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Contact Support - Help Center Get help on the UGX Discord. Join it now!#include maps\_utility;
#include common_scripts\utility;
init()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill( "connecting", player );
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon( "disconnect" );
for(;;)
{
self waittill( "spawned_player" );
}
}
#include maps\_utility;
#include common_scripts\utility;
init()
{
ent = GetEnt("item_kvp", "search_kvp");
ent thread trigger_func();
//For triggers with multiple instances.
//ent_array = GetEntArray("item_kvp", "search_kvp");
//array_thread(ent_array, ::trigger_func);
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill( "connecting", player );
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon( "disconnect" );
for(;;)
{
self waittill( "spawned_player" );
}
}
trigger_func()
{
level endon("end_game");
while(IsDefined(self))
{
self waittill("trigger", entity);
if(!maps\_zombiemode_utility::is_player_valid(entity))
{
wait(0.1);
continue;
}
}
}
dlc3_zone_init()
{
add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
level.playerlaststand_func = ::player_laststand;
level.playerlaststand_func = ::onPlayerLastStand;
onPlayerLastStand()
{
self thread player_laststand();
IPrintLnBold(self.playername + "has been downed");
}