/* * 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_perks; init() { level.disable_perks = 0; if ( level.disable_perks == 1 && level.script == "zm_transit" || level.disable_perks == 1 && level.script == "zm_buried" ) { level thread perk_machine_removal( "specialty_quickrevive" ); level thread perk_machine_removal( "specialty_armorvest" ); } thread turn_power_on_and_open_doors(); level.custom_spectate_permissions = ::setspectatepermissionsgrief; 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_invulernability_active = 1; 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 level.zombie_ai_limit = 32; level.zombie_actor_limit = 40; level.zombie_vars["zombie_intermission_time"] = 5; level.zombie_vars["zombie_between_round_time"] = 10; level.zombie_vars["zombie_powerup_drop_max_per_round"] = 8; level.zombie_vars[ "zombie_spawn_delay" ] = 0.08; for(;;) { level waittill("connected", player); player thread teamBalancing(); player thread pregameInvulnerability(); } } 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; } } 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; level.player_invulernability_active = 0; 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; } } } setspectatepermissionsgrief() { self allowspectateteam( "allies", 1 ); self allowspectateteam( "axis", 1 ); self allowspectateteam( "freelook", 1 ); self allowspectateteam( "none", 1 ); } depot_close_local_electric_doors() { if(!(level.scr_zm_ui_gametype == "zgrief" && level.scr_zm_map_start_location == "transit")) { return; } zombie_doors = getentarray( "zombie_door", "targetname" ); _a144 = zombie_doors; _k144 = getFirstArrayKey( _a144 ); while ( isDefined( _k144 ) ) { door = _a144[ _k144 ]; if ( isDefined( door.script_noteworthy ) && door.script_noteworthy == "local_electric_door" ) { door maps/mp/zombies/_zm_blockers::door_block(); door maps/mp/zombies/_zm_blockers::door_opened( 0, 1 ); } _k144 = getNextArrayKey( _a144, _k144 ); } } turn_power_on_and_open_doors() { level.local_doors_stay_open = 0; level.power_local_doors_globally = 0; //flag_set( "power_on" ); //level setclientfield( "zombie_power_on", 1 ); zombie_doors = getentarray( "zombie_door", "targetname" ); _a144 = zombie_doors; _k144 = getFirstArrayKey( _a144 ); while ( isDefined( _k144 ) ) { door = _a144[ _k144 ]; if ( isDefined( door.script_noteworthy ) && door.script_noteworthy == "electric_door" ) { //door notify( "power_on" ); } else { if ( isDefined( door.script_noteworthy ) && door.script_noteworthy == "local_electric_door" ) { //door notify( "local_power_on" ); } } _k144 = getNextArrayKey( _a144, _k144 ); } }