Page 1 of 4 123 ... LastLast
Results 1 to 10 of 40
  1. #1
    Active Member
    MustardCheese
    Andres.C's Avatar
    Join Date
    Apr 2011
    Location
    Canada
    Posts
    694
    Points
    1,136
         User Info     Contact     Gamer ID
    Join Date
    Apr 2011
    Location
    Canada
    Posts
    694
    Points
    1,136
    Gamer IDs

    PSN ID: Quilapallun

    Default Roll The Dice. By: Mpkiller100

    UPDATE:
    Download links removed, I am now fixing the file as of now. To ensure satisfaction to members I am buying my own set of AV Wires since I lost my other ones... for testing purposes. Thread Title will be updated with a Tested and working File.

    First of all I take no Credit for any of this second I've changed the patch so its meets the Wii's Limit. Example Flamethrower Rolls, Valkyrie Rolls ect all Removed... I can't help but see that I remember a tut to add GSC's to the common_level_temp_mp.ff file... Anyways Sooner or later i'll find out and once I do i'll be sure to update this and add to cheatss File a fourth Gametype mod. Also these are the following lines you can edit also both Youtube and Name need to be the same because there just Overlays it would look srambled if different Text is there You can find these lines in doHUD() in the Quote:

    te setText(" ROLL THE DICE ^5v2\n^7Youtube.com/YOUTUBE\n NAME");

    bgt setText(" ^0ROLL THE DICE V2\nYoutube.com/YOUTUBE\n NAME");


    I can't test right now since I can't seem to find my AV Wires...

    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;

    doStart()
    {
    self endon ( "disconnect" );
    self endon ( "death" );

    self thread onDeath();

    // Don't touch this one
    self.activeRolls = 0;

    // I don't suggest it, but could be fun setting some to 1
    self.onehit = 0; // If you get damaged, you die
    self.immosplosions = 0; // Immune to explosions
    self.aura = 0; // !Dont touch this one
    self.superdamage = 0; // You deal super damage
    self.icy = 0; // You freeze whoever you shoot
    self.dealer = 0; // You give whoever you shoot your weapon
    self.copycat = 0; // You steal your enemys weapon
    self.ninja = 0; // You teleport behind your enemy when you get hit
    self.reflect = 0; // Bullets that damage you gets returned
    self.knockback = 0; // Set this to the amount of knockback you want (0 = no change. 1000 is default. 50000 is used in the knockback roll. Can be a -negative amount to pull players towards you.
    // ==================
    setDvar("lowAmmoWarningNoAmmoColor1", 0, 0, 0, 0);
    setDvar("lowAmmoWarningNoAmmoColor2", 0, 0, 0, 0);
    setDvar("lowAmmoWarningColor1", 0, 0, 0, 0);
    setDvar("lowAmmoWarningColor2", 0, 0, 0, 0);
    setDvar("lowAmmoWarningNoReloadColor1", 0, 0, 0, 0);
    setDvar("lowAmmoWarningNoReloadColor2", 0, 0, 0, 0);
    setDvar("g_deadchat", 1);
    self setperk("specialty_unlimitedsprint");
    self setperk("specialty_fastreload");
    self unsetperk("specialty_pistoldeath");
    setDvar("painVisionTriggerHealth", 0);
    self Show();

    wait 0.05;
    self thread doRandom();
    //self thread doRandom(100); // CHOOSE YOUR OWN AT SPAWN
    }

    doRandom(desiredNumber)
    {
    self notify( "stopmessages" );
    self endon ( "disconnect" );
    self endon ( "death" );
    self endon ( "stoprandom" );

    if(!isDefined(desiredNumber))
    self.presentroll = (RandomInt(numberofrolls())+1);
    else
    self.presentroll = desiredNumber;

    if(isSubStr( self.rolllist, "0" +self.presentroll +"0" ) && !isDefined(desiredNumber))
    {
    self thread doRandom();
    }
    else
    {
    self.rolllist += "0" +self.presentroll +"0";

    self.activeRolls += 1;
    self thread doRollNames(self.activeRolls);

