Solved
I looked into my GSC and found that
if ( level.scr_zm_ui_gametype == "zgrief" )
{
//Insert code here
}
Seemed to work. Keeping the post incase someone is looking for this.
@techboy04gaming the afterlife door part is easy, just check if player is in after life the call for the function afterlife_doors_close you want to add this in the base code, if you just call the function via maps\mp\zombies blah blah ::function it will cause issues on every other map
@techboy04gaming Its not possible to remove the score hud since it is determined in the .lua files. Currently there is no lua compiler for bo2, nor does redacted or pluto support loading lua files as of right now. It is possible to disable the hud completely like hardcore mode though.
You can use either:
self setclientuivisibilityflag( "hud_visible", 0 );
or
self setclienthudhardcore( 1 );
where self is the player.
Do note that having too many hud elems can cause an string overflow which kicks players out randomly without an overflow fix.
For anyone who is still looking for a fix to this dumb map write this into a txt and then change the file to .gsc
init()
{
setDvar( "scr_screecher_ignore_player", 1 );
Print("if you see this it works");
}
Update:
Its something to do with "#include maps\mp\gametypes_zm_zm_gametype;" yet its required for a force respawn code I am implementing from this post