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  1. #1
    MonsterCat
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    Apr 2011
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    Calgary, Alberta, Canada
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         User Info     Contact     Gamer ID
    Join Date
    Apr 2011
    Location
    Calgary, Alberta, Canada
    Posts
    4,684
    Points
    4,169

    Contact info:

    Youtube Channel: http://www.youtube.com/CheeseToastHax

    Default NUKETOWN SURVIVAL 0.3 MADE BY CHEESETOAST!

    This is a Contest Entry for Tlpwnzers mod contest!
    Credit: CheeseToast
    Inspiration: Nuke547

    Ok so I made this new gametype where humans are stuck in the yellow nuketown house and they can't get out. The zombies can get it. The humans survive rounds of zombies that get stonger each round. The humans can buy: scorpian, olympia, m14, mystery box and 5-6 perks. The humans gain 200 dollars every round and get 125 dollars when they kill a zombie. The Humans can come back alive if the teamates survive the whole round! Enjoy! Also subbscribe to videogamedude cause it would have not been released without a video. and sub to me because it would have not been made without me (subbing just gives me another motivation to make and release mods)

    Youtube: http://www.youtube.com/user/CheeseToastHax

    download:
    http://www.mediafire.com/?66vfcjll9flngf0

    Code:
    #include common_scripts\utility;
    
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected(); 
    	level thread doBlocks();
    	level.onPlayerKilled = ::onPlayerKilled;
    	setDvar( "didyouknow", "Welcome To ^1Nuketown Survival!" );
    }
    
    onPlayerConnect()
    {	
    	for(;;)
    	{
    		level waittill( "connecting", player );
    
    		player thread BuyGuns();
    		player thread onPlayerSpawned();
    		player thread RoundSettings();
    		player thread NotifyRound();
    		player thread MonitorRound();
    		player thread Money();
    	}
    }
    
    onPlayerConnected()
    {	
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread Dvars();	
    		player thread EndTheGame();
            	player [[level.autoassign]]();
    		player thread TeamsAreEqual();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		self thread Settings();
    		self thread DisplayRound();
    		self thread Credit();
    	}
    }
    
    Dvars()
    {
    	setDvar( "g_TeamName_Allies", "^2Humans" );
    	setDvar( "g_TeamName_Axis", "^1Zombies" );
    	setDvar( "scr_tdm_scorelimit", 0 );
    	setDvar( "scr_tdm_timelimit", 0 );
    	setDvar( "scr_disable_weapondrop", 1 );
    	setDvar( "g_allow_teamchange", 0 );
            setDvar( "scr_disable_cac", 1 ); 
    	setDvar( "scr_game_killstreaks", 0 );
    	setDvar( "scr_tdm_timelimit", 0 );
    	SetMatchFlag( "disableingamemenu", 1 );//I know, its not a dvar but I put it in here anyways. 
    }
    
    Settings()
    {
    	if( self.pers["team"] == "axis" )
    	{
    		self thread ZombieGuns();
    		wait 0.1;
    		self thread ZombiePerks();
    		wait 0.1;
    		self thread ZombieSettings();
    		wait 0.1;
    		self thread MonitorKnifing();	
    		wait 0.1;
    		self thread ZombieHealth();
    	}
    
    	else if( self.pers["team"] == "allies" )
    	{
    		self thread HumanGuns();
    		wait 0.1;
    		self thread HumansPerks();
    		wait 0.1;
    		self thread HumansSettings();
    		wait 0.1;
    		self thread ShowCash();
    		wait 0.1;
    		self thread SwitchToSpectator();
    		wait 0.1;
    		self thread HumanHealth();
    		wait 0.1;
    		self thread HumansGlitching();
    	}
    }
    
    Money()
    {
    	self.cash = 500;
    }
    
    HumansPerks()
    {
    	self endon ( "disconnect" );
    
    	self clearPerks();
    	self setPerk("specialty_healthregen");
    	self setPerk("specialty_finalstand");  
    	self setPerk("specialty_pistoldeath"); 
    	self setPerk("specialty_quieter");  
    	self setPerk("specialty_loudenemies");
    	self setPerk("specialty_nomotionsensor"); 
    	self setPerk("specialty_gpsjammer");
    }
    
    HumanGuns()
    {
    	self takeAllWeapons();
    	self giveWeapon( "m1911_mp" );
    	self giveWeapon( "frag_grenade_mp" );
    	self giveWeapon( "knife_mp" ); 					
    	self giveWeapon( "asp_mp" ); //this is so you have a secondary for weapon swapping
    	self giveMaxAmmo( "m1911_mp" );
    	self switchToWeapon( "m1911_mp" );
    	self SetWeaponAmmoClip( "asp_mp", 0 );   
    	self SetWeaponAmmoStock( "asp_mp", 0 );	
    }
    
    HumansSettings()
    {
    	self endon ( "disconnect" );
    		
    	self.maxhealth = 400;
    	self.health = self.maxhealth;	
    				
    	self setOrigin( ( 841, 584, -34 ), ( 0, 225, 0 ) );
    	self freeze_player_controls( false ); 
    }
    
    ZombieGuns()
    {
    	self takeAllWeapons();
    	self giveWeapon( "knife_ballistic_mp" );
    	self giveWeapon( "knife_mp" );
    	self switchToWeapon( "knife_ballistic_mp" );
    	self SetWeaponAmmoClip( "knife_ballistic_mp", 0 );   
    	self SetWeaponAmmoStock( "knife_ballistic_mp", 0 );	
    }
    
    ZombiePerks()
    {
    	self endon ( "disconnect" );
    
    	self clearPerks();
    	self setPerk("specialty_gpsjammer");  
    	self setPerk("specialty_reconnaissance");  
    	self setPerk("specialty_nottargetedbyai");  
    	self setPerk("specialty_noname");
    	self setPerk("specialty_nomotionsensor"); 
    }
    
    ZombieSettings()
    {	
    	self endon ( "disconnect" );
    
    	self setClientDvar( "scr_player_healthregentime", 0 ); 
    	self setOrigin( ( 1100, 823, -45 ), ( 0, 60, 0 ) );
    }
    
    ShowCash()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    
    	Cash = self createFontString( "objective", 1.7 );
    	Cash setPoint( "TOPRIGHT", "TOPRIGHT", 0, 0 );
    
    	for(;;)
    	{
    		Cash setText( "^2$" + self.cash );
    		wait 0.1;
    	}
    }
    
    SwitchToSpectator()
    {	
    	self endon ( "disconnect" );
    
    	self waittill( "death" );
    	self [[level.spectator]]();
    }
    
    EndTheGame()
    {	
    	self endon ( "disconnect" );
    
    	wait 15;
    	for(;;)
    	{
    		if( level.aliveCount["allies"] == 0 )
    		{
    			thread maps\mp\gametypes\_globallogic::forceEnd( false );
    			self thread EndGameText();
    		}
    
    	wait 0.1;
    	}
    }
    
    EndGameText()
    {
    	EndGame = self createFontString( "objective", 2 );
    	EndGame setPoint( "CENTER", "CENTER", 0, 0 );
    	EndGame setText( "^1You Survived " + self.round + " Rounds" );
    }
    
