2020-04-04 18:48:01 -07:00

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#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_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_perks;
init()
{
thread griefFunctionsAndVars();
gameDelayFunctionsAndVars()
gameSettings();
randomizedSettings();
thread setPlayersToSpectator();
thread gscRestart();
thread emptyLobbyRestart();
thread gscMapChange();
}
gameSettings()
{
//random game settings options set these to 0 to disable them happening
level.random_game_settings = getDvarIntDefault( "randomGameSettings", 1 ); //disable this to disable all random settings effects
level.hyper_speed_spawns_chance_active = getDvarIntDefault( "hyperSpeedSpawnsChanceActive", 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 = getDvarIntDefault( "extraDropsChanceActive", 1 ); //this enables a chance that drops will drop upto 4x as much per round
level.max_zombies_chance_active = getDvarIntDefault( "maxHordeSizeIncreaseChanceActive", 1 ); //this enables a chance to increase max ai at once to 32
level.reduced_zombies_per_round_chance_active = getDvarIntDefault( "shorterRoundsChanceActive", 1 ); //enable this for a chance to get to higher rounds quicker
level.deflation_chance_active = getDvarIntDefault( "deflationChanceActive", 1 ); //this enables a chance that the zombies only give points when killed
level.deadlier_emps_chance_active = getDvarIntDefault( "deadlierEMPsChanceActive", 1 ); //this enables a chance to make emp duration 4x as long
level.disable_revive_chance_active = getDvarIntDefault( "disableReviveChanceActive", 1 ); //this enables a chance to disable revive from appearing in games
level.disable_jugg_chance_active = getDvarIntDefault( "disableJuggChanceActive", 1 ); //this enables a chance to disable jugg from appearing in games
level.electric_doors_enabled_chance_active = getDvarIntDefault( "electricDoorsDisabledChanceActive", 1 ); //this enables a chance that the electric doors on transit maps will be disabled
level.first_room_doors_enabled_chance_active = getDvarIntDefault( "firstRoomOnlyChanceActive", 1 ); //this enables a chance that the first room doors on all grief maps will be disabled
level.disable_box_moving_chance_active = getDvarIntDefault( "disableBoxMoveChanceActive", 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 = getDvarIntDefault( "hyperSpeedSpawnsChance", 50 ); //50% default
level.extra_drops_chance = getDvarIntDefault( "extraDropsChance", 15 ); //15% default
level.max_zombies_chance = getDvarIntDefault( "maxHordeSizeIncreaseChanceActive", 50 ); //50% default
level.reduced_zombies_per_round_chance = getDvarIntDefault( "shorterRoundsChanceActive", 20 ); //20% default
level.deflation_chance = getDvarIntDefault( "deflationChance", 20 ); //20% default
level.deadlier_emps_chance = getDvarIntDefault( "deadlierEMPsChance", 40 ); //40% default
level.disable_revive_chance = getDvarIntDefault( "disableReviveChance", 50 ); //50% default
level.disable_jugg_chance = getDvarIntDefault( "disableJuggChance", 30 ); //30% default
level.first_room_doors_enabled_chance = getDvarIntDefault( "electricDoorsDisabledChance", 20 ); //20% default
level.electric_doors_enabled_chance = getDvarIntDefault( "firstRoomOnlyChance", 40 ); //40% default
level.disable_box_moving_chance = getDvarIntDefault( "disableBoxMoveChance", 10 ); //10% default
//map rotate feature overrides the normal restart if active
level.map_rotate = getDvarIntDefault( "townFarmBusdepotRotation", 1 );
return level.random_game_settings;
}
gameDelayFunctionsAndVars()
{
//game delay functions options
level.wait_time = getDvarIntDefault( "waitTime", 30 ); //change this to adjust the start time once the player quota is met
level.player_quota_active = getDvarIntDefault( "playerQuotaActive", 1 ); //set this to 0 to disable player quotas recommended to be 1 for grief
level.player_quota = getDvarIntDefault( "playerQuota", 2 ); //number of players required before the game starts
level.waiting = 0; //don't change this
level.countdown_start = 0; //don't change this
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 flag_clearer();
thread add_bots(); //this overrides the typical start time logic
}
griefFunctionsAndVars()
{
if ( level.scr_zm_ui_gametype_group != "zencounter" )
{
return;
}
level.default_solo_laststandpistol = "m1911_zm"; //prevents players from having the solo pistol when downed in grief
for(;;)
{
level waittill("connected", player);
