[ZM][RELEASE] Timer and backspeed patch that follows ZWR rules for ALL maps
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So, I had a record for a 1000 sr on shi no that I did when there wasn't any rule on the ZWR website about patches for waw, now there is one, you aren't allowed first boxes at all, but timer, and backspeed is allowed, so I decided to make this universal patch that works with all maps.
I can't guarantee 100% that it is safe for a record, as I am not an admin of ZWR, however, if I look at ZWR's rules for waw, it says this:
- Automatic timers are ALLOWED.
- Patches are NOT ALLOWED with the exception of fixed backspeed and timer patches.
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My patch follows all these rules. But like I said, I am not a ZWR admin, so I cannot guarantee 100%
I had to overwrite the round_think function just to add the round_start and round_end event, so that the round timer could work correctly, nothing else was touched.
Known "problems":
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Round timer only works on Shi no and Der for some reason. Nacht and Verruckt have an issue preventing the timer from working correctly, I am actively looking for a fix.
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on round 1, when the round ends the round timer removes and adds 1 second until the next round begins, that's it, it just goes like -> 12.2, 12.1, 12.2, 12.1 etc.... it fixes itself the next round.
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there is a 1 second delay between both timers, could probably fix it with a wait(1); but ngl I was a bit lazy, will fix later, it still works fine, 1 second won't kill you
#include maps\_utility; #include common_scripts\utility; #include maps\_zombiemode_utility; //timer by twitch.tv/AlexInZombies init() { replacefunc(maps\_zombiemode::round_think, ::custom_round_think); thread on_connect(); } on_connect() { for(;;) { level waittill( "connecting", player ); player thread on_player_spawned(); } } custom_round_think() { for( ;; ) { level.round_spawn_func = maps\_zombiemode::round_spawning; ////////////////////////////////////////// //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.round_timer = level.zombie_vars["zombie_round_time"]; add_later_round_spawners(); 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 ); level thread maps\_zombiemode::award_grenades_for_survivors(); level.round_start_time = getTime(); level thread [[level.round_spawn_func]](); level notify("start_of_round"); maps\_zombiemode::round_wait(); level.first_round = false; level notify("end_of_round"); level thread maps\_zombiemode::spectators_respawn(); // round_text( &"ZOMBIE_ROUND_END" ); level thread maps\_zombiemode::chalk_round_hint(); wait( level.zombie_vars["zombie_between_round_time"] ); // here's the difficulty increase over time area timer = level.zombie_vars["zombie_spawn_delay"]; if( timer < 0.08 ) { timer = 0.08; } level.zombie_vars["zombie_spawn_delay"] = timer * 0.95; // Increase the zombie move speed level.zombie_move_speed = level.round_number * 8; 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.x = hud.x - -700; hud.y = hud.y + 35; hud.alpha = 1; flag_wait("all_players_spawned"); hud setTimerUp(1); } 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"; timerHud.x = timerHud.x - -700; timerHud.y = timerHud.y + 45; timerHud.color = (1, 0, 0); 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; freeze_time(timerHud, time); } } freeze_time(hud, time) { level endon("start_of_round"); time = time - 0.1; while(1) { hud settimer(time); wait(0.5); } } on_player_spawned() { self endon( "disconnect" ); for( ;; ) { level waittill( "connected", player ); self thread game_timer(); self thread round_timer(); self SetClientDvars( "player_backSpeedScale", "1", "player_strafeSpeedScale", "1"); wait 3; self IPrintLnBold("ZWR safe patch by ^1twitch.tv/^2AlexInVR"); } level waittill( "connected", player ); }
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you mind compiling this script into a compiled file? i dont know how i can use this if i dont know how to compile it myself. you should do the same for the others you made
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FaZe Flick No Plutonium client requires you to manually compile. You can just put the GSCs in the scripts folder and the game will auto compile them.
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This post is deleted!
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the round timer seems to not work on nacht, i dont know if youd know any fix for that but id love one
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the round timer only works for shi no numa and der riese for me is there a fix so it works for nacht and verruckt as well?
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Mystic_YT Will take a look at it soon when I get the time, sorry about the inconvenience !
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np, at least we have a round timer for waw now i appreciate it as i always wanted one for waw
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JezuzLizard what scripts folder?
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@Defined_Leaf I found the folder area but when labeling the folder as nazi_zombie_sumpf with the patch.gsc note it doesnt launch with it
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Mystic_YT Hey man, update on the round timer, so I spent a good while investigating, and figured WHY it's not working, but as to fix it, I currently have no idea lol, this game's code is a mess, and I'm not the best at GSC, for some reason, the event that is supposed to trigger the timer to end, does not trigger on 2 out of 4 maps, why this happens I truly have no idea, but if I do find a fix I'll make sure to fix it, otherwise, I am sorry to announce I am unable to fix it at the moment
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Damn how tf do I install this ?? GSC Tool Kit website has no download or place where I can do anything basically. Went to check the "How to" page on Plutonium which explains virtually everything except how to to run these things. Ended up finding about GSC Studio but got really tired having to look through 10 shady websites just to find an obscure download link. Way too complicated for such basic ass features that only works on half the maps, well fuck it
I applaud your intentions but in practice only engineers know how to use this thing
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Miaa_ It works the same way as T6 does except you put the scripts in %localappdata%/Plutonium/storage/t4/raw/scripts You can also override a script by placing it in the same path as here https://github.com/plutoniummod/t4-scripts/tree/main/SP/Common inside of raw.
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Miaa_ You can just copy a GSC file in the scripts of WAW folder and just overwrite it with the script given to you in this post. You dont need to install a GSC toolkit