    MonitorKnifing()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    
    	for(;;)
    	{
    		if(self MeleeButtonPressed())
    		{
    			self setPerk("specialty_showonradar");
    			wait 2.25;
    			self unsetPerk("specialty_showonradar");			
    		}
    
    	wait 0.1;
    	}
    }
    
    NotifyRound()
    {
    	self endon ( "disconnect" );
    
    	for(;;)
    	{
    		wait 60;
    		self notify( "new_round" );
    		//self.round++; this would make the rounds go up anywhere from 2-10 rounds every 60 seconds
    	}
    }
    
    MonitorRound()
    {
    	self.round = 1;
    	wait 60;
    	self.round = 2;
    	wait 60;
    	self.round = 3;
    	wait 60;
    	self.round = 4;
    	wait 60;
    	self.round = 5;
    	wait 60;
    	self.round = 6;
    	wait 60;
    	self.round = 7;
    	wait 60;
    	self.round = 8;
    	wait 60;
    	self.round = 9;
    	wait 60;
    	self.round = 10;
    	wait 60;
    	self.round = 11;
    	wait 60;
    	self.round = 12;
    	wait 60;
    	self.round = 13;
    	wait 60;
    	self.round = 14;
    	wait 60;
    	self.round = 15;
    	wait 60;
    	self.round = 16;
    	wait 60;
    	self.round = 17;
    	wait 60;
    	self.round = 18;
    	wait 60;
    	self.round = 19;
    	wait 60;
    	self.round = 20;
    }
    
    ZombieHealth()
    {
    	if(self.round == 1)
    	{
    	self.maxhealth = 60;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 2)
    	{
    	self.maxhealth = 80;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 3)
    	{
    	self.maxhealth = 100;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 4)
    	{
    	self.maxhealth = 120;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 5)
    	{
    	self.maxhealth = 140;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 6)
    	{
    	self.maxhealth = 160;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 7)
    	{
    	self.maxhealth = 180;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 8)
    	{
    	self.maxhealth = 200;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 9)
    	{
    	self.maxhealth = 220;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 10)
    	{
    	self.maxhealth = 240;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 11)
    	{
    	self.maxhealth = 260;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 12)
    	{
    	self.maxhealth = 280;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 13)
    	{
    	self.maxhealth = 300;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 14)
    	{
    	self.maxhealth = 320;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 15)
    	{
    	self.maxhealth = 340;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 16)
    	{
    	self.maxhealth = 360;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 17)
    	{
    	self.maxhealth = 380;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 18)
    	{
    	self.maxhealth = 400;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 19)
    	{
    	self.maxhealth = 420;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 20)
    	{
    	self.maxhealth = 440;
    	self.health = self.maxhealth;
    	}
    }
    
    RoundSettings()
    { 
    	for(;;)
    	{
    		self waittill( "new_round" );
    
    		if( self.pers["team"] == "axis" )
    		{
    			self suicide();
    		}
    
    		else if( self.pers["team"] == "spectator" )
    		{
    			self [[level.allies]]();
    		}
    		
    		else if( self.pers["team"] == "allies" )
    		{
    			self.cash += 200;
    		}	
    	}
    }
    
    DisplayRound()
    {	
    	self endon ( "disconnect" );
    	self endon ( "death" );
    
    	RoundDisplay = self createFontString( "objective", 3.5 );
    	RoundDisplay setPoint( "BOTTOM", "RIGHT", 0, 170 );
    
    	for(;;)
    	{
         		RoundDisplay setText( "^1" + self.round );
            	wait 0.1;
    	}
    }
    
    GainMoney()
    {
    	self.cash += 125;
    }
    
    onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
    {
    	if ( isDefined( attacker ) && isPlayer( attacker ) && self != attacker )
    	{
    		attacker thread GainMoney();
    	}
    }
    
    HumanHealth()
    {
    	self endon( "Jugg_Bought" );
    	for(;;)
    	{
    		if( self.health <= 399 )
    		{
    			wait 5;
    			if( self.health <= 399 )
    			{
    				self.maxhealth = 400;
    				self.health = self.maxhealth;
    			}
    		}
    	wait 0.1;
    	}	
    }
    
    HumanHealthJugg()
    {
    	self endon ( "death" );
    	for(;;)
    	{
    		if( self.health <= 719 )
    		{
    			wait 8;
    			if( self.health <= 719 )
    			{
    				self.maxhealth = 720;
    				self.health = self.maxhealth;
    			}
    		}
    	wait 0.1;
    	}
    }
    
    HumansGlitching()
    {
    	for(;;)
    	{
    		self setPerk("specialty_showonradar");
    		wait 3;
    		self unsetPerk("specialty_showonradar");
    		wait 30;
    	}
    }
    
    TeamsAreEqual()//there is a glitch where there are 6 humans and 4 zombies, so.. the first humans to die goes to the zombie team.
    {
    	for(;;)
    	{
    		if( level.playerCount["allies"] >= 6 && self.pers["team"] == "spectator" ) 
    		{
    			//map_restart( false );
    			self [[level.axis]]();
    		}
    
