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  1. #1
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         User Info     Contact     Gamer ID
    Join Date
    Apr 2011
    Posts
    598
    Points
    1,088

    Default Roll the Dice v4

    ROLL THE DICE
    v4

    I finally got around to finishing this mod

    New stuff:
    -30+ new rolls
    -A kick menu (opens by holding knife and use)
    -Different text layout (What displays what roll you have and shit)
    -Intro
    -Choose-a-Roll roll
    -Test Mode (change level.testMode to 1 and you choose a roll everytime you spawn)
    -Fixed/removed some older rolls
    -New prevention system, you can't get any of the past 15 rolls you had, this way it doesn't get too repetative

    Sweet Features:
    -Valkryie Rocket
    -Ray Gun
    -Super Weapons
    -more stuff i am too lazy to remember

    Functions:
    I made a bunch of functions and put em all in this mod
    -giveSuperWeapon: Combines a weapon with the death machine
    --EX: giveSuperWeapon( "famas_mp" );
    -createCoolText: Creates cool looking text
    --EX: self.rollText = createCoolText( "default", 2, "RIGHT", "RIGHT", -30, -170, "^3", "^2" );
    -setCoolText: Sets the text created with createCoolText
    -destroyCoolText: Deletes text created with createCoolText
    -scrollFadeText: Does the scrolling/fading text that is used in the intro for this mod
    --EX: self thread scrollFadeText( 4, "CENTER", "CENTER", 0, 0, "", "ROLL THE DICE" );
    -more stuff i am too lazy to remember

    Edited GSCs:
    -jellymod
    -callbacksetup

    TWO THINGS I ASK OF YOU:
    1. Don't take credit for making it, by that i mean don't change the thing says "You are playing Roll the Dice, made by JellyInjector"... leave that, i spent a lot of time working on this mod, and deserve a little credit... Now, if you need to have your name it, put it in the class names, you are susposed to edit those to your likings...
    2. Enjoy the mod as much as you can before everyone switches over to mw3