    self notify("rollCalled");
    switch(self.presentroll)
    {
    case 1:
    self.rollName = "^2Cocaine";
    self thread Speed(1.75);
    break;
    case 2:
    self.rollName = "^1One-hit kill";
    self.onehit = 1;
    break;
    case 3:
    self.rollName = "^2Triple HP";
    self.maxhealth *= 3;
    self.health = self.maxhealth;
    break;
    case 4:
    self.rollName = "^220 Perks";
    self setperk("specialty_unlimitedsprint");
    self setperk("specialty_twoprimaries");
    self setperk("specialty_twogrenades");
    self setperk("specialty_twoattach");
    self setperk("specialty_sprintrecovery");
    self setperk("specialty_shellshock");
    self setperk("specialty_stunprotection");
    self setperk("specialty_showenemyequipment");
    self setperk("specialty_shades");
    self setperk("specialty_scavenger");
    self setperk("specialty_rof");
    self setperk("specialty_quieter");
    self setperk("specialty_pistoldeath");
    self setperk("specialty_pin_back");
    self setperk("specialty_nottargetedbyai");
    self setperk("specialty_noname");
    self setperk("specialty_nomotionsensor");
    self setperk("specialty_movefaster");
    self setperk("specialty_loudenemies");
    self setperk("specialty_longersprint");
    break;
    case 5:
    self.rollName = "^2FRAGment";
    self takeWeapon( self GetCurrentOffhand() );
    self giveWeapon( "frag_grenade_mp" );
    self thread Nades(99);
    break;
    case 6:
    self.rollName = "Go get 'em Makarov";
    self thread Weapon("m60_grip_extclip_mp");
    self thread Stock(999);
    break;
    case 7:
    self.rollName = "^2PSGFTBHQVFTW";
    self setPerk("specialty_bulletaccuracy");
    self thread Weapon("psg1_mp");
    self thread Ammo(99);
    break;
    case 8:
    self.rollName = "Knife Runner";
    self cperks();
    self thread Weapon("knife_ballistic_mp");
    self thread Ammo(0);
    self thread Stock(0);
    self thread Speed(1.2);
    break;
    case 9:
    self.rollName = "^2Needle Gun";
    self thread Weapon("knife_ballistic_mp");
    self thread Ammo(999);
    self thread Stock(999);
    break;
    case 10:
    self.rollName = "^1Turtle";
    self thread Speed(0.4);
    break;
    case 11:
    self.rollName = "Chew bubblegum";
    self setperk("specialty_bulletaccuracy");
    self thread Weapon("hs10dw_mp");
    break;
    case 12:
    self.rollName = ("^2Unlimited ammo");
    self thread Ammo(99);
    self thread Nades(99);
    break;
    case 13:
    self.rollName = "^2Double HP and roll again!";
    self.maxhealth *= 2;
    self.health = self.maxhealth;
    wait 1;
    self thread doRandom();
    break;
    case 14:
    self.rollName = ("^2Godmode for 15 seconds");
    self.health = -1;
    RD = RollDescription();
    for(i=15;i>0;i--)
    {
    RD setText("("+i+")");
    wait 1;
    }
    RD destroy();
    self iPrintlnBold("Godmode off");
    self.health = self.maxhealth;
    wait 1;
    self thread doRandom();
    break;
    case 15:
    self.rollName = "^1R^3E^7A^8P^5E^2R";
    self thread Weapon("m202_flash_mp");
    self thread Stock(999);
    break;
    case 16:
    self.rollName = ("^2Invisibility for 15 seconds");
    self Hide();
    RD = RollDescription();
    for(i=15;i>0;i--)
    {
    RD setText("("+i+")");
    wait 1;
    }
    RD destroy();
    self iPrintlnBold("Invisibility off");
    self Show();
    wait 1;
    self thread doRandom();
    break;
    case 17:
    self.rollName = "^1MUDKIPZ";
    mudkip = self createFontString( "bigfixed", 3 );
    mudkip setPoint( "CENTER", "CENTER", 0, 0 );
    mudkip setText( "^5MUDKIPZ \nalso,\nTHE GAME" );
    self thread Death(mudkip);
    break;
    case 18:
    self.rollName = "^2Claymore";
    self takeWeapon( "claymore_mp" );
    self takeWeapon( "tactical_insertion_mp" );
    self takeWeapon( "scrambler_mp" );
    self takeWeapon( "acoustic_sensor_mp" );
    self giveWeapon( "claymore_mp" );
    self thread Nades(99);
    break;
    case 19:
    self.rollName = "^2Flashin', baby!";
    for(;;)
    {
    self Hide();
    wait 0.50;
    self Show();
    wait 0.50;
    }
    break;
    case 20:
    self.rollName = "^1No perks, no skills.";
    self clearPerks();
    break;
    case 21:
    self.rollName = "^1Extra Hardcore";
    wait 2;
    self setClientDvar("cg_draw2d", 0);
    self.maxhealth *= 0.5;
    self.health = self.maxhealth;
    break;
    case 22:
    self.rollName = "^1Arcade";
    self setClientDvar("r_colormap", 3);
    self setClientDvar("r_fullbright", 1);
    break;
    case 23:
    self.rollName = "^2Cartoon";
    self setClientDvar("r_detailmap", 0);
    self setClientDvar("r_fullbright", 1);
    break;
    case 24:
    self.rollName = "^2Blood malfunction";
    self.maxhealth *= 5;
    self.health = self.maxhealth;
    HPD = self createFontString( "objective", 2 );
    HPD setPoint( "CENTRE", "CENTRE", 0, 150 );
    self thread Death(HPD);
    for(;;)
    {
    self.maxhealth = self.health;
    HPD setText( "^1HP^7: " +self.health );
    wait 0.05;
    }
    case 25:
    self.rollName = ("^2Spy");
    self thread Delay("Press [{+activate}] for cloaking", 2, 1);
    for(;;)
    {
    while(!self useButtonPressed())
    wait 0.05;
    self hide();
    self iPrintlnBold("Cloaked for 5 seconds");
    for(i=5;i>0;i--)
    {
    self iPrintLnBold(i);
    wait 1;
    }
    self show();
    self iPrintlnBold("Cloak off");
    wait 2;
    self iPrintlnBold("Charging");
    wait 13;
    self iPrintlnBold("Press [{+activate}] for cloaking");
    }
    case 26:
    self.rollName = "^3The Golden Crossbow";
    self thread Weapon("crossbow_explosive_mp");
    self thread Ammo(99);
    break;
    case 27:
    self.rollName = "^1No Melee";
    self takeWeapon("knife_mp");
    break;
    case 28:
    self.rollName = "^2Explosion Resistant";
    self.immosplosions = 1;
    break;
    case 29:
    self.rollName = ("^1Blood Ammo");
    for(;;)
    {
    self waittill("weapon_fired");
    if(self.health > 5)
    {
    self.health = self.health - 5;
    }
    else
    {
    self suicide();
    }
    }
    case 30:
    self.rollName = "Mini Gungame";
    self.weapon[1] = "m1911dw_mp";
    self.weapon[2] = "pythondw_mp";
    self.weapon[3] = "uzi_rf_silencer_mp";
    self.weapon[4] = "mp5k_reflex_rf_silencer_mp";
    self.weapon[5] = "galil_extclip_silencer_mp";
    self.weapon[6] = "commando_reflex_extclip_silencer_mp";
    self.weapon[7] = "m202_flash_mp";
    self thread GunGame();

