#include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\zombies\_zm_utility; #include maps\mp\zombies\_zm; init() { //level thread onplayerconnect(); //Useful zombie_vars, vars, and dvars: //Variables: //sets the players starting points when first joining a server level.player_starting_points = getDvarIntDefault( "playerStartingPoints", 500 ); //sets the perk limit for all players level.perk_purchase_limit = getDvarIntDefault( "perkLimit", 4 ); //sets the maximum number of zombies that can be on the map at once 32 max level.zombie_ai_limit = getDvarIntDefault( "zombieAiLimit", 24 ); //sets the number of zombie bodies that can be on the map at once level.zombie_actor_limit = getDvarIntDefault( "zombieActorLimit", 32 ); //enables midround hellhounds WARNING: causes permanent round pauses on maps that aren't bus depot, town or farm level.mixed_rounds_enabled = getDvarIntDefault( "midroundDogs", 0 ); //disables the end game check WARNING: make sure to include a spectator respawner and auto revive function level.no_end_game_check = getDvarIntDefault( "noEndGameCheck", 0 ); //sets the solo laststand pistol level.default_solo_laststandpistol = getDvar( "soloLaststandWeapon" ); //the default laststand pistol level.default_laststandpistol = getDvar( "coopLaststandWeapon" ); //set the starting weapon level.start_weapon = getDvar( "startWeaponZm" ); //sets all zombies to this speed lower values result in walkers higher values sprinters level.zombie_move_speed = getDvarIntDefault( "zombieMoveSpeed", 1 ); //locks the zombie movespeed to the above value level.zombieMoveSpeedLocked = getDvarIntDefault( "zombieMoveSpeedLocked", 0 ); //sets whether there is a cap to the zombie movespeed active level.zombieMoveSpeedCap = getDvarIntDefault( "zombieMoveSpeedCap", 0 ); //sets the value to the zombie movespeed cap level.zombieMoveSpeedCapValue = getDvarIntDefault( "zombieMoveSpeedCapValue", 1 ); //sets the round number any value between 1-255 level.round_number = getDvarIntDefault( "roundNumber", 1 ); //enables the override for zombies per round level.overrideZombieTotalPermanently = getDvarIntDefault( "overrideZombieTotalPermanently", 0 ); //sets the number of zombies per round to the value indicated level.overrideZombieTotalPermanentlyValue = getDvarIntDefault( "overrideZombieTotalPermanentlyValue", 6 ); //enables the override for zombie health level.overrideZombieHealthPermanently = getDvarIntDefault( "overrideZombieHealthPermanently", 0 ); //sets the health of zombies every round to the value indicated level.overrideZombieHealthPermanentlyValue = getDvarIntDefault( "overrideZombieHealthPermanentlyValue", 150 ); //enables the health cap override so zombies health won't grow beyond the value indicated level.overrideZombieMaxHealth = getDvarIntDefault( "overrideZombieMaxHealth", 0 ); //sets the maximum health zombie health will increase to level.overrideZombieMaxHealthValue = getDvarIntDefault( "overrideZombieMaxHealthValue" , 150 ); //disables walkers level.disableWalkers = getDvarIntDefault( "disableWalkers", 0 ); if ( level.disableWalkers ) { level.speed_change_round = undefined; } //set afterlives on mob to 1 like a normal coop match and sets the prices of doors on origins to be higher level.disableSoloMode = getDvarIntDefault( "disableSoloMode", 0 ); if ( level.disableSoloMode ) { level.is_forever_solo_game = undefined; } //disables all drops level.zmPowerupsNoPowerupDrops = getDvarIntDefault( "zmPowerupsNoPowerupDrops", 0 ); //Zombie_Vars: //The reason zombie_vars are first set to a var is because they don't reliably set when set directly to the value of a dvar //sets the maximum number of drops per round level.maxPowerupsPerRound = getDvarIntDefault( "maxPowerupsPerRound", 4 ); level.zombie_vars["zombie_powerup_drop_max_per_round"] = level.maxPowerupsPerRound; //sets the powerup drop rate lower is better level.powerupDropRate = getDvarIntDefault( "powerupDropRate", 2000 ); level.zombie_vars["zombie_powerup_drop_increment"] = level.powerupDropRate; //makes every zombie drop a powerup level.zombiesAlwaysDropPowerups = getDvarIntDefault( "zombiesAlwaysDropPowerups", 0 ); level.zombie_vars[ "zombie_drop_item" ] = level.zombiesAlwaysDropPowerups; //increase these below vars to increase drop rate //points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"] level.fourPlayerPowerupScore = getDvarIntDefault( "fourPlayerPowerupScore", 50 ); level.zombie_vars[ "zombie_score_kill_4p_team" ] = level.fourPlayerPowerupScore; //points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"] level.threePlayerPowerupScore = getDvarIntDefault( "threePlayerPowerupScore", 50 ); level.zombie_vars[ "zombie_score_kill_3p_team" ] = level.threePlayerPowerupScore; //points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"] level.twoPlayerPowerupScore = getDvarIntDefault( "twoPlayerPowerupScore", 50 ); level.zombie_vars[ "zombie_score_kill_2p_team" ] = level.twoPlayerPowerupScore; //points to the powerup increment to a powerup drop related to level.zombie_vars["zombie_powerup_drop_increment"] level.onePlayerPowerupScore = getDvarIntDefault( "onePlayerPowerupScore", 50 ); level.zombie_vars[ "zombie_score_kill_1p_team" ] = level.onePlayerPowerupScore; //points for melee kills to the powerup increment to a powerup drop level.powerupScoreMeleeKill = getDvarIntDefault( "powerupScoreMeleeKill", 80 ); level.zombie_vars[ "zombie_score_bonus_melee" ] = level.powerupScoreMeleeKill; //points for headshot kills to the powerup increment to a powerup drop level.powerupScoreHeadshotKill = getDvarIntDefault( "powerupScoreHeadshotKill", 50 ); level.zombie_vars[ "zombie_score_bonus_head" ] = level.powerupScoreHeadshotKill; //points for neck kills to the powerup increment to a powerup drop level.powerupScoreNeckKill = getDvarIntDefault( "powerupScoreNeckKill", 20 ); level.zombie_vars[ "zombie_score_bonus_neck" ] = level.powerupScoreNeckKill; //points for torso kills to the powerup increment to a powerup drop level.powerupScoreTorsoKill = getDvarIntDefault( "powerupScoreTorsoKill", 10 ); level.zombie_vars[ "zombie_score_bonus_torso" ] = level.powerupScoreTorsoKill; //sets the zombie spawnrate; max is 0.08 this is in seconds level.zombieSpawnRate = getDvarFloatDefault( "zombieSpawnRate", 2 ); level.zombie_vars[ "zombie_spawn_delay" ] = level.zombieSpawnRate; //sets the zombie spawnrate multiplier increase level.zombieSpawnRateMultiplier = getDvarFloatDefault( "zombieSpawnRateMultiplier", 0.95 ); //locks the spawnrate so it does not change throughout gameplay level.zombieSpawnRateLocked = getDvarIntDefault( "zombieSpawnRateLocked", 0 ); //alters the number of zombies per round formula amount of zombies per round is roughly correlated to this value //ie half as many zombies per player is half as many zombies per round level.zombiesPerPlayer = getDvarIntDefault( "zombiesPerPlayer", 6 ); level.zombie_vars["zombie_ai_per_player"] = level.zombiesPerPlayer; //sets the flat amount of hp the zombies gain per round not used after round 10 level.zombieHealthIncreaseFlat = getDvarIntDefault( "zombieHealthIncreaseFlat", 100 ); level.zombie_vars[ "zombie_health_increase" ] = level.zombieHealthIncreaseFlat; //multiplies zombie health by this value every round after round 10 level.zombieHealthIncreaseMultiplier = getDvarFloatDefault( "zombieHealthIncreaseMultiplier", 0.1 ); level.zombie_vars[ "zombie_health_increase_multiplier" ] = level.zombieHealthIncreaseMultiplier; //base zombie health before any multipliers or additions level.zombieHealthStart = getDvarIntDefault( "zombieHealthStart", 150 ); level.zombie_vars[ "zombie_health_start" ] = level.zombieHealthStart; //time before new runners spawn on early rounds level.zombieNewRunnerInterval = getDvarIntDefault( "zombieNewRunnerInterval", 10 ); level.zombie_vars[ "zombie_new_runner_interval" ] = level.zombieNewRunnerInterval; //determines level.zombie_move_speed on original level.zombieMoveSpeedMultiplier = getDvarIntDefault( "zombieMoveSpeedMultiplier", 10 ); level.zombie_vars[ "zombie_move_speed_multiplier" ] = level.zombieMoveSpeedMultiplier; //determines level.zombie_move_speed on easy level.zombieMoveSpeedMultiplierEasy = getDvarIntDefault( "zombieMoveSpeedMultiplierEasy", 8 ); level.zombie_vars[ "zombie_move_speed_multiplier_easy"] = level.zombieMoveSpeedMultiplierEasy; //affects the number of zombies per round formula level.zombieMaxAi = getDvarIntDefault( "zombieMaxAi", 24 ); level.zombie_vars[ "zombie_max_ai" ] = level.zombieMaxAi; //affects the check for zombies that have fallen thru the map level.belowWorldCheck = getDvarIntDefault( "belowWorldCheck", -1000 ); level.zombie_vars[ "below_world_check" ] = level.belowWorldCheck; //sets whether spectators respawn at the end of the round level.customSpectatorsRespawn = getDvarIntDefault( "customSpectatorsRespawn", 1 ); level.zombie_vars[ "spectators_respawn" ] = level.customSpectatorsRespawn; //sets the time that the game takes during the end game intermission level.zombieIntermissionTime = getDvarIntDefault( "zombieIntermissionTime", 20 ); level.zombie_vars["zombie_intermission_time"] = level.zombieIntermissionTime; //the time between rounds level.zombieBetweenRoundTime = getDvarIntDefault( "zombieBetweenRoundTime", 15 ); level.zombie_vars["zombie_between_round_time"] = level.zombieBetweenRoundTime; //time before the game starts level.roundStartDelay = getDvarIntDefault( "roundStartDelay", 0 ); level.zombie_vars[ "game_start_delay" ] = level.roundStartDelay; //points all players lose when a player bleeds out %10 default level.bleedoutPointsLostAllPlayers = getDvarFloatDefault( "bleedoutPointsLostAllPlayers", 0.1 ); level.zombie_vars[ "penalty_no_revive" ] = level.bleedoutPointsLostAllPlayers; //penalty to the player who died 10% of points by default level.bleedoutPointsLostSelf = getDvarFloatDefault( "bleedoutPointsLostSelf", 0.1 ); level.zombie_vars[ "penalty_died" ] = level.bleedoutPointsLostSelf; //points players lose on down %5 by default level.downedPointsLostSelf = getDvarFloatDefault( "downedPointsLostSelf", 0.05 ); level.zombie_vars[ "penalty_downed" ] = level.downedPointsLostSelf; //unknown level.playerStartingLives = getDvarIntDefault( "playerStartingLives", 1 ); level.zombie_vars[ "starting_lives" ] = level.playerStartingLives; //points earned per zombie kill in a 4 player game