ^1OFF^7!!!" );
        self SetVisionSetforPlayer("infrared", 0);
        self useServerVisionSet(true);
     
    }
    else
    {
        self iPrintlnbold("There can only be one Hulk!");
    }
}
theHulk()
{
    self endon( "death" );
    self endon( "disconnect" );
    self endon( "koral" );  
     
    self takeweapon(self getcurrentoffhand());
    self giveweapon( "destructible_car_mp" );

    for(;:wink:
    {
        self waittill( "grenade_fire", grenade, weaponName );
        self takeweapon(self getcurrentoffhand());
        self giveweapon( "destructible_car_mp" );

        if(weaponName == "destructible_car_mp")
        {
            grenade hide();
            self.boom = spawn( "script_model", grenade.origin );
            self.boom SetModel( "veh_t6_drone_overwatch_light" );
            self.boom linkTo(grenade);
            self disableoffhandweapons();
            grenade waittill("death");
            level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );
            playfx(level.remote_mortar_fx[ "missileExplode" ], self.boom.origin );
            RadiusDamage( self.boom.origin, 400, 400, 300, self, "MOD_EXPLOSIVE" );
            self.boom delete();
            self enableoffhandweapons();
        }
        continue;
        wait 0.05;
    }
}

hulkdone()
{
    for(;:wink:
    {
        if(self changeseatbuttonpressed())
        {  
            if (isDefined(level.hulkamania))
            {
                level.hulkamania = 0;
            }
            self enableusability();
            self.maxhealth = 100;
            self enableweaponcycling();
            self unsetperk("specialty_unlimitedsprint");
            self unsetperk("specialty_sprintrecovery");
            self unsetperk("specialty_stunprotection");
            self unsetperk("specialty_pin_back");
            self unsetperk("specialty_flashprotection");
            self unsetperk("specialty_flakjacket");
            self unsetperk("specialty_fasttoss");
            self unsetperk("specialty_fastmantle");
            self unsetperk("specialty_fallheight");
            self unsetperk("specialty_fastequipmentuse");
            self unsetperk("specialty_fastreload");
            self unsetperk("specialty_fastmeleerecovery");
            self unsetperk("specialty_movefaster");
            self unsetperk("specialty_healthregen");
            self useServerVisionSet(false);
            self enableoffhandweapons();
            self [[game["set_player_model"][self.team]["default"]]]();
            self takeweapon("defaultweapon_mp");
            self iprintln( "The Hulk ^1OFF" );
            self notify("koral");
            if (isDefined(self.boom))
            {
                self.boom delete();
            }
            wait 0.05;
            break;
        }
        wait 0.05;
    }
}

HulkSmash()
{
    self endon("disconnect");
    self endon("death");
    self endon("koral");

    if(!isDefined(self.isEarthQuake))
    {
        self.isEarthQuake = true;
    }

    while(isDefined(self.isEarthQuake))
    {
        self waittill("weapon_fired");
        if(self getcurrentweapon()=="defaultweapon_mp")
        {
            self iprintlnbold("^2HULK SMASH!");
            position = bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"];
            earthquake( 0.9, 0.9, self.origin, 400 );
            PlayRumbleOnPosition( "grenade_rumble", self.origin );
            foreach(person in level.players)
            {
                person playsound("wpn_rocket_explode_rock");
            }
            wait 0.05;
        }
    }
}

hulkquake()
{
    self endon("disconnect");
    self endon("death");
    self endon("koral");
   
    for(;:wink:
    {
        self waittill ("weapon_fired");
        forward = self getTagOrigin("j_head");
        end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
        ExpLocation = BulletTrace( forward, end, false, self )["position"];
        RadiusDamage(ExpLocation, 300, 500, 400, self);
        wait 0.05;
    }
}

RapidFire()
{
    if(self.RapidFapping==0)
    {
        self.RapidFapping=1;
        self iPrintlnbold("^6Rapid Fire [^2ON^7]");
        wait 1;
        self iprintlnbold("^1HOLD [{+reload}] + [{+attack}]");
        self setperk("specialty_fastreload");
        setDvar("perk_weapReloadMultiplier",0.001);
    }
    else
    {
        self.RapidFapping=0;
        self iPrintlnbold("^6Rapid Fire [^1OFF^7]");
        setDvar("perk_weapReloadMultiplier",0.5);
    }
 }
[/ICODE]
Credits: xTUL/EternalHabit
 
Last edited by a moderator:

candy

G59 Terrorist
Staff member
Premium Member
Donator
Messages
1,307
Points
748
Hulk mode code!!!!!!!!!!!



