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city_of_mars_v2_the_doom_stick_logic.gsc
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city_of_mars_v2_the_doom_stick_logic.gsc
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/*
Developed by Ultimateman
Release: 07/22/2022
Part of City Of Mars Mod for Black Ops II Plutonium
*/
#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
///////////////////////////////////////
#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\gametypes_zm\_hud_util;
#include maps\mp\gametypes_zm\_hud_message;
#include maps\mp\zombies\_zm_weapons;
#include maps\mp\zombies\_zm_net;
#include maps\mp\zombies\_zm_unitrigger;
#include maps\mp\zombies\_zm;
#include maps\mp\gametypes_zm\_spawning;
#include maps\mp\zombies\_load;
#include maps\mp\zombies\_zm_clone;
#include maps\mp\zombies\_zm_ai_basic;
#include maps\mp\animscripts\shared;
#include maps\mp\zombies\_zm_audio;
#include maps\mp\zombies\_zm_zonemgr;
#include maps\mp\zm_alcatraz_travel;
#include maps\mp\gametypes_zm\_zm_gametype;
#include maps\mp\zombies\_zm_equipment;
#include maps\mp\zombies\_zm_perks;
#include maps\mp\_visionset_mgr;
#include maps\mp\zombies\_zm_laststand;
#include maps\mp\gametypes_zm\_hud;
#include maps\mp\zombies\_zm_powerups;
#include maps\mp\zombies\_zm_magicbox;
//MYOWN ABOVE
#include maps\mp\zm_alcatraz_grief_cellblock;
#include maps\mp\zm_alcatraz_weap_quest;
#include maps\mp\zombies\_zm_weap_tomahawk;
#include maps\mp\zombies\_zm_weap_blundersplat;
#include maps\mp\zombies\_zm_magicbox_prison;
#include maps\mp\zm_prison_ffotd;
#include maps\mp\zm_prison_fx;
#include maps\mp\zm_alcatraz_gamemodes;
#include maps\mp\zombies\_zm_stats;
#include maps\mp\gametypes_zm\_spawnlogic;
#include maps\mp\animscripts\traverse\shared;
#include maps\mp\animscripts\utility;
#include maps\mp\_createfx;
#include maps\mp\_music;
#include maps\mp\_busing;
#include maps\mp\_script_gen;
#include maps\mp\gametypes_zm\_globallogic_audio;
#include maps\mp\gametypes_zm\_tweakables;
#include maps\mp\_challenges;
#include maps\mp\gametypes_zm\_weapons;
#include maps\mp\_demo;
#include maps\mp\gametypes_zm\_globallogic_utils;
#include maps\mp\gametypes_zm\_spectating;
#include maps\mp\gametypes_zm\_globallogic_spawn;
#include maps\mp\gametypes_zm\_globallogic_ui;
#include maps\mp\gametypes_zm\_hostmigration;
#include maps\mp\gametypes_zm\_globallogic_score;
#include maps\mp\gametypes_zm\_globallogic;
#include maps\mp\zombies\_zm_ai_faller;
#include maps\mp\zombies\_zm_spawner;
#include maps\mp\zombies\_zm_pers_upgrades_functions;
#include maps\mp\zombies\_zm_pers_upgrades;
#include maps\mp\zombies\_zm_score;
#include maps\mp\animscripts\zm_run;
#include maps\mp\animscripts\zm_death;
#include maps\mp\zombies\_zm_blockers;
#include maps\p\animscripts\zm_shared;
#include maps\mp\animscripts\zm_utility;
#include maps\mp\zombies\_zm_power;
#include maps\mp\zombies\_zm_server_throttle;
#include maps\mp\zombies\_zm_melee_weapon;
#include maps\mp\zombies\_zm_audio_announcer;
#include maps\mp\zombies\_zm_ai_dogs;
#include codescripts\character;
#include maps\mp\zombies\_zm_buildables;
#include maps\mp\zombies\_zm_game_module;
#include maps\mp\zm_transit_buildables;
#include maps\mp\zm_transit;
#include maps\mp\zombies\_zm_magicbox_lock;
#include maps\mp\zombies\_zm_afterlife;
#include maps\mp\zombies\_zm_ai_brutus;
#include maps\mp\zm_alcatraz_craftables;
#include maps\mp\zombies\_zm_craftables;
#include maps\mp\zm_alcatraz_utility;
#include maps\mp\zm_alcatraz_traps;
#include maps\mp\zm_prison;
#include maps\mp\zm_alcatraz_sq;
#include maps\mp\zm_prison_sq_bg;
#include maps\mp\zm_prison_spoon;
#include maps\mp\zm_prison_achievement;
/*=====================================================================================================================================================================*/
#include maps\mp\zm_nuked_perks;
#include maps\mp\zombies\_zm_game_module;
#include maps\mp\animscripts\zm_death;
#include maps\mp\zombies\_zm_perks;
#include maps\mp\zombies\_zm_weapons;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_ffotd;
#include maps\mp\zombies\_zm_utility;
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\zm_nuked;