    	wait 0.01;
    	}
    }
    
    RandomGuns()
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    
    	switch( RandomInt(33) ) 
    	{
    		case 0:
    			self thread DoText( "ak47_mp" );
    			self thread TakeOrLeave( "ak47_mp" );
    			break;
    		case 1:
    			self thread DoText( "ak74u_mp" );
    			self thread TakeOrLeave( "ak74u_mp" );
    			break;
    		case 2:
    			self thread DoText( "aug_mp" );
    			self thread TakeOrLeave( "aug_mp" );		
    			break;
    		case 3:	
    			self thread DoText( "crossbow_explosive_mp" );	
    			self thread TakeOrLeave( "crossbow_explosive_mp" );
    			break;
    		case 4:	
    			self thread DoText( "cz75_mp" );			
    			self thread TakeOrLeave( "cz75_mp" );			
    			break;
    		case 5:
    			self thread DoText( "defaultweapon_mp" );
    			self thread TakeOrLeave( "defaultweapon_mp" );	
    			break;
    		case 6:
    			self thread DoText( "dragunov_mp" );	
    			self thread TakeOrLeave( "dragunov_mp" );
    			break;
    		case 7:
    			self thread DoText( "enfield_mp" );
    			self thread TakeOrLeave( "enfield_mp" );	
    			break;
    		case 8:
    			self thread DoText( "famas_mp" );
    			self thread TakeOrLeave( "famas_mp" );	
    			break;
    		case 9:
    			self thread DoText( "fnfal_mp" );
    			self thread TakeOrLeave( "fnfal_mp" );	
    			break;
    		case 10:
    			self thread DoText( "g11_mp" );	
    			self thread TakeOrLeave( "g11_mp" );
    			break;
    		case 11:
    			self thread DoText( "galil_mp" );
    			self thread TakeOrLeave( "galil_mp" );				
    			break;
    		case 12:
    			self thread DoText( "hk21_mp" );
    			self thread TakeOrLeave( "hk21_mp" );
    			break;
    		case 13:
    			self thread DoText( "hs10_mp" );
    			self thread TakeOrLeave( "hs10_mp" );	
    			break;
    		case 14:
    			self thread DoText( "knife_ballistic_mp" );	
    			self thread TakeOrLeave( "knife_ballistic_mp" );
    			break;
    		case 15:
    			self thread DoText( "l96a1_mp" );
    			self thread TakeOrLeave( "l96a1_mp" );	
    			break;
    		case 16:
    			self thread DoText( "m16_mp" );	
    			self thread TakeOrLeave( "m16_mp" );
    			break;	
    		case 17:
    			self thread DoText( "m60_mp" );	
    			self thread TakeOrLeave( "m60_mp" );
    			break;
    		case 18:
    			self thread DoText( "mac11_mp" );
    			self thread TakeOrLeave( "mac11_mp" );	
    			break;	
    		case 19:
    			self thread DoText( "minigun_mp" );
    			self thread TakeOrLeave( "minigun_mp" );	
    			break;	
    		case 20:
    			self thread DoText( "mp5k_mp" );	
    			self thread TakeOrLeave( "mp5k_mp" );
    			break;	
    		case 21:
    			self thread DoText( "mpl_mp" );	
    			self thread TakeOrLeave( "mpl_mp" );
    			break;	
    		case 22:
    			self thread DoText( "pm63_mp" );
    			self thread TakeOrLeave( "pm63_mp" );	
    			break;	
    		case 23:
    			self thread DoText( "psg1_mp" );
    			self thread TakeOrLeave( "psg1_mp" );	
    			break;	
    		case 24:
    			self thread DoText( "python_mp" );
    			self thread TakeOrLeave( "python_mp" );	
    			break;	
    		case 25:
    			self thread DoText( "rpg_mp" );	
    			self thread TakeOrLeave( "rpg_mp" );
    			break;	
    		case 26:
    			self thread DoText( "rpk_mp" );	
    			self thread TakeOrLeave( "rpk_mp" );
    			break;	
    		case 27:
    			self thread DoText( "spas_mp" );
    			self thread TakeOrLeave( "spas_mp" );	
    			break;	
    		case 28:
    			self thread DoText( "spectre_mp" );
    			self thread TakeOrLeave( "spectre_mp" );	
    			break;	
    		case 29:
    			self thread DoText( "stoner63_mp" );
    			self thread TakeOrLeave( "stoner63_mp" );	
    			break;	
    		case 30:
    			self thread DoText( "strela_mp" );
    			self thread TakeOrLeave( "strela_mp" );	
    			break;	
    		case 31:
    			self thread DoText( "uzi_mp" );	
    			self thread TakeOrLeave( "uzi_mp" );
    			break;	
    		case 32:
    			self thread DoText( "wa2000_mp" );
    			self thread TakeOrLeave( "wa2000_mp" );	
    			break;
    
    		default:
    			break;
    	}
    }
    
    DoText( gun )
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    
    	showGun = self createFontString( "objective", 2 );
    	showGun setPoint( "CENTER", "TOP", 0, 0 );
            showGun setText( gun );
    	showGun.color = ( 240/255, 20/255, 220/255 );
    
    	TakeGun = self createFontString( "objective", 1.5 ); 
    	TakeGun setPoint( "CENTER", "RIGHT", -150, 0 );
            TakeGun setText( "^2Keep Gun? [{+melee}]" );
    
    	DontTakeGun = self createFontString( "objective", 1.5 );
    	DontTakeGun setPoint( "CENTER", "LEFT", 150, 0 );
            DontTakeGun setText( "^1Leave Gun? [{+frag}]" );
    
    	wait 5;
    	showGun destroy();
    	DontTakeGun destroy();
    	TakeGun destroy();
    }
    
    TakeOrLeave( gungun )
    {	
    	self endon( "Mystery_Box_Used" );
    	for(;;)
    	{
    		if(self FragButtonPressed())
    		{
    			self freeze_player_controls( false );	
    			self notify( "Mystery_Box_Used" );
    		}
    
    		else if(self MeleeButtonPressed())
    		{
    			self freeze_player_controls( false );
    			self takeWeapon( self getCurrentWeapon() );
    			self giveWeapon( gungun );
    			self switchToWeapon( gungun );
    			self giveMaxAmmo( gungun );
    			self notify( "Mystery_Box_Used" );
    		}
    
    	wait 0.1;
    	}
    }
    
    Credit()//leave this in here and if you dont or change anything from the credit ill tell the world how gay you are.
    {
    	if(self.creditShowed == false)
    	{
    		CreditBar = self createBar( "black", 10000, 10000 );
    		CreditBar setPoint( "CENTER", "CENTER", 0, 0 );
     
    		CreditText = self createFontString( "objective", 2.3 );
    		CreditText setPoint( "CENTER", "TOP", 0, 0 );
           		CreditText setText( "Nuketown Survival\n\n\n\n Made By:" );
    		CreditText.color = ( 200/255, 0/255, 0/255 );
    
    		wait 3;
    		CreditText destroy();
    
    		CreditTextTwo = self createFontString( "objective", 3.3 );
    		CreditTextTwo setPoint( "CENTER", "CENTER", 0, 0 );
            	CreditTextTwo setText( "CheeseToast" );
    		CreditTextTwo.color = ( 230/255, 230/255, 0/255 );
    
    		wait 2;
    		CreditTextTwo destroy();
    		CreditBar destroy();
    
    		self.creditShowed = true;
    	}
    }
    
    createGun( pos, angle, gun )
    {
    	level.gun[gun] = spawn( "script_model", pos );
    	level.gun[gun] setModel( getWeaponModel( gun + "_mp" ) );
    	level.gun[gun].angles = angle;
    } 
    
    createBlock( pos, angle )
    {
            crate = spawn( "script_model", pos );
            crate setModel( "mp_supplydrop_ally" );
            crate.angles = angle;
    }
    
    createPerk( pos, angle, num )
    {
            level.perk[num] = spawn( "script_model", pos );
            level.perk[num] setModel( "mp_supplydrop_axis" );
            level.perk[num].angles = angle;
    }
    
    AmmoBox( pos, angle )
    {
            level.ammobox = spawn( "script_model", pos );
            level.ammobox setModel( "mp_supplydrop_axis" );
            level.ammobox.angles = angle;	
    }
    