level.fourPlayerScorePerZombieKill = getDvarIntDefault( "fourPlayerScorePerZombieKill", 50 ); level.zombie_vars[ "zombie_score_kill_4player" ] = level.fourPlayerScorePerZombieKill; //points earned per zombie kill in a 3 player game level.threePlayerScorePerZombieKill = getDvarIntDefault( "threePlayerScorePerZombieKill", 50 ); level.zombie_vars[ "zombie_score_kill_3player" ] = level.threePlayerScorePerZombieKill; //points earned per zombie kill in a 2 player game level.twoPlayerScorePerZombieKill = getDvarIntDefault( "twoPlayerScorePerZombieKill", 50 ); level.zombie_vars[ "zombie_score_kill_2player" ] = level.twoPlayerScorePerZombieKill; //points earned per zombie kill in a 1 player game level.onePlayerScorePerZombieKill = getDvarIntDefault( "onePlayerScorePerZombieKill", 50 ); level.zombie_vars[ "zombie_score_kill_1player" ] = level.onePlayerScorePerZombieKill; //points given for a normal attack level.pointsPerNormalAttack = getDvarIntDefault( "pointsPerNormalAttack", 10 ); level.zombie_vars[ "zombie_score_damage_normal" ] = level.pointsPerNormalAttack; //points given for a light attack level.pointsPerLightAttack = getDvarIntDefault( "pointsPerLightAttack", 10 ); level.zombie_vars[ "zombie_score_damage_light" ] = level.pointsPerLightAttack; //players turn into a zombie on death WARNING: buggy as can be and is missing assets level.shouldZombifyPlayer = getDvarIntDefault( "shouldZombifyPlayer", 0 ); level.zombie_vars[ "zombify_player" ] = level.shouldZombifyPlayer; //points scalar for allies team level.alliesPointsMultiplier = getDvarIntDefault( "alliesPointsMultiplier", 1 ); level.zombie_vars[ "allies" ][ "zombie_point_scalar" ] = level.alliesPointsMultiplier; //points scalar for axis team level.axisPointsMultiplier = getDvarIntDefault( "axisPointsMultiplier", 1 ); level.zombie_vars[ "axis" ][ "zombie_point_scalar" ] = level.axisPointsMultiplier; //sets the radius of emps explosion lower this to 1 to render emps useless level.empPerkExplosionRadius = getDvarIntDefault( "empPerkExplosionRadius", 420 ); level.zombie_vars[ "emp_perk_off_range" ] = level.empPerkExplosionRadius; //sets the duration of emps on perks set to 0 for infiinite emps level.empPerkOffDuration = getDvarIntDefault( "empPerkOffDuration", 90 ); level.zombie_vars[ "emp_perk_off_time" ] = level.empPerkOffDuration; //riotshield health level.riotshieldHitPoints = getDvarIntDefault( "riotshieldHitPoints", 2250 ); level.zombie_vars[ "riotshield_hit_points" ] = level.riotshieldHitPoints; //jugg health bonus level.juggHealthBonus = getDvarIntDefault( "juggHealthBonus", 160 ); level.zombie_vars[ "zombie_perk_juggernaut_health" ] = level.juggHealthBonus; //perma jugg health bonus level.permaJuggHealthBonus = getDvarIntDefault( "permaJuggHealthBonus", 190 ); level.zombie_vars[ "zombie_perk_juggernaut_health_upgrade" ] = level.permaJuggHealthBonus; //phd min explosion damage level.minPhdExplosionDamage = getDvarIntDefault( "minPhdExplosionDamage", 1000 ); level.zombie_vars[ "zombie_perk_divetonuke_min_damage" ] = level.minPhdExplosionDamage; //phd max explosion damage level.maxPhdExplosionDamage = getDvarIntDefault( "maxPhdExplosionDamage", 5000 ); level.zombie_vars[ "zombie_perk_divetonuke_max_damage" ] = level.maxPhdExplosionDamage; //phd explosion radius level.phdDamageRadius = getDvarIntDefault( "phdDamageRadius", 300 ); level.zombie_vars[ "zombie_perk_divetonuke_radius" ] = level.phdDamageRadius; disable_specific_powerups(); checks(); thread