updated GriefFix with new features and a proper readme

This commit is contained in:
JezuzLizard
2020-03-07 16:33:12 -08:00
parent 180b32cf59
commit 2b2f73ab25
2 changed files with 252 additions and 153 deletions

View File

@ -14,159 +14,64 @@
#include maps/mp/gametypes_zm/_hud_message;
#include maps/mp/zombies/_zm;
#include maps/mp/zombies/_zm_utility;
#include maps/mp/gametypes_zm/zgrief;
#include maps/mp/zombies/_zm_perks;
init()
{
randomGameSettings();
level.custom_spectate_permissions = ::setspectatepermissionsgrief;
level.wait_time = 45; //change this to adjust the start time once the player quota is met
//this also gives players time to rejoin a game after its ended
level.player_invulernability_active = 1;
level.player_quota_active = 1; //set this to 0 to disable player quotas recommended to be 1 for grief
level.player_quota = 2; //number of players required before the game starts
level.waiting = 0;
level.countdown_start = 0;
gameSettings();
randomizedSettings();
thread gscRestart();
thread emptyLobbyRestart();
thread gscMapChange();
level.round_prestart_func =::round_prestart_func; //delays the rounds from starting
SetDvar( "scr_zm_enable_bots", "1" ); //this is required for the mod to work
thread add_bots(); //this overrides the typical start time logic
level.default_solo_laststandpistol = "m1911_zm"; //prevents players from having the solo pistol when downed in grief
thread deleteBuyableDoors();
for(;;)
{
level waittill("connected", player);
player thread teamBalancing();
player thread pregameInvulnerability();
}
}
randomGameSettings()
gameSettings()
{
level.disable_revive = 0;
level.disable_jugg = 0;
level.electric_doors_enabled = 0;
level.first_room_doors_enabled = 1;
if ( randomint( 100 ) > 80 )//20% chance of first room only
{
level.first_room_doors_enabled = 0; //turn on to close the first room doors
}
if ( randomint( 100 ) > 50 )//50% chance of no jugg
{
level.disable_jugg = 1;
}
if ( randomint( 100 ) > 50 )//50% chance of no revive
{
level.disable_revive = 1;
}
if ( randomint( 100 ) > 75 )//25% chance of hyper speed
{
level.zombie_vars[ "zombie_spawn_delay" ] = 0.08;
level.zombie_vars["zombie_between_round_time"] = 1;
level.zombie_move_speed = 105;
level.speed_change_round = undefined;
thread walkersDisabledAndAllRunners();
}
if ( randomint( 100 ) > 90 )//10% chance of quad drop amount
{
level.zombie_vars["zombie_powerup_drop_max_per_round"] = 16;
}
if ( randomint( 100 ) > 50 )//50% chance of more zombies
{
level.zombie_ai_limit = 32;
level.zombie_actor_limit = 40;
}
if ( randomint( 100 ) > 80 )//20% chance of shorter rounds
{
level.zombie_vars["zombie_ai_per_player"] = 3;
}
if ( randomint( 100 ) > 60 )//40% chance of immovable box
{
SetDvar( "magic_chest_movable", "0" );
}
if ( randomint( 100 ) > 90 )//10% chance of deflation
{
level.zombie_vars["zombie_score_damage_normal"] = 0;
level.zombie_vars["zombie_score_damage_light"] = 0;
level.zombie_vars["zombie_score_bonus_melee"] = 0;
level.zombie_vars["zombie_score_bonus_head"] = 0;
level.zombie_vars["zombie_score_bonus_neck"] = 0;
level.zombie_vars["zombie_score_bonus_torso"] = 0;
level.zombie_vars["zombie_score_bonus_burn"] = 0;
level.zombie_vars["penalty_died"] = 0;
level.zombie_vars["penalty_downed"] = 0;
}
if ( randomint( 100 ) > 50 )//50% chance of more deadly emps
{
level.zombie_vars["emp_perk_off_time"] = 240;
}
if ( randomint( 100 ) > 85 && level.script == "zm_prison" )//15% chance of the warden army
{
level.brutus_max_count = 20;
level.brutus_wait_time = 20;
thread brutusArmy();
}
if ( level.disable_jugg && level.script == "zm_transit" || level.disable_jugg && level.script == "zm_buried" )
{
level thread perk_machine_removal( "specialty_armorvest" );
}
if ( level.disable_revive && level.script == "zm_transit" || level.disable_revive && level.script == "zm_buried" )
{
level thread perk_machine_removal( "specialty_quickrevive" );
}
}
walkersDisabledAndAllRunners()
{
while ( 1 )
{
level waittill( "start_of_round" );
level.zombie_move_speed = 105;
level.speed_change_round = undefined;
wait 1;
}
}
brutusArmy()
{
level waittill( "start_of_round" );
i = 0;
while ( i < level.brutus_max_count )
{
wait level.brutus_wait_time;
level notify( "spawn_brutus", 1 );
i++;
}
brutusArmy();
}
pregameInvulnerability()
{
while ( level.player_invulernability_active == 1 )
{
i = 0;
while ( i < players.size )
{
players = get_players();
wait 0.05;
player = players[ i ];
player enableinvulnerability();
i++;
}
}
while ( level.player_invulernability_active == 0 )
{
i = 0;
while ( i < players.size )
{
players = get_players();
wait 0.05;