    Code:
    #include common_scripts\utility;
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	thread resetVars();
    }
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		player thread onPlayerSpawned();
    		player thread onJoinedSpectators();
    	}
    }
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread doVars();
    		player thread doText();
    		player thread developerVars();
    	}
    }
    developerVars()
    {
    	self setClientDvar( "r_fog", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_scorelimit", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 0 );
    	setDvar( "scr_game_hardpoints", 0 );
    	setDvar( "scr_game_killstreaks", 0 );
    }
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		self thread doRoll();
    		self thread monitorDeath();
    	}
    }
    onJoinedSpectators()
    {
    	self endon( "disconnect" );
    	for(;;)
    	{
    		self waittill( "joined_spectators" );
    	}
    }
    resetVars()
    {
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_scorelimit", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 0 );
    	setDvar( "scr_game_hardpoints", 0 );
    	setDvar( "scr_game_killstreaks", 0 );
    }
    monitorDeath()
    {
    	self waittill( "death");
    	self setClientDvar( "cg_drawGun", 1 );
    	self allowJump( true );
    	self allowAds( true );
    	wait 0.05;
    	self allowSprint( true );
    	self setClientDvar( "compassSize", 1 );
    	self setClientDvar( "r_colormap", "1" );
    	wait 0.05;
    	self setClientDvar( "r_debugLayers", "0" );
    	self setClientDvar( "r_fog", 0 );
    	self setClientDvar( "r_znear", 2 );
    	wait 0.05;
    	self setClientDvar( "r_blur", 0 );
    	self show();
    }
    doRoll()
    {
    	self endon( "death" );
    	self.roll = randomInt( 49 );
    	if( self.roll == self.lastRoll )
    	{
    		self thread doRoll();
    	}
    	else
    	{
    		self.lastRoll = self.roll;
    	}
    	switch( self.roll )
    	{
    		case 0: self iPrintlnBold( "^3You rolled 1 - ^2Sprinter" );
    		self setMoveSpeedScale( 2 );
    		self.RollDisplay setText( "You are super-fast" );
    		break;
    		case 1: self iPrintlnBold( "^3You rolled 2 - ^2Turtle" );
    		self setMoveSpeedScale( .5 );
    		self.RollDisplay setText( "You are slow" );
    		break;
    		case 2: self iPrintlnBold( "^3You rolled 3 - ^2DEATH MACHINE" );
    		self thread doWeapon( "minigun_mp" );
    		self.RollDisplay setText( "Death Machine" );
    		break;
    		case 3: self iPrintlnBold( "^3You rolled 4 - ^2Invisible for 20 seconds" );
    		self.RollDisplay setText( "You are ^2INVISIBLE" );
    		self thread doInvisible();
    		break;
    		case 4: self iPrintlnBold( "^3You rolled 5 - ^2NOOBTUBER!!!" );
    		self.RollDisplay setText( "You are a NOOBTUBER" );
    		self thread doWeapon( "rpg_mp" );
    		while( 1 )
    		{
    			self giveMaxAmmo( "rpg_mp" );
    			wait 4;
    		}
    		break;
    		case 5: self iPrintlnBold( "^3You rolled 6 - ^2You are a one hit kill" );
    		self.health = 10;
    		self.RollDisplay setText( "You are a one hit kill" );
    		while( 1 )
    		{
    			wait 0.05;
    			if( self.health > 10 )
    			{
    				self.health = 10;
    			}
    		}
    		break;
    		case 6: self iPrintlnBold( "^3You rolled 7 - ^2Invisible Gun" );
    		self.RollDisplay setText( "Invisible Gun" );
    		wait 1;
    		self setClientDvar( "cg_drawGun", 0 );
    		break;
    		case 7: self iPrintlnBold( "^3You rolled 8 - ^2You are a Zombie" );
    		self takeAllWeapons();
    		self GiveWeapon( "defaultweapon_mp" );
    		self switchToWeapon( "defaultweapon_mp" );
    		self setMoveSpeedScale( 1.2 );
    		self.RollDisplay setText( "You are a Zombie" );
    		break;
    		case 8: self iPrintlnBold( "^3You rolled 9 - ^2Laser Pointer" );
    		self.RollDisplay setText( "Laser Pointer" );
    		for(;;)
    		{
    			trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
    			lights=loadfx("weapon/crossbow/fx_trail_crossbow_blink_red_os");