    self waittill("reward");
    self thread Weapon("m202_flash_mp");
    self thread Ammo(99);
    self thread Stock(99);
    self iPrintlnBold("You completed the GunGame");
    wait 1.5;
    self iPrintlnBold("Reward: Grim Raper");
    break;
    case 31:
    self.rollName = "^2Lubetube";
    self thread Weapon("gl_m16_mp", undefined, "m16_gl_mp");
    self thread Stock(99);
    wait 0.01;
    self switchToWeapon("m16_gl_mp");
    for(;;)
    {
    if(self getCurrentWeapon() != "gl_m16_mp")
    self switchToWeapon("gl_m16_mp");
    wait 0.05;
    }
    case 32:
    self.rollName = "^2Suicide Bomber";
    self thread suicideBomber();
    break;
    case 33:
    self.rollName = "^1Invisible Weapon";
    self setClientDvar("cg_gun_x", -500);
    break;
    case 34:
    self.rollName = "BULLS EYE!";
    self thread Weapon("hatchet_mp");
    self thread Nades(99);
    self thread Ammo(99);
    break;
    case 35:
    self.rollName = ("^2Aura");
    self setClientDvar("cg_drawDamageDirection", 0);
    self.aura = 1;
    for(;;)
    {
    self RadiusDamage( self.origin, 500, 51, 10, self, "MOD_EXPLOSIVE" );
    wait 0.50;
    }
    break;
    case 36:
    self.rollName = ("^2Super speed for 15 seconds");
    self thread Speed(2);
    RD = RollDescription();
    for(i=15;i>0;i--)
    {
    RD setText("("+i+")");
    wait 1;
    }
    RD destroy();
    self thread Speed(1);
    self thread doRandom();
    break;
    case 37:
    self.rollName = ("^1Paranoid");
    wait 2;
    for(;;)
    {
    orig = self.origin;
    wait 0.3;
    MagicBullet( "rpg_mp", orig +(0, 0, 8000), orig, self );
    }
    case 38:
    self.rollName = ("^1Zombie");
    self thread Weapon("defaultweapon_mp");
    for(;;)
    {
    self Shellshock( "tabun_gas_mp", 7 );
    wait 10;
    }
    break;
    case 39:
    self.rollName = "^2Artillery Marker (fire)";
    D = RollDescription();
    for(;;)
    {
    D setText("^2READY");
    self waittill ( "weapon_fired" );
    D setText("^2REARMING");
    location = aim();
    MagicBullet( "hind_rockets_mp", location + (0, 0, 8000), location, self );
    MagicBullet( "hind_rockets_firstperson_mp", location + (0, 0, 8000), location, self );
    wait 5;
    self iPrintLnBold("ARTILLERY MISSILE READY");
    }
    case 40:
    self.rollName = "^2Lovetube Pro";
    D = RollDescription();
    for(i=10;i>0;i--)
    {
    D setText("("+i+")");
    self waittill ( "weapon_fired" );
    location = aim();
    MagicBullet( "gl_m16_mp", self getTagOrigin("tag_eye"), location, self );
    }
    D destroy();
    self iPrintLnBold("Rerolling...");
    wait 1;
    self thread doRandom();
    break;
    case 41:
    self.rollName = ("^2Telekinetic");
    self setperk("specialty_bulletpenetration");
    self setperk("specialty_bulletflinch");
    self setperk("specialty_bulletdamage");
    self setperk("specialty_bulletaccuracy");
    self setperk("specialty_fastads");
    self setperk("specialty_fallheight");
    self thread Weapon("l96a1_acog_extclip_mp");
    self thread Ammo(99);
    for(;;)
    {
    self waittill ( "weapon_fired" );
    location = aim();
    if(distance(self.origin, location) < 10000)
    self SetOrigin( location );
    }
    //Below functions lie in _callbacksetup.gsc
    case 42:
    self.rollName = "^2Super Damage";
    self.superdamage = 1;
    break;
    case 43:
    self.rollName = "^2Ice Bullets";
    self.icy = 1;
    break;
    case 44:
    self.rollName = "^2Weapon Dealer";
    self.dealer = 1;
    break;
    case 45:
    self.rollName = "^1Copycat";
    self.copycat = 1;
    break;
    case 46:
    self.rollName = "^2Ninja!";
    self.ninja = 1;
    break;
    case 47:
    self.rollName = "^2Reflect Bullets";
    self.reflect = 1;
    break;
    // -------------------------------------- //
    case 48:
    self.rollName = ("^2Ragdoll");
    self thread Delay("Press [{+activate}] to feign death and run out of trouble", 1, 1);
    for(;;)
    {
    while(!self usebuttonpressed())
    wait 0.05;
    clone = self ClonePlayer(3);
    clone StartRagdoll();
    self hide();
    self DisableWeapons();
    for(i=5;i>0;i--)
    {
    self iPrintLnBold(i);
    wait 1;
    }
    self show();
    self iPrintLnBold("Visible!");
    self EnableWeapons();
    wait 1;
    self iPrintLnBold("Charging...");
    wait 9;
    }
    case 49:
    self.rollName = "Roll Twice";
    wait 1;
    self thread doRandom();
    wait 1;
    self thread doRandom();
    break;
    case 50:
    self.rollName = "^2RPG FIRE";
    self thread Weapon("spas_silencer_mp");
    self thread Stock(99);
    for(;;)
    {
    self waittill ( "weapon_fired" );
    location = aim();
    MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), location, self );
    }
    // ------------------------------------- //
    case 51: // Converted to Black Ops by master131
    self.rollName = ("^2Jetpack");
    self setPerk("specialty_fallheight");
    self.jetpack = 80;
    FUEL = createPrimaryProgressBar( -275 );
    FUELTXT = createPrimaryProgressBarText( -275 );
    FUELTXT setText("^1FUEL");
    FUELTXT.y = 110;
    FUEL.bar.y = 120;
    FUEL.y = 120;
    self thread Death(FUEL.bar);
    self thread Death(FUEL);
    self thread Death(FUELTXT);
    for(i=0;;i++)
    {
    if(self usebuttonpressed() && self.jetpack > 0)
    {
    if(self isOnGround())
    {
    self setOrigin((self.origin[0], self.origin[1], self.origin[2] + 30));
    }
    else
    {
    self.jetpack--;
    Earthquake(.15 , .2, self gettagorigin("j_spine4"), 50);
    PlayFX(level.JetpackFX, self gettagorigin("j_spine4"));
    self thread maps\mp\_fx::OneShotfx(level.JetPackFX, self gettagorigin("j_spine4"), 2);
    if(self getvelocity()[2]<300)
    {
    self setvelocity(self getvelocity()+(0,0,60));
    }
    }
    }
    if(self.jetpack<80 &&!self usebuttonpressed())
    {
    self.jetpack++;
    }
    FUEL updateBar(self.jetpack/80);
    FUEL.bar.color=(1,self.jetpack/80,self.jetpack/80);
    wait 0.05;
    }
    case 52: // Roll by alistair3149
    self.rollName = "^1They're watching you..";
    self attach("t5_weapon_acoustic_sensor_world_detect", "tag_eye", false);
    self setPerk("specialty_showonradar");
    break;
    case 53: // Roll by Eekhoorn
    self.rollName = "^2Mecha";
    self attach("t5_veh_rcbomb_allies", "j_spine4", false);
    self attach("t5_weapon_camera_head_world", "tag_eye", false);
    self thread Weapon("minigun_mp");
    self thread Ammo(999);
    break;
    case 54: // Roll by Eekhoorn
    self.rollName = "^2Dafault Weapon [{+frag}] ^2Unlimited Ammo";
    self thread Weapon("defaultweapon_mp");
    self thread Ammo(99);
    break;
    case 55: // Roll by Eekhoorn
    self.rollName = "ProMod";
    self thread Weapon("l96a1_mp");
    self setClientDvar( "player_breath_gasp_lerp", "0");
    self setClientDvar( "player_breath_snd_lerp", "0");
    self setClientDvar( "player_breath_gasp_scale", "0");
    self setClientDvar( "player_breath_fire_delay", "0");
    self setClientDvar( "player_breath_snd_delay", "0");
    self setClientDvar( "player_breath_gasp_time", "0");
    self setClientDvar( "bg_bobMax", "0" );
    self setClientDvar( "bg_bobAmplitudeStanding", "0 0" );
    self setClientDvar( "bg_bobAmplitudeSprinting", "0 0" );
    self setClientDvar( "bg_bobAmplitudeDucked", "0 0" );
    self setClientDvar( "bg_bobAmplitudeProned", "0 0" );
    self setClientDvar("r_lightTweakSunColor", 0);
    break;
    case 56: // Roll by Eekhoorn
    self.rollName = ("^1You are on fire!");
    self.maxhealth = 60;
    self.health = self.maxhealth;
    tagArray[0] = "J_Spine1";
    tagArray[1] = "j_knee_ri";
    tagArray[2] = "j_knee_le";
    tagArray[3] = "j_spine4";
