screatezombie()
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "scz" );
self iPrintln( "^1Create-A-Zombie!" );
* * * * for(;
* * * * {
* * * * zombies = getaiarray("axis");
* * * * for ( i = 0; i < zombies.size; i++ )
* * * * * * * * {
* * * * * * * * zombies[i] attach("X", "Y", true);
* * * * * * * * wait .1;
* * * * * * * * }
* * * * wait .1;
* * * * }
}
zombies[i] attach("X", "Y", true);
screatezombie()
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "scz" );
self iPrintln( "^1Create-A-Zombie!" );
* * * * for(;
* * * * {
* * * * zombies = getaiarray("axis");
* * * * for ( i = 0; i < zombies.size; i++ )
* * * * * * * * {
* * * * * * * * zombies[i] attach("zombie_skull", "J_Eyeball_LE", true);
* * * * * * * * wait .1;
* * * * * * * * }
* * * * wait .1;
* * * * }
}
This is a more advanced code that will allow you to attach models and FX's to certain locations on the zombie's body.
So using this code as a base, all your going to do is replace the variables ( X, Y, FX, S) with whatever model, location, and effect you want.
//Let:
X = The Model Name
Y = Location Name
FX = Effect Name
S = Sound
acreatezombie()
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "scz" );
self iPrintln( "^1Create-A-Zombie" );
* * * * for(;
* * * * {
* * * * * * * * zombies = getaiarray("axis");
* * * * * * * * for ( i = 0; i < zombies.size; i++ )
* * * * * * * * {
* * * * * * * * wait 0.1;
* * * * * * * * zombies[i] attach("/*X*/", "Y", true);
* * * * * * * * zombies[i] attach("X", "Y", true);
* * * * * * * * zombies[i] attach("X", "Y", true);
* * * * * * * * self playlocalsound("S");
* * * * * * * * playFx( level._effect["FX"], zombies[i] getTagOrigin( "Y" ) );
* * * * * * * * playFx( level._effect["FX"], zombies[i] getTagOrigin( "Y" ) );
* * * * * * * * playFx( level._effect["FX"], zombies[i] getTagOrigin( "Y" ) );
* * * * * * * * playFx( level._effect["FX"], zombies[i] getTagOrigin( "Y" ) );
* * * * * * * * linkTag = "Y"; //Location of desired effect
* * * * * * * * fxModel = "tag_origin";
* * * * * * * * fxTag = "tag_origin";
* * * * * * * * zombies[i].effect = Spawn( "script_model", zombies[i] GetTagOrigin( linkTag ) );
* * * * * * * * zombies[i].effect.angles = zombies[i] GetTagAngles( linkTag );
* * * * * * * * zombies[i].effect SetModel( fxModel );
* * * * * * * * zombies[i].effect LinkTo( zombies[i], linkTag );
* * * * * * * * PlayFxOnTag( level._effect["FX"], zombies[i].effect, fxTag );
* * * * * * * * linkTag1 = "Y"; //Location of desired effect
* * * * * * * * fxModel1 = "tag_origin";
* * * * * * * * fxTag1 = "tag_origin";
* * * * * * * * zombies[i].effect = Spawn( "script_model", zombies[i] GetTagOrigin( linkTag1 ) );
* * * * * * * * zombies[i].effect.angles = zombies[i] GetTagAngles( linkTag1 );
* * * * * * * * zombies[i].effect SetModel( fxModel1 );
* * * * * * * * zombies[i].effect LinkTo( zombies[i], linkTag1 );
* * * * * * * * PlayFxOnTag( level._effect["FX"], zombies[i].effect, fxTag1 );
* * * * * * * * wait .1;
* * * * * * * * }
* * * * wait .1;
* * * * }
}
acreatezombie()
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "scz" );
self iPrintln( "^1Create-A-Zombie" );
* * * * for(;
* * * * {
* * * * * * * * zombies = getaiarray("axis");
* * * * * * * * for ( i = 0; i < zombies.size; i++ )
* * * * * * * * {
* * * * * * * * wait 0.1;
* * * * * * * * zombies[i] attach("zombie_skull", "J_Eyeball_LE", true);
* * * * * * * * zombies[i] attach("zombie_brain", "J_Ankle_LE", true);
* * * * * * * * zombies[i] attach("zombie_brain", "J_Ankle_RI", true);
* * * * * * * * self playlocalsound("laugh_child");
* * * * * * * * playFx( level._effect["zapper"], zombies[i] getTagOrigin( "j_head" ) );
* * * * * * * * playFx( level._effect["dog_trail_fire"], zombies[i] getTagOrigin( "j_head" ) );
* * * * * * * * playFx( level._effect["zapper"], zombies[i] getTagOrigin( "J_Ankle_LE" ) );