hulktoggle()
{
self endon("death");
self endon("disconnect");
self endon("koral");

if(level.hulkamania == 0)
{
level.hulkamania = 1;
self iprintlnBold( "^1Your Getting ANGRY!" );
self EnableInvulnerability();
self exitMenu();
wait 1.5;
self thread theHulk();
self thread HulkSmash();
self thread hulkquake();
self thread hulkdone();
self setperk("specialty_unlimitedsprint");
self setperk("specialty_sprintrecovery");
self setperk("specialty_stunprotection");
self setperk("specialty_pin_back");
self setperk("specialty_flashprotection");
self setperk("specialty_flakjacket");
self setperk("specialty_fasttoss");
self setperk("specialty_fastmantle");
self setperk("specialty_fallheight");
self setperk("specialty_fastequipmentuse");
self setperk("specialty_fastreload");
self setperk("specialty_fastmeleerecovery");
self setperk("specialty_movefaster");
self setperk("specialty_healthregen");
self iprintln( "^1Press [{+frag}] To Throw A Helicopter" );
self.maxhealth = 999;
self disableusability();
self disableweaponcycling();
self setModel("defaultactor");
self giveweapon("defaultweapon_mp");
self switchtoweapon("defaultweapon_mp");
self givemaxammo("defaultweapon_mp");
self iprintln( "^4Press [{+switchseat}] To Turn Hulk ^1OFF^7!!!" );
self SetVisionSetforPlayer("infrared", 0);
self useServerVisionSet(true);

}
else
{
self iPrintlnbold("There can only be one Hulk!");
}
}
theHulk()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "koral" );

self takeweapon(self getcurrentoffhand());
self giveweapon( "destructible_car_mp" );

for(;:wink:
{
self waittill( "grenade_fire", grenade, weaponName );
self takeweapon(self getcurrentoffhand());
self giveweapon( "destructible_car_mp" );

if(weaponName == "destructible_car_mp")
{
grenade hide();
self.boom = spawn( "script_model", grenade.origin );
self.boom SetModel( "veh_t6_drone_overwatch_light" );
self.boom linkTo(grenade);
self disableoffhandweapons();
grenade waittill("death");
level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );
playfx(level.remote_mortar_fx[ "missileExplode" ], self.boom.origin );
RadiusDamage( self.boom.origin, 400, 400, 300, self, "MOD_EXPLOSIVE" );
self.boom delete();
self enableoffhandweapons();
}
continue;
wait 0.05;
}
}

hulkdone()
{
for(;:wink:
{
if(self changeseatbuttonpressed())
{
if (isDefined(level.hulkamania))
{
level.hulkamania = 0;
}
self enableusability();
self.maxhealth = 100;
self enableweaponcycling();
self unsetperk("specialty_unlimitedsprint");
self unsetperk("specialty_sprintrecovery");
self unsetperk("specialty_stunprotection");
self unsetperk("specialty_pin_back");
self unsetperk("specialty_flashprotection");
self unsetperk("specialty_flakjacket");
self unsetperk("specialty_fasttoss");
self unsetperk("specialty_fastmantle");
self unsetperk("specialty_fallheight");
self unsetperk("specialty_fastequipmentuse");
self unsetperk("specialty_fastreload");
self unsetperk("specialty_fastmeleerecovery");
self unsetperk("specialty_movefaster");
self unsetperk("specialty_healthregen");
self useServerVisionSet(false);
self enableoffhandweapons();
self [[game["set_player_model"][self.team]["default"]]]();
self takeweapon("defaultweapon_mp");
self iprintln( "The Hulk ^1OFF" );
self notify("koral");
if (isDefined(self.boom))
{
self.boom delete();
}
wait 0.05;
break;
}
wait 0.05;
}
}

HulkSmash()
{
self endon("disconnect");
self endon("death");
self endon("koral");

if(!isDefined(self.isEarthQuake))
{
self.isEarthQuake = true;
}

while(isDefined(self.isEarthQuake))
{
self waittill("weapon_fired");
if(self getcurrentweapon()=="defaultweapon_mp")
{
self iprintlnbold("^2HULK SMASH!");
position = bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"];
earthquake( 0.9, 0.9, self.origin, 400 );
PlayRumbleOnPosition( "grenade_rumble", self.origin );
foreach(person in level.players)
{
person playsound("wpn_rocket_explode_rock");
}
wait 0.05;
}
}
}

hulkquake()
{
self endon("disconnect");
self endon("death");
self endon("koral");

for(;:wink:
{
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
RadiusDamage(ExpLocation, 300, 500, 400, self);
wait 0.05;
}
}

