Author |
Topic: waterfall is not working |
ukdjaj |
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General Member Since: Jun 1, 2008 Posts: 2726 Last: Nov 15, 2020 [view latest posts] |
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Category: CoDWW Zombie/Co-Op Mapping Posted: Thursday, Sep. 1, 2011 07:21 pm |
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Hi, i tried to get a waterfall working in my map, but it just doesnt show up.
nazi_zombie_tutorial.gsc
Code: /*
Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
Scripter: Sparks
Tutorial: Sniperbolt
Version 1.0 (9/24/2009 7:51:18 PM)
-- Initial Release Of Source Files
*/
// Tutorial From Sniperbolt!
// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
// DLC3 Utilities
#include maps\nazi_zombie_tutorial_fx;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;
main()
{
//maps\nazi_zombie_tutorial_fx::main();
level thread wind_settings();
thread zombiesleft_hud();
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_tutorial_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_tutorial_fx::main;
// level.DLC3.myFX = ::preCacheMyFX;
/*--------------------
FX
----------------------*/
DLC3_FX();
/*--------------------
LEVEL VARIABLES
----------------------*/
// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];
//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//
// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"nazi zombie tes";
// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;
// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps = maps\dlc3_code::include_powerups;
// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;
// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;
// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;
// _loadout Variables
level.DLC3.useCoopHeroes = true;
// Bridge Feature
level.DLC3.useBridge = false;
// Hell Hounds
level.DLC3.useHellHounds = true;
// Mixed Rounds
level.DLC3.useMixedRounds = true;
// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;
// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;
// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;
// Electric Traps
level.DLC3.useElectricTraps = true;
// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;
// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;
// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;
// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;
/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_zombiemode::main();
/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}
dlc3_zone_init()
{
add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/
// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
}
zombiesleft_hud()
{
Remaining = create_simple_hud();
Remaining.horzAlign = "center";
Remaining.vertAlign = "middle";
Remaining.alignX = "Left";
Remaining.alignY = "middle";
Remaining.y = 230;
Remaining.x = 60;
Remaining.foreground = 1;
Remaining.fontscale = 8.0;
Remaining.alpha = 1;
Remaining.color = ( 0.423, 0.004, 0 );
ZombiesLeft = create_simple_hud();
ZombiesLeft.horzAlign = "center";
ZombiesLeft.vertAlign = "middle";
ZombiesLeft.alignX = "center";
ZombiesLeft.alignY = "middle";
ZombiesLeft.y = 230;
ZombiesLeft.x = -1;
ZombiesLeft.foreground = 1;
ZombiesLeft.fontscale = 8.0;
ZombiesLeft.alpha = 1;
ZombiesLeft.color = ( 0.423, 0.004, 0 );
ZombiesLeft SetText("Zombies Left: ");
while(1)
{
remainingZombies = get_enemy_count() + level.zombie_total;
Remaining SetValue(remainingZombies);
if(remainingZombies == 0 )
{
Remaining.alpha = 0;
while(1)
{
remainingZombies = get_enemy_count() + level.zombie_total;
if(remainingZombies != 0 )
{
Remaining.alpha = 1;
break;
}
wait 0.5;
}
}
wait 0.5;
}
}
wind_settings()
{
// These values are supposed to be in inches per second.
SetSavedDvar( "wind_global_vector", "140 -180 0" ); // (171, -140) = 15.5 mph w/ a normal of -0.5 at hi_altitude
SetSavedDvar( "wind_global_low_altitude", 20 );
SetSavedDvar( "wind_global_hi_altitude", 740 );
SetSavedDvar( "wind_global_low_strength_percent", 1.00 ); //.3 is 4mph at low altitude
// Add a while loop to vary the strength of the wind over time.