init()
{
precachemodel( "c_zom_dlc0_zom_head3" );
level.destruction_in_place = false;
level.black_hole_active = false;
level thread ee_reward_spawner();
precachemodel( "t6_wpn_launch_m32_world" );
}
mover()
{
level endon( "end_game" );
while( true )
{
self MoveZ(15, 4, 0.1, 0.1 );
self rotateYaw( 360, 4 );
self rotatePitch( 360, 4 );
wait 4;
self MoveZ(-15, 4, 0.1, 0.1 );
self rotateYaw( 360, 4 );
self rotatePitch( 360, 4 );
wait 4;
}
}
ee_reward_spawner() // spawn in the doomstick at the backyard
{
level endon( "end_game" );
flag_wait( "initial_blackscreen_passed" );
//level.playa_has_dooma = false;
level waittill( "reward_the_weapons" );
wait 1;
trigger_location = ( -1959.16, 180.891, -56.1344 );
head_location = ( -1959.16, 180.891, -29.4342 );
headd = spawn( "script_model", head_location );
headd setmodel( "t6_wpn_launch_m32_world" );
headd.angles = ( -90, 0 , 0 );
wait 1;
playfxontag( level._effect[ "fx_fire_fireplace_md" ], headd, "tag_origin" );
wait 0.05;
playfxontag( level._effect[ "powerup_on" ], headd, "tag_origin" );
headd thread mover();
trigg = spawn( "trigger_radius", trigger_location, 25, 40, 40 );
trigg setcursorhint( "HINT_NOICON" );
trigg.active = false;
trigg.in_use = false;
level thread LowerMessage( "missing_", "Hold ^3[{+activate}]^7 to pick up ^3THE DOOMSTICK^7" );
trigg setlowermessage( trigg, "missing_" );
level thread LowerMessage( "someone_has_it", "^3THE DOOMSTICK^7 is in use! Come ^3back^7 later." );
while ( true )
{
trigg waittill( "trigger", activator );
if( activator in_revive_trigger() )
{
continue;
}
if( is_player_valid( activator ) )
{
if( !trigg.active )
{
wait 0.1;
level.whos = activator;
headd setmodel( "tag_origin" );
PlaySoundAtPosition( "zmb_meteor_activate", headd.origin );
trigg setlowermessage( trigg, "someone_has_it" );
stt_weap = level.whos getCurrentWeapon();
level.whos takeWeapon( stt_weap );
activator thread print_weap_info();
//level.playa_has_dooma = true;
wait 0.5;
level.whos giveweapon( "m32_upgraded_zm" );
level.whos giveMaxAmmo( "m32_upgraded_zm" );
level.whos switchtoweapon( "m32_upgraded_zm" );
wait 0.8;
level thread track_colors();
level thread stop_tracking_colors();
level.whos thread ee_reward_weapon();
level.whos thread still_has_ee_weapon();
level.whos thread notify_on_leave();
trigg.active = true;
trigg.in_use = true;
}
}
level waittill( "ee_weapon_available" );
wait 1;
trigg setlowermessage( trigg, "missing_" );
headd setmodel( "t6_wpn_launch_m32_world" );
level.whos = undefined;
playfxontag( level._effect[ "fx_zombie_powerup_caution_wave" ], headd, "tag_origin" );
wait 0.05;
playfxontag( level._effect[ "powerup_on" ], headd, "tag_origin" );
wait 0.05;
trigg.active = false;
trigg.in_use = false;
playfxontag( level._effect[ "fx_fire_fireplace_md" ], headd, "tag_origin" );
wait 1;
}
}
print_weap_info()
{
level endon( "end_game" );
self endon( "disconnect" );
wait 1;
self iprintlnbold( "^3Doomstick ^7will return to it's ^3original spawn^7 upon losing the weapon." );
}
notify_on_leave()
{
level endon( "end_game" );
level endon( "stop_doom_from_player" );
self waittill( "disconnect" );
level notify( "ee_weapon_available" );
wait 0.05;
level notify( "no_one_has_ee_weapon" );
}
still_has_ee_weapon()
{
level endon( "end_game" );
level endon( "no_one_has_ee_weapon" );
self endon( "disconnect" );
level endon( "no_need_to_track" );
//self = level.whos/activator
while ( true )
{
if( self hasweapon( "m32_upgraded_zm" ) )
{
wait 1;
}
if( !self hasweapon( "m32_upgraded_zm" ) )
{
wait 0.05;
level notify( "ee_weapon_available" );
level notify( "stop_doom_from_player" );
//level notify( "no_one_has_ee_weapon" );
break;
}
if( !IsAlive( self ) )
{
wait 0.1;
level notify( "ee_weapon_available" );
wait 0.1;
level notify( "no_need_to_track" );
break;
}
wait 1;
}
}
boomstick_visuals()
{
level endon( "stop_visuals_1_fs" );
level endon( "stop_tracking_colors" );
rgbh_v = "0.26 0.1 0.2";
suncolor = ( 1, 0.8, 0.8 );
target_rgbl = "3.25 0 0 0";
target_rgbh = "0.26 0.1 0.2 0.14";
target_fog = 0;
rgplus = "0.1 0 0 0";
se = "0 0 0 0";
//this vc_effect length = 2.8 seconds