player = players[ i ];
player disableinvulnerability();
i++;
}
break;
}
//game delay functions options
level.wait_time = 30; //change this to adjust the start time once the player quota is met
level.player_quota_active = 1; //set this to 0 to disable player quotas recommended to be 1 for grief
level.player_quota = 2; //number of players required before the game starts
level.waiting = 0; //don't change this
level.countdown_start = 0; //don't change this
//random game settings options set these to 0 to disable them happening
level.random_game_settings = 1; //disable this to diable all random settings effects
level.hyper_speed_spawns_chance_active = 1; //this enables a chance that zombies will have max move speed, max spawnrate, no walkers, and 1 second between rounds
level.extra_drops_chance_active = 1; //this enables a chance that drops will drop upto 4x as much per round
level.max_zombies_chance_active = 1; //this enables a chance to increase max ai at once to 32
level.reduced_zombies_per_round_chance_active = 1; //enable this for a chance to get to higher rounds quicker
level.deflation_chance_active = 1; //this enables a chance that the zombies only give points when killed
level.deadlier_emps_chance_active = 1; //this enables a chance to make emp duration 4x as long
level.disable_revive_chance_active = 1; //this enables a chance to disable revive from appearing in games
level.disable_jugg_chance_active = 1; //this enables a chance to disable jugg from appearing in games
level.electric_doors_enabled_chance_active = 1; //this enables a chance that the electric doors on transit maps will be disabled
level.first_room_doors_enabled_chance_active = 1; //this enables a chance that the first room doors on all grief maps will be disabled
level.disable_box_moving_chance_active = 1; //this enables a chance that the box won't move after too many uses
//chances of something happening setting to 100 makes it always on
level.hyper_speed_spawns_chance = 30; //30% default
level.extra_drops_chance = 15; //15% default
level.max_zombies_chance = 50; //50 default
level.reduced_zombies_per_round_chance = 20; //20% default
level.deflation_chance = 20; //20% default
level.deadlier_emps_chance = 40; //40% default
level.disable_revive_chance = 50; //50% default
level.disable_jugg_chance = 30; //30% default
level.first_room_doors_enabled_chance = 20; //20% default
level.electric_doors_enabled_chance = 40; //40% default
level.disable_box_moving_chance = 10; //10% default
//map rotate feature overrides the normal restart if active
level.map_rotate = 1;
}
round_prestart_func()
@ -226,7 +131,6 @@ add_bots()
level.countdown_start = 1;
thread countdownTimer();
wait level.wait_time;
level.player_invulernability_active = 0;
flag_set( "start_zombie_round_logic" );
}
@ -312,14 +216,6 @@ countdownTimer()
}
}
setspectatepermissionsgrief()
{
self allowspectateteam( "allies", 1 );
self allowspectateteam( "axis", 1 );
self allowspectateteam( "freelook", 1 );
self allowspectateteam( "none", 1 );
}
deleteBuyableDoors()
{
doors_trigs = getentarray( "zombie_door", "targetname" );
@ -384,7 +280,7 @@ deleteBuyableDoors()
door self_delete();
}
//jugg door
else if (IsDefined(door.target) && door.target == "pf30_auto_2433" && !level.first_room_doors_enabled)
else if (IsDefined(door.target) && door.target == "pf30_auto2433" && !level.first_room_doors_enabled)
{
door self_delete();
}
@ -392,6 +288,175 @@ deleteBuyableDoors()
}
}
gscRestart()
{
if ( level.map_rotate && level.script == "zm_transit" )
{
return;
}
while ( 1 )
{
if ( level.intermission )
{
wait 20;
map_restart( false );
}
wait 1;
}
}
emptyLobbyRestart()
{
while ( 1 )
{
players = get_players();
if (players.size > 0 )
{
while ( 1 )
{
players = get_players();
if ( players.size < 1 )
{
map_restart( false );
}
wait 1;
}
}
wait 1;
}
}
gscMapChange()
{
if ( !level.map_rotate || !level.script == "zm_transit" )
{
return;
}
while ( 1 )
{
if ( level.intermission )
{
wait 20;
mapChange( location() );
map_restart( false );
}
wait 1;
}
}
location()
{
//move the order of the if statements to change the order of the rotation
if ( getDvarIntDefault( "farm", "1" ) )
{
setDvar( "farm", "0" );
return "farm";
}
if ( getDvarIntDefault( "town", "1" ) )
{
setDvar( "town", "0" );
return "town";
}
if ( getDvarIntDefault( "transit", "1" ) )
{
setDvar( "transit", "0" );
return "transit";
}
setDvar( "farm", "1" );
setDvar( "transit", "1" );
setDvar( "town", "1" );
}
mapChange( startlocation )
{
setDvar( "ui_zm_mapstartlocation", startlocation );
makedvarserverinfo( "ui_zm_mapstartlocation", startlocation );
}
