diff --git a/zomb++ (UPDATE)/zm_custom_powerups.gsc b/zomb++ (UPDATE)/zm_custom_powerups.gsc deleted file mode 100644 index 291de8f..0000000 --- a/zomb++ (UPDATE)/zm_custom_powerups.gsc +++ /dev/null @@ -1,196 +0,0 @@ -startCustomPowerups() -{ - if(!isDefined(level.custompowerupinit)) - { - level.custompowerupinit = true; - wait 2; - if(isDefined(level._zombiemode_powerup_grab)) - level.original_zombiemode_powerup_grab = level._zombiemode_powerup_grab; - wait 2; - level._zombiemode_powerup_grab = ::custom_powerup_grab; - } -} -initCustomPowerups() //credit goes to _Ox for the original code <3 -{ - level.unlimited_ammo_duration = 20; - //unlimited ammo drop "bottomless clip" credit to _Ox - include_zombie_powerup("unlimited_ammo"); - add_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0); - powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1); - if(getDvar("mapname") == "zm_prison") - { - //fast feet - speed potion, basically you run fast for 15 seconds - include_zombie_powerup("fast_feet"); - add_zombie_powerup("fast_feet", "bottle_whisky_01", &"ZOMBIE_POWERUP_FAST_FEET", ::func_should_always_drop, 0, 0, 0); - powerup_set_can_pick_up_in_last_stand("fast_feet", 1); - //pack a punch - pack a punches your current gun credit Knight - include_zombie_powerup("pack_a_punch"); - add_zombie_powerup("pack_a_punch", "p6_zm_al_vending_pap_on", &"ZOMBIE_POWERUP_PACK_A_PUNCH", ::func_should_drop_pack_a_punch, 0, 0, 0); - powerup_set_can_pick_up_in_last_stand("pack_a_punch", 0); - //couldn't find a better model for this money drop, if you find a better one pls let me know haha - include_zombie_powerup("money_drop"); - add_zombie_powerup("money_drop", "p6_anim_zm_al_magic_box_lock_red", &"ZOMBIE_POWERUP_MONEY_DROP", ::func_should_always_drop, 0, 0, 0); - powerup_set_can_pick_up_in_last_stand("money_drop", 1); - } - else - { - include_zombie_powerup("fast_feet"); - add_zombie_powerup("fast_feet", "zombie_pickup_perk_bottle", &"ZOMBIE_POWERUP_FAST_FEET", ::func_should_always_drop, 0, 0, 0); - powerup_set_can_pick_up_in_last_stand("fast_feet", 1); - - include_zombie_powerup("pack_a_punch"); - add_zombie_powerup("pack_a_punch", "p6_anim_zm_buildable_pap", &"ZOMBIE_POWERUP_PACK_A_PUNCH", ::func_should_drop_pack_a_punch, 0, 0, 0); - powerup_set_can_pick_up_in_last_stand("pack_a_punch", 0); - - include_zombie_powerup("money_drop"); - add_zombie_powerup("money_drop", "zombie_teddybear", &"ZOMBIE_POWERUP_MONEY_DROP", ::func_should_always_drop, 0, 0, 0); - powerup_set_can_pick_up_in_last_stand("money_drop", 1); - } -} -func_should_drop_pack_a_punch() -{ - if ( level.zmPowerupsEnabled[ "pack_a_punch" ].active != 1 || level.round_number < 12 || isDefined( level.rounds_since_last_pack_a_punch_drop ) && level.rounds_since_last_pack_a_punch_drop < 5 ) - { - return 0; - } - return 1; -} -custom_powerup_grab(powerup, player) //credit to _Ox much thx for powerup functions -{ - if(powerup.powerup_name == "money_drop") - player thread doRandomScore(); //some cash money - else if(powerup.powerup_name == "pack_a_punch") - player thread doPackAPunchWeapon(); //i dont even use this one, its so OP lmao. If we could edit drop rate for this drop only it'd be better - else if(powerup.powerup_name == "unlimited_ammo") - player thread doUnlimitedAmmo(); //credit to _Ox for this one baby. its so good - else if(powerup.powerup_name == "fast_feet") - player thread doFastFeet(); //go fast as fuck boi - else if (isDefined(level.original_zombiemode_powerup_grab)) - level thread [[level.original_zombiemode_powerup_grab]](s_powerup, e_player); -} -doFastFeet() //gotta