    			playfx(lights,trace);
    			wait 0.02;
    		}
    		break;
    		case 9: self iPrintlnBold( "^3You rolled 10 - ^2You are Flashing" );
    		self.RollDisplay setText( "You are flashing" );
    		while( 1 )
    		{
    			self hide();
    			wait .3;
    			self show();
    			wait .3;
    		}
    		break;
    		case 10: self iPrintlnBold( "^3You rolled 11 - ^2Infinite Ammo" );
    		self.RollDisplay setText( "Infinite Ammo" );
    		while( 1 )
    		{
    			currWeap = self getCurrentWeapon();
    			self setWeaponAmmoClip( currWeap, 99 );
    			wait 0.05;
    		}
    		break;
    		case 11: self iPrintlnBold( "^3You rolled 12 - ^2Roll Twice!" );
    		self.RollDisplay setText( "Rolling Dice." );
    		wait 0.5;
    		self.RollDisplay setText( "Rolling Dice.." );
    		wait 0.5;
    		self.RollDisplay setText( "Rolling Dice..." );
    		wait 1;
    		self thread doRoll();
    		wait 0.5;
    		self thread doRoll();
    		break;
    		case 12: self iPrintlnBold( "^3You rolled 13 - ^2Disabled" );
    		self.RollDisplay setText( "You are Disabled" );
    		self allowJump( false );
    		self allowAds( false );
    		self allowSprint( false );
    		break;
    		case 13: self iPrintlnBold( "^3You rolled 14 - ^2Faker" );
    		self.RollDisplay setText( "Press [{+activate}] to fake your death" );
    		for(;;)
    		{
    			while(!self usebuttonpressed()) wait 0.05;
    			clone = self ClonePlayer(3);
    			clone StartRagdoll();
    			self hide();
    			self.RollDisplay setText( "^2Invisible!" );
    			self thread fiveTimer();
    			wait 5;
    			self show();
    			self.RollDisplay setText("^1Visible!");
    			wait 1;
    			self.RollDisplay setText("Charging...");
    			wait 10;
    			self.RollDisplay setText( "Press [{+activate}] to fake your death" );
    		}
    		break;
    		case 14: self iPrintlnBold( "^3You rolled 15 - ^2Semtex Killer" );
    		self.RollDisplay setText( "Unlimited Semtex" );
    		self thread doWeapon( "sticky_grenade_mp" );
    		while( 1 )
    		{
    			currGrenade = self getcurrentoffhand();
    			self GiveMaxAmmo( currGrenade );
    			wait 0.05;
    		}
    		break;
    		case 15: self iPrintlnBold( "^3You rolled 16 - ^2GPS" );
    		self.RollDisplay setText( "Really Big Map" );
    		self setClientDvar( "compassSize", 1000 );
    		break;
    		case 16: self iPrintlnBold( "^3You rolled 17 - ^2Gaymore" );
    		self.RollDisplay setText( "Unlimited Claymores" );
    		self thread doWeapon( "claymore_mp" );
    		while( 1 )
    		{
    			currGrenade = self getcurrentoffhand();
    			self GiveMaxAmmo( currGrenade );
    			wait 0.05;
    		}
    		break;
    		case 17: self iPrintlnBold( "^3You rolled 18 - ^2Flaming Body" );
    		self.RollDisplay setText( "Flaming Body" );
    		while( 1 )
    		{
    			playFxOnTag( level._effect["character_fire_death_torso"], self, "J_SpineLower" );
    			wait .5;
    		}
    		break;
    		case 18: self iPrintlnBold( "^3You rolled 19 - ^2Double Shotties" );
    		self.RollDisplay setText( "Double Shotguns" );
    		self thread doWeapon( "hs10dw_mp" );
    		break;
    		case 19: self iPrintlnBold( "^3You rolled 20 - ^2Golden Crossbow" );
    		self.RollDisplay setText( "Golden Crossbow" );
    		self thread doGolden( "crossbow_explosive_mp" );
    		while( 1 )
    		{
    			self giveMaxAmmo( "crossbow_explosive_mp" );
    			wait 5;
    		}
    		break;
    		case 20: self iPrintlnBold( "^3You rolled 21 - ^2ORGASM" );
    		self.RollDisplay setText( "Orgasm" );
    		while( 1 )
    		{
    			level thread maps\mp\gametypes\_battlechatter_mp::mpSayLocalSound( self, "fire", "scream" );
    			wait 0.1;
    		}
    		break;
    		case 21: self iPrintlnBold( "^3You rolled 22 - ^2Golden Spas" );
    		self.RollDisplay setText( "Golden Spas" );
    		self thread doGolden( "spas_mp" );
    		break;
    		case 22: self iPrintlnBold( "^3You rolled 23 - ^2Jetpack" );
    		self.RollDisplay setText( "Jetpack" );