    MysteryBox( pos, angle )
    {
            level.Mbox = spawn( "script_model", pos );
            level.Mbox setModel( "mp_supplydrop_boobytrapped" );
            level.Mbox.angles = angle;	
    }
    
    doBlocks()
    {
    	level.bunkers[1] = createBlock( ( 575, 116, -31), (0, 195, 0) );	
    	level.bunkers[2] = createBlock( ( 575, 116, -46), (0, 195, 0) );		
    	level.bunkers[3] = createBlock( ( 551, 111, -46), (0, 195, 0) );
    	level.bunkers[4] = createBlock( ( 1146, 306, 92), (0, 195, 0) );	
    	level.bunkers[5] = createBlock( ( 1146, 306, 107), (0, 195, 0) );
    	level.bunkers[6] = createBlock( ( 1180, 312, 92), (0, 195, 0) );
    	level.bunkers[7] = createBlock( ( 1155, 267, -31), (0, 195, 0) );	
    	level.bunkers[8] = createBlock( ( 1155, 267, -46), (0, 195, 0) );
    	level.bunkers[9] = createBlock( ( 1189, 273, -46), (0, 195, 0) );
    	level.bunkers[10] = createBlock( ( 681, 518, -41), (0, 195, 0) );
    	level.bunkers[11] = createBlock( ( 681, 518, -6), (0, 195, 0) );
    	level.bunkers[12] = createBlock( ( 681, 518, 29), (0, 195, 0) );
    	level.bunkers[13] = createBlock( ( 700, 456, -41), (0, 195, 0) );
    	level.bunkers[14] = createBlock( ( 700, 456, -6), (0, 195, 0) );
    	level.bunkers[15] = createBlock( ( 700, 456, 29), (0, 195, 0) );
    	level.bunkers[16] = createBlock( ( 1010, 693, -41), (0, 195, 0) );	
    	level.bunkers[17] = createBlock( ( 1010, 693, -6), (0, 195, 0) );
    	level.bunkers[18] = createBlock( ( 1010, 693, 29), (0, 195, 0) );
    	level.bunkers[19] = createBlock( ( 745, 146, 96), (0, 195, 0) );
    	level.bunkers[20] = createBlock( ( 745, 146, 111), (0, 195, 0) );
    	level.bunkers[21] = createBlock( ( 696, 205, 96), (0, 243, 0) );
    	level.bunkers[22] = createBlock( ( 696, 205, 111), (0, 243, 0) );
    	level.bunkers[23] = createBlock( ( 591, 209, 96), (0, 282, 0) );
    	level.bunkers[24] = createBlock( ( 591, 209, 111), (0, 282, 0) );
    	level.bunkers[25] = createBlock( ( 618, 216, 96), (0, 282, 0) );
    	level.bunkers[26] = createBlock( ( 618, 216, 111), (0, 282, 0) );
    	level.bunkers[27] = createBlock( ( 680, 174, 96), (0, 243, 0) );
    	level.bunkers[28] = createBlock( ( 665, 302, 166), (0, 195, 0) );
    
    	level.gunner[1] = createGun( ( 677, 596, -8 ), ( 0, 105, 0 ), "m14" );
    	level.gunner[2] = createGun( ( 660, 650, -8 ), ( 0, 105, 0 ), "rottweil72" );
    	level.gunner[3] = createGun( ( 915, 179, -3 ), ( 0, 105, 0 ), "skorpion" );
    
    	level.perks[1] = createPerk( ( 950, 747, -32 ), ( 0, 285, 90 ), 1 );//950
    	level.perks[2] = createPerk( ( 900, 734, -32 ), ( 0, 285, 90 ), 2 );//900
    	level.perks[3] = createPerk( ( 850, 721, -32 ), ( 0, 285, 90 ), 3 );//850
    	level.perks[4] = createPerk( ( 800, 707, -32 ), ( 0, 285, 90 ), 4 );//800
    
    	level.ammo[1] = AmmoBox( ( 845, 454, -25), (0, 105, 90) );
    
    	level.mystery[1] = MysteryBox( ( 799, 376, -37), (0, 195, 0) );
    }
    
    BuyGuns()
    {
    	for(;;)
    	{
    		if( distance( self.origin, level.gun["skorpion"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy A Skorpion(^2$500^7)" );
    	
    			while( distance( self.origin, level.gun["skorpion"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 500 )
    				{
    					self.cash = self.cash - 500;
    					self takeWeapon( self getCurrentWeapon() );
    					self giveWeapon( "skorpion_mp" );
    					self switchToWeapon( "skorpion_mp" );
    					self giveMaxAmmo( "skorpion_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.gun["rottweil72"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy An Olympia(^2$500^7)" );
    
    			while( distance( self.origin, level.gun["rottweil72"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 500)
    				{
    					self.cash = self.cash - 500;
    					self takeWeapon( self getCurrentWeapon() );
    					self giveWeapon( "rottweil72_mp" );
    					self switchToWeapon( "rottweil72_mp" );
    					self giveMaxAmmo( "rottweil72_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    	
    
    		else if( distance( self.origin, level.gun["m14"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy An M14(^2$500^7)" );
    
    			while( distance( self.origin, level.gun["m14"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 500 )
    				{
    					self.cash = self.cash - 500;
    					self takeWeapon( self getCurrentWeapon() );
    					self giveWeapon( "m14_mp" );
    					self switchToWeapon( "m14_mp" );
    					self giveMaxAmmo( "m14_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    		
    
    		else if( distance( self.origin, level.perk[1].origin ) < 60 && self.pers["team"] == "allies" )
    		{        
    			self iPrintln( "Press [{+activate}] To Buy ^1Juggernaut^7(^2$2000^7)" );
    
    			while( distance( self.origin, level.perk[1].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 2000 )
    				{
    					self.cash = self.cash - 2000;
    					self.maxhealth = 720;
    					self.health = self.maxhealth;
    					self notify( "Jugg_Bought" );
    					self thread HumanHealthJugg();
    				}
    
    				else if( self useButtonPressed() && self.cash <= 1999 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    			
    		}
    
    		else if( distance( self.origin, level.perk[2].origin ) < 60 && self.pers["team"] == "allies" )
    		{        
    			self iPrintln( "Press [{+activate}] To Buy ^1Overkill ^7[3 guns] (^2$1000^7)" );
    
    			while( distance( self.origin, level.perk[2].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 1000 )
    				{
    					self.cash = self.cash - 1000;
    					self giveWeapon( "python_mp" );	
    					self iPrintln( "Swap The Python For A Gun" );						
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 999 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.perk[3].origin ) < 60 && self.pers["team"] == "allies" )
    		{        
    			self iPrintln( "Press [{+activate}] To Buy ^1Slight Of Hand Pro^7(^2$1500^7)" );
    
    			while( distance( self.origin, level.perk[3].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 1500 )
    				{
    					self.cash = self.cash - 1500;
    					self setPerk("specialty_fastreload");  
    					self setPerk("specialty_fastads");		
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 1499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.perk[4].origin ) < 60 && self.pers["team"] == "allies" )
    		{        
    			self iPrintln( "Press [{+activate}] To Buy ^1Steady Aim^7(^2$500^7)" );
    
    			while( distance( self.origin, level.perk[4].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 500 )
    				{
    					self.cash = self.cash - 500;
    					self setPerk("specialty_bulletaccuracy"); 		
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}	
    
    		else if( distance( self.origin, level.ammobox.origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy Ammo(^2$300^7)" );
    			while( distance( self.origin, level.ammobox.origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 300 )
    				{
    					self.cash = self.cash - 300;
    					self giveMaxAmmo( self getCurrentWeapon() );
    					self giveMaxAmmo( "m1911_mp" );
    					self SetWeaponAmmoStock( "frag_grenade_mp", 1 );
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 299 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.Mbox.origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy ^1My^2st^3er^5y ^7Box(^2$750^7)" );
    			while( distance( self.origin, level.Mbox.origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 750 )
    				{
    					self.cash = self.cash - 750;
    					self thread RandomGuns();
    					self freeze_player_controls( true );
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 749 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    		wait 0.1;		
    	}
    }