zombies_always_drop_powerups(); thread zombies_per_round_override(); thread zombie_health_override(); thread zombie_health_cap_override(); thread zombie_spawn_delay_fix(); thread zombie_speed_fix(); } checks() { if ( level.mixed_rounds_enabled ) { if ( level.script != "zm_transit" || is_classic() || level.scr_zm_ui_gametype == "zgrief" ) { level.mixed_rounds_enabled = 0; } } if ( level.start_weapon == "" || level.start_weapon== "m1911_zm" ) { level.start_weapon = "m1911_zm"; if ( level.script == "zm_tomb" ) { level.start_weapon = "c96_zm"; } } if ( level.default_laststandpistol == "" || level.default_laststandpistol == "m1911_zm" ) { level.default_laststandpistol = "m1911_zm"; if ( level.script == "zm_tomb" ) { level.default_laststandpistol = "c96_zm"; } } if ( level.default_solo_laststandpistol == "" || level.default_solo_laststandpistol == "m1911_upgraded_zm" ) { level.default_solo_laststandpistol = "m1911_upgraded_zm"; if ( level.script == "zm_tomb" ) { level.default_solo_laststandpistol = "c96_upgraded_zm"; } } } disable_specific_powerups() { level.powerupNames = array( "nuke", "insta_kill", "full_ammo", "double_points", "fire_sale", "free_perk", "carpenter", "zombie_blood" ); array = level.powerupNames; //all powerups are enabled by default disable them manually //remove nukes from the drop cycle and special drops level.zmPowerupsEnabled = []; level.zmPowerupsEnabled[ "nuke" ] = spawnstruct(); level.zmPowerupsEnabled[ "nuke" ].name = "nuke"; level.zmPowerupsEnabled[ "nuke" ].active = getDvarIntDefault( "zmPowerupsNukeEnabled", 1 ); //remove insta kills from the drop cycle and special drops level.zmPowerupsEnabled[ "insta_kill" ] = spawnstruct(); level.zmPowerupsEnabled[ "insta_kill" ].name = "insta_kill"; level.zmPowerupsEnabled[ "insta_kill" ].active = getDvarIntDefault( "zmPowerupsInstaKillEnabled", 1 ); //remove max ammos from the drop cycle and special drops level.zmPowerupsEnabled[ "full_ammo" ] = spawnstruct(); level.zmPowerupsEnabled[ "full_ammo" ].name = "full_ammo"; level.zmPowerupsEnabled[ "full_ammo" ].active = getDvarIntDefault( "zmPowerupsMaxAmmoEnabled", 1 ); //remove carpenter from the drop cycle and special drops level.zmPowerupsEnabled[ "double_points" ] = spawnstruct(); level.zmPowerupsEnabled[ "double_points" ].name = "double_points"; level.zmPowerupsEnabled[ "double_points" ].active = getDvarIntDefault( "zmPowerupsDoublePointsEnabled", 1 ); //remove fire sale from the drop cycle and special drops NOTE: fire sale isn't on all maps already this being enabled won't make it spawn level.zmPowerupsEnabled[ "fire_sale" ] = spawnstruct(); level.zmPowerupsEnabled[ "fire_sale" ].name = "fire_sale"; level.zmPowerupsEnabled[ "fire_sale" ].active = getDvarIntDefault( "zmPowerupsFireSaleEnabled", 1 ); //remove the perk bottle from the drop cycle and special drops level.zmPowerupsEnabled[ "free_perk" ] = spawnstruct(); level.zmPowerupsEnabled[ "free_perk" ].name = "free_perk"; level.zmPowerupsEnabled[ "free_perk" ].active = getDvarIntDefault( "zmPowerupsPerkBottleEnabled", 1 ); //removes carpenter from the drop cycle and special drops level.zmPowerupsEnabled[ "carpenter" ] = spawnstruct(); level.zmPowerupsEnabled[ "carpenter" ].name = "carpenter"; level.zmPowerupsEnabled[ "carpenter" ].active = getDvarIntDefault( "zmPowerupsCarpenterEnabled", 1 ); //removes zombie blood from the drop cycle and special drops level.zmPowerupsEnabled[ "zombie_blood" ] = spawnstruct(); level.zmPowerupsEnabled[ "zombie_blood" ].name = "zombie_blood"; level.zmPowerupsEnabled[ "zombie_blood" ].active = getDvarIntDefault( "zmPowerupsZombieBloodEnabled", 1 ); //you can expand this list with custom powerups if you'd like just add a new spawnstruct() and add to the array at the top for ( i = 0; i < array.size; i++ ) { if ( !level.zmPowerupsEnabled[ array[ i ] ].active ) { name = level.zmPowerupsEnabled[ array[ i ] ].name; if ( isInArray( level.zombie_include_powerups, name ) ) { arrayremovevalue( level.zombie_include_powerups, name ); } if ( isInArray( level.zombie_powerups, name ) ) { arrayremovevalue( level.zombie_powerups, name ); } if ( isInArray( level.zombie_powerup_array, name ) ) { arrayremovevalue( level.zombie_powerup_array, name ); } } } } disable_all_powerups() { if ( level.zmPowerupsNoPowerupDrops ) { flag_clear( "zombie_drop_powerups" ); } } zombies_always_drop_powerups() { if ( !level.zombiesAlwaysDropPowerups ) { return; } while ( 1 ) { level.zombie_vars[ "zombie_drop_item" ] = level.zombiesAlwaysDropPowerups; wait 0.05; } } /* onplayerconnect() { level waittill( "connected", player ); player thread onplayerspawned(); } onplayerspawned() { self waittill( "spawned_player" ); self iprintln( level.zmPowerupsEnabled[ "full_ammo" ].name ); self iprintln( level.zmPowerupsEnabled[ "full_ammo" ].active ); } */ zombies_per_round_override() { if ( !level.overrideZombieTotalPermanently ) { return; } while ( 1 ) { level waittill( "start_of_round" ); level.zombie_total = getDvarIntDefault( "overrideZombieTotalPermanentlyValue", 6 ); } } zombie_health_override() { if ( !level.overrideZombieHealthPermanently ) { return; } while ( 1 ) { level waittill( "start_of_round" ); level.zombie_health = getDvarIntDefault( "overrideZombieHealthPermanentlyValue", 150 ); } } zombie_health_cap_override() { if ( !level.overrideZombieMaxHealth ) { return; } while ( 1 ) { level waittill( "start_of_round" ); if ( level.zombie_health > level.overrideZombieMaxHealthValue ) { level.zombie_health = getDvarIntDefault( "overrideZombieHealthMaxHealthValue", 150 ); } } } zombie_spawn_delay_fix() { if ( level.zombieSpawnRateLocked ) { return; } i = 1; while ( i <= level.round_number ) { timer = level.zombieSpawnRate; if ( timer > 0.08 ) { level.zombieSpawnRate = timer * level.zombieSpawnRateMultiplier; i++; continue; } else if ( timer < 0.08 ) { level.zombieSpawnRate = 0.08; break; } i++; } while ( 1 ) { level waittill( "start_of_round" ); if ( level.zombieSpawnRate > 0.08 ) { level.zombieSpawnRate = level.zombieSpawnRate * level.zombieSpawnRateMultiplier; } level.zombie_vars[ "zombie_spawn_delay" ] = level.zombieSpawnRate; } } zombie_speed_fix() { if ( level.zombieMoveSpeedLocked ) { return; } if ( level.gamedifficulty == 0 ) { level.zombie_move_speed = level.round_number * level.zombie_vars[ "zombie_move_speed_multiplier_easy" ]; } else { level.zombie_move_speed = level.round_number * level.zombie_vars[ "zombie_move_speed_multiplier" ]; } } zombie_speed_override() { if ( !level.zombieMoveSpeedLocked ) { return; } while ( 1 ) { level waittill( "start_of_round" ); level.zombie_move_speed = getDvarIntDefault( "zombieMoveSpeed", 1 ); } } zombie_speed_cap_override() { if ( !level.zombieMoveSpeedCap ) { return; } while ( 1 ) { level waittill( "start_of_round" ); if ( level.zombie_move_speed > level.zombieMoveSpeedCapValue ) { level.zombie_move_speed = level.zombieMoveSpeedCapValue; } } }