    		self thread JetpackTest();
    		break;
    		case 23: self iPrintlnBold( "^3You rolled 24 - ^2WTF" );
    		self.RollDisplay setText( "What is this?!?" );
    		self thread doWeapon( "dog_bite_mp" );
    		break;
    		case 24: self iPrintlnBold( "^3You rolled 25 - ^2ROBOT" );
    		self.RollDisplay setText( "ROBOT" );
    		self attach("t5_veh_rcbomb_allies", "j_spine4", false);
    		self attach("t5_weapon_camera_head_world", "tag_eye", false);
    		self thread doWeapon( "knife_ballistic_mp" );
    		while( 1 )
    		{
    			self giveMaxAmmo( "knife_ballistic_mp" );
    			wait 2;
    		}
    		break;
    		case 25: self iPrintlnBold( "^3You rolled 26 - ^2Wax World" );
    		self.RollDisplay setText( "Wax World" );
    		self setClientDvar( "r_colormap", "3" );
    		break;
    		case 26: self iPrintlnBold( "^3You rolled 27 - ^2Heaven" );
    		self.RollDisplay setText( "Heaven" );
    		self setClientDvar( "r_colormap", "2" );
    		self setClientDvar( "r_debugLayers", "1" );
    		break;
    		case 27: self iPrintlnBold( "^3You rolled 28 - ^2Flamethrower" );
    		self.RollDisplay setText( "Shoot Flames" );
    		self doWeapon( "mpl_silencer_mp" );
    		self allowAds( false );
    		self thread flamethrower();
    		break;
    		case 28: self iPrintlnBold( "^3You rolled 29 - ^2Disco Fog" );
    		self.RollDisplay setText( "Pretty Colors" );
    		self setClientDvar( "r_fog", 1 );
    		for(;;)
    		{
    			setExpFog( 256, 512, 89/255, 0/255, 22/255, 0.8 );
    			wait 0.8;
    			setExpFog( 256, 512, 89/255, 0/255, 86/255, 0.8 );
    			wait 0.8;
    			setExpFog( 256, 512, 4/255, 0/255, 89/255, 0.8 );
    			wait 0.8;
    			setExpFog( 256, 512, 0/255, 89/255, 83/255, 0.8 );
    			wait 0.8;
    			setExpFog( 256, 512, 89/255, 0/255, 22/255, 0.8 );
    			wait 0.8;
    			setExpFog( 256, 512, 0/255, 89/255, 10/255, 0.8 );
    			wait 0.8;
    		}
    		break;
    		case 29: self iPrintlnBold( "^3You rolled 30 - ^2Poison" );
    		for(;;)
    		{
    			for(i=20;i>0;i--)
    			{
    				self.RollDisplay setText( "You have " + i + " seconds to live!" );
    				wait 1;
    			}
    			wait 0.5;
    			self suicide();
    		}
    		break;
    		case 30: self iPrintlnBold( "^3You rolled 31 - ^2Spy" );
    		self.RollDisplay setText( "Spy: Press [{+activate}] for cloaking" );
    		self thread doWeapon( "knife_ballistic_mp" );
    		for(;;)
    		{
    			while(!self useButtonPressed()) wait 0.05;
    			self hide();
    			self.RollDisplay setText( "Cloak ^2ON" );
    			self thread fiveTimer();
    			wait 5;
    			self show();
    			self.RollDisplay setText( "Cloak ^1OFF" );
    			wait 2;
    			self.RollDisplay setText( "Charging [ ]" );
    			wait 1.5;
    			self.RollDisplay setText( "Charging [^1l ^7]" );
    			wait 1.5;
    			self.RollDisplay setText( "Charging [^3ll ^7]" );
    			wait 1.5;
    			self.RollDisplay setText( "Charging [^2lll ^7]" );
    			wait 1.5;
    			self.RollDisplay setText( "Charging [^2llll^7]" );
    			wait 1.5;
    			self.RollDisplay setText( "Press [{+activate}] for cloaking" );
    		}
    		break;
    		case 31: self iPrintlnBold( "^3You rolled 32 - ^2Sticks and Stones" );
    		self.RollDisplay setText( "Stick and Stones" );
    		self takeAllWeapons();
    		self GiveWeapon("crossbow_explosive_mp");
    		self GiveMaxAmmo("crossbow_explosive_mp");
    		wait 0.05;
    		self GiveWeapon("knife_ballistic_mp");
    		self GiveMaxAmmo("knife_ballistic_mp");
    		self GiveWeapon("knife_mp");
    		self GiveWeapon("hatchet_mp");
    		break;
    		case 32: self iPrintlnBold( "^3You rolled 33 - ^2Mr. Skills" );
    		self.RollDisplay setText( "Tomahawk only" );
    		self thread doWeapon( "hatchet_mp" );
    		while( 1 )
    		{
    			currGrenade = self getcurrentoffhand();
    			self GiveMaxAmmo( currGrenade );
    			wait 1;
    		}
    		break;
    		case 33: self iPrintlnBold( "^3You rolled 34 - ^2Mini Sharpshooter" );
    		self.RollDisplay setText( "Weapon switch every 15 seconds" );
