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WhosOnFirst

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Everything posted by WhosOnFirst

  1. While time CT is generally refered to as the 4th dimension which resides above or alongside length, breadth, width, the 6th dimension is a folding of dimensions that include the 4th dimension, hence time travel. JkxieS-6WuA
  2. I really like the idea of specific game mode objectives based on an individual map, which is what I am picking up from the advert; which I believe to be real. Though I am a little confused by what is possible for Treyarch to do with a map pack release and things like playlists. Having just read a thread by Vahn on CODHQ with regards MLG playlists, Treys hands are tied with what they can and cannot do regards playlists and such. So this leads me to believe that if these maps are designed to be gamemode specific they will not be availible say for FFA or Domination, only for the intended purpose/ game mode the map was designed for. This leak has peaked my interest either way. Please forgive my ignorance on this matter if I am wrong.
  3. Just researching a few of your suggestions Dub will edit this post tommorow.
  4. i don't know much about electrics and such, but would the above quote apply to an Electro magnetic field? and /or, going by a certain someones theory about 6th dimension, could it also be applied to time travel/ dimensional time space rift? i.e in regards to the thoughts that Der Riese is stuck in a time loop (because of the shield) Wherever there is electricity there are magnetic fields, such as the lightbulb above my head right now, or the monitor and keyboard in front of me. Its why I drew the conclusion that the one diagram on the board was a comparison of the earth and moon aswell as an electrical diagram. The earth itself is a large capacitor, again the body of much of Teslas work revolved around these matters. I would think given the nature of the experiments shown in DR and the clock and mention of the sheild it could be possible that DR is perhaps repeating time. I believe that the inherant property of time itself is related to lightwaves, these happen to be blocked by a full solar eclipse in DR. I need to join a physics forum. They say a little knowledge is a dangerous thing, while I can comprehend physics at most levels (philisophicaly) I stumble on the most basic math concepts. Still its good to work towards improving areas where we lack understanding. For science, you monster i would need to do some heavy research on this matter and am prob the wrong person for the job but i believe it is the starting point to answer many of the questions and ideas that haven't been fully answered yet but this is just my opinion and could be well off mate lol I am sure you can accomplish what ever you turn your mind to Dub. and nope, didnt know Dub meant that is Shumarian, is good to know though, very apt name for me, always looking at all the angles lol Haha yep thats you allright, good book to read... if you ever get the chance Zecharia Sitchin, The Twelth Planet. Book I of the Earth Chronicles Sorry for going totaly OT.
  5. Thats a good question Dubz, not that I have any answers. It did get me thinking of the shield which was raised in DR and the work of Tesla. There are a lot of theories regarding Tesla and his WMD, but Tesla billed his weapon as a weapon to stop wars. Some theorists believe given the nature of Teslas work that he was developing a localised EMF shield of sorts. Say something that works along the lines of an EMP gun that fires a short directed pulse of energy that can fry unprotected circuits and wiring disabling veichles and warheads (Star Wars project under Reagan). Tesla it is believed might have been able to raise an EMP shield in theory, which would have dropped any unprotected veichles out of the sky. Dont know how this would fit the projected timescale of events. ? Did you know Dub is Shummerian for 360 deg? Lol totaly OT, but I was reading a Sitchin book and thought of you when I came across his translations.
  6. Thanks for the reply BTD. I can see the This and That but I feel there is more to this. As for referances to the characters they simply did not exist to us as an audiance when Verruckt landed. Do you think its funny how the guy with the collar has the symbol for square root as his hair? His collar is pretty funny looking to. PAX be . to you also
  7. Has the BUMP button disapeared?
  8. I dont recall seeing any info on people being able to interact with the door on Ascension. I am aware it is there but not that people can interact with it. I have yet to see the code for Ascension as I have not taken the time to look and probably wont, so cannot comment on that door. However this map is not Ascension it was made two years prior on a differant engine. So I would like to revisit a few points of interest that I feel need discussing as they have been overlooked so far. Maybe a new more conscise thread is required so that all the information is more presentable.
  9. So I just had a quick bumble over at PC forums on CODHQ, looks like Acti are using some underhanded tactics to push people who might have had second thoughts on giving more money to them. http://www.callofduty.com/board/viewtop ... ifuv5ot3p6 Link above is for the post I will paste below, tis an update from JD on the PC DLC and how it works. Hey PC fans, With the launch of First Strike on the PC on March 25th, I would like to answer a few of the most frequently asked questions from the community pertaining to server admins, clients, and map rotations. Please read the below guide carefully before posting questions in the forums. Clients: Anyone can play on any server, regardless of whether or not you have DLC installed. All players will continue to receive patches (including 1.07, which deploys alongside First Strike). If a server rotates to a DLC map that you do not have installed on your PC, you will automatically get kicked from that server. Note: There will be an additional browser filter introduced in patch 1.07 that allows you to exclude servers with DLC content in their rotation. Quick match searches will only put players into matches with content that they have installed. Admins: All servers will have First Strike available on March 25th. It will be at the server admin’s discretion whether or not to run DLC maps on their server. Admins will also have the freedom to choose which First Strike maps will run on their server. Note: Admins will NOT have to purchase a copy of the map pack in order to install it on their dedicated server. Hopefully that clears up some of the most frequently asked questions surrounding the DLC deployment that will take place on March 25th. Regards, -JD So the deal is Acti give all server admins DLC for free telling them it is at their discretion wether or not to install the DLC. All players using a server with DLC installed who do not have the DLC from steam installed on their PC will get kicked from the server when a DLC map comes into rotation. This comes across as a very underhanded tactic.
  10. Here are some lines of code taken from the above file I thought were of interest, I have no experience coding so if anyone of experience in the field could chime in I would be grateful. precachestring(level.valve_hint_north); precachestring(level.valve_hint_south); precachestring(&"ZOMBIE_BETTY_ALREADY_PURCHASED"); precachestring(&"ZOMBIE_BETTY_HOWTO"); precachestring(&"ZOMBIE_FLAMES_UNAVAILABLE"); precachestring(&"ZOMBIE_USE_AUTO_TURRET"); precachestring(&"ZOMBIE_ELECTRIC_SWITCH"); precachestring(&"ZOMBIE_INTRO_ASYLUM_LEVEL_BERLIN"); precachestring(&"ZOMBIE_INTRO_ASYLUM_LEVEL_HIMMLER"); precachestring(&"ZOMBIE_INTRO_ASYLUM_LEVEL_SEPTEMBER"); //zombie asylum custom stuff init_zombie_asylum(); //hide the turret mgs = getentarray( "fountain_mg", "targetname" ); //hide the real mg's for(i=0;i { mgs hide(); } level thread intro_screen(); //level thread debug_health(); level thread toilet_useage(); level thread chair_useage(); level thread magic_box_light(); /*------------------------------------ Temp stuff for the automated turret in the courtyard ------------------------------------*/ Fountain_Mg42_Activate() { trig = getent("trig_courtyard_mg","targetname"); trig sethintstring(&"ZOMBIE_USE_AUTO_TURRET"); mgs = getentarray( "fountain_mg", "targetname" ); fake_mgs = getentarray("fake_mg","script_noteworthy"); //hide the real mg's for(i=0;i { mgs hide(); } //wait for someone to purchase the mg while(1) { trig waittill("trigger",who); if(isDefined(trig.is_activated)) { continue; } if( who in_revive_trigger() ) { continue; } if( is_player_valid( who ) ) { if( who.score >= trig.zombie_cost ) { play_sound_at_pos( "purchase", trig.origin ); //set the score who maps\_zombiemode_score::minus_to_player_score( trig.zombie_cost ); trig.is_activated = true; trig trigger_off(); trig sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE"); //the fountain top sinks down fountain_top = getent("fountain_top","targetname"); fountain_top moveto(fountain_top.origin + (0,0,-200),3); fountain_top waittill("movedone"); trig trigger_on(); fountain_mg = getentarray( "fountain_turret", "targetname" ); for(i=0;i { fountain_mg moveto(fountain_mg.origin + (0,0,200),3); } fountain_mg[0] waittill("movedone"); //hide the fake MG's once they're in place for(i=0;i { fake_mgs hide(); } array_thread(fake_mgs,::trigger_off); //show the real MG's for(i=0;i { mgs show(); } for(i=0;i { mg = mgs; mg setTurretTeam( "allies" ); mg SetMode( "auto_nonai" ); mg thread maps\_mgturret::burst_fire_unmanned(); } wait(30); for(i=0;i { mg = mgs; mg notify("stop_burst_fire_unmanned"); mg SetMode( "manual" ); } array_thread(fake_mgs,::trigger_on); for(i=0;i { fake_mgs show(); } for(i=0;i { mgs hide(); } for(i=0;i { fountain_mg moveto(fountain_mg.origin + (0,0,-200),3); } fountain_mg[0] waittill("movedone"); fountain_top moveto(fountain_top.origin + (0,0,200),3); fountain_top waittill("movedone"); wait(15); trig.is_activated = undefined; trig sethintstring(&"ZOMBIE_USE_AUTO_TURRET"); } } } }