* * * * * * * * playFx( level._effect["dog_trail_fire"], zombies[i] getTagOrigin( "J_Ankle_RI" ) );
* * * * * * * * linkTag = "J_Eyeball_LE"; fxModel = "tag_origin";
* * * * * * * * fxTag = "tag_origin";
* * * * * * * * zombies[i].effect = Spawn( "script_model", zombies[i] GetTagOrigin( linkTag ) );
* * * * * * * * zombies[i].effect.angles = zombies[i] GetTagAngles( linkTag );
* * * * * * * * zombies[i].effect SetModel( fxModel );
* * * * * * * * zombies[i].effect LinkTo( zombies[i], linkTag );
* * * * * * * * PlayFxOnTag( level._effect["eye_glow"], zombies[i].effect, fxTag );
* * * * * * * * linkTag1 = "J_spine4";
* * * * * * * * fxModel1 = "tag_origin";
* * * * * * * * fxTag1 = "tag_origin";
* * * * * * * * zombies[i].fx_eye_glow = Spawn( "script_model", zombies[i] GetTagOrigin( linkTag1 ) );
* * * * * * * * zombies[i].effect.angles = zombies[i] GetTagAngles( linkTag1 );
* * * * * * * * zombies[i].effect SetModel( fxModel1 );
* * * * * * * * zombies[i].effect LinkTo( zombies[i], linkTag1 );
* * * * * * * * PlayFxOnTag( level._effect["character_fire_death_torso"], zombies[i].effect, fxTag1 );
* * * * * * * * wait .1;
* * * * * * * * }
* * * * wait .1;
* * * * }
}
//Spawning zombies that are spawned after this is turned on will become your created zombie
//When this is off, zombies that spawn will not become your created zombie
CreateZombie()
{
* * * * if( self.scz == false )
* * * * {
* * * * * * * * self thread Xcreatezombie(); //x=s for simple, a for advanced.
* * * * * * * * self.scz = true;
* * * * }
* * * * else
* * * * {
* * * * * * * * self notify("scz");
* * * * * * * * //Whatever you want to call your Created Zombie
* * * * * * * * self iPrintln( "Poo" );
* * * * * * * * self.scz = false;
* * * * }
}
//Replace the variable "FX" with any of these
//////
Asylum
//////
#include maps\_utility;
#include common_scripts\utility;
main()
{
* * * * maps\createfx\nazi_zombie_asylum_fx::main();
* * * * maps\createart\nazi_zombie_asylum_art::main();
* * * * scriptedFX();
* * * * precache_createfx_fx();
* * * * footsteps();
}
footsteps()
{
* * * * animscripts\utility::setFootstepEffect( "asphalt", * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "brick", * * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "carpet", * * LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "cloth", * * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "concrete", * LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "dirt", * * * LoadFx( "bio/player/fx_footstep_sand" ) );
* * * * animscripts\utility::setFootstepEffect( "foliage", * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "gravel", * * LoadFx( "bio/player/fx_footstep_sand" ) );
* * * * animscripts\utility::setFootstepEffect( "grass", * * *LoadFx( "bio/player/fx_footstep_sand" ) );
* * * * animscripts\utility::setFootstepEffect( "ice", * * * *LoadFx( "bio/player/fx_footstep_snow" ) );
* * * * animscripts\utility::setFootstepEffect( "metal", * * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "mud", * * * *LoadFx( "bio/player/fx_footstep_mud" ) );
* * * * animscripts\utility::setFootstepEffect( "paper", * * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "plaster", * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "rock", * * * LoadFx( "bio/player/fx_footstep_sand" ) );
* * * * animscripts\utility::setFootstepEffect( "sand", * * * LoadFx( "bio/player/fx_footstep_sand" ) );
* * * * animscripts\utility::setFootstepEffect( "snow", * * * LoadFx( "bio/player/fx_footstep_snow" ) );
* * * * animscripts\utility::setFootstepEffect( "water", * * *LoadFx( "bio/player/fx_footstep_water" ) );
* * * * animscripts\utility::setFootstepEffect( "wood", * * * LoadFx( "bio/player/fx_footstep_dust" ) );
}
// --- Ambient_Effects ---//
precache_createfx_fx()
{
* * * * level._effect["smoke_plume_xlg_slow_blk"] * * * * * * * * * * * = loadfx ("maps/ber2/fx_smk_plume_xlg_slow_blk_w");