self setclientdvar( "vc_rgbl", "0 0 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "0.1 0.01 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "0.2 0.02 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "0.3 0.03 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "0.4 0.03 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "0.5 0.04 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "0.6 0.05 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "0.7 0.1 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "0.8 0.15 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "0.9 0.2 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "1 0.25 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "1.1 0.3 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "1.2 0.35 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "1.3 0.4 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "1.4 0.45 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "1.5 0.5 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "1.6 0.55 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "1.7 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "1.8 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "1.9 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "2 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "2.1 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "2.2 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "2.3 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "2.4 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "2.5 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "2.6 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "2.7 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "2.8 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "2.9 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "3 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "3.1 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "3.2 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "3.3 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "3.4 0.6 0 0" );
wait 0.01;
self setclientdvar( "vc_rgbl", "3.5 0.6 0 0" );
//level waittill( "restore_visuals_1" );
//self setclientdvar( "vc_rgbl", "0 0 0 0" );
}
boomstick_2visuals()
{
level endon( "stop_visuals2_fs" );
level endon( "stop_tracking_colors" );
wait 0.7;
if( !level._endgame_active )
{
self setclientdvar( "vc_rgbh", "0.26 0.1 0.2 0.13" );
}
//level waittill( "restore_visuals_2" );
//self setclientdvar( "vc_rgbh", "0.26 0.1 0.2 0.2" );
//self setclientdvar("vc_rgbh", "0.26 0.1 0.2 0.1" );
//self setclientdvar("vc_rgbh", "0.26 0.1 0.2 0" );
}
stop_tracking_colors()
{
level endon( "end_game" );
while ( true )
{
level waittill( "stop_tracking_colors" );
if( !level._endgame_active )
{
foreach( player in level.players )
{
player thread stop_visuals();
}
}
}
}
stop_visuals()
{
level endon( "end_game" );
self endon( "disconnect" );
if( !level._endgame_active )
{
self setclientdvar("vc_rgbh", "0.26 0.1 0.2 0" );
self setclientdvar( "vc_rgbl", "0 0 0 0" );
self setclientdvar( "r_dof_tweak", 0 );
self setclientdvar( "r_dof_enable", 0 );
}
}
boomstick_blur_visuals()
{
level endon("stop_blurs_fs");
level endon( "stop_tracking_colors" );
if(!level._endgame_active)
{
self setclientdvar( "r_dof_tweak", 1 );
self setclientdvar( "r_dof_enable", 1 );
self setclientdvar("r_dof_bias", 0 );
self setclientdvar( "r_dof_farblur", 3.1 );
self setclientdvar( "r_dof_farend", 1000 );
self setclientdvar( "r_dof_farstart", 700 );
self setclientdvar( "r_dof_nearblur", 6 );
self setclientdvar( "r_dof_nearstart", 1000 );
self setclientdvar( "r_dof_nearend", 1000 );
self setclientdvar( "r_dof_viewmodelend", 0 );
}
//level waittill( "disable_dof_setup" );
//self setclientdvar( "r_dof_tweak", 0 );
//self setclientdvar( "r_dof_enable", 0 );
}
do_black_hole_move()
{
level endon("end_game");
self endon( "at_location" );
i = 0;
tagger = spawn( "script_model", self.origin );
tagger setmodel( "tag_origin" );
tagger.angles = ( -90, 0, 0 );
get_tag = [];
get_tag[ 0 ] = "j_head";
get_tag[ 1 ] = "j_neck";
get_tag[ 2 ] = "J_Shoulder_RI";
get_tag[ 3 ] = "J_SpineLower";
get_tag[ 4 ] = "J_SpineUpper";
get_tag[ 5 ] = "J_Spine4";
get_tag[ 6 ] = "J_Hip_LE";
random_tag = randomintrange( 0, get_tag.size );
self playLoopSound( "zmb_perks_incoming_loop" );
//failsafe?