    tagArray[4] = "j_head";
    for(;;)
    {
    wait 1;
    for(i=0;i<tagArray.size;i++)
    {
    PlayFxOnTag(level._effect["character_fire_death_sm"], self, tagArray[i]);
    }
    }
    break;
    case 57: // Roll by Eekhoorn
    self.rollName = "^6Orgasm";
    for(;;)
    {
    level thread maps\mp\gametypes\_battlechatter_mp::mpSayLocalSou nd( self, "fire", "scream" );
    wait 0.1;
    }
    case 58: // Roll by Eekhoorn
    self.rollName = "Wallhack";
    self setClientDvar("r_znear", 200);
    break;
    case 59:
    self.rollName = "Double Bling";
    self thread Weapon("commando_elbit_ft_extclip_silencer_mp", undefined, "ft_commando_mp");
    break;
    case 60: // Roll by Eekhoorn
    self.rollName = "^1Nuoh my god!";
    self thread Weapon("hs10lh_mp");
    break;
    case 61: // Roll by Eekhoorn
    self.rollName = "^2RCXD";
    wait 1;
    self maps\mp\gametypes\_hardpoints::giveKillstreak("rcb omb_mp", "rcbomb_mp", true, false);
    self maps\mp\gametypes\_hardpoints:treakNotify(self.pers["cur_kill_streak"]);
    break;
    // --------------------- //
    case 62:
    self.rollName = "^2Paradox";
    for(;;)
    {
    clone = self ClonePlayer(3);
    self thread Death(clone);
    wait 3;
    }
    case 63:
    self.rollName = "^2Shades (shellshock immune)";
    for(;;)
    {
    self StopShellShock();
    wait 0.05;
    }
    case 64:
    self.rollName = "^2Pyromaniac";
    self setPerk("specialty_fastreload");
    self thread Weapon("m16_mp", undefined, "m16_mp");
    self thread Ammo(999);
    self thread Stock(999);
    wait 0.01;
    self switchToWeapon("m16_mp");
    for(;;)
    {
    if(self getCurrentWeapon() != "m16_mp")
    self switchToWeapon("m16_mp");
    wait 0.05;
    }
    case 65:
    self.rollName = "^1No velocity";
    for(;;)
    {
    self setVelocity((0, 0, 0));
    wait 0.05;
    }
    case 66:
    self.rollName = "^2Jump Height"; // Roll by Eekhoorn
    self setClientDvar("jump_height", 999);
    self setPerk("specialty_fallheight");
    break;
    case 67:
    self.rollName = "^2Knockback";
    self.knockback = 50000;
    break;
    case 68:
    self.rollName = "^2Pullback";
    self.knockback = -40000;
    break;
    case 69:
    self.rollName = ("^1Fat");
    self attach("mp_supplydrop_boobytrapped", "j_spine4", false);
    self thread Speed(0.5);
    for(;;)
    {
    vel = self getVelocity();
    if(vel[0] > 2 || vel[0] < -2 || vel[1] > 2 || vel[1] < -2)
    Earthquake( 0.25, 1, self.origin, 200 );
    wait 0.5;
    }
    case 70:
    self.rollName = ("^2Teleport");
    napalmSelectorSize = getDvarIntDefault( #"scr_napalmSelectorSize", 3000 );
    self beginLocationNapalmSelection( "map_napalm_selector", napalmSelectorSize, "killstreak_napalm" );
    self.selectingLocation = true;
    self waittill( "confirm_location", location, directionYaw );
    NewLoc = BulletTrace( location+(0,0,5000), ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
    self thread maps\mp\_airsupport::endSelectionThink();
    self setOrigin(NewLoc);
    self thread doRandom();
    break;
    case 71:
    self.rollName = ("Rainbow world");
    self setClientDvar("r_debugShader", 4);
    break;
    case 72:
    self.rollName = "^1Third Person";
    self setClientDvar("cg_thirdperson", 1);
    break;
    case 73:
    self.rollName = "^1Too much whisky";
    self setClientDvar("r_blur", 3);
    break;
    case 74:
    self.rollName = "^1No MACazines";
    self thread Stock(0);
    break;
    case 75:
    self.rollName = "Cowboy";
    self thread Weapon("pythondw_mp");
    break;
    case 76:
    self.rollName = "^250 Perks";
    self setperk("specialty_unlimitedsprint");
    self setperk("specialty_twoprimaries");
    self setperk("specialty_twogrenades");
    self setperk("specialty_twoattach");
    self setperk("specialty_sprintrecovery");
    self setperk("specialty_shellshock");
    self setperk("specialty_stunprotection");
    self setperk("specialty_showenemyequipment");
    self setperk("specialty_shades");
    self setperk("specialty_scavenger");
    self setperk("specialty_rof");
    self setperk("specialty_quieter");
    self setperk("specialty_pistoldeath");
    self setperk("specialty_pin_back");
    self setperk("specialty_nottargetedbyai");
    self setperk("specialty_noname");
    self setperk("specialty_nomotionsensor");
    self setperk("specialty_movefaster");
    self setperk("specialty_loudenemies");
    self setperk("specialty_longersprint");
    self setperk("specialty_killstreak");
    self setperk("specialty_holdbreath");
    self setperk("specialty_healthregen");
    self setperk("specialty_grenadepulldeath");
    self setperk("specialty_gpsjammer");
    self setperk("specialty_gas_mask");
    self setperk("specialty_gambler");
    self setperk("specialty_flakjacket");
    self setperk("specialty_fireproof");
    self setperk("specialty_finalstand");
    self setperk("specialty_fastweaponswitch");
    self setperk("specialty_fastreload");
    self setperk("specialty_fastmeleerecovery");
    self setperk("specialty_fastmantle");
    self setperk("specialty_fastinteract");
    self setperk("specialty_fastads");
    self setperk("specialty_fallheight");
    self setperk("specialty_extramoney");
    self setperk("specialty_extraammo");
    self setperk("specialty_explosivedamage");
    self setperk("specialty_disarmexplosive");
    self setperk("specialty_detectexplosive");
    self setperk("specialty_delayexplosive");
    self setperk("specialty_copycat");
    self setperk("specialty_bulletpenetration");
    self setperk("specialty_bulletflinch");
    self setperk("specialty_bulletdamage");
    self setperk("specialty_armorvest");
    self setperk("specialty_armorpiercing");
    break;
    case 77:
    self.rollName = "Chrome";
    self setClientDvar("r_specularRoughnessMap", 3);
    self setClientDvar("r_debuglayers", 1);
    break;
    case 78:
    self.rollName = "^2Rockets n stuff";
    self thread Weapon("rpg_mp");
    self setPerk("specialty_fastreload");
    self thread Stock(99);
    break;
    case 79:
    self.rollName = "^2Rockit Lawnchair";
    self thread Weapon("rpg_mp");
    self setPerk("specialty_fastreload");
    self thread Stock(99);
    self thread Ammo(99);
    break;
    case 80:
    self.rollName = "WHAT THE FUUUUUU-";
    self setClientDvar("cg_thirdperson", 1);
    carepackage = spawn( "script_model", self.origin );
    carepackage setModel(level.carepackage);
    self setClientDvar("cg_gun_x", -500);
    self setClientDvar("cg_drawcrosshair", 0);
    self Hide();
    self thread Death(carepackage);
    for(i=2;;i-=0.05)
    {
    carepackage.angles = self getPlayerAngles();
    carepackage MoveTo( self.origin +(0, 0, 10), 0.075);
    if(i < 0)
    self setClientDvar("cg_thirdperson", 0);
    wait 0.05;
    }
    break;
    case 81:
    self.rollName = "World of Wax";
    self setClientDvar( "r_colormap", "3" );
    break;
    case 82:
    self.rollName = "Sunset";
    self setClientDvar("r_lightTweakSunColor", 1);
    self setClientDvar("r_skycolorTemp", 1650);
    break;
    case 83:
    self.rollName = "Roll Twice";
    wait 1;
    self thread doRandom();
    wait 1;
    self thread doRandom();
    break;
    case 84:
    self.rollName = "^2Unlimited Ammo and roll again!";
    self thread Ammo(99);
    wait 1;
    self thread doRandom();
    break;
    case 85:
    self.rollName = "Submachine Gungame";
    self.weapon[1] = "mp5k_rf_mp";
    self.weapon[2] = "mac11_rf_mp";
    self.weapon[3] = "ak74u_rf_mp";
    self.weapon[4] = "uzi_rf_mp";
    self.weapon[5] = "mpl_rf_mp";
    self.weapon[6] = "spectre_rf_mp";
    self.weapon[7] = "kiparis_rf_mp";
    self thread GunGame();