  11. Code from Verruckt Part 2 //electric current to open the middle door electric_current_open_middle_door() { sparks = getstruct("electric_middle_door","targetname"); fx_org = spawn("script_model",sparks.origin); fx_org setmodel("tag_origin"); fx_org.angles = sparks.angles; playfxontag(level._effect["electric_current"], fx_org,"tag_origin"); targ = getstruct(sparks.target,"targetname"); while(isDefined(targ)) { fx_org moveto(targ.origin,.075); //Kevin adding playloop on electrical fx if(isdefined(targ.script_noteworthy) && (targ.script_noteworthy == "junction_boxs" || targ.script_noteworthy == "electric_end")) { playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin"); } fx_org playloopsound("elec_current_loop",.1); fx_org waittill("movedone"); fx_org stoploopsound(.1); if(isDefined(targ.target)) { targ = getstruct(targ.target,"targetname"); } else { targ = undefined; } } level notify ("electric_on_middle_door"); playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin"); wait(randomintrange(3,9)); fx_org delete(); } electric_current_revive_machine() { sparks = getstruct("revive_electric_wire","targetname"); fx_org = spawn("script_model",sparks.origin); fx_org setmodel("tag_origin"); fx_org.angles = sparks.angles; playfxontag(level._effect["electric_current"], fx_org,"tag_origin"); targ = getstruct(sparks.target,"targetname"); wait(0.2); while(isDefined(targ)) { fx_org moveto(targ.origin,.075); //Kevin adding playloop on electrical fx if(isdefined(targ.script_noteworthy) && targ.script_noteworthy == "junction_revive") { playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin"); } fx_org playloopsound("elec_current_loop",.1); fx_org waittill("movedone"); fx_org stoploopsound(.1); if(isDefined(targ.target)) { targ = getstruct(targ.target,"targetname"); } else { targ = undefined; } } level notify("revive_on"); playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin"); wait(randomintrange(3,9)); fx_org delete(); } electric_current_reload_machine() { sparks = getstruct("electric_fast_reload","targetname"); fx_org = spawn("script_model",sparks.origin); fx_org setmodel("tag_origin"); fx_org.angles = sparks.angles; playfxontag(level._effect["electric_current"], fx_org,"tag_origin"); targ = getstruct(sparks.target,"targetname"); while(isDefined(targ)) { fx_org moveto(targ.origin,.075); //Kevin adding playloop on electrical fx if(isdefined(targ.script_noteworthy) && targ.script_noteworthy == "reload_junction") { playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin"); } fx_org playloopsound("elec_current_loop",.1); fx_org waittill("movedone"); fx_org stoploopsound(.1); if(isDefined(targ.target)) { targ = getstruct(targ.target,"targetname"); } else { targ = undefined; } } level notify ("sleight_on"); playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin"); wait(randomintrange(3,9)); fx_org delete(); } electric_current_doubletap_machine() { sparks = getstruct("electric_double_tap","targetname"); fx_org = spawn("script_model",sparks.origin); fx_org setmodel("tag_origin"); fx_org.angles = sparks.angles; playfxontag(level._effect["electric_current"], fx_org,"tag_origin"); targ = getstruct(sparks.target,"targetname"); while(isDefined(targ)) { fx_org moveto(targ.origin,.075); //Kevin adding playloop on electrical fx if(isdefined(targ.script_noteworthy) && targ.script_noteworthy == "double_tap_junction") { playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin"); } fx_org playloopsound("elec_current_loop",.1); fx_org waittill("movedone"); fx_org stoploopsound(.1); if(isDefined(targ.target)) { targ = getstruct(targ.target,"targetname"); } else { targ = undefined; } } level notify ("doubletap_on"); playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin"); wait(randomintrange(3,9)); fx_org delete(); } electric_current_juggernog_machine() { sparks = getstruct("electric_juggernog","targetname"); fx_org = spawn("script_model",sparks.origin); fx_org setmodel("tag_origin"); fx_org.angles = sparks.angles; playfxontag(level._effect["electric_current"], fx_org,"tag_origin"); targ = getstruct(sparks.target,"targetname"); while(isDefined(targ)) { fx_org moveto(targ.origin,.075); //Kevin adding playloop on electrical fx fx_org playloopsound("elec_current_loop",.1); fx_org waittill("movedone"); fx_org stoploopsound(.1); if(isDefined(targ.target)) { targ = getstruct(targ.target,"targetname"); } else { targ = undefined; } } level notify ("juggernog_on"); playfxontag(level._effect["electric_short_oneshot"], fx_org,"tag_origin"); wait(randomintrange(3,9)); fx_org delete(); } north_zapper_light_red() { zapper_lights = getentarray("zapper_light_north","targetname"); for(i=0;i { zapper_lights[i] setmodel("zombie_zapper_cagelight_red"); } if(isDefined(level.north_light)) { level.north_light delete(); } level.north_light = spawn("script_model",(366, 480 ,324)); level.north_light setmodel("tag_origin"); level.north_light.angles = (0,270,0); playfxontag(level._effect["zapper_light_notready"],level.north_light,"tag_origin"); } north_zapper_light_green() { zapper_lights = getentarray("zapper_light_north","targetname"); for(i=0;i { zapper_lights[i] setmodel("zombie_zapper_cagelight_green"); } if(isDefined(level.north_light)) { level.north_light delete(); } level.north_light = spawn("script_model",(366, 480 ,324)); level.north_light setmodel("tag_origin"); level.north_light.angles = (0,270,0); playfxontag(level._effect["zapper_light_ready"],level.north_light,"tag_origin"); } south_zapper_light_red() { zapper_lights = getentarray("zapper_light_south","targetname"); for(i=0;i { zapper_lights[i] setmodel("zombie_zapper_cagelight_red"); } if(isDefined(level.north_light)) { level.north_light delete(); } level.north_light = spawn("script_model",(168, -407.5, 324)); level.north_light setmodel("tag_origin"); level.north_light.angles = (0,90,0); playfxontag(level._effect["zapper_light_notready"],level.north_light,"tag_origin"); } south_zapper_light_green() { zapper_lights = getentarray("zapper_light_south","targetname"); for(i=0;i { zapper_lights[i] setmodel("zombie_zapper_cagelight_green"); } if(isDefined(level.north_light)) { level.north_light delete(); } level.north_light = spawn("script_model",(168, -407.5, 324)); level.north_light setmodel("tag_origin"); level.north_light.angles = (0,270,0); playfxontag(level._effect["zapper_light_ready"],level.north_light,"tag_origin"); } electroctute_death_fx() { self endon( "death" ); if (isdefined(self.is_electrocuted) && self.is_electrocuted ) { return; } self.is_electrocuted = true; self thread electrocute_timeout(); // JamesS - this will darken the burning body self StartTanning(); if(self.team == "axis") { level.bcOnFireTime = gettime(); level.bcOnFireOrg = self.origin; } PlayFxOnTag( level._effect["elec_torso"], self, "J_SpineLower" ); self playsound ("elec_jib_zombie"); wait 1; tagArray = []; tagArray[0] = "J_Elbow_LE"; tagArray[1] = "J_Elbow_RI"; tagArray[2] = "J_Knee_RI"; tagArray[3] = "J_Knee_LE"; tagArray = array_randomize( tagArray ); PlayFxOnTag( level._effect["elec_md"], self, tagArray[0] ); self playsound ("elec_jib_zombie"); wait 1; self playsound ("elec_jib_zombie"); tagArray[0] = "J_Wrist_RI"; tagArray[1] = "J_Wrist_LE"; if( !IsDefined( self.a.gib_ref ) || self.a.gib_ref != "no_legs" ) { tagArray[2] = "J_Ankle_RI"; tagArray[3] = "J_Ankle_LE"; } tagArray = array_randomize( tagArray ); PlayFxOnTag( level._effect["elec_sm"], self, tagArray[0] ); PlayFxOnTag( level._effect["elec_sm"], self, tagArray[1] ); } electrocute_timeout() { self endon ("death"); self playloopsound("fire_manager_0"); // about the length of the flame fx wait 12; self stoploopsound(); if (isdefined(self) && isalive(self)) { self.is_electrocuted = false; self notify ("stop_flame_damage"); } } play_the_numbers() { while(1) { wait(randomintrange(15,20)); playsoundatposition("the_numbers", (-608, -336, 304)); wait(randomintrange(15,20)); } } magic_box_limit_location_init() { level.open_chest_location = []; level.open_chest_location[0] = undefined; level.open_chest_location[1] = undefined; level.open_chest_location[2] = undefined; level.open_chest_location[3] = "opened_chest"; level.open_chest_location[4] = "start_chest"; level thread waitfor_flag_open_chest_location("magic_box_south"); level thread waitfor_flag_open_chest_location("south_access_1"); level thread waitfor_flag_open_chest_location("north_door1"); level thread waitfor_flag_open_chest_location("north_upstairs_blocker"); level thread waitfor_flag_open_chest_location("south_upstairs_blocker"); } waitfor_flag_open_chest_location(which) { wait(3); switch(which) { case "magic_box_south": flag_wait("magic_box_south"); level.open_chest_location[0] = "magic_box_south"; break; case "south_access_1": flag_wait("south_access_1"); level.open_chest_location[0] = "magic_box_south"; level.open_chest_location[1] = "magic_box_bathroom"; break; case "north_door1": flag_wait("north_door1"); level.open_chest_location[2] = "magic_box_hallway"; break; case "north_upstairs_blocker": flag_wait("north_upstairs_blocker"); level.open_chest_location[2] = "magic_box_hallway"; break; case "south_upstairs_blocker": flag_wait("south_upstairs_blocker"); level.open_chest_location[1] = "magic_box_bathroom"; break; default: return; } } magic_box_light() { open_light = getent("opened_chest_light", "script_noteworthy"); hallway_light = getent("magic_box_hallway_light", "script_noteworthy"); open_light_model = getent("opened_chest_model", "script_noteworthy"); hallway_light_model = getent("magic_box_hallway_model", "script_noteworthy"); while(true) { level waittill("magic_box_light_switch"); open_light setLightIntensity(0); hallway_light setLightIntensity(0); open_light_model setmodel("lights_tinhatlamp_off"); hallway_light_model setmodel("lights_tinhatlamp_off"); if(level.chests[level.chest_index].script_noteworthy == "opened_chest") { open_light setLightIntensity(1); open_light_model setmodel("lights_tinhatlamp_on"); } else if(level.chests[level.chest_index].script_noteworthy == "magic_box_hallway") { hallway_light setLightIntensity(1); hallway_light_model setmodel("lights_tinhatlamp_on"); } } } //water sheeting FX // plays a water on the camera effect when you pass under a waterfall watersheet_on_trigger( ) { while( 1 ) { self waittill( "trigger", who ); if( isDefined(who) && isplayer(who) && isAlive(who) ) { if( !who maps\_laststand::player_is_in_laststand() ) { who setwatersheeting(true, 3); wait( 0.1 ); } } } } fix_hax() { self endon("disconnect"); while(1) { wait(.5); //grenade upstairs by bathroom door if(distance2d(self.origin, (245, -608, 266)) { self setorigin( (234,-628,self.origin[2]) ); } //grenade purchase by right start if(distance( self.origin, ( 914, -621, 64)) { self setorigin ( (914, -611, self.origin[2]) ); } //grenade purchase on column if(distance2d( self.origin, ( 446,683,104)) { self setorigin ( (449, 667, self.origin[2]) ); } //by electric door if(!flag("electric_switch_used")) { if(distance2d( self.origin, ( 975,54,75)) { self setorigin ( (985,43, self.origin[2]) ); } if(distance2d( self.origin, ( 964, 46, 104)) { self setorigin ( (959, 20,self.origin[2]) ); } } //by bouncing betty upstairs if(distance2d(self.origin,(-245,537,266)) { self setorigin( (-234,537,self.origin[2]) ); } } } spectator_respawn_new() { self.has_betties = undefined; self.is_burning = undefined; origin = self.respawn_point.origin; angles = self.respawn_point.angles; //add 10 units to the z value to prevent the player from spawning into the ground sometimes on stairs origin = origin + (0,0,10); self Spawn( origin, angles ); if( IsSplitScreen() ) { last_alive = undefined; players = get_players(); for( i = 0; i { if( !players[i].is_zombie ) { last_alive = players[i]; } } share_screen( last_alive, false ); } // The check_for_level_end looks for this self.is_zombie = false; self.ignoreme = false; setClientSysState("lsm", "0", self); // Notify client last stand ended. self RevivePlayer(); self notify( "spawned_player" ); // Penalize the player when we respawn, since he 'died' self maps\_zombiemode_score::player_reduce_points( "died" ); return true; }
  12. So here is the code from Verruckt Part 1 #include common_scripts\utility; #include maps\_utility; #include maps\_zombiemode_utility; #include maps\_music; #include maps\_anim; #using_animtree("generic_human"); main() { // enable for dog rounds level.dogs_enabled = true; maps\_destructible_opel_blitz::init(); precacheshellshock("electrocution"); //add_zombie_hint( "default_buy_door_2500", &"ZOMBIE_BUTTON_BUY_OPEN_DOOR_2500" ); maps\_zombiemode_weapons::add_zombie_weapon( "mine_bouncing_betty",&"ZOMBIE_WEAPON_SATCHEL_2000", 2000 ); precachemodel("tag_origin"); precachemodel("zombie_zapper_power_box"); precachemodel("zombie_zapper_power_box_on"); precachemodel("zombie_zapper_cagelight_red"); precachemodel("zombie_zapper_cagelight_green"); precachemodel("lights_tinhatlamp_off"); precachemodel("lights_tinhatlamp_on"); precachemodel("lights_indlight_on"); precachemodel("lights_indlight"); level.valve_hint_north = (&"ZOMBIE_BUTTON_NORTH_FLAMES"); level.valve_hint_south = (&"ZOMBIE_BUTTON_NORTH_FLAMES"); precachestring(level.valve_hint_north); precachestring(level.valve_hint_south); precachestring(&"ZOMBIE_BETTY_ALREADY_PURCHASED"); precachestring(&"ZOMBIE_BETTY_HOWTO"); precachestring(&"ZOMBIE_FLAMES_UNAVAILABLE"); precachestring(&"ZOMBIE_USE_AUTO_TURRET"); precachestring(&"ZOMBIE_ELECTRIC_SWITCH"); precachestring(&"ZOMBIE_INTRO_ASYLUM_LEVEL_BERLIN"); precachestring(&"ZOMBIE_INTRO_ASYLUM_LEVEL_HIMMLER"); precachestring(&"ZOMBIE_INTRO_ASYLUM_LEVEL_SEPTEMBER"); include_weapons(); include_powerups(); maps\nazi_zombie_asylum_fx::main(); if(getdvar("light_mode") != "") { return; } //init the perk machines maps\_zombiemode_perks::init(); maps\_zombiemode::main(); level.burning_zombies = []; level.electrocuted_zombies = []; init_sounds(); //the electric switch in the control room level thread master_electric_switch(); //keeps track of the buyable doors surroundong the control room level thread watch_magic_doors(); //special spawn point logic for the map level thread spawn_point_override(); level.custom_spawnPlayer = ::spectator_respawn_new; //zombie asylum custom stuff init_zombie_asylum(); //hide the turret mgs = getentarray( "fountain_mg", "targetname" ); //hide the real mg's for(i=0;i { mgs[i] hide(); } level thread intro_screen(); //level thread debug_health(); level thread toilet_useage(); level thread chair_useage(); level thread magic_box_light(); // If you want to modify/add to the weapons table, please copy over the _zombiemode_weapons init_weapons() and paste it here. // I recommend putting it in it's own function... // If not a MOD, you may need to provide new localized strings to reflect the proper cost. } player_zombie_awareness() { self endon("disconnect"); self endon("death"); while(1) { wait(1); zombie = get_closest_ai(self.origin,"axis"); if(!isDefined(zombie)) { continue; } dist = 200; switch(zombie.zombie_move_speed) { case "walk": dist = 200;break; case "run": dist = 250; break; case "sprint": dist = 275;break; } if(distance2d(zombie.origin,self.origin) { yaw = self animscripts\utility::GetYawToSpot(zombie.origin ); //check to see if he's actually behind the player if(yaw 95) { zombie playsound ("behind_vocals"); } } } } //debug_health() //{ // players = get_players(); // hud = newHudElem(); // hud.foreground = true; // hud.sort = 1; // hud.hidewheninmenu = false; // hud.alignX = "left"; // hud.alignY = "top"; // hud.horzAlign = "left"; // hud.vertAlign = "top"; // hud.x = 0; // hud.y = 0; // hud.alpha = 1; // //hud SetShader( shader, 24, 24 ); // // while(true) // { // // wait(0.5); // // hud settext(players[0].maxhealth + ": " + players[0].health); // //iprintlnbold(players[0].maxhealth + ": " + players[0].health); // } //} intro_screen() { flag_wait( "all_players_connected" ); wait(2); level.intro_hud = []; for(i = 0; i { level.intro_hud[i] = newHudElem(); level.intro_hud[i].x = 0; level.intro_hud[i].y = 0; level.intro_hud[i].alignX = "left"; level.intro_hud[i].alignY = "bottom"; level.intro_hud[i].horzAlign = "left"; level.intro_hud[i].vertAlign = "bottom"; level.intro_hud[i].foreground = true; if ( level.splitscreen && !level.hidef ) { level.intro_hud[i].fontScale = 2.75; } else { level.intro_hud[i].fontScale = 1.75; } level.intro_hud[i].alpha = 0.0; level.intro_hud[i].color = (1, 1, 1); level.intro_hud[i].inuse = false; } level.intro_hud[0].y = -110; level.intro_hud[1].y = -90; level.intro_hud[2].y = -70; level.intro_hud[0] settext(&"ZOMBIE_INTRO_ASYLUM_LEVEL_BERLIN"); level.intro_hud[1] settext(&"ZOMBIE_INTRO_ASYLUM_LEVEL_HIMMLER"); level.intro_hud[2] settext(&"ZOMBIE_INTRO_ASYLUM_LEVEL_SEPTEMBER"); for(i = 0 ; i { level.intro_hud[i] FadeOverTime( 1.5 ); level.intro_hud[i].alpha = 1; wait(1.5); } wait(1.5); for(i = 0 ; i { level.intro_hud[i] FadeOverTime( 1.5 ); level.intro_hud[i].alpha = 0; wait(1.5); } //wait(1.5); for(i = 0 ; i { level.intro_hud[i] destroy(); } level thread magic_box_limit_location_init(); } /* Moved sound to the loudspeaker */ play_pa_system() { //level notify(""); clientnotify("switch_flipped_generator"); speakerA = getstruct("loudspeaker", "targetname"); playsoundatposition("alarm", speakerA.origin); level thread play_comp_sounds(); generator_arc = getent("generator_arc", "targetname"); generator_arc playloopsound("gen_arc_loop"); wait(4.0); generator = getent("generator_origin", "targetname"); generator playloopsound("generator_loop"); wait(8.0); playsoundatposition ("amb_pa_system", speakerA.origin); } play_comp_sounds() { computer = getent("comp", "targetname"); computer playsound ("comp_start"); wait(6); computer playloopsound("comp_loop"); } /*------------------------------------ Zombie Asylum special sauce ------------------------------------*/ init_zombie_asylum() { level.magic_box_uses = 1; //flags flag_init("both_doors_opened"); //keeps track of the players opening the 'magic box' room doors flag_init("electric_switch_used"); //when the players use the electric switch in the control room flag_set("spawn_point_override"); //custom spawner function for respawning from spec mode //level.custom_spawnPlayer = ::respawn_from_spectator_new; //bouncing betties level thread purchase_bouncing_betties(); //electric traps level thread init_elec_trap_trigs(); //activate the initial exterior goals north_ext_goals = getstructarray("north_init_goal","script_noteworthy"); south_ext_goals = getstructarray("south_init_goal","script_noteworthy"); for(i=0;i { north_ext_goals[i].is_active = 1; } for(i=0;i { south_ext_goals[i].is_active = 1; } //activate the goals for the courtyard inner stairways ,so they can be disabled struct1 = getstruct("north_upstairs_volume_goal","script_noteworthy"); struct2 = getstruct("south_upstairs_volume_goal","script_noteworthy"); struct1.is_active = 1; struct2.is_active = 1; //activate goals when doors are opened level thread activate_goals_when_door_opened("north_lower_door","script_noteworthy","zombie_door"); level thread activate_goals_when_door_opened("north_lower_door","script_noteworthy","zombie_debris"); level thread activate_goals_when_door_opened("south_upstairs_debris","script_noteworthy","zombie_debris"); level thread activate_goals_when_door_opened("magic_door","script_noteworthy","zombie_door"); //managed zones are areas in the map that have associated spawners/goals that are turned on/off //depending on where the players are in the map getent("north_upstairs_volume","targetname") thread manage_zone(); getent("south_upstairs_volume","targetname") thread manage_zone(); getent("south_spawners","targetname") thread manage_zone(); getent("south_west_upper_corner","targetname") thread manage_zone(); getent("north_spawners","targetname") thread manage_zone(); //bouncing betties!! level thread give_betties_after_rounds(); level thread init_lights(); //water sheeting triggers water_trigs = getentarray("waterfall","targetname"); array_thread(water_trigs,::watersheet_on_trigger); } init_lights() { tinhats = []; arms = []; ents = getentarray("elect_light_model","targetname"); for(i=0;i { if( issubstr(ents[i].model, "tinhat")) { tinhats[tinhats.size] = ents[i]; } if(issubstr(ents[i].model,"indlight")) { arms[arms.size] = ents[i]; } } for(i = 0;i { wait_network_frame(); tinhats[i] setmodel("lights_tinhatlamp_off"); } for(i = 0;i { wait_network_frame(); arms[i] setmodel("lights_indlight"); } flag_wait("electric_switch_used"); for(i = 0;i { wait_network_frame(); tinhats[i] setmodel("lights_tinhatlamp_on"); } for(i = 0;i { wait_network_frame(); arms[i] setmodel("lights_indlight_on"); } //shut off magic box light open_light = getent("opened_chest_light", "script_noteworthy"); hallway_light = getent("magic_box_hallway_light", "script_noteworthy"); open_light setLightIntensity(0.01); hallway_light setLightIntensity(0.01); open_light_model = getent("opened_chest_model", "script_noteworthy"); hallway_light_model = getent("magic_box_hallway_model", "script_noteworthy"); open_light_model setmodel("lights_tinhatlamp_off"); hallway_light_model setmodel("lights_tinhatlamp_off"); } /*------------------------------------ grab the attached spawners and make sure they are locked ------------------------------------*/ lock_zombie_spawners(door_name) { door = getentarray(door_name,"targetname"); if(door.size > 0 && isDefined(door[0].target)) { spawners = getentarray(door[0].target,"targetname"); for(i=0;i { spawners[i].locked_spawner = true; level.enemy_spawns = array_remove_nokeys(level.enemy_spawns,spawners[i]); } } } /*------------------------------------ activate any access points that are associated with a door types: zombie_door, zombie_debris ------------------------------------*/ activate_goals_when_door_opened(door,key,type) { //grab the door purchase triggers trigs = getentarray(door,key); purchase_trigs = []; for(i=0;i { if ( isDefined(trigs[i].targetname ) && trigs[i].targetname == type ) { purchase_trigs[purchase_trigs.size] = trigs[i]; } } //lock any zombie spawners until they are activated by the door lock_zombie_spawners(purchase_trigs[0].target); //deactivate the goals until door is opened entry_points = getstructarray(door,key); for(i=0;i { if ( entry_points[i].script_noteworthy == door) { entry_points[i].is_active = undefined; entry_points[i] trigger_off(); } } //double check that we have set the flags and wait for the door to be used if( !IsDefined( level.flag[purchase_trigs[0].script_flag] ) ) { flag_init( purchase_trigs[0].script_flag); } flag_wait(purchase_trigs[0].script_flag); //activate any zombie entrypoints now that the door/debris has been removed entry_points = getstructarray(door,key); for(i=0;i { if ( entry_points[i].script_noteworthy == door ) { entry_points[i].is_active = 1; entry_points[i] trigger_on(); } } } /*------------------------------------ have a info_volume target spawners to turn them on/off - probably the best way to handle this TODO: switch over the previous script_string stuff in the other function ------------------------------------*/ manage_zone() { spawners = undefined; dog_spawners = []; if(isDefined(self.target)) { spawners = getentarray(self.target,"targetname"); for (i = 0; i { if ( issubstr(spawners[i].classname, "dog") ) { dog_spawners = array_add( dog_spawners, spawners[i] ); spawners = array_remove( spawners, spawners[i] ); } } } goals = getstructarray("exterior_goal","targetname"); check_ent = undefined; while(getdvarint("noclip") == 0 ||getdvarint("notarget") != 0 ) { //test to see if any players are in the volume zone_active = false; players = get_players(); //check magic box volume if(self.targetname == "south_upstairs_volume" && flag("magic_box_south")) { check_ent = getent("magic_room_south_volume","targetname"); } if(self.targetname == "north_upstairs_volume" && flag("magic_box_north")) { check_ent = getent("magic_room_north_volume","targetname"); } for(i=0;i { if(isDefined(check_ent)) { if(players[i] istouching(self) || players[i] istouching(check_ent)) { zone_active = true; } } else { if(players[i] istouching(self)) { zone_active = true; } } } //players are in the volume, activate any associated spawners if(zone_active ) { if(isDefined(spawners)) { for(x=0;x { //make sure that there are no duplicate spawners no_dupes = array_check_for_dupes( level.enemy_spawns, spawners[x] ); if(no_dupes) { if( (!isDefined(spawners[x].locked_spawner)) || ( isDefined(spawners[x].locked_spawner && !spawners[x].locked_spawner)) ) { level.enemy_spawns = add_to_array(level.enemy_spawns,spawners[x]); } } } // // do check again for dogs // for(x=0;x // { // //make sure that there are no duplicate spawners // no_dupes = array_check_for_dupes( level.enemy_dog_spawns, dog_spawners[x] ); // if(no_dupes) // { // if( (!isDefined(dog_spawners[x].locked_spawner)) || ( isDefined(dog_spawners[x].locked_spawner && !dog_spawners[x].locked_spawner)) ) // { // level.enemy_dog_spawns = add_to_array(level.enemy_dog_spawns, dog_spawners[x]); // } // } // } } //activate the associated goals for(x=0;x { if(isDefined(goals[x].is_active) ) { if( isDefined(goals[x].script_string) && (goals[x].script_string == self.targetname + "_goal")) { goals[x] thread trigger_on(); } if(isDefined(check_ent)) { if( isDefined(goals[x].script_string) && isDefined(check_ent.script_noteworthy) && goals[x].script_string == check_ent.script_noteworthy + "_goal") { goals[x] thread trigger_on(); } } } } } //players are not in the volume, so disable the spawners else { if(isDefined(spawners)) { for(x=0;x { if(isDefined(spawners[x].script_string) && spawners[x].script_string == self.targetname) { level.enemy_spawns = array_remove_nokeys(level.enemy_spawns, spawners[x]); } } // // check again for dogs // for(x=0;x // { // if(isDefined(dog_spawners[x].script_string) && dog_spawners[x].script_string == self.targetname) // { // level.enemy_dog_spawns = array_remove_nokeys(level.enemy_dog_spawns, dog_spawners[x]); // } // } } //disable the associated goals for(x=0;x { if(isDefined(goals[x].is_active) ) { if ( isDefined(goals[x].script_string) && (goals[x].script_string == self.targetname + "_goal") ) { goals[x] thread trigger_off(); } if(isDefined(check_ent)) { if( (isDefined(goals[x].script_string)) && (isDefined(check_ent.script_noteworthy)) && (goals[x].script_string == check_ent.script_noteworthy + "_goal")) { goals[x] thread trigger_off(); } } } } } //wait a second before another check wait(1); } } init_sounds() { maps\_zombiemode_utility::add_sound( "break_stone", "break_stone" ); maps\_zombiemode_utility::add_sound( "couch_slam", "couch_slam" ); } // Include the weapons that are only inr your level so that the cost/hints are accurate // Also adds these weapons to the random treasure chest. include_weapons() { // Pistols //include_weapon( "colt" ); //include_weapon( "colt_dirty_harry" ); //include_weapon( "walther" ); include_weapon( "sw_357" ); // Semi Auto include_weapon( "m1carbine" ); include_weapon( "m1garand" ); include_weapon( "gewehr43" ); // Full Auto include_weapon( "stg44" ); include_weapon( "thompson" ); include_weapon( "mp40" ); include_weapon("ppsh"); // Bolt Action include_weapon( "kar98k" ); include_weapon( "springfield" ); // Scoped include_weapon( "ptrs41_zombie" ); //include_weapon( "kar98k_scoped_zombie" ); // Grenade include_weapon( "molotov" ); // JESSE: lets go all german grenades for consistency and to reduce annoyance factor // include_weapon( "fraggrenade" ); include_weapon( "stielhandgranate" ); // Grenade Launcher include_weapon( "m1garand_gl_zombie" ); include_weapon( "m7_launcher_zombie" ); // Flamethrower include_weapon( "m2_flamethrower_zombie" ); // Shotgun include_weapon( "doublebarrel" ); include_weapon( "doublebarrel_sawed_grip" ); include_weapon( "shotgun" ); // Bipod include_weapon( "fg42_bipod" ); include_weapon( "mg42_bipod" ); include_weapon( "30cal_bipod" ); // Heavy MG include_weapon( "bar" ); include_weapon( "bar_bipod"); // Rocket Launcher include_weapon( "panzerschrek_zombie" ); // Special include_weapon( "ray_gun" ); //bouncing betties include_weapon("mine_bouncing_betty"); } include_powerups() { include_powerup( "nuke" ); include_powerup( "insta_kill" ); include_powerup( "double_points" ); include_powerup( "full_ammo" ); } include_weapon( weapon_name ) { maps\_zombiemode_weapons::include_zombie_weapon( weapon_name ); } include_powerup( powerup_name ) { maps\_zombiemode_powerups::include_zombie_powerup( powerup_name ); } /*------------------------------------ BOUNCING BETTY STUFFS - a rough prototype for now, needs a bit more polish ------------------------------------*/ purchase_bouncing_betties() { trigs = getentarray("betty_purchase","targetname"); array_thread(trigs,::buy_bouncing_betties); } buy_bouncing_betties() { self.zombie_cost = 1000; betty_model = getent(self.target, "targetname"); betty_model hide(); self sethintstring( &"ZOMBIE_BETTY_PURCHASE" ); level thread set_betty_visible(); while(1) { self waittill("trigger",who); if( who in_revive_trigger() ) { continue; } if( is_player_valid( who ) ) { if( who.score >= self.zombie_cost ) { if(!isDefined(who.has_betties)) { who.has_betties = 1; play_sound_at_pos( "purchase", self.origin ); betty_model show(); //set the score who maps\_zombiemode_score::minus_to_player_score( self.zombie_cost ); who thread bouncing_betty_setup(); //who thread show_betty_hint("betty_purchased"); trigs = getentarray("betty_purchase","targetname"); for(i = 0; i { trigs[i] SetInvisibleToPlayer(who); } } } } } } set_betty_visible() { players = getplayers(); trigs = getentarray("betty_purchase","targetname"); while(1) { for(j = 0; j { if( !isdefined(players[j].has_betties)) { for(i = 0; i { trigs[i] SetInvisibleToPlayer(players[j], false); } } } wait(1); } } bouncing_betty_watch() { while(1) { self waittill("grenade_fire",betty,weapname); if(weapname == "mine_bouncing_betty") { betty.owner = self; betty thread betty_think(); self thread betty_death_think(); } } } betty_death_think() { self waittill("death"); if(isDefined(self.trigger)) { self.trigger delete(); } self delete(); } bouncing_betty_setup() { self thread bouncing_betty_watch(); self giveweapon("mine_bouncing_betty"); self setactionslot(4,"weapon","mine_bouncing_betty"); self setweaponammostock("mine_bouncing_betty",5); } betty_loadout() { flag_wait("all_players_connected"); //players = get_players(); //array_thread(players,::bouncing_betty_setup); } betty_think() { wait(2); trigger = spawn("trigger_radius",self.origin,9,80,64); trigger waittill( "trigger" ); trigger = trigger; self playsound("betty_activated"); wait(.1); fake_model = spawn("script_model",self.origin); fake_model setmodel(self.model); self hide(); tag_origin = spawn("script_model",self.origin); tag_origin setmodel("tag_origin"); tag_origin linkto(fake_model); temp_origin = self.origin; playfxontag(level._effect["betty_trail"],tag_origin,"tag_origin"); fake_model moveto (self.origin + (0,0,32),.2); fake_model waittill("movedone"); playfx(level._effect["betty_explode"],fake_model.origin); earthquake(1,.4, temp_origin, 512); //CHris_P - betties do no damage to the players zombs = getaiarray("axis"); for(i=0;i { if(DistanceSquared(zombs[i].origin, temp_origin) { zombs[i] thread maps\_zombiemode_spawner::zombie_damage( "MOD_EXPLOSIVE", "none", zombs[i].origin, self.owner ); } } //radiusdamage(self.origin,128,1000,75,self.owner); trigger delete(); fake_model delete(); tag_origin delete(); if(isdefined(self)) { self delete(); } } betty_smoke_trail() { self.tag_origin = spawn("script_model",self.origin); self.tag_origin setmodel("tag_origin"); playfxontag(level._effect["betty_trail"],self.tag_origin,"tag_origin"); self.tag_origin moveto(self.tag_origin.origin + (0,0,100),.15); } give_betties_after_rounds() { while(1) { level waittill( "between_round_over" ); { players = get_players(); for(i=0;i { if(isDefined(players[i].has_betties)) { players[i] giveweapon("mine_bouncing_betty"); players[i] setactionslot(4,"weapon","mine_bouncing_betty"); players[i] setweaponammoclip("mine_bouncing_betty",2); } } } } } /*------------------------------------ FIRE TRAPS - players can activate gas valves that enable a wall of fire for a few seconds NOT! it's been changed to electricity need to update the relevant function names/variables and such to reflect the change ------------------------------------*/ init_elec_trap_trigs() { trap_trigs = getentarray("gas_access","targetname"); array_thread (trap_trigs,::electric_trap_think); array_thread (trap_trigs,::electric_trap_dialog); } toilet_useage() { toilet_counter = 0; toilet_trig = getent("toilet", "targetname"); toilet_trig SetCursorHint( "HINT_NOICON" ); toilet_trig UseTriggerRequireLookAt(); players = getplayers(); if (!IsDefined (level.eggs)) { level.eggs = 0; } while (1) { wait(0.5); for(i=0;i { toilet_trig waittill( "trigger", players); toilet_trig playsound ("toilet_flush", "sound_done"); toilet_trig waittill ("sound_done"); toilet_counter ++; if(toilet_counter == 3) { playsoundatposition ("cha_ching", toilet_trig.origin); level.eggs = 1; setmusicstate("eggs"); wait(245); setmusicstate("WAVE_1"); level.eggs = 0; } } } } chair_useage() { chair_counter = 0; chair_trig = getent("dentist_chair", "targetname"); chair_trig SetCursorHint( "HINT_NOICON" ); chair_trig UseTriggerRequireLookAt(); players = getplayers(); while (1) { wait(0.05); for(i=0;i { chair_trig waittill( "trigger", players); chair_counter ++; if(chair_counter == 3) { playsoundatposition ("chair", chair_trig.origin); chair_counter = 0; } } } } electric_trap_dialog() { self endon ("warning_dialog"); level endon("switch_flipped"); timer =0; while(1) { wait(0.5); players = get_players(); for(i = 0; i { dist = distancesquared(players[i].origin, self.origin ); if(dist > 70*70) { timer = 0; continue; } if(dist { wait(0.5); timer ++; } if(dist { players[i] thread do_player_vo("vox_start", 5); wait(3); self notify ("warning_dialog"); //iprintlnbold("warning_given"); } } } } /*------------------------------------ self = use trigger associated with the gas valve ------------------------------------*/ electric_trap_think() { self sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE"); self.is_available = undefined; self.zombie_cost = 1000; self.in_use = 0; while(1) { valve_trigs = getentarray(self.script_noteworthy ,"script_noteworthy"); //wait until someone uses the valve self waittill("trigger",who); if( who in_revive_trigger() ) { continue; } if(!isDefined(self.is_available)) { continue; } if( is_player_valid( who ) ) { if( who.score >= self.zombie_cost ) { if(!self.in_use) { self.in_use = 1; play_sound_at_pos( "purchase", who.origin ); self thread electric_trap_move_switch(self); //need to play a 'woosh' sound here, like a gas furnace starting up self waittill("switch_activated"); //set the score who maps\_zombiemode_score::minus_to_player_score( self.zombie_cost ); //turn off the valve triggers associated with this valve until the gas is available again array_thread (valve_trigs,::trigger_off); //this trigger detects zombies walking thru the flames self.zombie_dmg_trig = getent(self.target,"targetname"); self.zombie_dmg_trig trigger_on(); //play the flame FX and do the actual damage self thread activate_electric_trap(); //wait until done and then re-enable the valve for purchase again self waittill("elec_done"); clientnotify(self.script_string +"off"); //delete any FX ents if(isDefined(self.fx_org)) { self.fx_org delete(); } if(isDefined(self.zapper_fx_org)) { self.zapper_fx_org delete(); } if(isDefined(self.zapper_fx_switch_org)) { self.zapper_fx_switch_org delete(); } //turn the damage detection trigger off until the flames are used again self.zombie_dmg_trig trigger_off(); wait(25); array_thread (valve_trigs,::trigger_on); //Play the 'alarm' sound to alert players that the traps are available again (playing on a temp ent in case the PA is already in use. speakerA = getstruct("loudspeaker", "targetname"); playsoundatposition("warning", speakera.origin); self notify("available"); self.in_use = 0; } } } } } //this used to be a gas valve, now it's a throw switch electric_trap_move_switch(parent) { tswitch = getent(parent.script_linkto,"script_linkname"); if(tswitch.script_linkname == "4") { //turn the light above the door red north_zapper_light_red(); //machine = getent("zap_machine_north","targetname"); tswitch rotatepitch(-180,.5); tswitch playsound("amb_sparks_l_b"); tswitch waittill("rotatedone"); self notify("switch_activated"); self waittill("available"); tswitch rotatepitch(180,.5); //turn the light back green once the trap is available again north_zapper_light_green(); } else { south_zapper_light_red(); tswitch rotatepitch(180,.5); tswitch playsound("amb_sparks_l_b"); tswitch waittill("rotatedone"); self notify("switch_activated"); self waittill("available"); tswitch rotatepitch(-180,.5); south_zapper_light_green(); } } activate_electric_trap() { //the trap on the north side is kinda busted, so it has a sparky wire. if(isDefined(self.script_string) && self.script_string == "north") { machine = getent("zap_machine_north","targetname"); machine setmodel("zombie_zapper_power_box_on"); clientnotify("north"); } else { machine = getent("zap_machine_south","targetname"); machine setmodel("zombie_zapper_power_box_on"); clientnotify("south"); } clientnotify(self.target); fire_points = getstructarray(self.target,"targetname"); for(i=0;i { wait_network_frame(); fire_points[i] thread electric_trap_fx(self); } //do the damage self.zombie_dmg_trig thread elec_barrier_damage(); // reset the zapper model level waittill("arc_done"); machine setmodel("zombie_zapper_power_box"); } electric_trap_fx(notify_ent) { self.tag_origin = spawn("script_model",self.origin); //self.tag_origin setmodel("tag_origin"); //playfxontag(level._effect["zapper"],self.tag_origin,"tag_origin"); if(isDefined(self.script_sound)) { self.tag_origin playsound("elec_start"); self.tag_origin playloopsound("elec_loop"); self thread play_electrical_sound(); } wait(25); if(isDefined(self.script_sound)) { self.tag_origin stoploopsound(); } self.tag_origin delete(); notify_ent notify("elec_done"); level notify ("arc_done"); } play_electrical_sound() { level endon ("arc_done"); while(1) { wait(randomfloatrange(0.1, 0.5)); playsoundatposition("elec_arc", self.origin); } } elec_barrier_damage() { while(1) { self waittill("trigger",ent); //player is standing flames, dumbass if(isplayer(ent) ) { ent thread player_elec_damage(); } else { if(!isDefined(ent.marked_for_death)) { ent.marked_for_death = true; ent thread zombie_elec_death( randomint(100) ); } } } } play_elec_vocals() { if(IsDefined (self)) { org = self.origin; wait(0.15); playsoundatposition("elec_vocals", org); playsoundatposition("zombie_arc", org); playsoundatposition("exp_jib_zombie", org); } } player_elec_damage() { self endon("death"); self endon("disconnect"); if(!IsDefined (level.elec_loop)) { level.elec_loop = 0; } if( !isDefined(self.is_burning) && !self maps\_laststand::player_is_in_laststand() ) { self.is_burning = 1; self setelectrified(1.25); shocktime = 2.5; //Changed Shellshock to Electrocution so we can have different bus volumes. self shellshock("electrocution", shocktime); if(level.elec_loop == 0) { elec_loop = 1; //self playloopsound ("electrocution"); self playsound("zombie_arc"); } if(!self hasperk("specialty_armorvest") || self.health - 100 { radiusdamage(self.origin,10,self.health + 100,self.health + 100); self.is_burning = undefined; } else { self dodamage(50, self.origin); wait(.1); //self playsound("zombie_arc"); self.is_burning = undefined; } } } zombie_elec_death(flame_chance) { self endon("death"); //10% chance the zombie will burn, a max of 6 burning zombs can be goign at once //otherwise the zombie just gibs and dies if(flame_chance > 90 && level.burning_zombies.size { level.burning_zombies[level.burning_zombies.size] = self; self thread zombie_flame_watch(); self playsound("ignite"); self thread animscripts\death::flame_death_fx(); wait(randomfloat(1.25)); } else { refs[0] = "guts"; refs[1] = "right_arm"; refs[2] = "left_arm"; refs[3] = "right_leg"; refs[4] = "left_leg"; refs[5] = "no_legs"; refs[6] = "head"; self.a.gib_ref = refs[randomint(refs.size)]; playsoundatposition("zombie_arc", self.origin); if(randomint(100) > 50 ) { self thread electroctute_death_fx(); self thread play_elec_vocals(); } wait(randomfloat(1.25)); self playsound("zombie_arc"); } self dodamage(self.health + 666, self.origin); } zombie_flame_watch() { self waittill("death"); self stoploopsound(); level.burning_zombies = array_remove_nokeys(level.burning_zombies,self); } /*------------------------------------ SPAWN POINT OVERRIDE - special asylum spawning hotness ------------------------------------*/ spawn_point_override() { flag_wait( "all_players_connected" ); players = get_players(); //spawn points are split, so grab them both seperately north_structs = getstructarray("north_spawn","script_noteworthy"); south_structs = getstructarray("south_spawn","script_noteworthy"); side1 = north_structs; side2 = south_structs; if(randomint(100)>50) { side1 = south_structs; side2 = north_structs; } //spawn players on a specific side, but randomize it up a bit for( i = 0; i { //track zombies for sounds players[i] thread player_zombie_awareness(); players[i] thread player_killstreak_timer(); //fix exploits found after release players[i] thread fix_hax(); if(i { players[i] setorigin( side1[i].origin ); players[i] setplayerangles( side1[i].angles ); players[i].respawn_point = side1[i]; players[i].spawn_side = side1[i].script_noteworthy; } else { players[i] setorigin( side2[i].origin); players[i] setplayerangles( side2[i].angles); players[i].respawn_point = side2[i]; players[i].spawn_side = side2[i].script_noteworthy; } } } //betty hint stuff init_hint_hudelem(x, y, alignX, alignY, fontscale, alpha) { self.x = x; self.y = y; self.alignX = alignX; self.alignY = alignY; self.fontScale = fontScale; self.alpha = alpha; self.sort = 20; //self.font = "objective"; } setup_client_hintelem() { self endon("death"); self endon("disconnect"); if(!isDefined(self.hintelem)) { self.hintelem = newclienthudelem(self); } self.hintelem init_hint_hudelem(320, 220, "center", "bottom", 1.6, 1.0); } show_betty_hint(string) { self endon("death"); self endon("disconnect"); if(string == "betty_purchased") text = &"ZOMBIE_BETTY_HOWTO"; else text = &"ZOMBIE_BETTY_ALREADY_PURCHASED"; self setup_client_hintelem(); self.hintelem setText(text); wait(3.5); self.hintelem settext(""); } /*------------------------------------ Temp stuff for the automated turret in the courtyard ------------------------------------*/ Fountain_Mg42_Activate() { trig = getent("trig_courtyard_mg","targetname"); trig sethintstring(&"ZOMBIE_USE_AUTO_TURRET"); mgs = getentarray( "fountain_mg", "targetname" ); fake_mgs = getentarray("fake_mg","script_noteworthy"); //hide the real mg's for(i=0;i { mgs[i] hide(); } //wait for someone to purchase the mg while(1) { trig waittill("trigger",who); if(isDefined(trig.is_activated)) { continue; } if( who in_revive_trigger() ) { continue; } if( is_player_valid( who ) ) { if( who.score >= trig.zombie_cost ) { play_sound_at_pos( "purchase", trig.origin ); //set the score who maps\_zombiemode_score::minus_to_player_score( trig.zombie_cost ); trig.is_activated = true; trig trigger_off(); trig sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE"); //the