}
nazi_zombie_tutorial_fx.gsc
Code: #include maps\_utility;
#include common_scripts\utility;
main()
{
precache_scripted_fx();
precache_createfx_fx();
footsteps();
//maps\createart\nazi_zombie_tutorial_art::main();
spawnFX();
}
footsteps()
{
animscripts\utility::setFootstepEffect( "asphalt", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "brick", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "carpet", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "cloth", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "concrete", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "dirt", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "foliage", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "gravel", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "grass", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "metal", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "mud", LoadFx( "bio/player/fx_footstep_mud" ) );
animscripts\utility::setFootstepEffect( "paper", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "plaster", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "rock", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "sand", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "water", LoadFx( "bio/player/fx_footstep_water" ) );
animscripts\utility::setFootstepEffect( "wood", LoadFx( "bio/player/fx_footstep_dust" ) );
}
precache_scripted_fx()
{
level._effect["large_ceiling_dust"] = LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );
level._effect["poltergeist"] = LoadFx( "misc/fx_zombie_couch_effect" );
level._effect["gasfire"] = LoadFx("destructibles/fx_dest_fire_vert");
level._effect["switch_sparks"] = loadfx("env/electrical/fx_elec_wire_spark_burst");
level._effect["wire_sparks_oneshot"] = loadfx("env/electrical/fx_elec_wire_spark_dl_oneshot");
// rise fx
level._effect["rise_burst"] = LoadFx("maps/mp_maps/fx_mp_zombie_hand_dirt_burst");
level._effect["rise_billow"] = LoadFx("maps/mp_maps/fx_mp_zombie_body_dirt_billowing");
level._effect["rise_dust"] = LoadFx("maps/mp_maps/fx_mp_zombie_body_dust_falling");
level._effect["dog_eye_glow"] = loadfx("maps/zombie/fx_zombie_dog_eyes");
level._effect["dog_gib"] = loadfx( "maps/zombie/fx_zombie_dog_explosion" );
level._effect["dog_trail_fire"] = loadfx("maps/zombie/fx_zombie_dog_fire_trail");
level._effect["dog_trail_ash"] = loadfx("maps/zombie/fx_zombie_dog_ash_trail");
level._effect["dog_breath"] = Loadfx("maps/zombie/fx_zombie_dog_breath");
level._effect["lght_marker"] = Loadfx("maps/zombie/fx_zombie_factory_marker");
level._effect["lght_marker_flare"] = Loadfx("maps/zombie/fx_zombie_factory_marker_fl");
level._effect["betty_explode"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic");
level._effect["betty_trail"] = loadfx("weapon/bouncing_betty/fx_betty_trail");
level._effect["zapper_fx"] = loadfx("misc/fx_zombie_zapper_powerbox_on");
level._effect["zapper"] = loadfx("misc/fx_zombie_electric_trap");
level._effect["zapper_wall"] = loadfx("misc/fx_zombie_zapper_wall_control_on");
level._effect["zapper_light_ready"] = loadfx("maps/zombie/fx_zombie_light_glow_green");
level._effect["zapper_light_notready"] = loadfx("maps/zombie/fx_zombie_light_glow_red");
level._effect["elec_room_on"] = loadfx("fx_zombie_light_elec_room_on");
level._effect["elec_md"] = loadfx("env/electrical/fx_elec_player_md");
level._effect["elec_sm"] = loadfx("env/electrical/fx_elec_player_sm");
level._effect["elec_torso"] = loadfx("env/electrical/fx_elec_player_torso");
level._effect["elec_trail_one_shot"] = loadfx("misc/fx_zombie_elec_trail_oneshot");
level._effect["wire_spark"] = loadfx("maps/zombie/fx_zombie_wire_spark");