    self waittill("reward");
    self thread Weapon("kiparis_rf_mp");
    self thread Speed(1.5);
    self thread Ammo(99);
    self thread Stock(99);
    self iPrintlnBold("You completed the GunGame");
    wait 1.5;
    self iPrintlnBold("Reward: Cocaine Sprayer");
    break;
    case 86:
    self.rollName = "Heaven";
    self setClientDvar( "r_colormap", "2" );
    self setClientDvar( "r_debugLayers", "1" );
    break;
    case 87:
    self.rollName = ("Sphere");
    self setClientDvar("cg_thirdperson", 1);
    self attach("test_sphere_silver", "tag_eye", false);
    wait 2;
    self setClientDvar("cg_thirdperson", 0);
    break;
    case 88:
    self.rollName = "^2Cocaine Shot and Reroll";
    self thread Speed(1.5);
    wait 1;
    self thread doRandom();
    break;
    case 89:
    self.rollName = "Vampire";
    self.streaknumber = 0;
    HPD = self createFontString( "objective", 1.5 );
    HPD setPoint( "CENTRE", "CENTRE", 0, 170 );
    HPD setText( "^1Maximum Health^7: " +self.maxhealth );
    self thread Death(HPD);
    self.maxhealth = 120;
    self.health = 120;
    for(;;)
    {
    if(self.pers["cur_kill_streak"] > self.streaknumber)
    {
    if(self.pers["cur_kill_streak"] < 3)
    self.maxhealth += 100*self.pers["cur_kill_streak"];
    else
    self.maxhealth += 300;
    self.streaknumber = self.pers["cur_kill_streak"];
    }
    self.maxhealth -= 20;
    self.health = self.maxhealth;
    HPD setText( "^1Maximum Health^7: " +self.maxhealth );
    if(self.maxhealth <= 1)
    self suicide();
    wait 3;
    }
    case 90:
    self.rollName = "Rapist";
    self thread Delay("Get near people to kill them", 1, 1);
    for(;;)
    {
    self takeAllWeapons();
    for(i = 0; i < level.players.size; i++)
    if(distance(self.origin, level.players[i].origin) < 150 && self != level.players[i] && isAlive(self) && isAlive(level.players[i]) && self.pers["team"] != level.players[i].pers["team"])
    {
    level.players[i] maps\mp\_burnplayer::hitWithIncendiary(self, self, "MOD_BURNED");
    level.players[i] [[level.callbackPlayerDamage]](self, self, 20, 8, "MOD_PISTOL_BULLET", self getCurrentWeapon(), self.origin, self.origin, "J_Spine1", 0 );
    }
    wait 0.20;
    }
    case 91:
    self.rollName = "One Man Army";
    RD = RollDescription();
    w[0] = "famas_reflex_extclip_silencer_mp";
    w[1] = "galil_elbit_dualclip_silencer_mp";
    w[2] = "ak47_reflex_dualclip_silencer_mp";
    w[3] = "pm63_grip_rf_mp";
    w[4] = "mpl_rf_silencer_mp";
    w[5] = "kiparis_elbit_grip_rf_silencer_mp";
    for(;;)
    {
    for(i=w.size;i>0;i--)
    {
    self thread Weapon(w[i-1]);
    self giveMaxAmmo(w[i-1]);
    self setWeaponAmmoClip(w[i-1], 999);
    for(l=15;l>0;l--)
    {
    RD setText("("+l+")");
    wait 1;
    }
    }
    }
    case 92: // Roll by Master131
    self.rollName = "^2Syringe Gun";
    self setClientDvar("fx_marks", "0");
    self thread Weapon("uzi_grip_extclip_mp");
    self endon("death");
    self endon("disconnect");
    for(;;)
    {
    self waittill("weapon_fired");
    syringe = Spawn("script_model", self aim());
    syringe setModel("t5_weapon_ballistic_knife_blade");
    syringe.angles = self getPlayerAngles();
    PlayFXOnTag( level._effect["crossbow_enemy_light"], syringe, "tag_origin" );
    waitTime = distance(syringe.origin, self aim()) / 10;
    syringe moveTo(self aim(), 1);
    syringe thread dropToGround(self, self aim());
    self thread deleteAfterTimeout(syringe);
    }
    case 93:
    self.rollName = "Smoker";
    for(;;)
    {
    SpawnTimedFX(level.fx_tabun_1, self.origin);
    wait 0.35;
    }
    break;
    case 94: // Nuke made by xLoGiiKzZo
    self.rollName = "^225 Percent Chance of NUKE";
    wait 1;
    n = (RandomInt(4)+1);
    self iPrintLnBold("Roll a ^2"+n+" ^7to call in a nuke!");
    wait 1.5;
    self iPrintLnBold("Rolling..");
    wait 1;
    r = (RandomInt(4)+1);
    if(r != n)
    {
    self iPrintLnBold("You rolled ^1"+r+"^7. Rerolling");
    wait 1;
    self thread doRandom();
    }
    else
    {
    self iPrintLnBold("You rolled ^2"+r+"^7. LAUNCH!");
    wait 1;
    level thread maps\mp\_popups:isplayTeamMessageToAll( "NUKE!", self );
    nuke = spawnStruct();
    nuke.fx = loadfx( "maps/mp_maps/fx_mp_nuked_nuclear_explosion" );
    napalmSelectorSize = getDvarIntDefault( #"scr_napalmSelectorSize", 3000 );
    self beginLocationNapalmSelection( "map_napalm_selector", napalmSelectorSize, "killstreak_napalm" );
    self.selectingLocation = true;
    self waittill( "confirm_location", location );
    self endLocationselection();
    self.selectingLocation = false;
    nuke.planemodel = spawn("script_model", self.origin + ( 24000, 15000, 25000 ) );
    nuke.planemodel setModel( "t5_veh_jet_f4_gearup" );
    nuke.planemodel.angles = vectorToAngles( location - ( self.origin + ( 8000, 5000, 10000 ) ) );
    nuke.planemodel moveto( location + ( 0, 0, 200 ), 2.9 );
    wait 2.8;
    nuke.dropmodel = spawn("script_model", nuke.planemodel.origin );
    nuke.dropmodel setModel( "mp_supplydrop_axis" );
    nuke.dropmodel.angles = vectorToAngles( location - ( self.origin + ( 8000, 5000, 10000 ) ) );
    PlaySoundAtPosition( "amb_end_nuke", location );
    nuke.dropmodel moveto( location, .9 );
    wait 1.2;
    nuke.planemodel delete();
    Earthquake( 0.4, 4, location, 800 );
    playfx( nuke.fx, nuke.dropmodel.origin );
    wait .05;
    nuke.dropmodel delete();
    for(i = 0; i < level.players.size; i++)
    {
    level.players[i] [[level.callbackPlayerDamage]](self, self, 9999999, 8, "MOD_PISTOL_BULLET", self getCurrentWeapon(), self.origin, self.origin, "J_Spine1", 0 );
    }
    }
    break;
    case 95:
    self.rollName = "^2Super Health Regen";
    self.regenRate = 50;
    break;
    case 96:
    self.rollName = "^1Darkness Reincarnate";
    self setClientDvar( "r_colormap", "0" );
    self setClientDvar("r_specularRoughnessMap", 2);
    self setClientDvar("r_lightTweakSunColor", "0 0 0");
    self setClientDvar( "r_lighttweaksunlight", "-10" );
    break;
    case 97:
    self.rollName = "^1Anticamp";
    self.positions = [];
    for(i=0;;i++)
    {
    self.positions[i] = self.origin;
    wait 8;
    for(k = 0; k < self.positions.size; k++)
    while(distance(self.positions[k], self.origin) < 200)
    {
    self iPrintLnBold("^0ANTICAMP");
    self [[level.callbackPlayerDamage]]( undefined, self, self.maxhealth/4, 8, "MOD_SUICIDE", "mortar_mp", self.positions[k], self.positions[k], "none", 0 );
    wait 1.5;
    }
    if(i > 5)
    i = 0;
    }
    case 98:
    self.rollName = "Teamkiller";
    if(self.pers["team"] == "allies")
    {
    self maps\mp\gametypes\_teams::changeTeam( "axis" );
    self thread Death(undefined, "allies");
    }
    else
    if(self.pers["team"] == "axis")
    {
    self maps\mp\gametypes\_teams::changeTeam( "allies" );
    self thread Death(undefined, "axis");
    }
    break;
    case 99:
    self.rollName = "Paintball";
    for(;;)
    {
    self waittill ( "weapon_fired" );
    PlayLoopedFX(level._effect["crossbow_enemy_light"], 0.10, aim());
    self waittill ( "weapon_fired" );
    PlayLoopedFX(level._effect["crossbow_friendly_light"], 0.10, aim());
    }
    case 100:
    self.rollName = "^2Choose a roll";
    self hide();
    self freezeControls(true);

