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JezuzLizard 2020-02-20 10:00:20 -08:00
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/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : JezuzLizard
* Project : grieffix2
* Mode : Zombies
* Date : 2020/01/31 - 03:36:03
*
*/
#include maps/mp/_utility;
#include common_scripts/utility;
#include maps/mp/gametypes_zm/_hud_util;
#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_afterlife;
init()
{
level.wait_time = 30; //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_quota_active = 0; //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;
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
for(;;)
{
level waittill("connected", player);
player thread teamBalancing();
}
}
round_prestart_func()
{
players = get_players();
while ( players.size < level.player_quota && level.player_quota_active == 1 || players.size < 1)
{
wait 0.5;
players = get_players();
}
wait level.wait_time;
}
teamBalancing()
{
teamplayersallies = countplayers( "allies");
teamplayersaxis = countplayers( "axis");
if (teamplayersallies > teamplayersaxis && !level.isresetting_grief)
{
self.team = "axis";
self.sessionteam = "axis";
self [[level.axis]]();
self.pers["team"] = "axis";
self._encounters_team = "A";
}
else if (teamplayersallies < teamplayersaxis && !level.isresetting_grief)
{
self.team = "allies";
self.sessionteam = "allies";
self [[level.allies]]();
self.pers["team"] = "allies";
self._encounters_team = "B";
}
else if (teamplayersallies == teamplayersaxis && !level.isresetting_grief)
{
self.team = "allies";
self.sessionteam = "allies";
self [[level.allies]]();
self.pers["team"] = "allies";
self._encounters_team = "B";
}
}
add_bots()
{
flag_clear( "start_zombie_round_logic" );
players = get_players();
level.waiting = 1;
thread waitMessage();
while ( players.size < level.player_quota && level.player_quota_active == 1 || players.size < 1)
{
wait 0.5;
players = get_players();
}
level.waiting = 0;
level.countdown_start = 1;
thread countdownTimer();
wait level.wait_time;
flag_set( "start_zombie_round_logic" );
}
waitMessage()
{
level endon("game_ended");
self endon("disconnect");
if( level.waiting == 0 )
{
return;
}
Waiting = create_simple_hud();
Waiting.horzAlign = "center"; //valid inputs: center, top, bottom, left, right, top_right, top_left, topcenter, bottom_right, bottom_left
Waiting.vertAlign = "middle";
Waiting.alignX = "center";
Waiting.alignY = "middle";
Waiting.y = 0; //- is top 0 is middle + is bottom
Waiting.x = -1;
Waiting.foreground = 1;
Waiting.fontscale = 3.0;
Waiting.alpha = 1; //transparency
Waiting.color = ( 1.000, 1.000, 1.000 ); //RGB
Waiting SetText( "Waiting for 1 more player" );
while ( 1 )
{
if ( level.waiting == 0 )
{
Waiting destroy();
break;
}
wait 1;
}
}
countdownTimer()
{
level endon("game_ended");
self endon("disconnect");
if ( level.countdown_start == 0 )
{
return;
}
Remaining = create_simple_hud();
Remaining.horzAlign = "center";
Remaining.vertAlign = "middle";
Remaining.alignX = "Left";
Remaining.alignY = "middle";
Remaining.y = 0;
Remaining.x = 135;
Remaining.foreground = 1;
Remaining.fontscale = 3.0;
Remaining.alpha = 1;
Remaining.color = ( 1.000, 1.000, 1.000 );
Countdown = create_simple_hud();
Countdown.horzAlign = "center";
Countdown.vertAlign = "middle";
Countdown.alignX = "center";
Countdown.alignY = "middle";
Countdown.y = 0;
Countdown.x = -1;
Countdown.foreground = 1;
Countdown.fontscale = 3.0;
Countdown.alpha = 1;
Countdown.color = ( 1.000, 1.000, 1.000 );
Countdown SetText( "Time until game starts:" );
timer = level.wait_time;
while ( level.countdown_start == 1 )
{
Remaining SetValue( timer );
wait 1;
timer--;
if ( timer <= 0 )
{
Countdown destroy();
Remaining destroy();
break;
}
}
}