go fast! -{ - self thread poweruptext("Fast Feet!"); //thanks to _Ox again for the powerup pickup string - self playsound("zmb_cha_ching"); //m-m-m-m-m-money shot - self setmovespeedscale(3); //super sonic speed - wait 15; - self setmovespeedscale(1); - self playsound("zmb_insta_kill"); //less happy sound than before -} -doUnlimitedAmmo() //unlimited ammo powerup function credit _Ox -{ - foreach(player in level.players) - { - player notify("end_unlimited_ammo"); - player playsound("zmb_cha_ching"); - player thread poweruptext("Bottomless Clip"); - player thread monitorUnlimitedAmmo(); //bottomless clip - player thread notifyUnlimitedAmmoEnd(); //notify when it ends - } -} -monitorUnlimitedAmmo() //credit to _Ox -{ - level endon("end_game"); - self endon("disonnect"); - self endon("end_unlimited_ammo"); - for(;;) - { - self setWeaponAmmoClip(self GetCurrentWeapon(), 150); - wait .05; - } -} -notifyUnlimitedAmmoEnd() //credit to _Ox -{ - level endon("end_game"); - self endon("disonnect"); - self endon("end_unlimited_ammo"); - wait level.unlimited_ammo_duration; - self playsound("zmb_insta_kill"); - self notify("end_unlimited_ammo"); -} -doPackAPunchWeapon() //pack a punch function credit Knight -{ - baseweapon = get_base_name(self getcurrentweapon()); - weapon = get_upgrade(baseweapon); - if(IsDefined(weapon) && isDefined(self.packapunching)) - { - level.rounds_since_last_pack_a_punch_drop = 0; - self.packapunching = undefined; - self takeweapon(baseweapon); - self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon)); - self switchtoweapon(weapon); - self givemaxammo(weapon); - } - else - self playsoundtoplayer( level.zmb_laugh_alias, self ); -} -get_upgrade(weapon) -{ - if(IsDefined(level.zombie_weapons[weapon].upgrade_name) && IsDefined(level.zombie_weapons[weapon])) - { - self.packapunching = true; - return get_upgrade_weapon(weapon, 0 ); - } - else - return get_upgrade_weapon(weapon, 1 ); -} -doRandomScore() //this is a bad way of doing this but i couldnt get the array to work before and did this out of frustration -{ - x = randomInt(9); //picks a number 0-9 - self playsound("zmb_cha_ching"); - if(x==1) - self.score += 50; //+50 - else if(x==2) - self.score += 100; //+100 - else if(x==3) - self.score += 250; //+250 I think you get the idea - else if(x==4) - self.score += 500; - else if(x==5) - self.score += 750; - else if(x==6) - self.score += 1000; - else if(x==7) - self.score += 2500; - else if(x==8) - self.score += 5000; - else if(x==9) - self.score += 7500; - else - self.score += 10000; -} -poweruptext(text) //credit to _Ox for base string hud -{ - self endon("disconnect"); - level endon("end_game"); - hud_string = newclienthudelem(self); - hud_string.elemtype = "font"; - hud_string.font = "objective"; - hud_string.fontscale = 2; - hud_string.x = 0; - hud_string.y = 0; - hud_string.width = 0; - hud_string.height = int( level.fontheight * 2 ); - hud_string.xoffset = 0; - hud_string.yoffset = 0; - hud_string.children = []; - hud_string setparent(level.uiparent); - hud_string.hidden = 0; - hud_string maps/mp/gametypes_zm/_hud_util::setpoint("TOP", undefined, 0, level.zombie_vars["zombie_timer_offset"] - (level.zombie_vars["zombie_timer_offset_interval"] * 2)); - hud_string.sort = .5; - hud_string.alpha = 0; - hud_string fadeovertime(.5); - hud_string.alpha = 1; - hud_string setText(text); - hud_string thread poweruptextmove(); -} -poweruptextmove() //credit to _Ox for base string hud -{ - wait .5; - self fadeovertime(1.5); - self moveovertime(1.5); - self.y = 270; - self.alpha = 0; - wait 1.5; - self destroy(); -}