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Are you going to UO maps? who still plays dat? xDAnyway glad to see another map for rotation! Hope it's not rape thought
both uo maps are finished for cod waw... they are big as shit.
u mean someone did them already, or they are too big for waw?
dat map.... very good u forgot the minimap and the loadscreen thought ^^
Download it, run it and you'll see
// NOTE: If you add a comment, put a space after the double forward slash or you will get issuescol_map_mp,maps/mp/mp_anubis.d3dbsprawfile,maps/mp/mp_anubis.gscrawfile,maps/mp/_zapper.gsc// rawfile,maps/mp/mp_anubis_fx.gscrawfile,maps\mp\_buyable_blocker.gscrawfile,clientscripts\mp\_dogs.cscinclude,waterinclude,soda_machinessound,common,mp_anubis,!all_mpsound,generic,mp_anubis,!all_mpsound,voiceovers,mp_anubis,!all_mpsound,multiplayer,mp_anubis,!all_mpsound,mod_music_box_stock,all_mpcharacter,char_usa_raider_player_riflecharacter,char_usa_raider_player_cqbcharacter,char_usa_raider_player_assaultcharacter,char_usa_raider_player_lmgcharacter,char_usa_raider_player_smgcharacter,char_jap_impinf_player_smgcharacter,char_jap_impinf_player_riflecharacter,char_jap_impinf_player_lmgcharacter,char_jap_impinf_player_cqbcharacter,char_jap_impinf_player_assaultfx,misc/fx_zombie_electric_trapfx,misc\fx_zombie_couch_effectxmodel,mounted_ger_mg42_bipod_mgxmodel,mounted_ger_mg42_mgxmodel,viewmodel_ger_mg42_mgxmodel,viewmodel_ger_mg42_bipod_mgxmodel,weapon_ger_mg42_mgxmodel,weapon_ger_mg42_bipod_mgxmodel,weapon_ger_mg_mg42xmodel,skybox_oki1material,compass_map_mp_anubismaterial,compass_overlay_map_blankstringtable,mp/mapstable.csv//////////////////////////////////////////////////// Music Player .csv//////////////////////////////////////////////////xmodel,zombie_zapper_cagelight_greensound,mod_music_box_stock,all_mprawfile,maps/tom_music_player_unl.gscmenufile,ui/scriptmenus/tom_music_player.menu
main(){ maps\mp\_load::main(); maps\mp\_zapper::main(); maps\mp\_compass::setupMiniMap("compass_map_mp_anubis"); maps\mp\_soda_machines::main(); game["allies"] = "marines"; game["axis"] = "japanese"; game["attackers"] = "allies"; game["defenders"] = "axis"; game["allies_soldiertype"] = "pacific"; game["axis_soldiertype"] = "pacific"; level.dog_normal_spawns = true; level.zom_use_classes = true; setDvar( "r_specularcolorscale", "1" ); setDvar( "compassmaxrange", "1500" ); setExpFog(200, 1000, 0.4, 0.425, 0.44, 0.0); thread maps\mp\_buyable_blocker::main(); trigger = GetEnt( "music_box_player", "targetname" ); trigger thread monitorMusicTriggerUse();}disableSpawns(targetname){ spawns = getentarray(targetname,"targetname"); for(i=0;i<spawns.size;i++) { if(isDefined(spawns[i].script_noteworthy)) { spawns[i].script_noteworthy += " disable"; // iprintlnBold("^3Disabled:^2 " + targetname); } else { spawns[i].script_noteworthy = "disable"; // iprintlnBold("^3Disabled:^2 " + targetname); } }}enableSpawns(targetname){ spawns = getentarray(targetname,"targetname"); for(i=0;i<spawns.size;i++) { if(isDefined(spawns[i].script_noteworthy) && spawns[i].script_noteworthy.size > 2) { data = strtok(spawns[i].script_noteworthy," "); newNoteworthy = ""; for(x=0;x<data.size;x++) { if(data[x] != " " && data[x] != "disable") { newNoteworthy += data[x] + " "; // iprintlnBold("^4Enabled:^2 " + targetname); } } spawns[i].script_noteworthy = newNoteworthy; // iprintlnBold("^4Enabled:^2 " + targetname); } }}monitorMusicTriggerUse(){level endon("game_ended");music_light_green();self setHintString("Press ^3&&1^7 to play music" );self setCursorHint("HINT_NOICON");level.playing_music = false;level.songs = [];index = level.songs.size;level.songs[index] = spawnstruct();level.songs[index].name = "Lullaby of a Dead Man";level.songs[index].time = 240;level.songs[index].alias = "mx_eggs";index = level.songs.size;level.songs[index] = spawnstruct();level.songs[index].name = "Beauty of Annihalation";level.songs[index].time = 270;level.songs[index].alias = "mx_eggs1";index = level.songs.size;level.songs[index] = spawnstruct();level.songs[index].name = "The One";level.songs[index].time = 290;level.songs[index].alias = "music_1";while (1){ self waittill ("trigger", player); if ( level.playing_music ) { player iprintlnbold( "Already playing"); } else { level.playing_music = true; self setHintString("Wait for song to finish" ); music_light_red(); randIndex = randomint(level.songs.size); players = get_players(); for( i = 0; i < players.size; i++ ) { if ( player.wantsMusic ) { players[i] iprintlnbold( "^2Playing song: ^" + randomint(9) + level.songs[randIndex].name ); players[i] PlaySound( level.songs[randIndex].alias ); } } wait ( level.songs[randIndex].time ); self setHintString("Press ^3&&1^7 to play music" ); music_light_green(); level.playing_music = false; } wait 1;}}music_light_green(){music_lights = getentarray("music_box_light","targetname");if(music_lights.size > 0){ for(i=0;i<music_lights.size;i++) music_lights[i] setmodel("zombie_zapper_cagelight_green"); if(isDefined(level.music_light)) { for(i=0;i<level.music_light.size;i++) level.music_light[i] delete(); } }}music_light_red(){music_lights = getentarray("music_box_light","targetname"); if(music_lights.size > 0){ for(i=0;i<music_lights.size;i++) music_lights[i] setmodel("zombie_zapper_cagelight_red"); if(isDefined(level.music_light)) { for(i=0;i<level.music_light.size;i++) level.music_light[i] delete(); }}}get_players(){players = getentarray("player", "classname"); return players; }