Gameplay:
More
At the beginning, a random player is selected to play the role of a maniac.
Role Maniac: prevent the survivors from repairing the generators and killing the survivors or wait until the end of time to win.
Role Survivor: avoid the maniac, hide, fix the generators in order to open the gate and escape.
Role Hunter: Hunters are survivors who have escaped. They must kill the maniac
Gameplay details:
Survivors have an energy bar. It can be spent on running and jumping over obstacles. It recovers gradually and slowly, but if the player stands for about 3 seconds, the energy will quickly recover.
Survivors and the maniac can jump over obstacles. Survivors do this with energy, but quickly. The maniac does it slowly, but he can do it indefinitely. (You need to move the mouse cursor over the tile obstacle)
If the maniac attacks, then he cannot hit for a while and slows down for about 2 seconds.
Maniac can only attack with a machete
If the maniac hits a survivor, the survivor gets a speed boost for a while.
Injured Survivor groans and bleeds (does not kill)
Some generators can be a trap that can show the maniac your approximate location(The survivor cannot verify that this is a trap). When repairing generators, numbers may appear on the generator, the survivor needs to enter them in time, if there is a failure (or the survivor leaves the generator), repairing the generator will be spent, and the maniac will also find out your location. After the generator is fully repaired, the maniac will know your location, so run.
Maniac can break generators. (Completely repaired cannot break.)
"pipes" - this object can generate an item for survivors. The survivor needs to come up and check the "pipe", maybe he'll be lucky to find it there, namely:
The first aid kit - is the usual Medikit mechanic, but you can carry it with you. And also to revive the dead survivors.
The Instruments - are a Defuse Kit. They speed up the repair of generators twice.
2x flash grenades
Smoke grenade
Snowball - Maniac will be slowed down and unable to attack for approximately 3 seconds.
If a survivor dies, they leave a pool of blood that lasts for a minute. The blood may turn black, which means that this blood cannot be revived. This can happen due to time (a minute has passed), the survivor has already died the first time, or the survivor has left the game (Also, the hunter cannot be revived). A survivor with a first aid kit can revive the survivor if he throws off a first aid kit on red blood (nothing will happen on black blood)
Survivors can hear the Maniac's approach by the sound and frequency of their heartbeat.
The game has classes. The class depends on the skin that you got, so players can determine who has what features.
Survivors:
SEAL Team 6 - After hitting the maniac runs twice as much
GSG-9 - If injured, energy regeneration is twice as fast
SAS - Spends less energy on running (by 50% percent)
GIGN - Spends less energy jumping over obstacles (by 40% percent)
Maniacs:
Phoenix Connexion - Throws 10 gut bombs, large spread, 15 second cooldown.
Elite Crew - Can cook a gas grenade (7 seconds). The gas grenade does not kill in the usual way. The Survivor fills up the Infection bar and starts coughing for 10 seconds. If the survivor's gauge is full, then it is reset and one hp is also taken away. Can kill.
Arctic Avengers - Becomes invisible. Survivors stop hearing heartbeats. Cannot strike from invisibility. Maniac stops breathing.
Guerilla Warfare - Runs very fast and makes a loud sound. After hitting or running out of 2 seconds, has a long rest for 5 seconds (cannot hit survivors).
Role Maniac: prevent the survivors from repairing the generators and killing the survivors or wait until the end of time to win.
Role Survivor: avoid the maniac, hide, fix the generators in order to open the gate and escape.
Role Hunter: Hunters are survivors who have escaped. They must kill the maniac
Gameplay details:
Survivors have an energy bar. It can be spent on running and jumping over obstacles. It recovers gradually and slowly, but if the player stands for about 3 seconds, the energy will quickly recover.
Survivors and the maniac can jump over obstacles. Survivors do this with energy, but quickly. The maniac does it slowly, but he can do it indefinitely. (You need to move the mouse cursor over the tile obstacle)
If the maniac attacks, then he cannot hit for a while and slows down for about 2 seconds.
Maniac can only attack with a machete
If the maniac hits a survivor, the survivor gets a speed boost for a while.
Injured Survivor groans and bleeds (does not kill)
Some generators can be a trap that can show the maniac your approximate location(The survivor cannot verify that this is a trap). When repairing generators, numbers may appear on the generator, the survivor needs to enter them in time, if there is a failure (or the survivor leaves the generator), repairing the generator will be spent, and the maniac will also find out your location. After the generator is fully repaired, the maniac will know your location, so run.
Maniac can break generators. (Completely repaired cannot break.)
"pipes" - this object can generate an item for survivors. The survivor needs to come up and check the "pipe", maybe he'll be lucky to find it there, namely:
The first aid kit - is the usual Medikit mechanic, but you can carry it with you. And also to revive the dead survivors.
The Instruments - are a Defuse Kit. They speed up the repair of generators twice.
2x flash grenades
Smoke grenade
Snowball - Maniac will be slowed down and unable to attack for approximately 3 seconds.
If a survivor dies, they leave a pool of blood that lasts for a minute. The blood may turn black, which means that this blood cannot be revived. This can happen due to time (a minute has passed), the survivor has already died the first time, or the survivor has left the game (Also, the hunter cannot be revived). A survivor with a first aid kit can revive the survivor if he throws off a first aid kit on red blood (nothing will happen on black blood)
Survivors can hear the Maniac's approach by the sound and frequency of their heartbeat.
The game has classes. The class depends on the skin that you got, so players can determine who has what features.