    		for(;;)
    		{
    			self thread doWeapon( "galil_extclip_silencer_mp" );
    			wait 15;
    			self thread doWeapon( "mp5k_reflex_rf_silencer_mp" );
    			self.RollDisplay setText( "MP5K: Reflex/Rapid Fire/Silencer" );
    			wait 15;
    			self thread doWeapon( "commando_reflex_extclip_silencer_mp" );
    			self.RollDisplay setText( "Commando: Reflex/Extended Mag/Silencer" );
    			wait 15;
    			self thread doWeapon( "kiparis_elbit_grip_rf_silencer_mp" );
    			self.RollDisplay setText( "Kiparis: Grip/Rapid Fire/Silencer/Red Dot Sight" );
    			wait 15;
    			self thread doWeapon( "pythondw_mp" );
    			self.RollDisplay setText( "Python: Dual Wield" );
    			wait 15;
    			self thread doWeapon( "l96a1_acog_extclip_mp" );
    			self.RollDisplay setText( "L96A1: Acog/Extended Mag" );
    			wait 15;
    			self thread doWeapon( "m202_flash_mp" );
    			self iPrintlnBold( "^2Congratulations: ^5You made it to the end!" );
    			self.RollDisplay setText( "Reward: ^1R^3E^7A^8P^5E^2R" );
    			wait 999;
    		}
    		break;
    		case 34: self iPrintlnBold( "^3You rolled 35 - ^2Dragonsbreath" );
    		self.RollDisplay setText( "Dragonsbreath" );
    		self doWeapon( "spas_mp" );
    		self thread flamethrowerS();
    		break;
    		case 35: self iPrintlnBold( "^3You rolled 36 - ^2Wallhack" );
    		self.RollDisplay setText( "See through walls that are close to you" );
    		self setClientDvar("r_znear", 50);
    		break;
    		case 36: self iPrintlnBold( "^3You rolled 37 - ^2Sniper" );
    		self.RollDisplay setText( "Sniper" );
    		self thread doWeapon("l96a1_extclip_mp");
    		break;
    		case 37: self iPrintlnBold( "^3You rolled 38 - ^2Smoke Trail" );
    		self.RollDisplay setText( "You leave a trail of smoke" );
    		for(;;)
    		{
    			SpawnTimedFX(level.fx_tabun_1, self.origin);
    			wait 0.35;
    		}
    		break;
    		case 38: self iPrintlnBold( "^3You rolled 39 - ^2Dropped your glasses" );
    		self.RollDisplay setText( "You're blurry" );
    		self setClientDvar("r_blur", 3);
    		break;
    		case 39: self iPrintlnBold( "^3You rolled 40-^2Teleporter" );
    		self.RollDisplay setText( "Shoot to teleport" );
    		self setPerk( "specialty_bulletpenetration" );
    		self setPerk( "specialty_bulletdamage" );
    		self setPerk( "specialty_bulletaccuracy" );
    		self setPerk( "specialty_fallheight" );
    		wait 0.05;
    		self thread doWeapon( "l96a1_acog_extclip_mp" );
    		for(;;)
    		{
    			self waittill ( "weapon_fired" );
    			location = aim();
    			if(distance(self.origin, location) < 10000) self SetOrigin( location );
    		}
    		break;
    		case 40: self iPrintlnBold( "^3You rolled 41 - ^2Paranoid" );
    		self.RollDisplay setText( "^Look^up^" );
    		wait 0.5;
    		for(;;)
    		{
    			orig = self.origin;
    			wait 1;
    			MagicBullet( "rpg_mp", orig +(0, 0, 8000), orig, self );
    		}
    		break;
    		case 41: self iPrintlnBold( "^3You rolled 42 - ^2Rocket Pistol" );
    		self.RollDisplay setText( "Pistol that shoots RPGs" );
    		self thread doWeapon("m1911_mp");
    		for(;;)
    		{
    			self waittill ( "weapon_fired" );
    			location = aim();
    			MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), location, self );
    		}
    		break;
    		case 42: self iPrintlnBold( "^3You rolled 43 - ^2Artillery Marker" );
    		self.RollDisplay setText( "Shoot to mark artillery target" );
    		for(;;)
    		{
    			self iPrintlnBold("^2ARTILLERY MISSILES READY");
    			self waittill ( "weapon_fired" );
    			self iPrintlnBold("^1REARMING");
    			location = aim();
    			MagicBullet( "rpg_mp", location + (0, 0, 7500), location, self );
    			wait 0.1;
    			MagicBullet( "rpg_mp", location + (0, 0, 7500), location, self );
    			wait 0.1;
    			MagicBullet( "rpg_mp", location + (0, 0, 7500), location, self );
    			wait 5;
    		}
    		break;
    		case 43: self iPrintlnBold( "^3You rolled 44 - ^2Double Health" );