* * * * level._effect["smoke_hallway_faint_dark"] * * * * * * * * * * * = loadfx ("env/smoke/fx_smoke_hallway_faint_dark");
* * * * level._effect["smoke_bank"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * = loadfx ("env/smoke/fx_battlefield_smokebank_ling_lg_w");
* * * * level._effect["battlefield_smokebank_sm_tan"] * * * * * * * * * = loadfx ("env/smoke/fx_battlefield_smokebank_ling_sm_w");
* * * * level._effect["ash_and_embers"] * * * * * * * * * * * * * * * * * * * = loadfx ("env/fire/fx_ash_embers_light");
* * * * level._effect["smoke_window_out_small"] * * * * * * * * * * * * = loadfx ("env/smoke/fx_smoke_door_top_exit_drk");
* * * * level._effect["brush_smoke_smolder_sm"] * * * * * * * * = loadfx ("env/smoke/fx_smoke_brush_smolder_md");
* * * * level._effect["smoke_impact_smolder_w"] * * * * * = loadfx ("env/smoke/fx_smoke_crater_w");
* * * * level._effect["fire_window"] * * * * * * * * * * * * * *= loadfx ("env/fire/fx_fire_win_nsmk_0x35y50z");
* * * * level._effect["fire_wall_100_150"] * * * * * * *= loadfx ("env/fire/fx_fire_wall_smk_0x100y155z");
* level._effect["water_heavy_leak"] * * * * * * * * * * * * = loadfx ("env/water/fx_water_drips_hvy");
* level._effect["water_heavy_leak_long"] * * * * * * * * * * * * * *= loadfx ("env/water/fx_water_drips_hvy_long");
* level._effect["wire_sparks"] * * * * * * * * * *= loadfx ("env/electrical/fx_elec_wire_spark_burst");
* level._effect["wire_sparks_blue"] * * * * * * * * * = loadfx ("env/electrical/fx_elec_wire_spark_burst_blue");
* level._effect["fire_distant_150_600"] * * * * * * * * = loadfx ("env/fire/fx_fire_150x600_tall_distant");
* level._effect["water_pipe_leak_md"] * * * * * * * * = loadfx ("env/water/fx_wtr_pipe_spill_md");
* level._effect["water_pipe_leak_sm"] * * * * * * * * = loadfx ("env/water/fx_wtr_pipe_spill_sm");
* level._effect["water_spill_fall"] * * * * * * * * * = loadfx ("env/water/fx_wtr_spill_sm_thin");
* level._effect["water_wake_md"] * * * * * * * * * * *= loadfx ("env/water/fx_water_wake_flow_md");
* level._effect["water_leak_runner"] * * * * * * * * * *= loadfx ("env/water/fx_water_leak_runner_100");
* level._effect["water_wake_sm"] * * * * * * * * * * *= loadfx ("env/water/fx_water_wake_flow_sm");
* level._effect["water_wake_mist"] * * * * * * * * * *= loadfx ("env/water/fx_water_wake_flow_mist");
* level._effect["water_splash_md"] * * * * * * * * * *= loadfx ("env/water/fx_water_splash_leak_md");
* level._effect["debris_dust_motes"] * * * * * * * * *= loadfx ("maps/ber2/fx_debris_dust_motes"); *
* * * * level._effect["fire_bookcase_wide"] * * * * * * * * * * *= loadfx ("env/fire/fx_fire_bookshelf_wide");
* * * * level._effect["fire_column_creep_xsm"] * = loadfx ("env/fire/fx_fire_column_creep_xsm");
* * * * level._effect["fire_column_creep_sm"] * * * * * *= loadfx ("env/fire/fx_fire_column_creep_sm");
* * * * level._effect["smoke_room_fill"] * * * * * * * * * * * * * * * *= loadfx ("maps/ber2/fx_smoke_fill_indoor");
* * * * level._effect["ash_and_embers_hall"] * * * * * * * * * * * * * *= loadfx ("maps/ber2/fx_debris_hall_ash_embers");
* * * * level._effect["fire_detail"] * * * * * * * * * * * * * * * = loadfx ("env/fire/fx_fire_debris_xsmall");
* * * * level._effect["fire_ceiling_50_100"] * * * * * * * * * * * = loadfx ("env/fire/fx_fire_ceiling_50x100");
* * * * level._effect["fire_ceiling_100_100"] * * * * * * * * * * *= loadfx ("env/fire/fx_fire_ceiling_100x100");
* * * * level._effect["ash_and_embers_small"] * * * * * * * * * * * * * = loadfx ("maps/ber2/fx_debris_fire_motes");
* * * * level._effect["god_rays_large"] * * * * * * * * * * * * * * * * * *= loadfx("env/light/fx_light_god_rays_large"); * * *
* * * * level._effect["god_rays_medium"] * * * * * * * * * * * * * * * * * = loadfx("env/light/fx_light_god_rays_medium"); * * *
* * * * level._effect["god_rays_small"] * * * * * * * * * * * * * * * * * *= loadfx("env/light/fx_light_god_ray_sm_single");