Survivors:
SEAL Team 6 - After hitting the maniac runs twice as much
GSG-9 - If injured, energy regeneration is twice as fast
SAS - Spends less energy on running (by 50% percent)
GIGN - Spends less energy jumping over obstacles (by 40% percent)
Maniacs:
Phoenix Connexion - Throws 10 gut bombs, large spread, 15 second cooldown.
Elite Crew - Can cook a gas grenade (7 seconds). The gas grenade does not kill in the usual way. The Survivor fills up the Infection bar and starts coughing for 10 seconds. If the survivor's gauge is full, then it is reset and one hp is also taken away. Can kill.
Arctic Avengers - Becomes invisible. Survivors stop hearing heartbeats. Cannot strike from invisibility. Maniac stops breathing.
Guerilla Warfare - Runs very fast and makes a loud sound. After hitting or running out of 2 seconds, has a long rest for 5 seconds (cannot hit survivors).
Control:
More
Space:
Survivors: Run and jump over obstacles
Maniacs: Only jump over obstacles
F:
Survivors: Throw away the first aid kit if it has
Maniacs: Ability
Survivors: Run and jump over obstacles
Maniacs: Only jump over obstacles
F:
Survivors: Throw away the first aid kit if it has
Maniacs: Ability
Technical part:
More
Fact is, my code is written in typical non-professional style.
At the beginning of the lua file there are settings, everything below is better left untouched.
At the beginning of the lua file there are settings, everything below is better left untouched.
Code settings
Below is the main code
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--=======================================--< Settings >--=========================================================== -- parse('restart') parse('mp_wpndmg Machete 1') parse('mp_wpndmg Knife 1') parse('mp_wpndmg "Gut Bomb" 2') parse('mp_wpndmg "Snowball" 1') parse('mp_wpndmg_z1 Knife 2') parse('mp_wpndmg awp 1') parse('mp_wpndmg_z1 awp 2') parse('mp_wpndmg_z2 awp 3') parse('mp_flashlight 0') parse('mp_infammo 1') parse('mp_hud 75') parse('mp_roundtime 100') parse('mp_autogamemode 1') parse('mp_autoteambalance 0') parse('mp_hudscale 1') parse('mp_tkpunish 0') parse('sv_fow 3') parse('mp_radar 0') local SPD = 8 -- maniac speed local Spidi = 0 -- Survivor Speed local RUN_Spidi = 20 -- the survivor got hit his speed becomes this local SPDsurv = 15 -- survivor running local SPDsurvStamina = 120 -- Stamina count local SPDsurvReload = 160 -- The time after which the survivor quickly recovers stamina (in FPS) local SurvileHP = 2 -- survivor hp local Critical_HP = 1 -- HP at which the survivor bleeds and groans local Gener_Time = 1200 -- Generator recovery time (Multiplied by the number of survivors) in FPS local MurderHP = 3 -- maniac hp local MUSIC = 0 -- 0 off -- 1 on --[[The musical system is the essence of which is to play music while escaping from a maniac. I removed the music. Because it would increase the size. Call them if you want to add music. sfx/Murder/mus1.wav Active pace (Maniac see each other directly) sfx/Murder/mus2.wav Average pace (Maniac and survivor just lost eye contact) sfx/Murder/mus3.wav light music, fades into decline (Is the run over?) ]] local Time = 600 -- Time after which the maniac automatically wins ( -1 . turn off time) local FUN_mod = 0 -- All survivors already become hunters -- 0 off -- 1 on local RandomDoors = 0 -- Doors have a 50% chance to be disabled (Buttons) -- 0 off -- 1 on local Visible_murder = 0 -- Will the maniac be visible in the fog or not -- 0 off -- 1 on --Murders -- (in FPS) local murderToxic_Reload = 420 -- Gas grenade cooking time local murderRunner_Reload = 600 -- Reload local murderRunner_Run = 120 -- Running time local murderGut_Reload = 900 -- Reload local murderStealth_Reload = 1200 -- Reload local murderStealth_Stealth = 600 -- Time in stealth local Bind1 = 'space' local Bind2 = 'F' --=======================================--< Settings >--=========================================================== --^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ --^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ --^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ --^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ --===================================================================================================================
Map entity:
More
Trigger_Start:
win000 - The first digit is the number of generators. Second, the number of trap generators (not all generators become traps). The last digit is the number of generators needed to open the gate. (Trigger must call itself)
vix0 - Number of walls that open after repairing all wall generators cv0
exi - Exit for survivors
ent - Hunter spawn locations
Func_DynWall:
cv0 - Opening wall after repairing generators
vor(0-999) - Doors
Trigger_Use:
butB - Generator button.
item - "pipe" button. Only for CTs
dver(0-999) - button Doors
If something is not clear, see the example of the Mu_inferno map
win000 - The first digit is the number of generators. Second, the number of trap generators (not all generators become traps). The last digit is the number of generators needed to open the gate. (Trigger must call itself)
vix0 - Number of walls that open after repairing all wall generators cv0
exi - Exit for survivors
ent - Hunter spawn locations
Func_DynWall:
cv0 - Opening wall after repairing generators
vor(0-999) - Doors
Trigger_Use:
butB - Generator button.
item - "pipe" button. Only for CTs
dver(0-999) - button Doors
If something is not clear, see the example of the Mu_inferno map
edited 3×, last 25.04.22 06:54:08 pm
Approved by Gaios
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