#include common_scripts/utility; #include maps/mp/gametypes_zm/_hud_util; #include maps/mp/zombies/_zm; #include maps/mp/zombies/_zm_utility; #include maps/mp/zombies/_zm_perks; #include maps/mp/zombies/_zm_afterlife; #include maps/mp/zombies/_zm_weapons; // Loads the mods once the player connects to the server onConnectMods(p, l) { /* * General Mods */ /* * Player is invincible */ // godMode(p); /* * Infinte ammo */ // thread unlimitedAmmo(p); /* * Player initial points * * Customizable parameters: * points - Number of points the player will start the game (ex: 500) */ // setPlayerPoints(p, 500); /* * Custom Mystery Box price * * Customizable parameters: * price - Ammount of points required to hit the box (ex: 950) */ // setBoxPrice(l, 950); /* * Custom alive zombies limit * * Customizable parameters: * limit - Ammount of zombies alive at the same time (ex: 24) */ // setZombieLimit(l, 24) /* * Custom buyable perk limit * * Customizable parameters: * numberOfPerks - Ammount of perks the player is allowed to purchase (ex: 9) */ // setPerkLimit(l, 9); /* * Gives all the map available perks to the player */ // thread perkaholic(p, l); /* * Enables night mode in all maps * * Visual Bug: * In MotD, while in afterlife, sparks are invisible when shot */ // thread nightmode(p, l); /* */ /* * MotD Mods */ /* * Custom number of afterlifes * * Customizable parameters: * lifes - Ammount of lifes available in afterlife (ex: 9) * * Visual Bug: * If lifes parameter above 3, the in-game after-life counter wont't show the number. */ // catHas9Lifes(p, 9); /* * Allows infinte afterlife timer */ // infinteAfterlifeTimer(p); } // Loads the mods once the player spawns inside the game onSpawnMods(p, l) { //////////////////////////////////////////////////////////////////////// // Waits for the black preload screen to pass so it can load the mods // // DO NOT TOUCH THIS LINE BELOW!! // flag_wait( "initial_blackscreen_passed" ); // //////////////////////////////////////////////////////////////////////// /* * Gives the player a custom primary weapon * * Customizable parameters: * weapon - Weapon name string available in the README.md file (ex: galil_zm (Galil)) * upgraded - Toggle for pack-a-punched given weapon (ex: true) */ // thread setPrimaryWeapon(p, l, "galil_zm", true); /* * Gives the player a custom secondary weapon * * Customizable parameters: * weapon - Weapon name string available in the README.md file (ex: ray_gun_zm (Ray Gun)) * upgraded - Toggle for pack-a-punched given weapon (ex: false) */ // thread setSecondaryWeapon(p, l, "ray_gun_zm", false); /* * Gives joining players a secondary submachine gun, a couple of points and some perks */ // thread joinedBonus(p, l); /* * Sets the player camera to the third person * * Customizable parameters: * crosshair - Toggle crosshair for third person camera (ex: true) */ // playThirdPerson(p, true); /* * Adds a zombie counter to the bottom of the screen * * Customizable parameters: * x - X coordinates distance (ex: 0) * y - Y coordinates distance (ex: 190) */ // thread zombieCounter(p, l, 0, 190); /* * Adds a health counter to the bottom of the screen * * Customizable parameters: * x - X coordinates distance (ex: 0) * y - Y coordinates distance (ex: 190) */ // thread healthCounter(p, 0, 190); /* * Adds a zombie and a health counter to the bottom of the screen * * Customizable parameters: * x - X coordinates distance (ex: 100 & -100) * y - Y coordinates distance (ex: 190) */ // thread healthCounter(p, -100, 190); // thread zombieCounter(p, l, 100, 190); } init() { level thread onPlayerConnect(); } onPlayerConnect() { while(1) { level waittill("connected", player); thread onConnectMods(player, level); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); while(1) { self waittill("spawned_player"); onSpawnMods(self, level); } }