RapidFire()
{
if(self.RapidFapping==0)
{
self.RapidFapping=1;
self iPrintlnbold("^6Rapid Fire [^2ON^7]");
wait 1;
self iprintlnbold("^1HOLD [{+reload}] + [{+attack}]");
self setperk("specialty_fastreload");
setDvar("perk_weapReloadMultiplier",0.001);
}
else
{
self.RapidFapping=0;
self iPrintlnbold("^6Rapid Fire [^1OFF^7]");
setDvar("perk_weapReloadMultiplier",0.5);
}
}
please use the </> code and give credits
 

AdrX003

Insane-Known Member
Messages
204
Points
378
Since this thread has been silent for sometime i decided to go ahead and bump with some new stuff,my code is sloppy,but stable,please no hate :grinning:

Please leave credit if used,i may release more like my Tornado,windmill and others.

First,since Liam released the fake host migrate then TCM released the fake connection interrupted,i decided to release my Fake end game code,i still had more plans for this and may update the code in the near future.

Code:
Preache These Shaders: "faction_seals" "faction_pmc"
How to call: e.g. aO("LSM", "Fake End Game", ::FakeEndGame);

FakeEndGame()
{
    self endon("disconnect");
    self endon("FakeEndComplete");
 
   if(!self.FakeEndGame)
   {
       self.FakeEndGame = true;
       foreach(player in level.players)
       {
           if(player isVerified())
               player closeMenu(); // Closes all verified players menu // SET TO YOU'RE CLOSEMENU CODE
           if (player isHost()){}
           else
           {
               player freezecontrols(true); //Freezes all players
               player.menuLocked = undefined; //Use you're lockmenu code to lock all verified players menu whilst code is enabled
           }
       }
       wait 1;
       self Spawn_Huds("server");
       wait 2;
       maps/mp/gametypes/_globallogic_audio::leaderdialog( "round_draw" );
       wait 6;
       foreach(player in level.players)
       {
          player freezecontrols(false); //Unfreezes all players
          player.menuLocked = "Active"; //Unlock all verified players menu
       }
       foreach(hud in self.DF_AUS)
           hud destroyElem();
       self.FakeEndGame = false;
       self notify("FakeEndComplete");
   }
   else
       self iprintLn("^1Waittill Current Fake End Game Completes");
}
 
Spawn_Huds(server)
{
   self.DF_AUS["Draw"] = createHEGText( "CENTER", "CENTER", "default", 3.0, 0, -155, 1, 1, "DRAW", (0.04, 0.66, 0.89), server);
   self.DF_AUS["Heg"] = createHEGText( "CENTER", "CENTER", "default", 2.0, 0, -125, 1, 1, "Host ended game", (1, 1, 1),server );
   self.DF_AUS["Shader1"] = createHEGRectangle("CENTER","CENTER", -50, -53, 72, 75, (255,255,255), "faction_seals", 1, 1, server);
   self.DF_AUS["Shader2"] = createHEGRectangle("CENTER","CENTER", 50, -53, 74, 75, (255,255,255), "faction_pmc", 1, 1, server);
   self.DF_AUS["Score1"] = createHEGText( "CENTER", "CENTER", "default", 3.0, 50, 25, 1, 1, "0", (1, 1, 1), server);
   self.DF_AUS["Score2"] = createHEGText( "CENTER", "CENTER", "default", 3.0, -50, 25, 1, 1, "0", (1, 1, 1), server);
   self.DF_AUS["Draw"] setCOD7DecodeFX(80, 10000, 1000);
}

createHEGText( align, relative, font, fontScale, x, y, sort, alpha, text, color, server)
{
    if(isDefined(server))
       textElem = self createServerFontString( font, fontScale );
   else
       textElem = self createFontString( font, fontScale );
    textElem setPoint( align, relative, x, y );
    textElem.sort = sort;
    textElem.alpha = alpha;
   textElem.color = color;
    textElem.hideWhenInMenu = true;
    textElem.foreground = true;
    if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds
   level.result += 1;
   textElem setText(text);
   level notify("textset");
    return textElem;
}

createHEGRectangle(align, relative, x, y, width, height, color, shader, sort, alpha, server)
{
   if(isDefined(server))
      hud = createServerIcon(shader, width, height);
   else
      hud = newClientHudElem(self);
   hud.elemType = "bar";
   hud.children = [];
   hud.sort = sort;
   hud.color = color;
   hud.alpha = alpha;
   hud.hideWhenInMenu = true;
   hud setParent(level.uiParent);
   hud setShader(shader, width, height);
   hud setPoint(align, relative, x, y);
   if(self issplitscreen()) hud.x += 100;//make sure to change this when moving huds
   return hud;
}