    		self.RollDisplay setText( "Double Health" );
    		self.maxhealth = 200;
    		self.health = self.maxhealth;
    		break;
    		case 44: self iPrintlnBold( "^3You rolled 45 - ^2Blood Bullets" );
    		self.RollDisplay setText( "When you shoot you lose health" );
    		for(;;)
    		{
    			self waittill("weapon_fired");
    			if( self.health > 5 )
    			{
    				self.health = self.health - 5;
    			}
    			else
    			{
    				self suicide();
    			}
    		}
    		break;
    		case 45: self iPrintlnBold( "^3You rolled 46 - ^2Mr. Sparks" );
    		self.RollDisplay setText( "Mr. Sparks" );
    		self thread doSparkModel();
    		break;
    		case 46: self iPrintlnBold( "^3You rolled 47 - ^2Cowboy" );
    		self.RollDisplay setText( "Howdy, Partner!" );
    		self thread doWeapon( "pythondw_mp" );
    		break;
    		case 47: self iPrintlnBold( "^3You rolled 48 - ^2Double Health and Roll Again" );
    		self.RollDisplay setText( "Rolling Again..." );
    		self.maxhealth = 200;
    		self.health = self.maxhealth;
    		wait 1.5;
    		self thread doRoll();
    		break;
    		case 48: self iPrintlnBold( "^3You rolled 49 - ^2God mode for 15 seconds" );
    		self.RollDisplay setText( "God mode ^2ON" );
    		self.maxhealth = 9999;
    		self.health = self.maxhealth;
    		self thread fifteenTimer();
    		wait 15;
    		self.maxhealth = 100;
    		self.health = self.maxhealth;
    		self.RollDisplay setText( "God mode ^1OFF" );
    		break;
    	}
    }
    JetpackTest()
    {
    	self endon("death");
    	self setPerk("specialty_fallheight");
    	self.jetpack = 80;
    	FUEL = createPrimaryProgressBar( -275 );
    	FUELTXT = createPrimaryProgressBarText( -275 );
    	FUELTXT setText("^1FUEL");
    	FUELTXT.y = 210;
    	FUEL.bar.y = 220;
    	FUEL.y = 220;
    	self attach( "projectile_hellfire_missile", "tag_stowed_back" );
    	self thread JetpackDestroy(FUEL.bar,FUEL,FUELTXT);
    	for(i=0;;i++)
    	{
    		if(self jumpbuttonpressed() && 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._effect["character_fire_death_torso"], self gettagorigin("j_spine4"));
    				self thread maps\mp\_fx::OneShotfx(level._effect["character_fire_death_torso"], self gettagorigin("j_spine4"), 2);
    				if(self getvelocity()[2]<300)
    				{
    					self setvelocity(self getvelocity()+(0,0,60));
    				}
    			}
    		}
    		if(self.jetpack<80 &&!self jumpbuttonpressed())
    		{
    			self.jetpack++;
    		}
    		FUEL updateBar(self.jetpack/80);
    		FUEL.bar.color=(1,self.jetpack/80,self.jetpack/80);
    		wait .05;
    	}
    }
    JetpackDestroy(a,b,c)
    {
    	self waittill("death");
    	a destroy();
    	b destroy();
    	c destroy();
    }
    doGolden( gun )
    {
    	self takeAllWeapons();
    	self GiveWeapon( gun, 0, self calcWeaponOptions( 15, 0, 0, 0, 0 ) );
    	self GiveWeapon( "knife_mp" );
    	self switchToWeapon( gun );
    	self giveMaxAmmo( gun );
    }
    doWeapon( gun )
    {
    	self takeAllWeapons();
    	self GiveWeapon( gun );
    	self GiveWeapon( "knife_mp" );
    	self switchToWeapon( gun );
    	self giveMaxAmmo( gun );
    }
    doInvisible()
    {
    	self endon("disconnect");
    	self endon("death");
    	self hide();
    	wait 20;
    	self show();
    	self.RollDisplay setText( "You are ^1VISIBLE" );
    }
    doVars()
    {
    	self.lastRoll = 999;
    	setDvar( "scr_disable_weapondrop", 1 );
    	setDvar( "scr_game_killstreaks", "0" );
    }
    doText()
    {
    	self.RollDisplay = createFontString( "objective", 2 );
    	self.RollDisplay setPoint( "CENTER", "TOP", 0, 0 );
    }
    flamethrower()
    {
    	self endon("disconnect");
    	self endon("death");
    	for(;;)
    	{
    		self waittill( "weapon_fired" );
    		if( self getCurrentWeapon() != "mpl_silencer_mp" )
    		{
    		}
    		else
    		{
    			trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
    			fire=loadfx("env/fire/fx_fire_player_md_mp");
    			playfx(fire,trace);