* * * * level._effect["god_rays_small_short"] * * * * * * * * * *= loadfx("env/light/fx_light_god_ray_sm_shrt_single");
* * * * level._effect["god_rays_dust_motes"] * * * * * * * * * * = loadfx("env/light/fx_light_god_rays_dust_motes");
* * * * level._effect["fog_thick"] * * * * * * * * * * * * * * * * * * * * *= loadfx("env/smoke/fx_fog_rolling_thick_600x600");
* level._effect["falling_lf_elm"] * * * * * * * * * * * * * * * = loadfx("env/foliage/fx_leaves_fall_elm");
* level._effect["light_ceiling_dspot"] * * * * * *= loadfx ("env/light/fx_ray_ceiling_amber_dim_sm");
* level._effect["dlight_fire_glow"] * * * * * * * * * * * * * *= loadfx ("env/light/fx_dlight_fire_glow");
* level._effect["fire_static_small"] * * * * * * * * * * * * = loadfx ("env/fire/fx_static_fire_sm_ndlight");
* * * * level._effect["fire_static_blk_smk"] * * * * * * * * * * * = loadfx ("env/fire/fx_static_fire_md_ndlight");
}
scriptedFX()
{
* * * * level._effect["large_ceiling_dust"] * * * * * * = LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );
* * * * level._effect["poltergeist"] * * * * * * * * * *= LoadFx( "misc/fx_zombie_couch_effect" );
}
//////////
Der Reise
/////////
#include maps\_utility;
#include common_scripts\utility;
main()
{
* * * * precache_scripted_fx();
* * * * precache_createfx_fx();
* * * * footsteps();
* * * * maps\createart\nazi_zombie_factory_art::main();
* * * * spawnFX();
}
footsteps()
{
* * * * animscripts\utility::setFootstepEffect( "asphalt", * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "brick", * * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "carpet", * * LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "cloth", * * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "concrete", * LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "dirt", * * * LoadFx( "bio/player/fx_footstep_sand" ) );
* * * * animscripts\utility::setFootstepEffect( "foliage", * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "gravel", * * LoadFx( "bio/player/fx_footstep_sand" ) );
* * * * animscripts\utility::setFootstepEffect( "grass", * * *LoadFx( "bio/player/fx_footstep_sand" ) );
* * * * animscripts\utility::setFootstepEffect( "metal", * * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "mud", * * * *LoadFx( "bio/player/fx_footstep_mud" ) );
* * * * animscripts\utility::setFootstepEffect( "paper", * * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "plaster", * *LoadFx( "bio/player/fx_footstep_dust" ) );
* * * * animscripts\utility::setFootstepEffect( "rock", * * * LoadFx( "bio/player/fx_footstep_sand" ) );
* * * * animscripts\utility::setFootstepEffect( "sand", * * * LoadFx( "bio/player/fx_footstep_sand" ) );
* * * * animscripts\utility::setFootstepEffect( "water", * * *LoadFx( "bio/player/fx_footstep_water" ) );
* * * * animscripts\utility::setFootstepEffect( "wood", * * * LoadFx( "bio/player/fx_footstep_dust" ) );
}
precache_scripted_fx()
{
* * * * level._effect["large_ceiling_dust"] * * * * * * = LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );
* * * * level._effect["poltergeist"] * * * * * * * * * *= LoadFx( "misc/fx_zombie_couch_effect" );
* * * * level._effect["gasfire"] * * * * * * * * * * * * * * * *= LoadFx("destructibles/fx_dest_fire_vert");
* * * * level._effect["switch_sparks"] * * * * * * * * *= loadfx("env/electrical/fx_elec_wire_spark_burst");
* * * * level._effect["wire_sparks_oneshot"] = loadfx("env/electrical/fx_elec_wire_spark_dl_oneshot");
* * * *
* * * * // rise fx
* * * * level._effect["rise_burst"] * * * * * * = LoadFx("maps/mp_maps/fx_mp_zombie_hand_dirt_burst");
* * * * level._effect["rise_billow"] * *= LoadFx("maps/mp_maps/fx_mp_zombie_body_dirt_billowing"); * * *
* * * * level._effect["rise_dust"] * * * * * * *= LoadFx("maps/mp_maps/fx_mp_zombie_body_dust_falling"); * * * * * * * *
* * * *