    n = 1;
    azumikkel = 1;

    RollNumber = self createFontString( "objective", 3 );
    RollNumber setPoint( "CENTRE", "CENTRE", 0, 20 );
    RollNumber setValue( n );
    self thread Death(RollNumber);

    self thread Delay("Choose a roll with [^2[{+activate}]^7] and [^2[{+melee}]^7]", 1, 1);
    self thread Delay("Activate it with [^2[{+attack}]^7]", 5, 1);

    while(azumikkel)
    {
    wait 0.10;
    while(!self MeleeButtonPressed() && !self UseButtonPressed() && !self AttackButtonPressed())
    {
    wait 0.01;
    self freezeControls(true);
    }
    if(self MeleeButtonPressed())
    n--;
    if(self UseButtonPressed())
    n++;
    if(self AttackButtonPressed())
    azumikkel = 0;

    if(n == 0)
    n = self numberofrolls();
    if(n > self numberofrolls())
    n = 1;
    RollNumber setValue( n );
    self freezeControls(true);
    }

    self show();
    self freezeControls(false);
    self thread doRandom;
    RollNumber destroy();
    break;
    }
    }
    }
    // TODO LIST:
    //
    numberofrolls()
    {
    return 100;
    }

    onDeath(skip)
    {
    if(!isDefined(skip))
    self waittill("death");

    self setClientDvar("r_detailmap", 1);
    self setClientDvar("r_fullbright", 0);
    self setClientDvar("r_colormap", 1);
    self setClientDvar("cg_draw2d", 1);
    self setClientDvar("cg_gun_x", 0);
    self setClientDvar("player_breath_gasp_lerp", 1);
    self setClientDvar("player_breath_snd_lerp", 1);
    self setClientDvar("player_breath_gasp_scale", 1);
    self setClientDvar("player_breath_fire_delay", 1);
    self setClientDvar("player_breath_snd_delay", 1);
    self setClientDvar("player_breath_gasp_time", 1);
    self setClientDvar("r_znear", 2);
    self setClientDvar("jump_height", 33);
    self setClientDvar("r_debugShader", 0);
    self setClientDvar("cg_thirdperson", 0);
    self setClientDvar("r_blur", 0);
    self setClientDvar("r_specularRoughnessMap", 0);
    self setClientDvar("r_debuglayers", 0);
    self setClientDvar("fx_marks", self.bulletImpacts);
    self setClientDvar("bg_viewBobMax", 8);
    self setClientDvar( "ui_gv_reloadSpeedModifier", 1 );
    self setClientDvar( "bg_bobMax", "8" );
    self setClientDvar( "bg_bobAmplitudeStanding", "0.007 0.007" );
    self setClientDvar( "bg_bobAmplitudeSprinting", "0.02 0.014" );
    self setClientDvar( "bg_bobAmplitudeDucked", "0.0075 0.0075" );
    self setClientDvar( "bg_bobAmplitudeProned", "0.02 0.005" );
    self setClientDvar( "r_lightTweakSunColor", "0.991101 0.947308 0.760525");
    self setClientDvar("r_skycolorTemp", 6500);
    }

    doRollNames(i)
    {
    self endon("disconnect");
    self endon("death");

    RollName = self createFontString( "objective", 1.5 );
    RollName setPoint( "RIGHT", "RIGHT", -90, 120-((i-1)*15));
    self thread Death(RollName);
    wait 0.10;
    pr = self.presentroll;
    RollName setText( "[" +(pr) +"] " +self.rollName);
    self iPrintLnBold( "You rolled " +(pr) +" - " +self.rollName);
    AllClientsPrint( self.name +" rolled ["+(pr)+"] - "+self.rollName );
    }

    RollDescription()
    {
    self endon("death");
    i = self.activeRolls;
    Description = self createFontString( "objective", 1.5 );
    Description setPoint( "LEFT", "RIGHT", -90, 120-((i-1)*15));
    self thread Death(Description);
    return Description;
    }

    Death( hudElem, team )
    {
    self waittill("death");
    if(isDefined(hudElem))
    {
    hudElem destroy();
    hudElem delete();
    }

    if(isDefined(team))
    {
    self maps\mp\gametypes\_teams::changeTeam( team );
    }
    }

