#include mapsmpzombies_zm_audio; #include mapsmpzombies_zm_stats; #include mapsmpzombies_zm_weapon_locker; #include mapsmpzombies_zm_blockers; #include mapsmpzombies_zm; #include mapsmpzm_transit_distance_tracking; #include mapsmpzm_transit; #include mapsmpzm_transit_ambush; #include mapsmpzm_transit_power; #include mapsmpzombies_zm_banking; #include mapsmpzm_transit_ai_screecher; #include mapsmpzm_transit_bus; #include mapsmpzombies_zm_equip_electrictrap; #include mapsmpzombies_zm_equip_turret; #include mapsmpzombies_zm_equip_turbine; #include mapsmpzm_transit_sq; #include mapsmpzm_transit_buildables; #include mapsmpzombies_zm_ai_avogadro; #include mapsmpzombies_zm_ai_screecher; #include mapsmpzm_transit_utility; #include mapsmpzombies_zm_buildables; #include mapsmpzombies_zm_weapons; #include mapsmpzombies_zm_utility; #include mapsmpzombies_zm_perks; #include mapsmp_utility; #include common_scriptsutility; #include mapsmpgametypes_zm_hud_util; #include mapsmpzombies_zm_score; Should be empty. main_start() { } Place call to your main function here. main_end() { flag_wait( initial_blackscreen_passed ); rtd(); } Should be empty. path_exploit_fix( zombie_trigger_origin, zombie_trigger_radius, zombie_trigger_height, player_trigger_origin, player_trigger_radius, zombie_goto_point ) { } player_notify( text ) { crosshair = newclienthudelem( self ); crosshair.location = 0; crosshair.alignx = center; crosshair.aligny = middle; crosshair.foreground = 1; crosshair.fontscale = 2; crosshair.sort = 20; crosshair.alpha = 1; crosshair.x = 320; crosshair.y = 233; crosshair settext( text ); wait( 5.0 ); crosshair destroy(); } disable_god_mode() { players = get_players(); for( i = 0; i players.size; i++ ) { players[ i ] disableinvulnerability(); players[ i ].ignoreme = 0; } } trollmode() { machine_revive = getent( vending_revive, targetname ); machine_marathon = getent( vending_marathon, targetname ); while ( 1 ) { player = get_players()[ 0 ]; newpos = ( player.origin[ 0 ] + 50.0, player.origin[ 1 ], player.origin[ 2 ]); newpos2 = ( player.origin[ 0 ] - 50.0, player.origin[ 1 ], player.origin[ 2 ]); machine_revive moveto( newpos, 1.0, 0.001, 0.001 ); machine_marathon moveto( newpos2, 1.0, 0.001, 0.001 ); wait( 1.0 ); } } rtd() { init_weapons(); level.devcheater = 1; lobbytext = createserverfontstring( objective, 1.5 ); lobbytext setpoint( TOPLEFT, TOPLEFT, -60, 180 ); lobbytime = createservertimer(objective, 1.5); lobbytime setpoint(TOPLEFT, TOPLEFT, 50, 180); lobbytext settext( ^1Next effect in ); while( 1 ) { players = get_players(); disable_god_mode(); disable_invisibility(); lobbytime settimer( 60 ); for( i = 0; i players.size; i++ ) { randomeffect = RandomIntRange( 10, 100 ); if( randomeffect 90 ) { players[ i ] giverandomweap(); players[ i ] thread player_notify( You've got a Random Weapon! ); } else if ( randomeffect 80 ) { players[ i ] give_random_perk(); players[ i ] thread player_notify( You've got a Random Perk! ); } else if( randomeffect 70 ) { random_powerup = randomint( level.zombie_powerup_array.size ); players[ i ] give_random_powerup( level.zombie_powerup_array[ random_powerup ] ); players[ i ] thread player_notify( Random Power UP! ); } else if( randomeffect 60 ) { players[ i ].ignoreme = 1; players[ i ] thread player_notify( You're invisible for zombies! ); } else if( randomeffect 50 ) { players[ i ] lose_random_perk(); players[ i ] thread player_notify( You lose random perk! ); } else if( randomeffect 40 ) { players[ i ] takecurrentweap(); players[ i ] thread player_notify( You lose current weapon! ); } else if( randomeffect 30 ) { players[ i ] add_to_player_score( randomintrange( 500, 10000) ); players[ i ] thread player_notify( You've got a random score! ); } else if( randomeffect 20 ) { players[ i ] losepoints(); players[ i ] thread player_notify( You lose random score! ); } else if( randomeffect 10 ) { players[ i ] enableinvulnerability(); players[ i ] thread player_notify( You've got a god mode! ); } } wait( 60.0 ); } } losepoints() { self.score = self.score - randomint( self.score ); } takecurrentweap() { weap = self getcurrentweapon(); self takeweapon( weap ); } give_random_powerup( powerup ) { level.devcheater = 1; for( i = 0; i level.zombie_powerup_array.size; i++) { if ( level.zombie_powerup_array[ i ] == powerup_name ) { level.zombie_powerup_index = i; } } level.zombie_devgui_power = 1; level.zombie_vars[ zombie_drop_item ] = 1; level.powerup_drop_count = 0; level thread mapsmpzombies_zm_powerupspowerup_drop( self.origin ); } giverandomweap() { randomindex = randomint( level.randomweap.size ); weap = get_base_name( self getcurrentweapon() ); while( weap == level.randomweap[ randomindex ]) { randomindex = randomint( level.randomweap.size ); } self takeweapon( weap ); self giveweapon( level.randomweap[ randomindex ], 0, self get_pack_a_punch_weapon_options( level.randomweap[ randomindex ] ) ); self givestartammo( level.randomweap[ randomindex ] ); self switchtoweapon( level.randomweap[ randomindex ] ); } init_weapons() { level.randomweap = []; level.randomweap[ level.randomweap.size ] = ak74u_upgraded_zm+reflex; level.randomweap[ level.randomweap.size ] = mp5k_upgraded_zm; level.randomweap[ level.randomweap.size ] = qcw05_upgraded_zm; level.randomweap[ level.randomweap.size ] = m14_upgraded_zm; level.randomweap[ level.randomweap.size ] = m16_gl_upgraded_zm; level.randomweap[ level.randomweap.size ] = saritch_upgraded_zm+reflex; level.randomweap[ level.randomweap.size ] = xm8_upgraded_zm+reflex; level.randomweap[ level.randomweap.size ] = type95_upgraded_zm; level.randomweap[ level.randomweap.size ] = tar21_upgraded_zm+reflex; level.randomweap[ level.randomweap.size ] = 870mcs_upgraded_zm; level.randomweap[ level.randomweap.size ] = rottweil72_upgraded_zm; level.randomweap[ level.randomweap.size ] = saiga12_upgraded_zm; level.randomweap[ level.randomweap.size ] = srm1216_upgraded_zm; level.randomweap[ level.randomweap.size ] = galil_upgraded_zm+reflex; level.randomweap[ level.randomweap.size ] = fnfal_upgraded_zm+reflex; level.randomweap[ level.randomweap.size ] = rpd_upgraded_zm; level.randomweap[ level.randomweap.size ] = hamr_upgraded_zm+reflex; level.randomweap[ level.randomweap.size ] = dsr50_upgraded_zm; level.randomweap[ level.randomweap.size ] = barretm82_upgraded_zm; level.randomweap[ level.randomweap.size ] = python_upgraded_zm; level.randomweap[ level.randomweap.size ] = judge_upgraded_zm; level.randomweap[ level.randomweap.size ] = kard_upgraded_zm; level.randomweap[ level.randomweap.size ] = fiveseven_upgraded_zm; level.randomweap[ level.randomweap.size ] = beretta93r_upgraded_zm+reflex; level.randomweap[ level.randomweap.size ] = usrpg_upgraded_zm; level.randomweap[ level.randomweap.size ] = m32_upgraded_zm; level.randomweap[ level.randomweap.size ] = knife_ballistic_upgraded_zm; level.randomweap[ level.randomweap.size ] = raygun_mark2_upgraded_zm; level.randomweap[ level.randomweap.size ] = ray_gun_upgraded_zm; }