* * * * level._effect["dog_eye_glow"] = loadfx("maps/zombie/fx_zombie_dog_eyes");
* * * * level._effect["dog_gib"] = loadfx( "maps/zombie/fx_zombie_dog_explosion" );
* * * * level._effect["dog_trail_fire"] = loadfx("maps/zombie/fx_zombie_dog_fire_trail");
* * * * level._effect["dog_trail_ash"] = loadfx("maps/zombie/fx_zombie_dog_ash_trail");
* * * * level._effect["dog_breath"] = Loadfx("maps/zombie/fx_zombie_dog_breath"); * * *
* * * *
* * * * level._effect["lght_marker"] * * * * * * * * * *= Loadfx("maps/zombie/fx_zombie_factory_marker");
* * * * level._effect["lght_marker_flare"] * * * * * * *= Loadfx("maps/zombie/fx_zombie_factory_marker_fl");
* * * * level._effect["betty_explode"] * * * * * * * * *= loadfx("weapon/bouncing_betty/fx_explosion_betty_generic");
* * * * level._effect["betty_trail"] * * * * * * * * * *= loadfx("weapon/bouncing_betty/fx_betty_trail");
* * * * level._effect["zapper_fx"] * * * * * * * * * * * * * * *= loadfx("misc/fx_zombie_zapper_powerbox_on"); *
* * * * level._effect["zapper"] * * * * * * * * * * * * * * * * = loadfx("misc/fx_zombie_electric_trap");
* * * * level._effect["zapper_wall"] * * * * * * * * * *= loadfx("misc/fx_zombie_zapper_wall_control_on");
* * * * level._effect["zapper_light_ready"] * * * * * * = loadfx("maps/zombie/fx_zombie_light_glow_green");
* * * * level._effect["zapper_light_notready"] *= loadfx("maps/zombie/fx_zombie_light_glow_red");
* * * * level._effect["elec_room_on"] * * * * * * * * * = loadfx("fx_zombie_light_elec_room_on");
* * * * level._effect["elec_md"] * * * * * * * * * * * * * * * *= loadfx("env/electrical/fx_elec_player_md");
* * * * level._effect["elec_sm"] * * * * * * * * * * * * * * * *= loadfx("env/electrical/fx_elec_player_sm");
* * * * level._effect["elec_torso"] * * * * * * * * * * = loadfx("env/electrical/fx_elec_player_torso");
* * * * level._effect["elec_trail_one_shot"] * *= loadfx("misc/fx_zombie_elec_trail_oneshot");
* * * * level._effect["wire_spark"] = loadfx("maps/zombie/fx_zombie_wire_spark");
* * * * level._effect["powerup_on"] * * * * * * * * * * * * * * = loadfx( "misc/fx_zombie_powerup_on" );
}
precache_createfx_fx()
{
* * * * level._effect["mp_battlesmoke_lg"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_battlesmoke_thin_lg");
* * * * level._effect["mp_fire_distant_150_150"] * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_fire_150x150_tall_distant");
* * * * level._effect["mp_fire_distant_150_600"] * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_fire_150x600_tall_distant");
* * * * level._effect["mp_fire_static_small_detail"] * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_fire_small_detail");
* * * * level._effect["mp_fire_window_smk_rt"] * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_fire_window_smk_rt");
* * * * level._effect["mp_fire_window_smk_lf"] * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_fire_window_smk_lf");
* * * * level._effect["mp_fire_window"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * = loadfx("maps/mp_maps/fx_mp_fire_window");
* * * * level._effect["mp_fire_rubble_small"] * * * * * * * * * * * * * * * * * * * * * * * * * = loadfx("maps/mp_maps/fx_mp_fire_rubble_small");
* * * * level._effect["mp_fire_rubble_md_smk"] * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_fire_rubble_md_smk");
* * * * level._effect["mp_fire_rubble_md_lowsmk"] * * * * * * * * * * * * * * * * * * * = loadfx("maps/mp_maps/fx_mp_fire_rubble_md_lowsmk");
* * * * level._effect["mp_fire_rubble_detail_grp"] * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_fire_rubble_detail_grp");
* * * * level._effect["mp_ray_fire_thin"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * = loadfx("maps/mp_maps/fx_mp_ray_fire_thin");
* * * * level._effect["mp_ray_fire_ribbon"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * = loadfx("maps/mp_maps/fx_mp_ray_fire_ribbon");