    Compressed code for mod menus (mod menus will increase the lag because the game is already a little laggy between round changes but its your choice
    Code:
    //******************************************************************************
    //   ____ _   _   ___   ___    _   ___     ____                     _   ____
    //  /  _/| | | | | __| | __|  / / | __|   |_  _|  ___      __      / / |_  _|
    // /  /  | |_| | ||__  ||__  / /  ||__      ||   /   \    /  \    / /    ||
    // | |   |  _  | | __| | __| \ \  | __|     ||  / / \ \  / /\ \   \ \    ||
    // \  \_ | | | | ||__  ||__   \ \ ||__      ||  \ \ / / / /__\ \   \ \   ||
    //  \__/ |_| |_| |___| |___|  / / |___|     ||   \___/ / /    \ \  / /   ||
    //                           /_/                                  /_/
    //******************************************************************************	
    
    //I took the time to make this sig and this mod so please dont remove this ^^
    
    #include common_scripts\utility;
    
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    
    init()
    {
    thread onPlayerConnect();
    thread onPlayerConnected(); 
    level thread doBlocks();
    level.onPlayerKilled = ::onPlayerKilled;
    setDvar( "didyouknow", "Welcome To ^1Nuketown Survival!" );
    }
    
    onPlayerConnect()
    {	
    for(;;)
    {
    level waittill( "connecting", player );
    player thread BuyGuns();
    player thread onPlayerSpawned();
    player thread RoundSettings();
    player thread NotifyRound();
    player thread MonitorRound();
    player thread Money();
    }
    }
    
    onPlayerConnected()
    {	
    for(;;)
    {
    level waittill( "connected", player );
    player thread Dvars();	
    player thread EndTheGame();
    player [[level.autoassign]]();
    player thread TeamsAreEqual();
    }
    }
    
    onPlayerSpawned()
    {
    for(;;)
    {
    self waittill( "spawned_player" );
    self thread Settings();
    self thread DisplayRound();
    self thread Credit();
    }
    }
    
    Dvars()
    {
    setDvar( "g_TeamName_Allies", "^2Humans" );
    setDvar( "g_TeamName_Axis", "^1Zombies" );
    setDvar( "scr_tdm_scorelimit", 0 );
    setDvar( "scr_tdm_timelimit", 0 );
    setDvar( "scr_disable_weapondrop", 1 );
    setDvar( "g_allow_teamchange", 0 );
    setDvar( "scr_disable_cac", 1 ); 
    setDvar( "scr_game_killstreaks", 0 );
    setDvar( "scr_tdm_timelimit", 0 );
    SetMatchFlag( "disableingamemenu", 1 );//I know, its not a dvar but I put it in here anyways. 
    }
    
    Settings()
    {
    if( self.pers["team"] == "axis" )
    {
    self thread ZombieGuns();
    wait 0.1;
    self thread ZombiePerks();
    wait 0.1;
    self thread ZombieSettings();
    wait 0.1;
    self thread MonitorKnifing();	
    wait 0.1;
    self thread ZombieHealth();
    }
    else if( self.pers["team"] == "allies" )
    {
    self thread HumanGuns();
    wait 0.1;
    self thread HumansPerks();
    wait 0.1;
    self thread HumansSettings();
    wait 0.1;
    self thread ShowCash();
    wait 0.1;
    self thread SwitchToSpectator();
    wait 0.1;
    self thread HumanHealth();
    wait 0.1;
    self thread HumansGlitching();
    }
    }
    
    Money()
    {
    self.cash = 500;
    }
    
    HumansPerks()
    {
    self endon ( "disconnect" );
    self clearPerks();
    self setPerk("specialty_healthregen");
    self setPerk("specialty_finalstand");  
    self setPerk("specialty_pistoldeath"); 
    self setPerk("specialty_quieter");  
    self setPerk("specialty_loudenemies");
    self setPerk("specialty_nomotionsensor"); 
    self setPerk("specialty_gpsjammer");
    }
    
    HumanGuns()
    {
    self takeAllWeapons();
    self giveWeapon( "m1911_mp" );
    self giveWeapon( "frag_grenade_mp" );
    self giveWeapon( "knife_mp" ); 					
    self giveWeapon( "asp_mp" ); //this is so you have a secondary for weapon swapping
    self giveMaxAmmo( "m1911_mp" );
    self switchToWeapon( "m1911_mp" );
    self SetWeaponAmmoClip( "asp_mp", 0 );   
    self SetWeaponAmmoStock( "asp_mp", 0 );	
    }
    
    HumansSettings()
    {
    self endon ( "disconnect" );
    	
    self.maxhealth = 400;
    self.health = self.maxhealth;				
    self setOrigin( ( 841, 584, -34 ), ( 0, 225, 0 ) );
    self freeze_player_controls( false ); 
    }
    
    ZombieGuns()
    {
    self takeAllWeapons();
    self giveWeapon( "knife_ballistic_mp" );
    self giveWeapon( "knife_mp" );
    self switchToWeapon( "knife_ballistic_mp" );
    self SetWeaponAmmoClip( "knife_ballistic_mp", 0 );   
    self SetWeaponAmmoStock( "knife_ballistic_mp", 0 );	
    }
    
    ZombiePerks()
    {
    self endon ( "disconnect" );
    self clearPerks();
    self setPerk("specialty_gpsjammer");  
    self setPerk("specialty_reconnaissance");  
    self setPerk("specialty_nottargetedbyai");  
    self setPerk("specialty_noname");
    self setPerk("specialty_nomotionsensor"); 
    }
    
    ZombieSettings()
    {	
    self endon ( "disconnect" );
    
    self setClientDvar( "scr_player_healthregentime", 0 ); 
    self setOrigin( ( 1100, 823, -45 ), ( 0, 60, 0 ) );
    }
    
    ShowCash()
    {
    self endon ( "disconnect" );
    self endon ( "death" );
    Cash = self createFontString( "objective", 1.7 );
    Cash setPoint( "TOPRIGHT", "TOPRIGHT", 0, 0 );
    for(;;)
    {
    Cash setText( "^2$" + self.cash );
    wait 0.1;
    }
    }
    