playsoundatposition( "pre_spawn", self.origin );
self linkto( tagger, "tag_origin" );
tagger thread angle_pitcher(); //rotates the zombies on all axis ( x, y, z )
whatNum = randomintrange( 0, 3 );
if( whatNum >= 2 )
{
playfxontag( level._effect[ "fx_ash_embers_up_lg" ], self, "tag_origin" );
}
else if( whatNum <= 1 )
{
playfxontag( level._effect[ "fx_zm_elec_arc_vert" ], self, "tag_origin" );
}
playfxontag( level._effect[ "fx_zmb_tranzit_fire_med" ], self, "tag_origin" );
tagger MoveZ( 30, 0.2 );
tagger waittill("movedone");
tagger MoveTo( level.target_boom.origin, randomfloatrange( 1.1, 2/*1.7, 3.1*/ ), 0.6, 0 ); //*1.7, 3.1*/
tagger waittill( "movedone" );
tagger notify( "done_pitcher" );
self hide();
self dodamage( self.health + 500, self.origin );
self unlink();
self delete();
wait 0.05;
tagger delete();
wait 0.05;
self notify( "bhole_done" );
}
kill_zombie_failsafe()
{
wait 4;
if( isAlive( self ) )
{
self dodamage( self.health + 500, self.origin );
self delete();
}
}
angle_pitcher()
{
self endon( "done_pitcher" );
get_ang = self getangles();
randomize = randomintrange( 0, 3 );
if ( randomize <= 1 )
{
while ( true )
{
wait 0.01;
plussa = 4;
self.angles = self.angles + ( plussa, plussa, plussa );
if ( self.angles == ( 360, 360, 360 ) )
{
wait 0.01;
self.angles = ( 0, 0, 0 );
plussa = 0;
}
}
}
else if( randomize >= 2 )
{
self.angles = ( 360, 360, 360 );
while ( true )
{
wait 0.01;
plussa = -4;
self.angles = self.angles + ( plussa, plussa, plussa );
if ( self.angles == ( 0, 0, 0 ) )
{
wait 0.01;
self.angles = ( 360, 360, 360 );
plussa = -4;
}
}
}
}
should_drop_power_up()
{
level endon( "end_game" );
powers = [];
powers[ 0 ] = ( "bonfire_sale" );
powers[ 1 ] = ( "insta_kill" );
powers[ 2 ] = ( "carpenter" );
powers[ 3 ] = ( "double_points" );
powers[ 4 ] = ( "full_ammo" );
checker = randomintrange( 0, 100 );
if ( checker > 95 )
{
chosen = randomIntRange( 0, powers.size );
level specific_powerup_drop( powers[ chosen ], self.origin + vectorScale( ( 0, 0, 1 ), 10 ) );
}
else
{
/*
/#
iprintlnbold( "CHECKER WAS ^2" + checker + ". No power up created" );
#/
*/
}
}
LowerMessage( ref, text )
{
if( !IsDefined( level.zombie_hints ) )
{
level.zombie_hints = [];
}
PrecacheString( text );
level.zombie_hints[ ref ] = text;
}
setLowerMessage( ent, default_ref )
{
if( IsDefined( ent.script_hint ) )
{
self SetHintString( get_zombie_hint( ent.script_hint ) );
}
else
{
self SetHintString( get_zombie_hint( default_ref ) );
}
}
track_colors()
{
level endon( "end_game" );
//flag_wait( "initial_blackscreen_passed" );
//level waittill("ee_weapon_ready");
//level waittill(); //needs a notify once picked up
while( true )
{
level waittill( "target_boom_created" );
if ( level.black_hole_active )
{
foreach ( player in level.players )
{
distance_from_player = distance( level.target_boom.origin, player.origin );
if ( distance_from_player <= 1000 )
{
if( level._endgame_active )
{
Earthquake( 0.22, 4, ( 0, 0, 0 ), 3500 );
}
else if( !level._endgame_active )
{
player thread boomstick_visuals();
player thread boomstick_2visuals();
player thread boomstick_blur_visuals();
Earthquake( 0.22, 4, ( 0, 0, 0 ), 3500 );
}
}
}
}
level waittill( "target_boom_deleted" );
level notify( "stop_tracking_colors" );
}
}
black_hole_looper_sound()
{
level endon( "end_game" );
