diff --git a/scripts/zm/zgrief/zgrief_reimagined.gsc b/scripts/zm/zgrief/zgrief_reimagined.gsc index 844a2772..360f133a 100644 --- a/scripts/zm/zgrief/zgrief_reimagined.gsc +++ b/scripts/zm/zgrief/zgrief_reimagined.gsc @@ -75,6 +75,7 @@ init() level.show_grief_hud_msg_func = ::show_grief_hud_msg; level.player_suicide_func = ::player_suicide; + level thread grief_intro_msg(); level thread round_start_wait(5, true); level thread remove_round_number(); level thread unlimited_zombies(); @@ -812,8 +813,6 @@ on_player_spawned() { self.grief_initial_spawn = false; - //self thread grief_intro_text(); - if(is_respawn_gamemode() && flag("start_zombie_round_logic")) { self thread wait_and_award_grenades(); @@ -1433,64 +1432,89 @@ wait_and_award_grenades() self setWeaponAmmoClip(self get_player_lethal_grenade(), 2); } -grief_intro_text() +grief_intro_msg() { level endon("end_game"); - self endon("disconnect"); - // player spawns for a frame when hotjoining - if(is_true(self.is_hotjoining)) - { - self waittill( "spawned_spectator" ); - self waittill( "spawned_player" ); - } - else - { - wait 5; - } + level waittill("restart_round_start"); - flag_wait( "initial_blackscreen_passed" ); - - self iPrintLn("Welcome to " + get_gamemode_display_name() + "!"); - wait 5; + players = get_players(); if(level.scr_zm_ui_gametype_obj == "zgrief") { - self iPrintLn("Gain score by making enemy players bleed out."); - wait 5; - self iPrintLn("Make " + get_gamemode_winning_score() + " enemy players bleed out to win the game."); - wait 5; + foreach (player in players) + { + player thread show_grief_hud_msg( "Make enemy players bleed out to gain score!" ); + } } else if(level.scr_zm_ui_gametype_obj == "zsnr") { - self iPrintLn("Win rounds by getting all enemy players down."); - wait 5; - self iPrintLn("Win " + get_gamemode_winning_score() + " rounds to win the game."); - wait 5; + foreach (player in players) + { + player thread show_grief_hud_msg( "Get all enemy players down to win a round!" ); + } } else if(level.scr_zm_ui_gametype_obj == "zrace") { - self iPrintLn("Gain score by getting kills."); - wait 5; - self iPrintLn("Get " + get_gamemode_winning_score() + " kills to win the game."); - wait 5; + foreach (player in players) + { + player thread show_grief_hud_msg( "Kill zombies to gain score!" ); + } } else if(level.scr_zm_ui_gametype_obj == "zcontainment") { - self iPrintLn("Gain score by controlling the containment zone."); - wait 5; - self iPrintLn("Gain " + get_gamemode_winning_score() + " score to win the game."); - wait 5; + foreach (player in players) + { + player thread show_grief_hud_msg( "Control the containment zone to gain score!" ); + } } else if(level.scr_zm_ui_gametype_obj == "zmeat") { - self iPrintLn("Gain score by holding the meat."); - wait 5; - self iPrintLn("Gain " + get_gamemode_winning_score() + " score to win the game."); - wait 5; + foreach (player in players) + { + player thread show_grief_hud_msg( "Hold the meat to gain score!" ); + } } - self iPrintLn("Good luck!"); + wait 5; + + players = get_players(); + + if(level.scr_zm_ui_gametype_obj == "zgrief") + { + foreach (player in players) + { + player thread show_grief_hud_msg( "" + get_gamemode_winning_score() + " score to win the game!" ); + } + } + else if(level.scr_zm_ui_gametype_obj == "zsnr") + { + foreach (player in players) + { + player thread show_grief_hud_msg( "" + get_gamemode_winning_score() + " round wins to win the game!" ); + } + } + else if(level.scr_zm_ui_gametype_obj == "zrace") + { + foreach (player in players) + { + player thread show_grief_hud_msg( "" + get_gamemode_winning_score() + " score to win the game!" ); + } + } + else if(level.scr_zm_ui_gametype_obj == "zcontainment") + { + foreach (player in players) + { + player thread show_grief_hud_msg( "" + get_gamemode_winning_score() + " score to win the game!" ); + } + } + else if(level.scr_zm_ui_gametype_obj == "zmeat") + { + foreach (player in players) + { + player thread show_grief_hud_msg( "" + get_gamemode_winning_score() + " score to win the game!" ); + } + } } get_gamemode_display_name(gamemode = level.scr_zm_ui_gametype_obj)