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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Nazi Zombie - Player Vs Player Mode?
Boffinman
General Member
Since: Feb 3, 2008
Posts: 57
Last: Apr 22, 2009
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Jan. 29, 2009 08:36 pm
I was just flicking about some files in the [root]/raw/maps folder and I came across these lines of code:

Code:
// used to a check in last stand for players to become zombies level.is_zombie_level = true; level.player_becomes_zombie = ::zombify_player;


and (very long):

Code:
zombify_player()
{
	self maps\_zombiemode_score::player_died_penalty(); 

	if( !IsDefined( level.zombie_vars["zombify_player"] ) || !level.zombie_vars["zombify_player"] )
	{
		self thread spawnSpectator(); 
		return; 
	}

	self.ignoreme = true; 
	self.is_zombie = true; 
	self.zombification_time = getTime(); 
	
	self.team = "axis"; 
	self notify( "zombified" ); 
	
	if( IsDefined( self.revivetrigger ) )
	{
		self.revivetrigger Delete(); 
	}
	self.revivetrigger = undefined; 
		
	self setMoveSpeedScale( 0.3 ); 
	self reviveplayer(); 

	self TakeAllWeapons(); 
	self starttanning(); 
	self GiveWeapon( "zombie_melee", 0 ); 
	self SwitchToWeapon( "zombie_melee" ); 
	self DisableWeaponCycling(); 
	self DisableOffhandWeapons(); 
	self VisionSetNaked( "zombie_turned", 1 ); 

	maps\_utility::setClientSysState( "zombify", 1, self ); 	// Zombie grain goooo

	self thread maps\_zombiemode_spawner::zombie_eye_glow(); 
	
	// set up the ground ref ent
	self thread injured_walk(); 
	// allow for zombie attacks, but they lose points?
			
	self thread playerzombie_player_damage(); 
	self thread playerzombie_soundboard(); 
}

playerzombie_player_damage()
{
	self endon( "death" ); 
	self endon( "disconnect" ); 
	
	self thread playerzombie_infinite_health();  // manually keep regular health up
	self.zombiehealth = level.zombie_health; 
	
	// enable PVP damage on this guy
	// self EnablePvPDamage(); 
	
	while( 1 )
	{
		self waittill( "damage", amount, attacker, directionVec, point, type ); 
		
		if( !IsDefined( attacker ) || !IsPlayer( attacker ) )
		{
			wait( 0.05 ); 
			continue; 
		}
		
		self.zombiehealth -= amount; 
		
		if( self.zombiehealth <= 0 )
		{
			// "down" the zombie
			self thread playerzombie_downed_state(); 
			self waittill( "playerzombie_downed_state_done" ); 
			self.zombiehealth = level.zombie_health; 
		}
	}
}

playerzombie_downed_state()
{
	self endon( "death" ); 
	self endon( "disconnect" ); 
	
	downTime = 15; 
	
	startTime = GetTime(); 
	endTime = startTime +( downTime * 1000 ); 
	
	self thread playerzombie_downed_hud(); 
	
	self.playerzombie_soundboard_disable = true; 
	self thread maps\_zombiemode_spawner::zombie_eye_glow_stop(); 
	self DisableWeapons(); 
	self AllowStand( false ); 
	self AllowCrouch( false ); 
	self AllowProne( true ); 
	
	while( GetTime() < endTime )
	{
		wait( 0.05 ); 
	}
	
	self.playerzombie_soundboard_disable = false; 
	self thread maps\_zombiemode_spawner::zombie_eye_glow(); 
	self EnableWeapons(); 
	self AllowStand( true ); 
	self AllowCrouch( false ); 
	self AllowProne( false ); 
	
	self notify( "playerzombie_downed_state_done" ); 
}

playerzombie_downed_hud()
{
	self endon( "death" ); 
	self endon( "disconnect" ); 
	