    SwitchToSpectator()
    {	
    self endon ( "disconnect" );
    
    self waittill( "death" );
    self [[level.spectator]]();
    }
    
    EndTheGame()
    {	
    self endon ( "disconnect" );
    wait 15;
    for(;;)
    {
    if( level.aliveCount["allies"] == 0 )
    {
    thread maps\mp\gametypes\_globallogic::forceEnd( false );
    self thread EndGameText();
    }
    
    wait 0.1;
    }
    }
    
    EndGameText()
    {
    EndGame = self createFontString( "objective", 2 );
    EndGame setPoint( "CENTER", "CENTER", 0, 0 );
    EndGame setText( "^1You Survived " + self.round + " Rounds" );
    }
    
    MonitorKnifing()
    {
    self endon ( "disconnect" );
    self endon ( "death" );
    for(;;)
    {
    if(self MeleeButtonPressed())
    {
    self setPerk("specialty_showonradar");
    wait 2.25;
    self unsetPerk("specialty_showonradar");			
    }
    wait 0.1;
    }
    }
    
    NotifyRound()
    {
    self endon ( "disconnect" );
    for(;;)
    {
    wait 60;
    self notify( "new_round" );
    }
    }
    
    MonitorRound()
    {
    self.round = 1;
    wait 60;
    self.round = 2;
    wait 60;
    self.round = 3;
    wait 60;
    self.round = 4;
    wait 60;
    self.round = 5;
    wait 60;
    self.round = 6;
    wait 60;
    self.round = 7;
    wait 60;
    self.round = 8;
    wait 60;
    self.round = 9;
    wait 60;
    self.round = 10;
    wait 60;
    self.round = 11;
    wait 60;
    self.round = 12;
    wait 60;
    self.round = 13;
    wait 60;
    self.round = 14;
    wait 60;
    self.round = 15;
    wait 60;
    self.round = 16;
    wait 60;
    self.round = 17;
    wait 60;
    self.round = 18;
    wait 60;
    self.round = 19;
    wait 60;
    self.round = 20;
    }
    
    ZombieHealth()
    {
    if(self.round == 1)
    {
    self.maxhealth = 60;
    self.health = self.maxhealth;
    }
    else if(self.round == 2)
    {
    self.maxhealth = 80;
    self.health = self.maxhealth;
    }
    else if(self.round == 3)
    {
    self.maxhealth = 100;
    self.health = self.maxhealth;
    }
    else if(self.round == 4)
    {
    self.maxhealth = 120;
    self.health = self.maxhealth;
    }
    else if(self.round == 5)
    {
    self.maxhealth = 140;
    self.health = self.maxhealth;
    }
    else if(self.round == 6)
    {
    self.maxhealth = 160;
    self.health = self.maxhealth;
    }
    else if(self.round == 7)
    {
    self.maxhealth = 180;
    self.health = self.maxhealth;
    }
    else if(self.round == 8)
    {
    self.maxhealth = 200;
    self.health = self.maxhealth;
    }
    else if(self.round == 9)
    {
    self.maxhealth = 220;
    self.health = self.maxhealth;
    }
    else if(self.round == 10)
    {
    self.maxhealth = 240;
    self.health = self.maxhealth;
    }
    else if(self.round == 11)
    {
    self.maxhealth = 260;
    self.health = self.maxhealth;
    }
    else if(self.round == 12)
    {
    self.maxhealth = 280;
    self.health = self.maxhealth;
    }
    else if(self.round == 13)
    {
    self.maxhealth = 300;
    self.health = self.maxhealth;
    }
    else if(self.round == 14)
    {
    self.maxhealth = 320;
    self.health = self.maxhealth;
    }
    else if(self.round == 15)
    {
    self.maxhealth = 340;
    self.health = self.maxhealth;
    }
    else if(self.round == 16)
    {
    self.maxhealth = 360;
    self.health = self.maxhealth;
    }
    else if(self.round == 17)
    {
    self.maxhealth = 380;
    self.health = self.maxhealth;
    }
    else if(self.round == 18)
    {
    self.maxhealth = 400;
    self.health = self.maxhealth;
    }
    else if(self.round == 19)
    {
    self.maxhealth = 420;
    self.health = self.maxhealth;
    }
    else if(self.round == 20)
    {
    self.maxhealth = 440;
    self.health = self.maxhealth;
    }
    }
    
    RoundSettings()
    { 
    for(;;)
    {
    self waittill( "new_round" );
    if( self.pers["team"] == "axis" )
    {
    self suicide();
    }
    
    else if( self.pers["team"] == "spectator" )
    {
    self [[level.allies]]();
    }
    else if( self.pers["team"] == "allies" )
    {
    self.cash += 200;
    }	
    }
    }
    
    DisplayRound()
    {	
    self endon ( "disconnect" );
    self endon ( "death" );
    RoundDisplay = self createFontString( "objective", 3.5 );
    RoundDisplay setPoint( "BOTTOM", "RIGHT", 0, 170 );
    for(;;)
    {
    RoundDisplay setText( "^1" + self.round );
    wait 0.1;
    }
    }
    
    GainMoney()
    {
    self.cash += 125;
    }
    
    onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
    {
    if ( isDefined( attacker ) && isPlayer( attacker ) && self != attacker )
    {
    attacker thread GainMoney();
    }
    }
    
    HumanHealth()
    {
    self endon( "Jugg_Bought" );
    for(;;)
    {
    if( self.health <= 399 )
    {
    wait 5;
    if( self.health <= 399 )
    {
    self.maxhealth = 400;
    self.health = self.maxhealth;
    }
    }
    wait 0.1;
    }	
    }
    
    HumanHealthJugg()
    {
    self endon ( "death" );
    for(;;)
    {
    if( self.health <= 719 )
    {
    wait 8;
    if( self.health <= 719 )
    {
    self.maxhealth = 720;
    self.health = self.maxhealth;
    }
    }
    wait 0.1;
    }
    }
    
    HumansGlitching()
    {
    for(;;)
    {
    self setPerk("specialty_showonradar");
    wait 3;
    self unsetPerk("specialty_showonradar");
    wait 30;
    }
    }
    
    TeamsAreEqual()
    {
    for(;;)
    {
    if( level.playerCount["allies"] >= 6 && self.pers["team"] == "spectator" ) 
    {
    self [[level.axis]]();
    }
    wait 0.01;
    }
    }
    