level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );
}
precache_createfx_fx()
{
level._effect["transporter_beam"] = loadfx("maps/zombie/fx_transporter_beam");
level._effect["transporter_pad_start"] = loadfx("maps/zombie/fx_transporter_pad_start");
level._effect["transporter_start"] = loadfx("maps/zombie/fx_transporter_start");
level._effect["transporter_ambient"] = loadfx("maps/zombie/fx_transporter_ambient");
level._effect["zombie_mainframe_link_all"] = loadfx("maps/zombie/fx_zombie_mainframe_link_all");
level._effect["zombie_mainframe_link_single"] = loadfx("maps/zombie/fx_zombie_mainframe_link_single");
level._effect["zombie_mainframe_linked"] = loadfx("maps/zombie/fx_zombie_mainframe_linked");
level._effect["zombie_mainframe_beam"] = loadfx("maps/zombie/fx_zombie_mainframe_beam");
level._effect["zombie_mainframe_flat"] = loadfx("maps/zombie/fx_zombie_mainframe_flat");
level._effect["zombie_mainframe_flat_start"] = loadfx("maps/zombie/fx_zombie_mainframe_flat_start");
level._effect["zombie_mainframe_beam_start"] = loadfx("maps/zombie/fx_zombie_mainframe_beam_start");
level._effect["zombie_flashback_american"] = loadfx("maps/zombie/fx_zombie_flashback_american");
level._effect["gasfire2"] = Loadfx("destructibles/fx_dest_fire_vert");
level._effect["mp_light_lamp"] = Loadfx("maps/mp_maps/fx_mp_light_lamp");
level._effect["zombie_difference"] = loadfx("maps/zombie/fx_zombie_difference");
level._effect["zombie_mainframe_steam"] = loadfx("maps/zombie/fx_zombie_mainframe_steam");
level._effect["zombie_heat_sink"] = loadfx("maps/zombie/fx_zombie_heat_sink");
level._effect["mp_smoke_stack"] = loadfx("maps/mp_maps/fx_mp_smoke_stack");
level._effect["mp_elec_spark_fast_random"] = loadfx("maps/mp_maps/fx_mp_elec_spark_fast_random");
level._effect["zombie_elec_gen_idle"] = loadfx("misc/fx_zombie_elec_gen_idle");
level._effect["zombie_moon_eclipse"] = loadfx("maps/zombie/fx_zombie_moon_eclipse");
level._effect["zombie_clock_hand"] = loadfx("maps/zombie/fx_zombie_clock_hand");
level._effect["zombie_elec_pole_terminal"] = loadfx("maps/zombie/fx_zombie_elec_pole_terminal");
level._effect["mp_elec_broken_light_1shot"] = loadfx("maps/mp_maps/fx_mp_elec_broken_light_1shot");
level._effect["mp_light_lamp_no_eo"] = loadfx("maps/mp_maps/fx_mp_light_lamp_no_eo");
level._effect["zombie_packapunch"] = loadfx("maps/zombie/fx_zombie_packapunch");
//ESM - added for perk machines
level._effect["electric_short_oneshot"] = loadfx("env/electrical/fx_elec_short_oneshot");
level._effect["fx_wtrfall_md"] = loadfx("env/water/fx_wtrfall_md");
}
spawnFX()
{
playLoopedFx(level._effect["fx_wtrfall_md"], 4, (-1536,2024,-1784), 0, anglestoforward ((0,90,0)), anglestoup((0,0,0)));
maps\createfx\nazi_zombie_tutorial_fx::main();
}
Thanks in adavance! |
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Sevenz |
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General Member Since: Apr 24, 2006 Posts: 2390 Last: May 10, 2013 [view latest posts] |
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ukdjaj |
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General Member Since: Jun 1, 2008 Posts: 2726 Last: Nov 15, 2020 [view latest posts] |
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cskiller86 |
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General Member Since: Nov 23, 2009 Posts: 528 Last: Oct 25, 2011 [view latest posts] |
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Category: CoDWW Zombie/Co-Op Mapping Posted: Saturday, Sep. 3, 2011 09:40 am |
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Based on your code, the FX is a oneshot and lasts for 4 seconds, right ?