randomizedSettings()
{
if ( !level.random_game_settings )
{
return;
}
if ( randomint( 100 ) <= level.first_room_doors_enabled_chance && level.first_room_doors_enabled_chance_active )//20% chance of first room only
{
level.first_room_doors_enabled = 0; //turn on to close the first room doors
}
if ( randomint( 100 ) <= level.electric_doors_enabled_chance && level.electric_doors_enabled_chance_active )//20% chance of first room only
{
level.electric_doors_enabled = 0; //turn on to close the first room doors
}
if ( randomint( 100 ) <= level.disable_jugg_chance && level.disable_jugg_chance_active )//50% chance of no jugg
{
disable_jugg = 1;
}
if ( randomint( 100 ) <= level.disable_revive_chance && level.disable_revive_chance_active )//50% chance of no revive
{
disable_revive = 1;
}
if ( randomint( 100 ) <= level.hyper_speed_spawns_chance && level.hyper_speed_spawns_chance_active )//25% chance of hyper speed
{
level.zombie_vars[ "zombie_spawn_delay" ] = 0.08;
level.zombie_vars["zombie_between_round_time"] = 1;
level.zombie_move_speed = 105;
level.speed_change_round = undefined;
thread walkersDisabledAndAllRunners();
}
if ( randomint( 100 ) <= level.extra_drops_chance && level.extra_drops_chance_active)//10% chance of quad drop amount
{
level.zombie_vars["zombie_powerup_drop_max_per_round"] = 16;
}
if ( randomint( 100 ) <= level.max_zombies_chance && level.max_zombies_chance_active)//50% chance of more zombies
{
level.zombie_ai_limit = 32;
level.zombie_actor_limit = 40;
}
if ( randomint( 100 ) <= level.reduced_zombies_per_round_chance && level.reduced_zombies_per_round_chance_active)//20% chance of shorter rounds
{
level.zombie_vars["zombie_ai_per_player"] = 3;
}
if ( randomint( 100 ) <= level.disable_box_moving_chance && level.disable_box_moving_chance_active)//40% chance of immovable box
{
SetDvar( "magic_chest_movable", "0" );
}
if ( randomint( 100 ) <= level.deflation_chance && level.deflation_chance_active)//10% chance of deflation
{
level.zombie_vars["zombie_score_damage_normal"] = 0;
level.zombie_vars["zombie_score_damage_light"] = 0;
level.zombie_vars["zombie_score_bonus_melee"] = 0;
level.zombie_vars["zombie_score_bonus_head"] = 0;
level.zombie_vars["zombie_score_bonus_neck"] = 0;
level.zombie_vars["zombie_score_bonus_torso"] = 0;
level.zombie_vars["zombie_score_bonus_burn"] = 0;
level.zombie_vars["penalty_died"] = 0;
level.zombie_vars["penalty_downed"] = 0;
}
if ( randomint( 100 ) <= level.deadlier_emps_chance && level.deadlier_emps_chance_active )//50% chance of more deadly emps
{
level.zombie_vars["emp_perk_off_time"] = 240;
}
if ( disable_jugg && level.script == "zm_transit" || disable_jugg && level.script == "zm_buried" )
{
level thread perk_machine_removal( "specialty_armorvest" );
}
if ( disable_revive && level.script == "zm_transit" || disable_revive && level.script == "zm_buried" )
{
level thread perk_machine_removal( "specialty_quickrevive" );
}
}
walkersDisabledAndAllRunners()
{
while ( 1 )
{
level waittill( "start_of_round" );
level.zombie_move_speed = 105;
level.speed_change_round = undefined;
wait 1;
}
}
@ -405,11 +470,5 @@ deleteBuyableDoors()

40
GriefFix/readme.md Normal file
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@ -0,0 +1,40 @@
GriefFix Features:
Added team balancing
Added game start delay and quota
Added randomized game settings
Added map_restart
Added map change option (only for farm, town, and bus depot)
Added empty lobby restart
Team Balancing:
Picks a team for a player on join based on how many players are on each team
CIA/Inmates are the default team if teams are equal
Game Start Delay and Quota:
adjustable wait time
adjustable quota
either the wait time and quota can be fully disabled by changing the value of 1 variable each
Randomized Game Settings:
can be turned off by disabling the corresponding variables
defaults:
50% chance of disabling quick revive
30% chance of diabling jugg
20% chance of first room only
30% chance of hyper speed spawns (max move speed, max spawnrate, no walkers, 1 second between rounds)
15% chance of 4x max drops per round
10% chance of box moving disabled
50% chance of max zombies set to 32
40% chance of deadlier emps (4x duration)
20% chance of deflation (points only earned from kills)
20% chance of shorter rounds
40% chance of electric doors being disabled
Map Restart
after intermission the map restarts using map_restart instead of a normal restart
this fixes the no sound bug on respawn
but requires all other players except 1 player to be killed and respawned
Map Rotate
the map can rotate between 3 locations
town, farm and bus depot