fountain top sinks down fountain_top = getent("fountain_top","targetname"); fountain_top moveto(fountain_top.origin + (0,0,-200),3); fountain_top waittill("movedone"); trig trigger_on(); fountain_mg = getentarray( "fountain_turret", "targetname" ); for(i=0;i { fountain_mg[i] moveto(fountain_mg[i].origin + (0,0,200),3); } fountain_mg[0] waittill("movedone"); //hide the fake MG's once they're in place for(i=0;i { fake_mgs[i] hide(); } array_thread(fake_mgs,::trigger_off); //show the real MG's for(i=0;i { mgs[i] show(); } for(i=0;i { mg = mgs[i]; mg setTurretTeam( "allies" ); mg SetMode( "auto_nonai" ); mg thread maps\_mgturret::burst_fire_unmanned(); } wait(30); for(i=0;i { mg = mgs[i]; mg notify("stop_burst_fire_unmanned"); mg SetMode( "manual" ); } array_thread(fake_mgs,::trigger_on); for(i=0;i { fake_mgs[i] show(); } for(i=0;i { mgs[i] hide(); } for(i=0;i { fountain_mg[i] moveto(fountain_mg[i].origin + (0,0,-200),3); } fountain_mg[0] waittill("movedone"); fountain_top moveto(fountain_top.origin + (0,0,200),3); fountain_top waittill("movedone"); wait(15); trig.is_activated = undefined; trig sethintstring(&"ZOMBIE_USE_AUTO_TURRET"); } } } } /*------------------------------------ the electric switch in the control room once this is used, it activates other objects in the map and makes them available to use ------------------------------------*/ master_electric_switch() { trig = getent("use_master_switch","targetname"); master_switch = getent("master_switch","targetname"); master_switch notsolid(); //master_switch rotatepitch(90,1); trig sethintstring(&"ZOMBIE_ELECTRIC_SWITCH"); //turn off the buyable door triggers downstairs door_trigs = getentarray("electric_door","script_noteworthy"); //door_trigs[0] sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE"); //door_trigs[0] UseTriggerRequireLookAt(); array_thread(door_trigs,::set_door_unusable); array_thread(door_trigs,::play_door_dialog); fx_org = spawn("script_model", (-674.922, -300.473, 284.125)); fx_org setmodel("tag_origin"); fx_org.angles = (0, 90, 0); playfxontag(level._effect["electric_power_gen_idle"], fx_org, "tag_origin"); cheat = false; /# if( GetDvarInt( "zombie_cheat" ) >= 3 ) { wait( 5 ); cheat = true; } #/ if ( cheat != true ) { trig waittill("trigger",user); } array_thread(door_trigs,::trigger_off); master_switch rotateroll(-90,.3); //TO DO (TUEY) - kick off a 'switch' on client script here that operates similiarly to Berlin2 subway. master_switch playsound("switch_flip"); //level thread electric_current_open_middle_door(); //level thread electric_current_revive_machine(); //level thread electric_current_reload_machine(); //level thread electric_current_doubletap_machine(); //level thread electric_current_juggernog_machine(); clientnotify("revive_on"); clientnotify("middle_door_open"); clientnotify("fast_reload_on"); clientnotify("doubletap_on"); clientnotify("jugger_on"); level notify("switch_flipped"); maps\_audio::disable_bump_trigger("switch_door_trig"); level thread play_the_numbers(); left_org = getent("audio_swtch_left", "targetname"); right_org = getent("audio_swtch_right", "targetname"); left_org_b = getent("audio_swtch_b_left", "targetname"); right_org_b = getent("audio_swtch_b_right", "targetname"); if( isdefined (left_org)) { left_org playsound("amb_sparks_l"); } if( isdefined (left_org_) { left_org playsound("amb_sparks_l_b"); } if( isdefined (right_org)) { right_org playsound("amb_sparks_r"); } if( isdefined (right_org_) { right_org playsound("amb_sparks_r_b"); } // TUEY - Sets the "ON" state for all electrical systems via client scripts SetClientSysState("levelNotify","start_lights"); level thread play_pa_system(); //cut for now //enable the MG fountain //level thread fountain_mg42_activate(); //set the trigger hint on the fountain //getent("trig_courtyard_mg","targetname") sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE"); flag_set("electric_switch_used"); trig delete(); //enable the electric traps traps = getentarray("gas_access","targetname"); for(i=0;i { traps[i] sethintstring(&"ZOMBIE_BUTTON_NORTH_FLAMES"); traps[i].is_available = true; } master_switch waittill("rotatedone"); playfx(level._effect["switch_sparks"] ,getstruct("switch_fx","targetname").origin); //activate perks-a-cola level notify( "master_switch_activated" ); fx_org delete(); fx_org = spawn("script_model", (-675.021, -300.906, 283.724)); fx_org setmodel("tag_origin"); fx_org.angles = (0, 90, 0); playfxontag(level._effect["electric_power_gen_on"], fx_org, "tag_origin"); fx_org playloopsound("elec_current_loop"); //elec room fx on //playfx(level._effect["elec_room_on"], (-440, -208, 8)); //turn on green lights above the zapper trap doors north_zapper_light_green(); south_zapper_light_green(); wait(6); fx_org stoploopsound(); level notify ("sleight_on"); level notify("revive_on"); level notify ("electric_on_middle_door"); level notify ("doubletap_on"); level notify ("juggernog_on"); //level waittill("electric_on_middle_door"); doors = getentarray(door_trigs[0].target,"targetname"); open_bottom_doors(doors); exploder(101); //exploder(201); //This wait is to time out the SFX properly wait(8); playsoundatposition ("amb_sparks_l_end", left_org.origin); playsoundatposition ("amb_sparks_r_end", right_org.origin); } play_door_dialog() { self endon ("warning_dialog"); timer = 0; while(1) { wait(0.05); players = get_players(); for(i = 0; i { dist = distancesquared(players[i].origin, self.origin ); if(dist > 70*70) { timer =0; continue; } while(dist { wait(0.5); timer++; } if(dist > 70*70 && timer >= 3) { self playsound("door_deny"); players[i] thread do_player_vo("vox_start", 5); wait(3); self notify ("warning_dialog"); //iprintlnbold("warning_given"); } } } } set_door_unusable() { self sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE"); self UseTriggerRequireLookAt(); } /*------------------------------------ this keeps track of when booth doorrs to the 'magic box' room are purchased and then sets a flag ( used for spawning ) ------------------------------------*/ watch_magic_doors() { level thread magic_door_flags(); trigs = getentarray("magic_door","script_noteworthy"); array_thread (trigs,::magic_door_monitor); used = 0; while(1) { level waittill("magic_door_used"); used++; if( used >1 ) { break; } } flag_Set("both_doors_opened"); } /*------------------------------------ waits for someone to buy a door leading into the magic box/control room ------------------------------------*/ magic_door_monitor() { self waittill("trigger"); level notify("magic_door_used"); } /*------------------------------------ waits for some flags to be set, and ------------------------------------*/ magic_door_flags() { north_vol = getent("magic_room_north_volume","targetname"); south_vol = getent("magic_room_south_volume","targetname"); north_vol trigger_off(); south_vol trigger_off(); north_vol thread waitfor_flag("north"); south_vol thread waitfor_flag("south"); } waitfor_flag(which) { if(which == "south") { flag_wait("magic_box_south"); flag_wait("south_access_1"); self trigger_on(); } else { flag_wait("upstairs_north_door1"); flag_wait("upstairs_north_door2"); flag_wait("magic_box_north"); //iprintlnbold("north_enabled"); self trigger_on(); } } /*------------------------------------ This opens the bottom 'divider' doors once the electric swtich is activated ------------------------------------*/ open_bottom_doors(doors) { time = 1; for(i=0;i { doors[i] NotSolid(); time = 1; if( IsDefined( doors[i].script_transition_time ) ) { time = doors[i].script_transition_time; } doors[i] connectpaths(); if(isDefined(doors[i].script_vector)) { doors[i] MoveTo( doors[i].origin + doors[i].script_vector, time, time * 0.25, time * 0.25 ); doors[i] playsound ("door_slide_open"); } wait(randomfloat(.15)); } } /*------------------------------------ electrical current FX once the traps are activated on the north side ------------------------------------*/ electric_trap_wire_sparks(side) { self endon("elec_done"); while(1) { sparks = getstruct("trap_wire_sparks_"+ side,"targetname"); self.fx_org = spawn("script_model",sparks.origin); self.fx_org setmodel("tag_origin"); self.fx_org.angles = sparks.angles; playfxontag(level._effect["electric_current"],self.fx_org,"tag_origin"); targ = getstruct(sparks.target,"targetname"); while(isDefined(targ)) { self.fx_org moveto(targ.origin,.15); // Kevin adding playloop on electrical fx self.fx_org playloopsound("elec_current_loop",.1); self.fx_org waittill("movedone"); self.fx_org stoploopsound(.1); if(isDefined(targ.target)) { targ = getstruct(targ.target,"targetname"); } else { targ = undefined; } } playfxontag(level._effect["electric_short_oneshot"],self.fx_org,"tag_origin"); wait(randomintrange(3,9)); self.fx_org delete(); } } }
  13. Out of personal interest, can we get a head count of any PC users who intend to purchase First Strike on release day or there after?