There might be a problem with your function naming. There is already a function called spawnFX() and it has the following format SpawnFx(effect id, position, forward angles, up angles)
I've used that function and got it working. Here is an example:
Code: fordfxsmoke = loadfx ("smoke/car_damage_blacksmoke");
smoke_fx = spawnFx(fordfxsmoke, fordcar.origin + maps\mp\_utility::vector_scale(anglesToRight(fordcar.angles), 90) + maps\mp\_utility::vector_scale(anglesToUp(fordcar.angles), 40));
triggerFX(smoke_fx);
However, my FX was loopable already. Though, you might be able to use something like this
Code: ukdjaj_waterfall = loadfx ("env/water/fx_wtrfall_md");
waterfall_fx = spawnFx(ukdjaj_waterfall, (-1536,2024,-1784), anglestoforward ((0,90,0)), anglestoup((0,0,0)));
while(1)
{
triggerFX(waterfall_fx);
wait 4;
delete (waterfall_fx);
}
That will play the FX, wait 4 seconds, delete the effect entity and then start all over again.
That is untested, so it's best that you first rename your function to something other than spawnfx().
I also noticed that in the playLoopedFX() function you have cull distance set to 0. Cull distance is somewhat responsible for object visibility, though I'm not sure if the value is supposed to be low or high. Well, play around with it and see what happens :P
That's about all I can think of, apart from the obvious ones like misspelling or adding the FX to the zone file. |
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ukdjaj |
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General Member Since: Jun 1, 2008 Posts: 2726 Last: Nov 15, 2020 [view latest posts] |
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ukdjaj |
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General Member Since: Jun 1, 2008 Posts: 2726 Last: Nov 15, 2020 [view latest posts] |
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cskiller86 |
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General Member Since: Nov 23, 2009 Posts: 528 Last: Oct 25, 2011 [view latest posts] |
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Category: CoDWW Zombie/Co-Op Mapping Posted: Sunday, Sep. 4, 2011 04:48 pm |
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Well, you don't need an _fx.gsc if you are going to use what I wrote before. You define and load the FX in the main GSC.
I forgot to mention that my script was for CoD4, but I suppose it should work for WaW.
Code: main()
{
ukdjaj_waterfall = loadfx ("env/water/fx_wtrfall_md");// precache the FX; precache in main so it gets loaded just as the map starts
playtheFX(ukdjaj_waterfall); //call the function; thread the function if you also have other functions
}
playtheFX(ukdjaj_waterfall)
{
while(1)
{
waterfall_fx = spawnFx(ukdjaj_waterfall, (-1536,2024,-1784), anglestoforward ((0,90,0)), anglestoup((0,0,0)));//define the FX id and spawn FX at given coordinates and with given angles
triggerFX(waterfall_fx);//play the FX associated with the FX id
wait 4;
waterfall_fx delete();//the triggerFX() function doesn't automatically kill the FX after it plays so it's better to manually delete it
}
}
If that doesn't work, maybe you can still use playLoopedFX
Code: main()
{
ukdjaj_waterfall = loadfx("env/water/fx_wtrfall_md");
thread playwaterfall(ukdjaj_waterfall);
}
playwaterfall(ukdjaj_waterfall)
{
fx = playLoopedFX(ukdjaj_waterfall, 4, (-1536,2024,-1784), 0, anglestoforward ((0,90,0)), anglestoup((0,0,0)));
}
If it still doesn't work, change the cull distance to some other numbers.
If it still doesn't work, post back. I still have one idea, but I think I'll confuse you even more if I post it now.
Good luck ! |
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ukdjaj |
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General Member Since: Jun 1, 2008 Posts: 2726 Last: Nov 15, 2020 [view latest posts] |
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Category: CoDWW Zombie/Co-Op Mapping Posted: Sunday, Sep. 4, 2011 05:36 pm |
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ok, trying the top one first, my .gsc is now
Code: /*
Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
Scripter: Sparks
Tutorial: Sniperbolt
Version 1.0 (9/24/2009 7:51:18 PM)
-- Initial Release Of Source Files
*/
// Tutorial From Sniperbolt!
// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
// DLC3 Utilities
#include maps\nazi_zombie_tutorial_fx;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;
main()
{
//maps\nazi_zombie_tutorial_fx::main();
level thread wind_settings();
ukdjaj_waterfall = loadfx("env/water/fx_wtrfall_md");
thread playwaterfall(ukdjaj_waterfall);
thread zombiesleft_hud();
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_tutorial_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_tutorial_fx::main;
// level.DLC3.myFX = ::preCacheMyFX;
/*--------------------
FX
----------------------*/
DLC3_FX();
/*--------------------
LEVEL VARIABLES
----------------------*/
// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];
//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//
// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"nazi zombie tes";
// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;
// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps = maps\dlc3_code::include_powerups;
// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;
// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;
// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;
// _loadout Variables
level.DLC3.useCoopHeroes = true;
// Bridge Feature
level.DLC3.useBridge = false;
// Hell Hounds
level.DLC3.useHellHounds = true;
// Mixed Rounds
level.DLC3.useMixedRounds = true;
// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;
// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;
// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;
// Electric Traps
level.DLC3.useElectricTraps = true;
// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;
// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;
// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;
// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;
/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_zombiemode::main();
/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}
dlc3_zone_init()
{
add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/
// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
}
zombiesleft_hud()
{
Remaining = create_simple_hud();
Remaining.horzAlign = "center";
Remaining.vertAlign = "middle";
Remaining.alignX = "Left";
Remaining.alignY = "middle";
Remaining.y = 230;
Remaining.x = 60;
Remaining.foreground = 1;
Remaining.fontscale = 8.0;
Remaining.alpha = 1;
Remaining.color = ( 0.423, 0.004, 0 );
ZombiesLeft = create_simple_hud();
ZombiesLeft.horzAlign = "center";
ZombiesLeft.vertAlign = "middle";
ZombiesLeft.alignX = "center";
ZombiesLeft.alignY = "middle";
ZombiesLeft.y = 230;
ZombiesLeft.x = -1;
ZombiesLeft.foreground = 1;
ZombiesLeft.fontscale = 8.0;
ZombiesLeft.alpha = 1;
ZombiesLeft.color = ( 0.423, 0.004, 0 );
ZombiesLeft SetText("Zombies Left: ");
while(1)
{
remainingZombies = get_enemy_count() + level.zombie_total;
Remaining SetValue(remainingZombies);
if(remainingZombies == 0 )
{
Remaining.alpha = 0;
while(1)
{
remainingZombies = get_enemy_count() + level.zombie_total;
if(remainingZombies != 0 )
{
Remaining.alpha = 1;
break;
}
wait 0.5;
}
}
wait 0.5;
}
}
wind_settings()
{
// These values are supposed to be in inches per second.
SetSavedDvar( "wind_global_vector", "140 -180 0" ); // (171, -140) = 15.5 mph w/ a normal of -0.5 at hi_altitude
SetSavedDvar( "wind_global_low_altitude", 20 );
SetSavedDvar( "wind_global_hi_altitude", 740 );
SetSavedDvar( "wind_global_low_strength_percent", 1.00 ); //.3 is 4mph at low altitude
// Add a while loop to vary the strength of the wind over time.
}
playwaterfall(ukdjaj_waterfall)
{
fx = playLoopedFX(ukdjaj_waterfall, 4, (-1536,2024,-1784), 0, anglestoforward ((0,90,0)), anglestoup((0,0,0)));
}
edited on Sep. 4, 2011 01:45 pm by ukdjaj |
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ukdjaj |
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General Member Since: Jun 1, 2008 Posts: 2726 Last: Nov 15, 2020 [view latest posts] |
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cskiller86 |
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General Member Since: Nov 23, 2009 Posts: 528 Last: Oct 25, 2011 [view latest posts] |
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