seems to work fine if you just place in folder titled "zom" instead of making map specific folders.
here is mine, timers are scale 1.0 (small) and aligned top left on 1080p display. round timer color is electric blue, easy to change colors yourself on line 108/133. thanks for script.
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
init()
{
if ( GetDvar( #"zombiemode" ) == "1" )
{
replacefunc(maps\_zombiemode::round_think, ::custom_round_think);
level thread onPlayerConnect();
}
}
custom_round_think()
{
for( ;; )
{
//////////////////////////////////////////
//designed by prod DT#36173
maxreward = 50 * level.round_number;
if ( maxreward > 500 )
maxreward = 500;
level.zombie_vars["rebuild_barrier_cap_per_round"] = maxreward;
//////////////////////////////////////////
level.pro_tips_start_time = GetTime();
level.zombie_last_run_time = GetTime(); // Resets the last time a zombie ran
level thread maps\_zombiemode_audio::change_zombie_music( "round_start" );
maps\_zombiemode::chalk_one_up();
// round_text( &"ZOMBIE_ROUND_BEGIN" );
maps\_zombiemode_powerups::powerup_round_start();
players = get_players();
array_thread( players, maps\_zombiemode_blockers::rebuild_barrier_reward_reset );
//array_thread( players, maps\_zombiemode_ability::giveHardpointItems );
level thread maps\_zombiemode::award_grenades_for_survivors();
bbPrint( "zombie_rounds: round %d player_count %d", level.round_number, players.size );
level.round_start_time = GetTime();
level thread [[level.round_spawn_func]]();
level notify( "start_of_round" );
[[level.round_wait_func]]();
level.first_round = false;
level notify( "end_of_round" );
level thread maps\_zombiemode_audio::change_zombie_music( "round_end" );
UploadStats();
if ( 1 != players.size )
{
level thread maps\_zombiemode::spectators_respawn();
//level thread last_stand_revive();
}
// round_text( &"ZOMBIE_ROUND_END" );
level maps\_zombiemode::chalk_round_over();
// here's the difficulty increase over time area
timer = level.zombie_vars["zombie_spawn_delay"];
if ( timer > 0.08 )
{
level.zombie_vars["zombie_spawn_delay"] = timer * 0.95;
}
else if ( timer < 0.08 )
{
level.zombie_vars["zombie_spawn_delay"] = 0.08;
}
//
// Increase the zombie move speed
level.zombie_move_speed = level.round_number * level.zombie_vars["zombie_move_speed_multiplier"];
level.round_number++;
level notify( "between_round_over" );
}
}
game_timer()
{
hud = create_simple_hud( self );
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = true;
hud.alignX = "left";
hud.alignY = "top";
hud.horzAlign = "user_left";
hud.vertAlign = "user_top";
hud.alpha = 1;
//=======================CUSTOM SECTION==============
hud.x = hud.x - -1; //This is for the position on X axis, decrease this number to move it further left, and increase it to go right.
hud.y = hud.y + 0; //This is for the position on Y axis, decrease this number to move it down, and increase it to go up.
hud.fontscale = 1; //This is for the font size, increase it by whatever you want and see what you like
hud.color = (255, 255, 255); //This is for the color using RGB, use a website for that
//=========================================
time_text = string(GetTime() / 1000);
flag_wait("all_players_spawned");
while (1){
hud setTimerUp(1);
hud setTimer(time_text);
}
}
round_timer()
{
timerHud = create_simple_hud( self );
timerHud.foreground = true;
timerHud.sort = 1;
timerHud.hidewheninmenu = true;
timerHud.alignX = "left";
timerHud.alignY = "top";
timerHud.horzAlign = "user_left";
timerHud.vertAlign = "user_top";
//=======================CUSTOM SECTION==============
timerHud.x = timerHud.x - -1; //This is for the position on X axis, decrease this number to move it further left, and increase it to go right.
timerHud.y = timerHud.y + 9; //This is for the position on Y axis, decrease this number to move it down, and increase it to go up.
timerHud.fontscale = 1; //This is for the font size, increase it by whatever you want and see what you like
timerHud.color = (0, 255, 209); //This is for the color using RGB, use a website for that
//=========================================
timerHud.alpha = 1;
flag_wait("all_players_spawned");
for (;;){
start_time = GetTime() / 1000;
timerHud setTimerUp(0);
level waittill("end_of_round");
end_time = GetTime() / 1000;
time = end_time - start_time;
set_time_frozen(timerHud, time);
}
}
set_time_frozen(hud, time)
{
level endon("start_of_round");
time = time - 0.1;
while(1)
{
hud settimer(time);
wait(0.5);
}
}
onPlayerConnect()
{
for(;;)
{
level waittill ("connecting", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
for(;;)
{
self waittill("spawned_player");
self thread game_timer(); //Thread the global timer
self thread round_timer(); //Thread the round timer
self SetClientDvars("player_backSpeedScale", "1", "player_strafeSpeedScale", "1"); //Patch speed to be same as console
}
}