    RandomGuns()
    {
    self endon( "death" );
    self endon( "disconnect" );
    switch( RandomInt(33) ) 
    {
    case 0:
    self thread DoText( "ak47_mp" );
    self thread TakeOrLeave( "ak47_mp" );
    break;
    case 1:
    self thread DoText( "ak74u_mp" );
    self thread TakeOrLeave( "ak74u_mp" );
    break;
    case 2:
    self thread DoText( "aug_mp" );
    self thread TakeOrLeave( "aug_mp" );		
    break;
    case 3:	
    self thread DoText( "crossbow_explosive_mp" );	
    self thread TakeOrLeave( "crossbow_explosive_mp" );
    break;
    case 4:	
    self thread DoText( "cz75_mp" );			
    self thread TakeOrLeave( "cz75_mp" );			
    break;
    case 5:
    self thread DoText( "defaultweapon_mp" );
    self thread TakeOrLeave( "defaultweapon_mp" );	
    break;
    case 6:
    self thread DoText( "dragunov_mp" );	
    self thread TakeOrLeave( "dragunov_mp" );
    break;
    case 7:
    self thread DoText( "enfield_mp" );
    self thread TakeOrLeave( "enfield_mp" );	
    break;
    case 8:
    self thread DoText( "famas_mp" );
    self thread TakeOrLeave( "famas_mp" );	
    break;
    case 9:
    self thread DoText( "fnfal_mp" );
    self thread TakeOrLeave( "fnfal_mp" );	
    break;
    case 10:
    self thread DoText( "g11_mp" );	
    self thread TakeOrLeave( "g11_mp" );
    break;
    case 11:
    self thread DoText( "galil_mp" );
    self thread TakeOrLeave( "galil_mp" );				
    break;
    case 12:
    self thread DoText( "hk21_mp" );
    self thread TakeOrLeave( "hk21_mp" );
    break;
    case 13:
    self thread DoText( "hs10_mp" );
    self thread TakeOrLeave( "hs10_mp" );	
    break;
    case 14:
    self thread DoText( "knife_ballistic_mp" );	
    self thread TakeOrLeave( "knife_ballistic_mp" );
    break;
    case 15:
    self thread DoText( "l96a1_mp" );
    self thread TakeOrLeave( "l96a1_mp" );	
    break;
    case 16:
    self thread DoText( "m16_mp" );	
    self thread TakeOrLeave( "m16_mp" );
    break;	
    case 17:
    self thread DoText( "m60_mp" );	
    self thread TakeOrLeave( "m60_mp" );
    break;
    case 18:
    self thread DoText( "mac11_mp" );
    self thread TakeOrLeave( "mac11_mp" );	
    break;	
    case 19:
    self thread DoText( "minigun_mp" );
    self thread TakeOrLeave( "minigun_mp" );	
    break;	
    case 20:
    self thread DoText( "mp5k_mp" );	
    self thread TakeOrLeave( "mp5k_mp" );
    break;	
    case 21:
    self thread DoText( "mpl_mp" );	
    self thread TakeOrLeave( "mpl_mp" );
    break;	
    case 22:
    self thread DoText( "pm63_mp" );
    self thread TakeOrLeave( "pm63_mp" );	
    break;	
    case 23:
    self thread DoText( "psg1_mp" );
    self thread TakeOrLeave( "psg1_mp" );	
    break;	
    case 24:
    self thread DoText( "python_mp" );
    self thread TakeOrLeave( "python_mp" );	
    break;	
    case 25:
    self thread DoText( "rpg_mp" );	
    self thread TakeOrLeave( "rpg_mp" );
    break;	
    case 26:
    self thread DoText( "rpk_mp" );	
    self thread TakeOrLeave( "rpk_mp" );
    break;	
    case 27:
    self thread DoText( "spas_mp" );
    self thread TakeOrLeave( "spas_mp" );	
    break;	
    case 28:
    self thread DoText( "spectre_mp" );
    self thread TakeOrLeave( "spectre_mp" );	
    break;	
    case 29:
    self thread DoText( "stoner63_mp" );
    self thread TakeOrLeave( "stoner63_mp" );	
    break;	
    case 30:
    self thread DoText( "strela_mp" );
    self thread TakeOrLeave( "strela_mp" );	
    break;	
    case 31:
    self thread DoText( "uzi_mp" );	
    self thread TakeOrLeave( "uzi_mp" );
    break;	
    case 32:
    self thread DoText( "wa2000_mp" );
    self thread TakeOrLeave( "wa2000_mp" );	
    break;
    default:
    break;
    }
    }
    
    DoText( gun )
    {
    self endon( "death" );
    self endon( "disconnect" );
    showGun = self createFontString( "objective", 2 );
    showGun setPoint( "CENTER", "TOP", 0, 0 );
    showGun setText( gun );
    showGun.color = ( 240/255, 20/255, 220/255 );
    TakeGun = self createFontString( "objective", 1.5 ); 
    TakeGun setPoint( "CENTER", "RIGHT", -150, 0 );
    TakeGun setText( "^2Keep Gun? [{+melee}]" );
    DontTakeGun = self createFontString( "objective", 1.5 );
    DontTakeGun setPoint( "CENTER", "LEFT", 150, 0 );
    DontTakeGun setText( "^1Leave Gun? [{+frag}]" );
    wait 5;
    showGun destroy();
    DontTakeGun destroy();
    TakeGun destroy();
    }
    
    TakeOrLeave( gungun )
    {	
    self endon( "Mystery_Box_Used" );
    for(;;)
    {
    if(self FragButtonPressed())
    {
    self freeze_player_controls( false );	
    self notify( "Mystery_Box_Used" );
    }
    else if(self MeleeButtonPressed())
    {
    self freeze_player_controls( false );
    self takeWeapon( self getCurrentWeapon() );
    self giveWeapon( gungun );
    self switchToWeapon( gungun );
    self giveMaxAmmo( gungun );
    self notify( "Mystery_Box_Used" );
    }
    wait 0.1;
    }
    }
    
    Credit()
    {
    if(self.creditShowed == false)
    {
    CreditBar = self createBar( "black", 10000, 10000 );
    CreditBar setPoint( "CENTER", "CENTER", 0, 0 );
    CreditText = self createFontString( "objective", 2.3 );
    CreditText setPoint( "CENTER", "TOP", 0, 0 );
    CreditText setText( "Nuketown Survival\n\n\n\n Made By:" );
    CreditText.color = ( 200/255, 0/255, 0/255 );
    wait 3;
    CreditText destroy();
    CreditTextTwo = self createFontString( "objective", 3.3 );
    CreditTextTwo setPoint( "CENTER", "CENTER", 0, 0 );
    CreditTextTwo setText( "CheeseToast" );
    CreditTextTwo.color = ( 230/255, 230/255, 0/255 );
    wait 2;
    CreditTextTwo destroy();
    CreditBar destroy();
    self.creditShowed = true;
    }
    }
    
    createGun( pos, angle, gun )
    {
    level.gun[gun] = spawn( "script_model", pos );
    level.gun[gun] setModel( getWeaponModel( gun + "_mp" ) );
    level.gun[gun].angles = angle;
    } 
    
    createBlock( pos, angle )
    {
    crate = spawn( "script_model", pos );
    crate setModel( "mp_supplydrop_ally" );
    crate.angles = angle;
    }
    
    createPerk( pos, angle, num )
    {
    level.perk[num] = spawn( "script_model", pos );
    level.perk[num] setModel( "mp_supplydrop_axis" );
    level.perk[num].angles = angle;
    }
    
    AmmoBox( pos, angle )
    {
    level.ammobox = spawn( "script_model", pos );
    level.ammobox setModel( "mp_supplydrop_axis" );
    level.ammobox.angles = angle;	
    }
    
