windows + R = %localappdata%\Plutonium\storage\t6\raw\scripts\zm
crée un fichier exemple = Timer_Count.csg et ajoute le code
#include maps\mp_utility;
#include common_scripts\utility;
#include maps\mp\gametypes_zm_hud_util;
#include maps\mp\gametypes_zm_hud_message;
#include maps\mp\zombies_zm_utility;
init()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for (;;)
{
level waittill("connecting", player);
player thread onplayerspawned();
}
}
onplayerspawned()
{
self endon("disconnect");
self thread zombie_counter();
self thread game_timer();
self thread round_timer();
for (;;)
{
self waittill("spawned_player");
}
}
game_timer()
{
self endon("disconnect");
wait 2;
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 = 5;
hud.y = 5;
hud.alpha = 1;
hud.label = &"^2Game: ";
hud setTimerUp(0);
}
round_timer()
{
self endon("disconnect");
wait 2;
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 = 5;
timerHud.y = 15;
timerHud.color = (1, 0, 0);
timerHud.alpha = 1;
timerHud.label = &"^2Round: ";
for (;;)
{
timerHud setTimerUp(0);
start_time = GetTime() / 1000;
level waittill("end_of_round");
end_time = GetTime() / 1000;
time_elapsed = end_time - start_time;
timerHud setTimer(time_elapsed);
}
}
zombie_counter()
{
self endon("disconnect");
flag_wait("initial_blackscreen_passed");
// Utilisation de create_simple_hud() pour uniformiser la police
self.zombiecounter = create_simple_hud(self);
self.zombiecounter.foreground = true;
self.zombiecounter.sort = 1;
self.zombiecounter.hidewheninmenu = true;
self.zombiecounter.alignX = "left";
self.zombiecounter.alignY = "top";
self.zombiecounter.horzAlign = "user_left";
self.zombiecounter.vertAlign = "user_top";
self.zombiecounter.x = 5;
self.zombiecounter.y = 25;
self.zombiecounter.alpha = 1;
self.zombiecounter.label = &"^2Zomb: ";
for (;;)
{
self.zombiecounter setvalue(level.zombie_total + get_current_zombie_count());
wait 0.05;
}
}