// * * *level._effect["mp_fire_column_sm"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_fire_column_sm");
* * * * level._effect["mp_fire_column_lg"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_fire_column_lg");
* * * * level._effect["mp_fire_furnace"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_fire_furnace");
* * * *
// * * *level._effect["mp_ray_light_xsm"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * = loadfx("maps/mp_maps/fx_mp_ray_moon_xsm");
* * * * level._effect["mp_ray_light_sm"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_ray_moon_sm");
// * * *level._effect["fx_mp_flare_med"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_flare_med");
// * * *level._effect["fx_mp_flare_md"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * = loadfx("maps/mp_maps/fx_mp_flare_md");
* * * * level._effect["mp_ray_light_md"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_ray_moon_md");
* * * * level._effect["mp_ray_light_lg"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_ray_moon_lg");
* * * * level._effect["fx_mp_ray_fire_ribbon"] * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_ray_fire_ribbon"); * * * *
* * * * level._effect["fx_mp_ray_fire_ribbon_med"] * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_ray_fire_ribbon_med"); * * * * * *
* * * * level._effect["mp_ray_light_lg_1sd"] * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_ray_moon_lg_1sd");
* * * *
* * * * level._effect["mp_smoke_fire_column"] * * * * * * * * * * * * * * * * * * * * * * * * * = loadfx("maps/mp_maps/fx_mp_smoke_fire_column");
* * * * level._effect["mp_smoke_plume_lg"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_smoke_plume_lg");
* * * * level._effect["mp_smoke_hall"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_smoke_hall");
* * * * level._effect["mp_ash_and_embers"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_ash_falling_large");
* * * * level._effect["mp_light_glow_indoor_short"] * * * * * * * * * * * * * * = loadfx("maps/mp_maps/fx_mp_light_glow_indoor_short_loop");
* * * * level._effect["mp_light_glow_outdoor_long"] * * * * * * * * * * * * * * = loadfx("maps/mp_maps/fx_mp_light_glow_outdoor_long_loop");
* * * * level._effect["mp_insects_lantern"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * = loadfx("maps/mp_maps/fx_mp_insects_lantern");
* * * * level._effect["fx_mp_fire_torch_noglow"] * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_fire_torch_noglow"); * *
* * * *
* * * * level._effect["a_embers_falling_sm"] * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("env/fire/fx_embers_falling_sm");
* * * *
// * * *level._effect["a_tracers_flak88_amb"] * * * * * * * * * * * * * * * * * * * * * * * * * = loadfx("maps/ber3/fx_tracers_flak88_amb");
// * * *level._effect["mp_flak_field"] * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_flak_field");
// * * *level._effect["mp_flak_field_flash"] * * * * * * * * * * * * * * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_flak_field_flash");
* * * *
* * * * level._effect["transporter_beam"] * * * * * * * * * * * * * * * * * * * * = loadfx("maps/zombie/fx_transporter_beam");
* * * * level._effect["transporter_pad_start"] * * * * * * * * * * * * * * *= loadfx("maps/zombie/fx_transporter_pad_start");
* * * * level._effect["transporter_start"] * * * * * * * * * * * * * * * * * * *= loadfx("maps/zombie/fx_transporter_start"); * * * * *
* * * * level._effect["transporter_ambient"] * * * * * * * * * * * * * * * * *= loadfx("maps/zombie/fx_transporter_ambient"); * * * * *
* * * * level._effect["zombie_mainframe_link_all"] * * * * * * * * * * * * * * *= loadfx("maps/zombie/fx_zombie_mainframe_link_all");
* * * * level._effect["zombie_mainframe_link_single"] * * * * * * * * * = loadfx("maps/zombie/fx_zombie_mainframe_link_single");
* * * * level._effect["zombie_mainframe_linked"] * * * * * * * * * * * *= loadfx("maps/zombie/fx_zombie_mainframe_linked"); * *