level.playerTeamNameTag = player getTeamNameTag();
player teamPicking();
player teamBalancing();
player [[ level.givecustomcharacters ]]();
}
}
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;
}
getTeamNameTag()
{
name = self.name;
return name[0] + name[1] + name[2];
}
teamPicking()
{
teamplayersallies = countplayers( "allies");
teamplayersaxis = countplayers( "axis");
if ( level.playerTeamNameTag == "cdc" && teamplayersallies < 4 && !level.isresetting_grief )
{
self.team = "allies";
self.sessionteam = "allies";
self [[level.allies]]();
self.pers["team"] = "allies";
self._encounters_team = "B";
return true;
}
else if ( level.playerTeamNameTag == "cia" && teamplayersaxis < 4 && !level.isresetting_grief )
{
self.team = "axis";
self.sessionteam = "axis";
self [[level.axis]]();
self.pers["team"] = "axis";
self._encounters_team = "A";
return true;
}
else
{
return false;
}
}
teamBalancing()
{
teamChosen = teamPicking();
if ( teamChosen )
{
return;
}
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";
}
}
flag_clearer()
{
//hopefully keep the game from starting prematurely on map_restart
while ( 1 )
{
flag_clear( "solo_game" );
flag_clear( "start_zombie_round_logic" );
wait 0.1;
if ( !level.waiting )
{
break;
}
}
}
add_bots()
{
players = get_players();
level.waiting = 1;
thread waitMessage();
while ( players.size < level.player_quota && level.player_quota_active || 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;
}
}
}
deleteBuyableDoors()
{
doors_trigs = getentarray( "zombie_door", "targetname" );
_a41 = doors_trigs;
_k41 = getFirstArrayKey( _a41 );
while ( isDefined( _k41 ) )
{
door = _a41[ _k41 ];
//deletes the depot main door trigger
door self_delete();
_k41 = getNextArrayKey( _a41, _k41 );
}
}
deleteBuyableDebris()
{
debris_trigs = getentarray( "zombie_debris", "targetname" );
_a41 = debris_trigs;
_k41 = getFirstArrayKey( _a41 );
while ( isDefined( _k41 ) )
{
debris = _a41[ _k41 ];
//deletes the depot main door trigger
debris self_delete();
_k41 = getNextArrayKey( _a41, _k41 );
}
}
gscRestart()
{
if ( level.map_rotate && level.script == "zm_transit" )
{
return;
}
level waittill( "end_game" );
wait 20;
map_restart( false );
}
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;
}
level waittill( "end_game" );
wait 20;
mapChange( location() );
map_restart( false );
}
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()
{
//level.random_game_settings = 0;
if ( !gameSettings() )
{
return 0;
}
if ( ( randomint( 100 ) <= level.first_room_doors_enabled_chance ) && level.first_room_doors_enabled_chance_active )
{
deleteBuyableDebris();
deleteBuyableDoors();
}
if ( ( randomint( 100 ) <= level.electric_doors_enabled_chance ) && level.electric_doors_enabled_chance_active )
{
level.electric_doors_enabled = 0;
}
if ( ( randomint( 100 ) <= level.disable_jugg_chance ) && level.disable_jugg_chance_active )
{
disable_jugg = 1;
}
if ( ( randomint( 100 ) <= level.disable_revive_chance ) && level.disable_revive_chance_active )
{
disable_revive = 1;
}
if ( ( randomint( 100 ) <= level.hyper_speed_spawns_chance ) && level.hyper_speed_spawns_chance_active )
{
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 )
{
level.zombie_vars["zombie_powerup_drop_max_per_round"] = 16;
}
if ( ( randomint( 100 ) <= level.max_zombies_chance ) && level.max_zombies_chance_active )
{
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)
{
level.zombie_vars["zombie_ai_per_player"] = 3;
}
if ( ( randomint( 100 ) <= level.disable_box_moving_chance ) && level.disable_box_moving_chance_active)
{
SetDvar( "magic_chest_movable", 0 );
}
if ( ( randomint( 100 ) <= level.deflation_chance ) && level.deflation_chance_active)
{
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 )
{
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;
}
}
setPlayersToSpectator()
{
level.no_end_game_check = 1;
wait 3;
players = get_players();
i = 0;
while ( i < players.size )
{
if ( i == 0 )
{
i++;
}
players[ i ] kill();
i++;
}
wait 10;
spawnAllPlayers();
}
kill()
{
self.maxhealth = 100;
self.health = self.maxhealth;
self disableInvulnerability();
self dodamage( self.health * 2, self.origin );
self.bleedout_time = 0;
}
spawnAllPlayers()
{
players = get_players();
i = 0;
while ( i < players.size )
{
if ( players[ i ].sessionstate == "spectator" && isDefined( players[ i ].spectator_respawn ) )
{
players[ i ] [[ level.spawnplayer ]]();
thread refresh_player_navcard_hud();
}
i++;
}
}