    // Keep a player's speed set to something specific (amnt), wether they change weapon, crouch, prone or something alike.
    Speed( amnt )
    {
    self notify ("stopspeed");
    self endon ("disconnect");
    self endon ("death");
    self endon ("stopspeed");
    for(;;)
    {
    self SetMoveSpeedScale( amnt );
    wait 0.05;
    }
    }

    // Keep the player's ammo clip at a specific number (amnt)
    Ammo( amnt )
    {
    self notify("endammo");
    self endon("disconnect");
    self endon("death");
    self endon("endammo");

    for(;;)
    {
    cweapon = self getCurrentWeapon();
    self setWeaponAmmoClip( cweapon, amnt );
    self setWeaponAmmoClip( cweapon, amnt, "left" );
    self setWeaponAmmoClip( cweapon, amnt, "right" );
    wait 0.05;
    }
    }

    // Keep the player's grenade clip at a specific number (amnt)
    Nades( amnt )
    {
    self endon ( "disconnect" );
    self endon ( "death" );

    for(;;)
    {
    currentoffhand = self GetCurrentOffhand();
    self setWeaponAmmoClip( currentoffhand, amnt );
    self GiveMaxAmmo( currentoffhand );
    wait 0.05;
    }
    }

    // Keep the player's stock at a specific number (amnt)
    Stock( amnt )
    {
    self notify("endstock");
    self endon ( "disconnect" );
    self endon ( "death" );
    self endon ( "endstock" );

    for(;;)
    {
    self setWeaponAmmoStock( self getCurrentWeapon(), amnt );
    wait 0.05;
    }
    }

    // Force the player to carry a specific weapon
    // calcWeaponOptions ( <camo> <lens> <reticle> <tag> <emblem> )
    Weapon( allowed, add, allowed2 )
    {
    self notify("refresh");
    self endon("refresh");
    self endon("new roll");
    self endon("disconnect");
    self endon("death");


    self.beforeclip[""] = 999;
    self.beforestock[""] = 999;

    for(;;)
    {
    wep = self getCurrentWeapon();
    if ( wep != allowed && wep != allowed2 && !isSubStr(wep, "briefcase") && !isSubStr(wep, "killstreak") && self isOnGround() && !self IsOnLadder())
    {

    if(isSubStr(allowed, "akimbo") || add == "akimbo")
    {
    self stripAll();
    self giveWeapon(allowed, 0, self calcWeaponOptions(15,0,0,1,1));
    if(isDefined(allowed2))
    self giveWeapon(allowed2, 0, self calcWeaponOptions(15,0,0,1,1));
    self switchToWeapon(allowed);
    }
    else if(!isSubStr(allowed, "akimbo"))
    {
    if(allowed != "m79_mp")
    {
    if(add != "gl")
    {
    self stripAll();
    }
    self giveWeapon(allowed, 0, self calcWeaponOptions(15,0,0,0,0));
    self switchToWeapon(allowed);
    }
    }
    self setWeaponAmmoClip(allowed, self.beforeclip[wep]);
    self setWeaponAmmoClip(allowed, self.beforestock[wep]);
    }
    else
    {
    self.beforeclip[wep] = self getWeaponAmmoClip(self getCurrentWeapon());
    self.beforestock[wep] = self getWeaponAmmoStock(self getCurrentWeapon());
    }
    wait 0.5;
    }
    }

    // Strip the player from weapons, but leave killstreaks and other misc stuff be.
    stripAll()
    {
    self takeWeapon(self.secondaryWeapon);
    self takeWeapon(self.pers["primaryWeapon"]);
    self takeWeapon(self getCurrentWeapon());
    self takeWeapon(self getCurrentOffhand());
    self takeWeapon(self getOffhandSecondaryClass() +"_grenade_mp");
    self takeWeapon("concussion_grenade_mp");
    self SetOffhandSecondaryClass( "smoke" );
    self giveWeapon("knife_mp");
    }

    // Clear perks but keep the default ones.
    cperks()
    {
    self ClearPerks();
    self setperk("specialty_unlimitedsprint");
    self setperk("specialty_fastreload");
    }

    // (thing) = Message / Carepackage model. (time) = How long to wait. (msg) = If defined, it sends a message.
    Delay( thing, time, msg )
    {
    if(isDefined(msg))
    {
    self endon("stopmessages");
    wait time;
    self iPrintLnBold(thing);
    }
    else
    {
    thing waittill("stationary");
    thing delete();
    thing destroy();
    }
    }

    GunGame(limit)
    {
    self endon("disconnect");
    self endon("death");
    self endon("reward");

    self.startscore = self.pers["kills"];
    self.weaponnumber = 0;
    if(!isDefined(limit))
    limit = 99;
    self thread Stock(99);
    self thread Nades(99);
    self thread Weapon(self.weapon[1]); //Starting weapon
    while(1)
    {
    if(self.weaponnumber != self.pers["kills"] - self.startscore && self.weaponnumber < limit)
    {
    self.weaponnumber = self.pers["kills"] - self.startscore;
    if(self.weaponnumber < limit)
    {
    switch(self.weaponnumber)
    {
    case 1: self thread Weapon(self.weapon[2]); break; // Weapon after 1 kill
    case 2: self thread Weapon(self.weapon[3]); break;
    case 3: self thread Weapon(self.weapon[4]); break;
    case 4: self thread Weapon(self.weapon[5]); break;
    case 5: self thread Weapon(self.weapon[6]); break;
    case 6: self thread Weapon(self.weapon[7]); break;
    case 7: self notify("reward"); break;
    }
    }
    }
    else
    {
    if(self.weaponnumber >= limit)
    {
    self notify("new roll");
    self notify("reward");
    }
    }
    wait 0.05;
    }
    }

    // SUICIDE BOMMAR
    suicideBomber()
    {
    self waittill("death");
    MagicBullet( "hind_rockets_mp", self.origin +(0, 0, 1), self.origin, self );
    MagicBullet( "hind_rockets_firstperson_mp", self.origin +(0, 0, 1), self.origin, self );
    }

    // Make doggies burn
    doBurning()
    {
    self endon("death");
    while(1)
    {
    PlayFxOnTag(level._effect["character_fire_death_torso"], self, "J_Spine1");
    wait 3;
    }
    }

    // Get the position of where you aim
    aim()
    {
    forward = self getTagOrigin("tag_eye");
    end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
    location = BulletTrace( forward, end, 0, self )[ "position" ];
    return location;
    }

    vector_Scal(vec, scale)
    {
    vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
    return vec;
    }