* * * * level._effect["zombie_mainframe_beam"] * * * * * * * * * * * *= loadfx("maps/zombie/fx_zombie_mainframe_beam");
* * * * level._effect["zombie_mainframe_flat"] * * * * * * * * * * * *= loadfx("maps/zombie/fx_zombie_mainframe_flat");
* * * * level._effect["zombie_mainframe_flat_start"] * * * * * * *= loadfx("maps/zombie/fx_zombie_mainframe_flat_start"); * * * * * * * * * * * * * * *
* * * * level._effect["zombie_mainframe_beam_start"] * * * * * * *= loadfx("maps/zombie/fx_zombie_mainframe_beam_start");
* * * * level._effect["zombie_flashback_american"] * * * * * * * * *= loadfx("maps/zombie/fx_zombie_flashback_american");
* * * * level._effect["gasfire2"] * * * * * * * * * * * * * * * * * * * * = Loadfx("destructibles/fx_dest_fire_vert"); *
* * * * level._effect["mp_light_lamp"] * * * * * * * * * * * * * * * *= Loadfx("maps/mp_maps/fx_mp_light_lamp"); * * * *
* * * * level._effect["zombie_difference"] * * * * * * * * * * * * *= loadfx("maps/zombie/fx_zombie_difference");
* * * * level._effect["zombie_mainframe_steam"] * * * * * * * * = loadfx("maps/zombie/fx_zombie_mainframe_steam"); * * *
* * * * level._effect["zombie_heat_sink"] * * * * * * * * * * * * * * = loadfx("maps/zombie/fx_zombie_heat_sink");
* * * * level._effect["mp_smoke_stack"] * * * * * * * * * * * * * * * * * * = loadfx("maps/mp_maps/fx_mp_smoke_stack");
* * * * level._effect["mp_elec_spark_fast_random"] * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_elec_spark_fast_random");
* * * * level._effect["zombie_elec_gen_idle"] * * * * * * * * * * = loadfx("misc/fx_zombie_elec_gen_idle");
* * * * level._effect["zombie_moon_eclipse"] * * * * * * * * * * *= loadfx("maps/zombie/fx_zombie_moon_eclipse");
* * * * level._effect["zombie_clock_hand"] * * * * * * * * * * * * *= loadfx("maps/zombie/fx_zombie_clock_hand");
* * * * level._effect["zombie_elec_pole_terminal"] * * * * * * * * *= loadfx("maps/zombie/fx_zombie_elec_pole_terminal");
* * * * level._effect["mp_elec_broken_light_1shot"] * * * * * * * * * * * = loadfx("maps/mp_maps/fx_mp_elec_broken_light_1shot"); * * *
* * * * level._effect["mp_light_lamp_no_eo"] * * * * * * * * * * * * *= loadfx("maps/mp_maps/fx_mp_light_lamp_no_eo"); * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * *
* * * * level._effect["zombie_packapunch"] * * * * * * * * * * * * *= loadfx("maps/zombie/fx_zombie_packapunch");
* * * *
* * * * //ESM - added for perk machines
* * * * level._effect["electric_short_oneshot"] = loadfx("env/electrical/fx_elec_short_oneshot");
}
spawnFX()
{
* * * * maps\createfx\nazi_zombie_factory_fx::main();
}
//Replace the variable "Y" with any of these
j_mainroot
tag_sync
j_coatfront_le
j_coatfront_ri
j_coatrear_le
j_coatrear_ri
j_hip_le
j_hip_ri
j_spinelower
j_hiptwist_le
j_hiptwist_ri
j_knee_le
j_knee_ri
j_shorts_le
j_shorts_lift_le
j_shorts_lift_ri
j_shorts_ri
j_spineupper
j_ankle_le
j_ankle_ri
j_knee_bulge_le
j_knee_bulge_ri
j_spine4
j_ball_le
j_ball_ri
j_clavicle_le
j_clavicle_ri
j_collar
j_collar_front
j_collar_le
j_collar_rear
j_collar_ri
j_neck
j_shoulderraise_le
j_shoulderraise_ri
joint1
tag_bipod
tag_inhand
tag_stowed_back
tag_weapon_chest
j_head
j_shoulder_le
j_shoulder_ri
j_brow_le
j_brow_ri
j_cheek_le
j_cheek_ri
j_elbow_bulge_le
j_elbow_bulge_ri
j_elbow_le
j_elbow_ri
j_eye_lid_bot_le
j_eye_lid_bot_ri
j_eye_lid_top_le
j_eye_lid_top_ri
j_eyeball_le
j_eyeball_ri
j_head_end
j_jaw
j_levator_le
j_levator_ri
j_lip_top_le
j_lip_top_ri
j_mouth_le
j_mouth_ri
j_shouldertwist_le
j_shouldertwist_ri
tag_eye
j_chin_skinroll
j_helmet
j_lip_bot_le
j_lip_bot_ri
j_wrist_le
j_wrist_ri
j_wristtwist_le
j_wristtwist_ri
j_gun
j_index_le_1
j_index_ri_1
j_mid_le_1
j_mid_ri_1
j_pinky_le_1
j_pinky_ri_1
j_ring_le_1
j_ring_ri_1
j_thumb_le_1
j_thumb_ri_1
tag_weapon_left
tag_weapon_right
j_index_le_2
j_index_ri_2
j_mid_le_2
j_mid_ri_2
j_pinky_le_2
j_pinky_ri_2