  14. Good find. Strange that a black hole or singularity that in reality would actually suck in all availible light ( wavelengths) works the opposite way in the game. I dont usualy hit the box before turning on the power, maybe there is something in that. I mean to say they put the first box spawn right next to the power switch, I guess most players or a large percentage would turn the power on while they are there without even thinking twice about it.
  15. Whats wrong with you? Do you not like me for some reason? I sense hostility here... A little harsh there AS, why do you presume there is something wrong with me for asking pertinant questions? AS I think you might be a little sensative, I have no feelings for you at all, "you" are just text on the web. You made what I felt are some preumtious statemant, I offered a polite and well intended chance to think differantly. I believe you when you say "you" sense hostility, but you should look within yourself and question the source of this feeling rather than presume my rather simple questions and statemants are the cause of this feeling. No I didn't know some of those things, what is your point? About the Cross, yeah so the cross is based on the axis of the Earth... Again what is your point or theory about this? I posted a site for you to browse as you truly do seem interested in "Masonic mystery". There is plenty of information out there that relates to how Masons hid information relating to the roots of Religions and science in works of art and architecture. The tilted cross is very pertinant to masonic mystery, I am one of those crazy guys who chooses to believe that the masons were founded on a belief of science, god and the freedom to worship. If you take the time to browse Grahams site and others perhaps relating to renessaince art and masons you will hopefully understand why I am trying to draw peoples attention to this texture. As for the guns, yes I knew about those, do you think Treyarch intended for those to be discussed? They are probably just left over from developing the map, easy access to a developer when creating the maps using noclip to float around, I really doubt they are part of the developing plot... There is a "give all" cheat on console that negates the need for a DEV to hide machine guns under the map. Also the machine gun on the fountain is invisible but functions perfectly well. Why are you so ready to doubt anything when you have not considered all the options or possabilities. I did offer another example for Hans not Hanz... Really it's a small step from Hans to Hanz don't you think... Yes you are right, it is just a small step from HANZ to Hans, but then I would ask myself why spell it wrong in the first place? CoDz isn't just about analysing the facts, most posts are based on ideas not facts... Absolutely, and as I posted to you in another thread, I really enjoy reading your ideas of plot progression. However on this one occasion I have asked some very simple questions in the post above yours. I think these questions are worthy of being asked, even if they do throw the presumed plot off tangent. I do stick to the facts in most of my threads, some are fiction and story like but I don't see why you think this is a problem... Brother this is not about you and I, please take to heart that I do enjoy your threads. I mean that. Regards Alpha... :| Sorry I posted this before I saw your last post those will need answering, I haven't the time right now so I will be back... Awesome, I look forward to hearing yours and anyone elses replys to these questions. I have a lot more questions regarding this texture but I thought It best to start with the simple questions.
  16. I'm aware of famous Masons and their achievements like George Washington, I believe most of the founding fathers were Freemasons. However I doubt the ones involved within this story are good in nature... The Illuminati are all over Ascension, do you think this is for the good of mankind? The Masons are representative of the cap-less pyramid, the all seeing eye sits on top of the Masons & other secret societies, to many to list here), we the people are at the very bottom as the foundations (The workers or wage slaves)... I know alot about this stuff, but don't want to take it too deep if you know what I mean... They are there and not many take an interest as to why? Hope this clears my thoughts up sleightly. Regards Snake. I see you associate the masons with pyramids. Perhaps a little time spent researching the ancient mystery schools who taught science through allegory and other methods. While you are at it, you might be interested in the Pyramids of Giza or the temple of Luxor, they are very interesting. Graham Hancock has a great site with many articles, I hope you have the time to read some of them. Now, I would like to ask how you can so be so certain of your statemant that 1942.11.3 is a date? You chose to ignore several of the questions that I asked, which I think are quite pertinant. There are two dates supposedly shown on this texture, why do they both use differant formats? There are a lot of math symbols used on this texture, why? If you look closer you will find even more math symbols that are not immediately obvious at first. How closely have you looked at this texture? If you look hard enough you might find the symbol below for square root of hidden in two places. Can you find it? Lastly, I am sure the date or number# 1942 can be found elsewhere in Verruckt. Perhaps on a manequin? Food for thought. I believe that . is also a term for x . = x = multiplication. Why do some tally marks run backwards?
  17. Thanks for your input bro, I appreciate what you say about having an opinion; I am a little concerned I will steer people down the wrong road if I state my opinion to loudly. I was hoping to put the opportunity there for others to have another look. My personal opinion on this texture is that it is a puzzle that requires closer scrutiny.
  18. HANZ not hands or hans, you are trying to make the information fit to your perspective. Persue the method of scientific enquiry rather than try to write a story. Have you never questioned why there was a machine gun on the fountain in Verruckt? Did you not wonder at why Treyarch would place a chache of machine guns under the map? Did you notice that the cross on the fountain is tilted at an angle, probably close to 23.5deg off axis?
  19. Matrix effect, like looking at clouds and seeing cute bunnys. I guess you dont see to many cute bunnys when you look at clouds though? Again I cant see what you do, I guess I dont have your eyes/ mind so it is subjective to say the least. From a purely dispassionate point of view, you seem to have chosen to ignore parts of the pattern and picked out others to satisfy your need to see something that is not there. The PaP skin is a repeating pattern so mathematicaly speaking it stands to reason that it will have geometry within it. One final observation, that texture does not look like the original in my eyes, looks like it has been tone mapped. If that is the case it would have exagerated any shading that would not have been very obvious in the original. Though I am not sure wether you have chosen those points on the texture because they are shaded or ?????. Really I cannot figure it out at all. Just trying to be honest without coming across as being ignorant of your ideas. Hope you understand, I guess it all subjective in the end.
  20. Seems this can be classed as solved, the answer to the question marks is "Five":- Regards Snake. 8-) I have to disagree, I do not see a pentagon being formed on the Der Riese map at all. What you have posted there is not a pentagram as it has no symetry. Not to mention as Mac pointed out that one of the ? marks move depending on wether you look at the solo or MP loading screen. Also the Pentagram conveys no information at all to the player, while some may convincingly portray it as the sign of the Devil others will tell you it portrays the beuty of math and geometry. I posted this before but I feel it has been ignored. ? on the cipher sheet is 69. 935 is also coincidently the numbers on the diamond death cards from WaW. The shield happens to be the 9 of diamonds which also shows a 6...69. Diamonds can also be seen on the load screen map, when looking carefully you will see one at Z-C In Verruckt on the power switch we also see two question marks, one either side of the switch, one upside down and one the correct way up. There is a question mark leading to the gun cabinet on NDU, and we can see a large ? chalked on the wall in the trench gun hallway of Der Riese. So yes Treyarch have been hinting at Illuminati involvement, but isnt one of the Illuminati secrets their method of encoding information to hide it from the so called "ignorant" ?
  21. I would strongly advise against using any program to configure your router/ modem settings for obvious reasons. If you need to forward ports I would suggest doing it manualy. There is plenty of info on the webz for doing this and its all free and does not require a third party program.
  22. Again, the dates if that is what they are? are shown in differant formats. Why? You chose to write 1942.11.3 as 1942/11/3 when it is clearly not shown as that on the boards. Perhaps making less presumptions and asking more questions. I believe that . is also a term for x . = x = multiplication. I have read Alphas thread, I am aware of what is on the chalk boards and the possabilities. I had a thread similuar to Alphas over on CODHQ, I took it down as I was aware my making presumptions was letting me see only one side of the picture. Unfortunatly I dont think Alpha is aware and his comrehensive topic has blinded people some what. To assume something is this or that means you only see one side of the coin. This is not a dig at Alpha, I am just stating what I see. "Conviction is a greater enemy to truth than lies" - Nietzsche
  23. Just gona put this out here as I really dont think people are at the moment open to the possabilities of what information is conveyed in this texture and how it is conveyed. First things first, there are two dates supposedly shown on this texture, why do they both use differant formats? Second there are a lot of math symbols used on this texture, why? If you look closer you will find even more math symbols that are not immediately obvious at first. If you look hard enough you might find the symbol below hidden somewhere. There are enough hints in the game regarding Illuminati and Freemasons, I would suggest doing some research and looking past the global conspiracys. I would start with a search of famous freemasons, see what contributions they made to society and what their passions were. Lastly, I am sure the date or number# 1942 can be found elsewhere in Verruckt.
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