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#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" );
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;
}
}
}