self playLoopSound( "zmb_perks_incoming_loop", 1 );
wait 0.05;
level waittill( "stop_bhole_looper_snd" );
self stopLoopSound(1);
}
death_checker()
{
self waittill( "death" );
level.s -= 1;
}
sizechecker()
{
i = 0;
while( true )
{
wait 0.05;
if ( level.s <= 0 && level.black_hole_active )
{
level notify( "target_boom_deleted" );
wait 0.05;
playfx( level._effect[ "fx_zm_nuked_exp_perk_impact_ext" ], level.target_boom.origin );
PlaySoundAtPosition( "zmb_perks_incoming_land", level.target_boom.origin );
wait 0.05;
level.black_hole_active = false;
level.target_boom delete();
//level notify( "bhole_done" ); //possible failsafe
break;
}
}
}
buff_health_during_impact()
{
new_health = self.health + 10000;
self.health = new_health;
}
bholer_wait()
{
self waittill( "bhole_done" );
}
weapon_zombie_find_sourcer()
{
level endon( "end_game" );
self endon( "disconnect" );
level.playable_areas = getentarray( "player_volume", "script_noteworthy" );
level.self_destruct = false;
a_zombies = getaiarray( level.zombie_team );
level.s = 0;
foreach( area in level.playable_areas )
{
for( i = 0; i < a_zombies.size; i++ )
{
if ( a_zombies[ i ] IsTouching( area ) )
{
if( isalive( a_zombies[ i ] ) )
{
dist = distance( self.origin, a_zombies[ i ].origin );
if( dist <= 500 )
{
level.s += 1;
wait randomFloatRange( 0.1, 0.2 );
a_zombies[ i ] thread do_black_hole_move();
a_zombies[ i ] buff_health_during_impact();
a_zombies[ i ] thread should_drop_power_up();
a_zombies[ i ] thread kill_zombie_failsafe();
a_zombies[ i ] allowedStances( "crouch" );
a_zombies[ i ] AllowPitchAngle( true );
a_zombies[ i ] thread bholer_wait();
a_zombies[ i ] thread death_checker();
}
}
}
}
}
wait 2;
}
ee_reward_weapon()
{
level endon("end_game");
self endon( "disconnect" );
level endon( "ee_weapon_available" );
level.black_hole_active = false;
level.tagger = [];
while ( true )
{
self waittill( "weapon_fired", weapon );
wait .1;
if ( self getcurrentweapon() == "m32_upgraded_zm" )
{
if ( level.black_hole_active && !level.destruction_in_place )
{
level notify( "target_boom_deleted" );
level.black_hole_active = false;
//level.target_boom notify( "stop_this_one" ); //maybe uncomment
level.target_boom delete();
wait 0.05;
level notify( "stop_bhole_looper_snd" );
}
wait 0.05;
trace = bullettrace( self gettagorigin( "tag_eye" ), self gettagorigin( "j_head" ) + AnglesToForward( self getplayerangles() ) * 1000000, 0, self );
pos = trace[ "position" ];
up_loc = pos + ( 0, 0, 90 );
playfx( level._effect[ "fx_zm_nuked_exp_perk_impact_int" ], pos );
level.target_boom = spawn( "script_model", up_loc );
level.target_boom setModel( "tag_origin" );
level.black_hole_active = true;
level notify( "target_boom_created" );
//remove the remaining clip's ammo to not be too op
clip_ammo = self getweaponammoclip( weapon );
if( clip_ammo >= 4 )
{
self setweaponammoclip( weapon, clip_ammo - 5 );
}
dis = distance( level.target_boom.origin, self.origin );
level.target_boom thread black_hole_looper_sound();
level.target_boom thread weapon_zombie_find_sourcer();
level thread sizechecker(); //works nicely now but need to make sizecheck only for the zombies that were affected
wait 0.05;
playfxontag( level._effect[ "rocket_fx" ], level.target_boom, "tag_origin" );
wait 0.05;
}
wait 0.1;
}
}