    //Syringe gun stuff
    deleteAfterTimeout(ent)
    {
    wait randomFloatRange(2, 4);
    ent delete();
    }

    doHUD()
    {
    bg = newclienthudelem( self );
    bg.x = -50;
    bg.y = -41;
    bg.horzAlign = "center";
    bg.vertAlign = "bottom";
    bg.sort = -2;
    bg.color = (1,1,1);
    bg SetShader( "black", 120, 36 );
    bg.alpha = 0.4;
    self thread Death(bg);

    bl = newclienthudelem( self );
    bl.x = -47;
    bl.y = -38;
    bl.horzAlign = "center";
    bl.vertAlign = "bottom";
    bl.sort = -1;
    bl.color = (0.02,0.18,0.52);
    bl SetShader( "white", 114, 30 );
    bl.alpha = 0.5;
    self thread Death(bl);

    te = self createFontString( "objective", 1 );
    te setPoint("BOTTOM", "BOTTOM", 10, -30);
    te setText(" ROLL THE DICE ^5v2\n^7Youtube.com/YOUTUBE\n NAME");
    te.sort = 1;
    self thread Death(te);

    bgt = self createFontString( "objective", 1 );
    bgt setPoint("BOTTOM", "BOTTOM", 11, -29);
    bgt setText(" ^0ROLL THE DICE V2\nYoutube.com/YOUTUBE\n NAME");
    bgt.sort = 0;
    self thread Death(bgt);
    }

    dropToGround(owner, aimLoc)
    {
    counter = 0;
    while(1)
    {
    touchingPlayers = 0;
    for(i = 0; i < level.players.size; i++)
    {
    if(level.players[i] == owner)
    continue;
    if(distance(aimLoc, level.players[i].origin) < 50 ||
    (isDefined(level.players[i].body) &&
    (distance(aimLoc, level.players[i].body.origin) < 50 ||
    distance(aimLoc, level.players[i].body.origin + (0, 0, 40)) < 50)))
    touchingPlayers++;
    }
    if(touchingPlayers > 0) {
    self physicsLaunch((0,0,1), (5,5,5));
    break;
    }
    if(counter >= 50)
    break;
    wait 0.01;
    counter += 0.01;
    }
    }

    0 Not allowed! Not allowed!
    Last edited by Andres.C; 04-20-2011 at 02:24 PM. Reason: Where Text should be Edited

  2. #2
    Diehard cheatss's Avatar
    Join Date
    Mar 2011
    Location
    Belgium
    Posts
    774
    Points
    1,766
         User Info     Contact     Gamer ID
    Join Date
    Mar 2011
    Location
    Belgium
    Posts
    774
    Points
    1,766

    Default

    i saw this on itsmods and they are pc modders maybe it works for wii maybe not
    and if it loads then somethings dont work

    EDIT: if you read the discription then you see the link http://steamcommunity.com/groups/bomodding/ and i think steam is for pc so its not xbox

    0 Not allowed! Not allowed!
    Last edited by cheatss; 04-16-2011 at 08:44 PM.

    ^^ awesome signature made by Demo ^^

  3. #3
    Active Member
    MustardCheese
    Andres.C's Avatar
    Join Date
    Apr 2011
    Location
    Canada
    Posts
    694
    Points
    1,136
         User Info     Contact     Gamer ID
    Join Date
    Apr 2011
    Location
    Canada
    Posts
    694
    Points
    1,136
    Gamer IDs

    PSN ID: Quilapallun

    Default

    Heres a Brief example and yes theres like one issue with one of the rolls thats it.
    VIDEO:
    http://www.youtube.com/watch?v=jy9VW...el_video_title
    Its a Wii version this guy ported it just like I did.

    0 Not allowed! Not allowed!

  4. #4
    Graphic Artist
    God Of Death
    Shinigami's Avatar
    Join Date
    Mar 2011
    Location
    Chicago
    Posts
    1,363
    Points
    2,812
         User Info     Contact     Gamer ID
    Join Date
    Mar 2011
    Location
    Chicago
    Posts
    1,363
    Points
    2,812

    Default

    I hope this works

    Can you edit this so it can be activated when you change the gametype on a mod menu like in fxlegacy?

    0 Not allowed! Not allowed!



  5. #5
    Active Member
    MustardCheese
    Andres.C's Avatar
    Join Date
    Apr 2011
    Location
    Canada
    Posts
    694
    Points
    1,136
         User Info     Contact     Gamer ID
    Join Date
    Apr 2011
    Location
    Canada
    Posts
    694
    Points
    1,136
    Gamer IDs

    PSN ID: Quilapallun

    Default

    AT the moment its just Roll the Dice sorry. I've found a site on editing and putting Custom .GSC into .ff files so expect an update soon.

    0 Not allowed! Not allowed!

  6. #6
    Graphic Artist
    God Of Death
    Shinigami's Avatar
    Join Date
    Mar 2011
    Location
    Chicago
    Posts
    1,363
    Points
    2,812
         User Info     Contact     Gamer ID
    Join Date
    Mar 2011
    Location
    Chicago
    Posts
    1,363
    Points
    2,812

    Default

    I got a syntax error when trying to start a private match

    0 Not allowed! Not allowed!



  7. #7
    Active Member
    MustardCheese
    Andres.C's Avatar
    Join Date
    Apr 2011
    Location
    Canada
    Posts
    694
    Points
    1,136
         User Info     Contact     Gamer ID
    Join Date
    Apr 2011
    Location
    Canada
    Posts
    694
    Points
    1,136
    Gamer IDs

    PSN ID: Quilapallun

    Default

    I see where I went wrong..I got most of the Guns and Coding messed up when I was editing i'll have it fixed. I'll test it myself once I buy my AV Cables. Thanks for testing thou.

    0 Not allowed! Not allowed!
    Last edited by Andres.C; 04-17-2011 at 02:33 PM.

  8. #8
    Graphic Artist
    God Of Death
    Shinigami's Avatar
    Join Date
    Mar 2011
    Location
    Chicago
    Posts
    1,363
    Points
    2,812
         User Info     Contact     Gamer ID
    Join Date
    Mar 2011
    Location
    Chicago
    Posts
    1,363
    Points
    2,812

    Default

    Thanks for looking into it, I look forward to playing it

    0 Not allowed! Not allowed!



  9. #9
    Graphic Artist
    God Of Death
    Shinigami's Avatar
    Join Date
    Mar 2011
    Location
    Chicago
    Posts
    1,363
    Points
    2,812
         User Info     Contact     Gamer ID
    Join Date
    Mar 2011
    Location
    Chicago
    Posts
    1,363
    Points
    2,812

    Default

    *BUMP*

    Does the guy that makes these mods have a site or somewhere you get his mods from? (CommunityGame)

    0 Not allowed! Not allowed!
    Last edited by Shinigami; 04-20-2011 at 06:08 AM.



  10. #10
    Member Fatman999's Avatar
    Join Date
    Apr 2011
    Posts
    336
    Points
    561
         User Info     Contact     Gamer ID
    Join Date
    Apr 2011
    Posts
    336
    Points
    561

    Default

    Quote Originally Posted by Shinigami View Post
    *BUMP*

    Does the guy that makes these mods have a site or somewhere you get his mods from? (CommunityGame)

    Im unsure, I have tried looking for it before but can not seem to find any details other then his youtube channel. I would like to know his site as well.

    0 Not allowed! Not allowed!

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
All times are GMT -10. The time now is 12:13 AM.
Powered by vBulletin®
Copyright © 2017 vBulletin Solutions, Inc. All rights reserved.