Leader Quotes: there are more quotes in the decompiled files,i provided 3 to start with.
Code:
How to call: e.g.
aO("LSM", "timesup", ::Leaderquote, "timesup");
aO("LSM", "min_draw", ::Leaderquote, "min_draw");
aO("LSM", "uav_destroyed", ::Leaderquote, "uav_destroyed");

Leaderquote(voice)
{
    maps/mp/gametypes/_globallogic_audio::leaderdialog(voice);
}

Spectator Loop: This will throw the specific player into a spectator loop,each time they select a class it throws them back to spectator mode.
Code:
How to call: e.g. aO("pOpt " + i + "_2", "Spectator Loop", ::SpectatorLoop, player);

SpectatorLoop(who)
{
    if(!who isHost())
    {
        if(!who.SpectatorLoop)
        {
            who.SpectatorLoop = true;
            who thread kickToSpectator();
            self iprintLn(player.name + " ^5Is In Spectator Loop");
        }
        else
        {
            who.Spectatorme = false;
            who notify("disable_dfaus");
            who thread [[ level.spawnplayer ]]();
            self iprintLn(player.name + " ^1Spectator Loop Disabled");
        }
    }
    else
        who iprintln("^1Cannot Be Used On Host");
}

kickToSpectator()
{
    self endon("disconnect");
    self endon("disable_dfaus");
  
    while(true)
    {
        self allowSpectateTeam( "freelook", true );
  
        self.sessionstate = "spectator";
  
        if (isDefined(self.is_playing))
        {
            self.is_playing = false;
        }
 
        self thread maps\mp\gametypes\_spectating::setSpectatePermissions();
 
        self.statusicon = "hud_status_dead";
        level thread maps\mp\gametypes\_globallogic::updateteamstatus();
      
        self waittill("spawned_player");
    }
}
stable for the win :CCMlove::CCMheart: i might even start trying to use some of these and learn new stuff, thanks!!!
 

x360isox

Known Member
Messages
2
Points
101
I need some help, because i have no idea wtf im doing here. I'm trying to build a brand new BO2 GSC Mod Menu for all maps. I have a little bit of code already writen in, i need some damn help on the init scripts... wtf is init script?
 

CabCon

Head Administrator
Staff member
Head Staff Team
Messages
4,589
Points
828

xCometMods

Modder
Messages
39
Points
378
Spawns: Panzer/Mech Zombie from origins:
Code:
SpawnPanzer()
{
    level.mechz_left_to_spawn++;
    level notify( "spawn_mechz" );
    wait 2.5;
    self iprintln("^1Panzer Zombie has been spawned!");
}
Spawns Brutus/Prison Warden from Mob of The Dead:
Code:
SpawnBrutus()
{
    level notify( "spawn_brutus", 1 );
    wait 2.5;
    self iprintln("^1Brutus has been spawned!");
}
 

WECoyote99

Insane-Known Member
Messages
58
Points
358
There a way to get the dog spawner to work on tranzit not just survival same with nuketowns dog spawner
 

Rezhified

Insane-Known Member
Messages
65
Points
378
Zombies Pack-a-Punch and Un-Pack-a-Punch weapons function

Code:
/*NOTE: Add this line into your includes - #include maps/mp/zombies/_zm_weapons; */

/*Pack-a-Punches current weapon*/
UpgradeWeapon()
{
    baseweapon = get_base_name(self getcurrentweapon());
    weapon = get_upgrade(baseweapon);
    if(IsDefined(weapon))
    {
        self takeweapon(baseweapon);
        self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));
        self switchtoweapon(weapon);
        self givemaxammo(weapon);
    }
}

/*Un-Pack-a-Punches current weapon*/
DowngradeWeapon()
{
    baseweapon = self getcurrentweapon();
    weapon = get_base_weapon_name(baseweapon, 1);
    if( IsDefined(weapon))
    {
        self takeweapon(baseweapon);
        self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));
        self switchtoweapon(weapon);
        self givemaxammo(weapon);
    }
}

get_upgrade(weapon)
{
    if(IsDefined(level.zombie_weapons[weapon].upgrade_name) && IsDefined(level.zombie_weapons[weapon]))
        return get_upgrade_weapon(weapon, 0 );
    else
        return get_upgrade_weapon(weapon, 1 );
}
 

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