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coolredpanda10
#63571449Tuesday, February 28, 2012 7:26 AM GMT

Yeah yeah, I know this is a free model script, I'm not THAT good of a scripter, but I did script MOST of this, now I got to go to bed, and I'm going to check this thread in the morning if you guys replied, PLEASE fix this script. print("Working game script") --This makes sure the script is going correctly. Please do not touch. door = game.Workspace.Door1 --This makes the model Door1 in Workspace named door. Go to the bottom of the page to find out more. Vent1 = game.Workspace.Vent1 Vent2 = game.Workspace.Vent2 zom = script.ZombiesAlive --Please do not touch or it will die function Check() if zom.Value < 1 then return true else return end end m = Instance.new("Message") --Makes it easier to put messages and hint onto the screen. m.Parent = nil h = Instance.new("Hint") h.Parent = nil while wait() do --Loops the script and makes sure the game doesn't crash. m.Parent = game.Workspace --Starts a message m.Text = "Reseting Game..." --Change the message to whatever wait(5) --How long you have to wait. Self-Explanatory m:remove() --This removes the message. When you make a message though, make sure you put wait after the message like above. p = game.Players:GetChildren() --Teleports all people to one place for i = 1, #p do p[i].Character.Torso.CFrame = CFrame.new(Vector3.new(0,0,0)) --Copy and paste the position of where you want everyone to teleport to. end wait() --makes sure it doesn't crash again m.Parent = game.Workspace --Another message m.Text = "Okay guys.. Jack says just... HEY ITS A DEAD END!" --More messages wait(2) h.Parent = game.Workspace h.Text = "(This is where jack speaks) Jack: OMG.. thats not right!" wait(3) h.Text = "About five minutes ago, there was a way to a hall! must've caved in..." wait(5) --waiting m.Text = "...OMG ZOMBIES ARE BREAKING OUT OF THE CONTAINERS! WATCH OUT!" --Even more oh no! wait(5) --waiting so long m:remove() --remove the message again h.Parent = game.Workspace --Notice something different? Doesn't start with m! h means hint. So now it starts a hint! h.Text = "Guys! Fight them off!" --Hint text. And to tell you that h:remove() is way down there so it removes later. game.Lighting.ZombieGroup1:clone().Parent = game.Workspace --Put Zombie1 and Zombie2 in Lighting when you group "Ungroup this then read Gamescript". wait(3) game.Lighting.ZombieGroup2:clone().Parent = game.Workspace --This takes the Zombies from Lighting and clones them into the real game, --repeat wait() until Check() --Delete this and put wait after game.Lighting.Zombie2:clone().Parent = game.Workspace if you want to wait a certain ammount of time before the next thing happens. --Leave this if you want it so you have to kill all the zombies before the next thing happens. wait(15) h:remove() --removing the hint m.Parent = game.Workspace --You know this by now right? m.Text = "Okay... now what, Jack?" wait(3) h.Parent = game.Workspace h.Text = "Well, my security cameras say that the last guy who was fixing a cave in like this.." wait(3) h.Text = "...What?! wow.. theres dynamite over there, take some, plant some there and take some for later!" wait(3) m.Text = "Ok..." wait(5) m:remove() game.Lighting.Dynamite:clone().Parent = game.Workspace repeat wait() until game.Workspace.Explosion.Value = 1 m.Parent = game.Workspace --You know this by now right? m.Text = "KABOOOM" wait(4) m.Text = "*Rumble Rumble*" wait(3) m.Text = "*CRASH*" wait(3) m:remove() wait(3) m.Parent = game.Workspace --You know this by now right? m.Text = "what... was... that?!?!" wait(3) h.Parent = game.Workspace h.Text = "My security cameras say that the blast caused yet another cave in..." wait(3) h.Text = "OH NO... THE BLAST ALSO FREED SOME ZOMBIES... OH THIS IS NOT GOOD!!!" wait(2) m.Text = "wait.. wha?! GET READY GUYS!! (PAY CLOSE ATTENTION TO HINTS TO WIN)" m:remove() game.Lighting.ZombieGroup3:clone().Parent = game.Workspace game.Workspace.ZombieDoor:remove() wait(8) game.Lighting.ZombieGroup4:clone().Parent = game.Workspace game.Workspace.ZombieDoor2:remove() wait(5) game.Lighting.ZombieGroup5:clone().Parent = game.Workspace game.Workspace.ZombieDoor3:remove() wait(6) h.Text = "OH GREAT!! A BUNCH OF ZOMBIES ARE COMING THROUGH THE VENTS!!" wait(3) game.Lighting.ZombieMob:clone().Parent = game.Workspace wait(3) Vent1.Anchored = false wait(13) h.Text = "Here comes a smoker...THROUGH THE VENTS..!!" wait(3) game.Lighting.Smoker:clone().Parent = game.Workspace Vent2.Anchored = false wait(9) h.Text = "MORE ZOMBIES.. THROUGH THE VENTS" game.Lighting.ZombieGroup5:clone().Parent = game.Workspace wait(9) h.Text = "Good work guys..! Their gone! Jack out!" wait(3) h:remove() m.Parent = game.Workspace --You know this by now right? m.Text = "Lets use the rest of the dynamite to clear the other cave in!" wait(3) m:remove() game.Lighting.Dynamite2:clone().Parent = game.Workspace repeat wait() until game.Workspace.Explosion.Value = 2 m.Parent = game.Workspace --You know this by now right? m.Text = "KABOOOM" wait(4) m:remove() wait(3) p = game.Players:GetChildren() --Kills everyone for i = 1, #p do p[i].Character.Humanoid.Health = 0 m.Parent = game.Workspace --Starts a message m.Text = "Reseting Game..." wait(3) game.Workspace.BreakWall:remove() wait() game.Lighting.BreakWall:clone().Parent = game.Workspace game.Workspace.BreakWall2:remove() wait() game.Lighting.BreakWall2:clone().Parent = game.Workspace Vent1:remove() wait() game.Lighting.Vent1:clone().Parent = game.Workspace Vent1 = game.Workspace.Vent1 -- makes sure the script knows that the clone WILL serve as the new Vent1 in the script Vent2:remove() wait() game.Lighting.Vent2:clone().Parent = game.Workspace Vent2 = game.Workspace.Vent2 -- makes sure the script knows that the clone WILL serve as the new Vent2 in the script. game.Lighting.BreakWall:clone().Parent = game.Workspace wait() game.Lighting.ZombieDoor:clone().Parent = game.Workspace game.Lighting.ZombieDoor2:clone().Parent = game.Workspace game.Lighting.ZombieDoor3:clone().Parent = game.Workspace end end --door.Transparency = 1 --Now here! Sets the door's (Door1) transparency to 1 which is invisible --door.CanCollide = false --Sets the door's CanCollide to false which means it's walkthrough --Ends the script --[[ Now make your own script using everything you've learned! Anything you need to know then PM me! Sincerely, kandan ]]--
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#63571466Tuesday, February 28, 2012 7:28 AM GMT

5.7e3

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