    			self playsound("mpl_player_burn_loop");
    			radiusdamage(trace,40,40,10,self);
    		}
    	}
    }
    flamethrowerS()
    {
    	self endon("disconnect");
    	self endon("death");
    	for(;;)
    	{
    		self waittill( "weapon_fired" );
    		if( self getCurrentWeapon() != "spas_mp" )
    		{
    		}
    		else
    		{
    			trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
    			fire=loadfx("weapon/napalm/fx_napalm_drop_mp");
    			playfx(fire,trace);
    			self playsound("mpl_player_burn_loop");
    			radiusdamage(trace,40,40,10,self);
    		}
    	}
    }
    aim()
    {
    	location = bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
    	return location;
    }
    doSparkModel()
    {
    	self endon("death");
    	self endon("disconnect");
    	tagArray[0] = "J_Spine1";
    	tagArray[1] = "j_knee_ri";
    	tagArray[2] = "j_knee_le";
    	tagArray[3] = "j_spine4";
    	tagArray[4] = "j_head";
    	sparky_fx = loadfx( "weapon/grenade/fx_spark_disabled_weapon" );
    	while(1)
    	{
    		wait 1;
    		for(i=0;i<tagArray.size;i++)
    		{
    			PlayFxOnTag(sparky_fx, self, tagArray[i]);
    		}
    	}
    }
    fifteenTimer()
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    	self.timeText = self createFontString( "extrabig", 3.75 );
    	self.timeText setPoint( "BOTTOMLEFT", "BOTTOMLEFT", 130, -6 );
    	self.timeText.alpha = 0.9;
    	self thread destroyTimer(self.timeText);
    	for(i=15;i>0;i--)
    	{
    		self.timeText setText( " " + i );
    		wait 1;
    	}
    	self notify( "endtime" );
    }
    fiveTimer()
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    	self.timerText = self createFontString( "extrabig", 3.75 );
    	self.timerText setPoint( "BOTTOMLEFT", "BOTTOMLEFT", 130, -6 );
    	self.timerText.alpha = 0.9;
    	self thread destroyTimer(self.timerText);
    	for(i=5;i>0;i--)
    	{
    		self.timerText setText( " " + i );
    		wait 1;
    	}
    	self notify( "endtime" );
    }
    destroyTimer(text)
    {
    	self waittill_any( "death", "endtime" );
    	text destroy();
    }

    +Rep (The star thing at the bottom left of the post)

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    Last edited by ellijah; 04-02-2012 at 09:19 AM.

  2. #2
    Member Cyber's Avatar
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    Default

    G0t own!!! nice jellyinjecter =D

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    Best Callsign/title/emblem ever

  3. #3
    Member kwaq's Avatar
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    Holy S***! Good job with V4 dude!

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    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Video please

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    Looks like a nice release, and yeah a video would be nice.

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  6. #6
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    Default

    bout time you made v4 -_-

    nice work bro

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  7. #7
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    Default

    Quote Originally Posted by JellyInjector View Post
    ROLL THE DICE
    -A kick menu (opens by holding knife and melee)
    Nice menu bout to test it out, but you said Hold knife and melee, when knife is the melee button O_o

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  8. #8
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    Nicely done +rep

    holy shit this thing is fucking sick bro

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  9. #9
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    I only want a video because, I'm not able to mod right now.

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  10. #10
    Member Xtermination's Avatar
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    Dude that funball roll is hilarious

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