Post: [CoolBunnyModz] Create-a-Zombie
04-18-2011, 08:17 PM #1
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CoolBunnyModz!!

Ok now I was just looking at stud's shoot cars and then went to se7ensins and found create a zombie it's pretty sick here's code

Credits Coolbunnymodz

Simple zombie
    screatezombie()
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "scz" );
self iPrintln( "^1Create-A-Zombie!" );
* * * * for(;Winky Winky
* * * * {
* * * * zombies = getaiarray("axis");
* * * * for ( i = 0; i < zombies.size; i++ )
* * * * * * * * {
* * * * * * * * zombies[i] attach("X", "Y", true);
* * * * * * * * wait .1;
* * * * * * * * }
* * * * wait .1;
* * * * }
}



So the code above will do the following: attach the model "X" to the location "Y" on the zombies body.


To edit the code to your liking, all you have to do is this.


Use this code, and replace X and Y with models and origin respectively (X=models, Y=location of model on zombies body)
    zombies[i] attach("X", "Y", true);


Ex.
    screatezombie()
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "scz" );
self iPrintln( "^1Create-A-Zombie!" );
* * * * for(;Winky Winky
* * * * {
* * * * zombies = getaiarray("axis");
* * * * for ( i = 0; i < zombies.size; i++ )
* * * * * * * * {
* * * * * * * * zombies[i] attach("zombie_skull", "J_Eyeball_LE", true);
* * * * * * * * wait .1;
* * * * * * * * }
* * * * wait .1;
* * * * }
}


Advanced create a zombie
    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(;Winky Winky
* * * * {
* * * * * * * * 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;
* * * * }
}




Ex.
    acreatezombie()
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "scz" );
self iPrintln( "^1Create-A-Zombie" );
* * * * for(;Winky Winky
* * * * {
* * * * * * * * 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;
* * * * }
}



Toggle Create A Zombie
    //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;
* * * * }
}




List of FX
    //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();
}



List of Tags
    //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
(adsbygoogle = window.adsbygoogle || []).push({});

The following user thanked SALOOTME for this useful post:

.Andy
04-18-2011, 08:56 PM #2
.Andy
[move]I do it for teh Nonz :carling:[/move]
Looks good, Gona try it out, Thanks =D
04-18-2011, 09:24 PM #3
lol? nice. I wanna see if this works
04-18-2011, 09:39 PM #4
Dreamcather
Call me Eddie Winky Winky
Cool Cool Man (aka Tustin) Im talking with Coolbunny now Smile
04-18-2011, 10:36 PM #5
Originally posted by EddieMeduza View Post
Cool Cool Man (aka Tustin) Im talking with Coolbunny now Smile



Tell him he's beast
05-09-2011, 03:04 AM #6
coolbunny1234
the bunny who started it all
I approve of this poast Winky Winky

The following user thanked coolbunny1234 for this useful post:

SALOOTME

The following user groaned coolbunny1234 for this awful post:

ProxiesAreFtw

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