JezuzLizard c1abbf3b5b
fixed some simple syntax errors
I forgot to compile the mod to test before I uploaded it to the github oof
2020-04-10 01:07:03 -07:00

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13 KiB
Plaintext

#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\zombies\_zm;
init()
{
//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 and runners
level.zombie_move_speed = getDvarIntDefault( "zombieMoveSpeed", 1 );
//sets the round number any value between 1-255
level.round_number = getDvarIntDefault( "roundNumber", 1 );
//sets the zombies health //changed every round
level.zombie_health = getDvarIntDefault( "currentZombieHealth", 100 );
//sets the number of zombies in reserve changes every round
level.zombie_total = getDvarIntDefault( "currentZombieTotal", 6 );
//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;
}
checks();
//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 WARNING: won't change midgame by itself anymore once set from the config or console
level.zombieSpawnRate = getDvarFloatDefault( "zombieSpawnRate", 2 );
level.zombie_vars[ "zombie_spawn_delay" ] = level.zombieSpawnRate;
//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;
}
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";
if ( level.script == "zm_tomb" )
{
level.start_weapon = "c96_zm";
}
}
if ( level.default_laststandpistol == "" )
{
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";
if ( level.script == "zm_tomb" )
{
level.default_solo_laststandpistol = "c96_upgraded_zm";
}
}
}