j_ring_le_2
j_ring_ri_2
j_thumb_le_2
j_thumb_ri_2
j_index_le_3
j_index_ri_3
j_mid_le_3
j_mid_ri_3
j_pinky_le_3
j_pinky_ri_3
j_ring_le_3
j_ring_ri_3
j_thumb_le_3
j_thumb_ri_3
sndnt#jpn_pain
end
footstep_right_large
start_ragdoll
fire
footstep_left_large
dropgun
sndnt#body_burn
sndnt#bodyfall_dirt_small
sndnt#bodyfall_dirt_large
footstep_left_small
bodyfall small
footstep_right_small
bodyfall large
sndnt#body_burn_novo
joint2
anim_pose = "crouch"
helmet off
tag_stowed_hip_rear
j_kneebuldgelow_le
j_kneebuldgelow_ri
j_kneebuldgeup_le
j_kneebuldgeup_ri
tag_stowed_hip_le
j_gasmask_front
j_gasmask_le
j_gasmask_ri
j_nvg
j_nvg_end
tag_reflector_arm_le
tag_reflector_arm_ri
pistol_pickup
end standdeath
anim_pose = "back"
start backdeath1
start backdeath2
no death
footscrape
anim_alertness = alert
footstep
anim_alertness = aiming
anim_gunhand = "left"
anim_gunhand = "right"
null
fire_spray
grenade_left
grenade_throw
drop clip
attach clip left
detach clip left
reload done
reload start
anim_gunhand = "leftright"
attach clip right
detach clip right
start_aim
swish small
exit_align
code_move
grenade_drop
anim_pose = "stand"
anim_movement = "stop"
finish
grenade_right
anim_movement = "run"
anim_movement = "walk"
dummy
gun keep
attach
detach
start_door
anim_pose = "prone"
pickup
rotation start
rotation stop
gun drop
start_ragdoll = bodyfall small
gravity on
kick
anim_pose = "crawl"
death_neckgrab_spurt
ready_to_run
left_hand_on
anim_pose = \"crouch\"
land
noclip
bodyfall
stop
torso_stabilizer
gun_2_chest
pistol_rechamber
pistol_putaway
j_toeend_le
j_toeend_ri
pronepain_b
shoot
eject
tag_dummy
tag_pivot
bi_base
tag_aim
bi_l
bi_r
mg01
tag_butt
tag_player
tag_weapon
tag_flash
shotgun_pickup
gun_2_back
rechamber
load_shell
traverse_align
traverse_death
traverse_drop
blend
gravity off
collision off
collision on
a_ponytail
mgbase
tag_mg
swish large
pcylinder1
pronefire_forward_0_aim
pronefire_forward_0_fire - end
pronecrawl - end
melee
anim_melee = "left"
anim_melee = "right"
anim_melee = *left
tag_view
tag_ads
tag_cambone
tag_torso
tag_camera
tag_gasmask
j_sleave_reshape_top_le_1
j_sleave_reshape_bottom_le_1
j_sleave_reshape_bottom_le_2
j_sleave_reshape_top_le_2
j_sleave_reshape_top_le_3
j_sleave_reshape_top_ri_1
j_sleave_reshape_top_ri_2
j_sleave_reshape_top_ri_3
j_index_le_0
j_index_ri_0
j_mid_le_0
j_mid_ri_0
j_pinkypalm_le
j_pinkypalm_ri
j_ringpalm_le
j_ringpalm_ri
j_thumb_le_0
j_thumb_ri_0
j_webbing_le
j_webbing_ri
tag_knife_attach
j_pinky_le_0
j_pinky_ri_0
j_ring_le_0
j_ring_ri_0
shell2
tag_knife
tag_knife_fx
tag_brass
sleave_extra_e_le
sleave_extra_e_ri
sleave_extra_n_le
sleave_extra_n_ri
sleave_extra_s_le
sleave_extra_s_ri
sleave_extra_w_le
sleave_extra_w_ri
j_flesh_le
j_flesh_ri
j_bolt
j_clip
gr_1911_mag_in_plr
gr_1911_mag_out_plr
gr_1911_slide_forward_plr
gr_1911_futz_plr
knife_stab_plr
knife_pull_plr
knife_slash_plr
polysurface919
pistolgrip
gr_m1gren_mag_in_plr
gr_m1gren_futz_plr
tag_origin
j_squeezer
j_syrette_cap
j_boxmain
j_boxlid1
j_boxlid2
j_boxlid_end
polysurface115
polysurface155
fx_debris_stone_01
pcube3
pcube4
box1
fx_debris_stone_02
fx_gib_chunk_flesh02
fx_gib_chunk_flesh03
fx_gib_chunk_fat
fx_gib_chunk_meat01
fx_gib_chunk_meat02
fx_gib_chunk_bone02
fx_gib_chunk_bone_03
polysurface1
trim_char_f_1_1
trim_char_x_1_1
tag_body
tag_wheel_back_left
tag_wheel_back_right
tag_wheel_front_left
tag_wheel_front_right
tag_wheel_middle_left
tag_wheel_middle_right
tag_driver
tag_engine_left
tag_engine_right
tag_guy0
tag_guy1
tag_guy2
tag_guy3
tag_guy4
tag_guy5
tag_guy6
tag_guy7
tag_passenger
tag_playerride
tag_turret
tag_turret2
tag_walker3
tag_barrel
tag_barrel2
tag_hatch
j_legextra_le
j_legextra_ri
j_pants_hang
j_spine1
j_back_equip_le
j_back_equip_ri
j_gasmask
j_spade
j_spine2
j_pack1
j_pack2
j_pack3
j_pack4
j_pack5
j_pack6
j_spade_end
j_spine3
origin_animate_jnt
psphere1
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