	text = NewClientHudElem( self ); 
	text.alignX = "center"; 
	text.alignY = "middle"; 
	text.horzAlign = "center"; 
	text.vertAlign = "bottom"; 
	text.foreground = true; 
	text.font = "default"; 
	text.fontScale = 1.8; 
	text.alpha = 0; 
	text.color = ( 1.0, 1.0, 1.0 ); 
	text SetText( &"ZOMBIE_PLAYERZOMBIE_DOWNED" ); 
	
	text.y = -113; 	
	if( IsSplitScreen() )
	{
		text.y = -137; 
	}
	
	text FadeOverTime( 0.1 ); 
	text.alpha = 1; 
	
	self waittill( "playerzombie_downed_state_done" ); 
	
	text FadeOverTime( 0.1 ); 
	text.alpha = 0; 
}

playerzombie_infinite_health()
{
	self endon( "death" ); 
	self endon( "disconnect" ); 
	
	bighealth = 100000; 
	
	while( 1 )
	{
		if( self.health < bighealth )
		{
			self.health = bighealth; 
		}
		
		wait( 0.1 ); 
	}
}

playerzombie_soundboard()
{
	self endon( "death" ); 
	self endon( "disconnect" ); 
	
	self.playerzombie_soundboard_disable = false; 
	
	self.buttonpressed_use = false; 
	self.buttonpressed_attack = false; 
	self.buttonpressed_ads = false; 
	
	self.useSound_waitTime = 3 * 1000;  // milliseconds
	self.useSound_nextTime = GetTime(); 
	useSound = "playerzombie_usebutton_sound"; 
	
	self.attackSound_waitTime = 3 * 1000; 
	self.attackSound_nextTime = GetTime(); 
	attackSound = "playerzombie_attackbutton_sound"; 
	
	self.adsSound_waitTime = 3 * 1000; 
	self.adsSound_nextTime = GetTime(); 
	adsSound = "playerzombie_adsbutton_sound"; 
	
	self.inputSound_nextTime = GetTime();  // don't want to be able to do all sounds at once
	
	while( 1 )
	{
		if( self.playerzombie_soundboard_disable )
		{
			wait( 0.05 ); 
			continue; 
		}
		
		if( self UseButtonPressed() )
		{
			if( self can_do_input( "use" ) )
			{
				self thread playerzombie_play_sound( useSound ); 
				self thread playerzombie_waitfor_buttonrelease( "use" ); 
				self.useSound_nextTime = GetTime() + self.useSound_waitTime; 
			}
		}
		else if( self AttackButtonPressed() )
		{
			if( self can_do_input( "attack" ) )
			{
				self thread playerzombie_play_sound( attackSound ); 
				self thread playerzombie_waitfor_buttonrelease( "attack" ); 
				self.attackSound_nextTime = GetTime() + self.attackSound_waitTime; 
			}
		}
		else if( self AdsButtonPressed() )
		{
			if( self can_do_input( "ads" ) )
			{
				self thread playerzombie_play_sound( adsSound ); 
				self thread playerzombie_waitfor_buttonrelease( "ads" ); 
				self.adsSound_nextTime = GetTime() + self.adsSound_waitTime; 
			}
		}
		
		wait( 0.05 ); 
	}
}

Just came across these and thought WOW THATS not in the game. I know they didn't have much time on the project but can anyone fill me in?
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Jan. 29, 2009 08:48 pm
theres something about players being zombies, because if u go into zombie map on devmap and give youself all weapons you get the Zombie viewmodel and u can attack with it
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Boffinman
General Member
Since: Feb 3, 2008
Posts: 57
Last: Apr 22, 2009
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Jan. 29, 2009 08:50 pm
Yeah I had found that once before when I was nicely helping myself to all the weapons. What fascinates me is that you can't access the PvP mode without modding, if that is possible.
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Jan. 29, 2009 09:19 pm
zombie-fi i beleave is same as reg last stand and has to do with you downed with pistol and bleeding out and blured vision
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