    MysteryBox( pos, angle )
    {
    level.Mbox = spawn( "script_model", pos );
    level.Mbox setModel( "mp_supplydrop_boobytrapped" );
    level.Mbox.angles = angle;	
    }
    
    doBlocks()
    {
    level.bunkers[1] = createBlock( ( 575, 116, -31), (0, 195, 0) );	
    level.bunkers[2] = createBlock( ( 575, 116, -46), (0, 195, 0) );		
    level.bunkers[3] = createBlock( ( 551, 111, -46), (0, 195, 0) );
    level.bunkers[4] = createBlock( ( 1146, 306, 92), (0, 195, 0) );	
    level.bunkers[5] = createBlock( ( 1146, 306, 107), (0, 195, 0) );
    level.bunkers[6] = createBlock( ( 1180, 312, 92), (0, 195, 0) );
    level.bunkers[7] = createBlock( ( 1155, 267, -31), (0, 195, 0) );	
    level.bunkers[8] = createBlock( ( 1155, 267, -46), (0, 195, 0) );
    level.bunkers[9] = createBlock( ( 1189, 273, -46), (0, 195, 0) );
    level.bunkers[10] = createBlock( ( 681, 518, -41), (0, 195, 0) );
    level.bunkers[11] = createBlock( ( 681, 518, -6), (0, 195, 0) );
    level.bunkers[12] = createBlock( ( 681, 518, 29), (0, 195, 0) );
    level.bunkers[13] = createBlock( ( 700, 456, -41), (0, 195, 0) );
    level.bunkers[14] = createBlock( ( 700, 456, -6), (0, 195, 0) );
    level.bunkers[15] = createBlock( ( 700, 456, 29), (0, 195, 0) );
    level.bunkers[16] = createBlock( ( 1010, 693, -41), (0, 195, 0) );	
    level.bunkers[17] = createBlock( ( 1010, 693, -6), (0, 195, 0) );
    level.bunkers[18] = createBlock( ( 1010, 693, 29), (0, 195, 0) );
    level.bunkers[19] = createBlock( ( 745, 146, 96), (0, 195, 0) );
    level.bunkers[20] = createBlock( ( 745, 146, 111), (0, 195, 0) );
    level.bunkers[21] = createBlock( ( 696, 205, 96), (0, 243, 0) );
    level.bunkers[22] = createBlock( ( 696, 205, 111), (0, 243, 0) );
    level.bunkers[23] = createBlock( ( 591, 209, 96), (0, 282, 0) );
    level.bunkers[24] = createBlock( ( 591, 209, 111), (0, 282, 0) );
    level.bunkers[25] = createBlock( ( 618, 216, 96), (0, 282, 0) );
    level.bunkers[26] = createBlock( ( 618, 216, 111), (0, 282, 0) );
    level.bunkers[27] = createBlock( ( 680, 174, 96), (0, 243, 0) );
    level.bunkers[28] = createBlock( ( 665, 302, 166), (0, 195, 0) );
    level.gunner[1] = createGun( ( 677, 596, -8 ), ( 0, 105, 0 ), "m14" );
    level.gunner[2] = createGun( ( 660, 650, -8 ), ( 0, 105, 0 ), "rottweil72" );
    level.gunner[3] = createGun( ( 915, 179, -3 ), ( 0, 105, 0 ), "skorpion" );
    level.perks[1] = createPerk( ( 950, 747, -32 ), ( 0, 285, 90 ), 1 );//950
    level.perks[2] = createPerk( ( 900, 734, -32 ), ( 0, 285, 90 ), 2 );//900
    level.perks[3] = createPerk( ( 850, 721, -32 ), ( 0, 285, 90 ), 3 );//850
    level.perks[4] = createPerk( ( 800, 707, -32 ), ( 0, 285, 90 ), 4 );//800
    level.ammo[1] = AmmoBox( ( 845, 454, -25), (0, 105, 90) );
    level.mystery[1] = MysteryBox( ( 799, 376, -37), (0, 195, 0) );
    }
    
    BuyGuns()
    {
    for(;;)
    	{
    	if( distance( self.origin, level.gun["skorpion"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy A Skorpion(^2$500^7)" );
    	
    			while( distance( self.origin, level.gun["skorpion"].origin ) < 60 )
    		{
    				if( self useButtonPressed() && self.cash >= 500 )
    				{
    				self.cash = self.cash - 500;
    				self takeWeapon( self getCurrentWeapon() );
    					self giveWeapon( "skorpion_mp" );
    				self switchToWeapon( "skorpion_mp" );
    				self giveMaxAmmo( "skorpion_mp" );
    			}
    			else if( self useButtonPressed() && self.cash <= 499 )
    				{
    				self iPrintln( "Not Enough Money" );
    			}
    			wait 1;
    }
    }
    
    else if( distance( self.origin, level.gun["rottweil72"].origin ) < 60 && self.pers["team"] == "allies" )
    {
    self iPrintln( "Press [{+activate}] To Buy An Olympia(^2$500^7)" );
    while( distance( self.origin, level.gun["rottweil72"].origin ) < 60 )
    {
    if( self useButtonPressed() && self.cash >= 500)
    {
    self.cash = self.cash - 500;
    self takeWeapon( self getCurrentWeapon() );
    self giveWeapon( "rottweil72_mp" );
    self switchToWeapon( "rottweil72_mp" );
    self giveMaxAmmo( "rottweil72_mp" );
    }
    else if( self useButtonPressed() && self.cash <= 499 )
    {
    self iPrintln( "Not Enough Money" );
    }
    wait 1;
    }
    }
    else if( distance( self.origin, level.gun["m14"].origin ) < 60 && self.pers["team"] == "allies" )
    {
    self iPrintln( "Press [{+activate}] To Buy An M14(^2$500^7)" );
    while( distance( self.origin, level.gun["m14"].origin ) < 60 )
    {
    if( self useButtonPressed() && self.cash >= 500 )
    {
    self.cash = self.cash - 500;
    self takeWeapon( self getCurrentWeapon() );
    self giveWeapon( "m14_mp" );
    self switchToWeapon( "m14_mp" );
    self giveMaxAmmo( "m14_mp" );
    }
    else if( self useButtonPressed() && self.cash <= 499 )
    {
    self iPrintln( "Not Enough Money" );
    }
    wait 1;
    }
    }
    else if( distance( self.origin, level.perk[1].origin ) < 60 && self.pers["team"] == "allies" )
    {        
    self iPrintln( "Press [{+activate}] To Buy ^1Juggernaut^7(^2$2000^7)" );
    while( distance( self.origin, level.perk[1].origin ) < 60 )
    {
    if( self useButtonPressed() && self.cash >= 2000 )
    {
    self.cash = self.cash - 2000;
    self.maxhealth = 720;
    self.health = self.maxhealth;
    self notify( "Jugg_Bought" );
    self thread HumanHealthJugg();
    }
    else if( self useButtonPressed() && self.cash <= 1999 )
    {
    self iPrintln( "Not Enough Money" );
    }
    wait 1;
    }		
    }
    else if( distance( self.origin, level.perk[2].origin ) < 60 && self.pers["team"] == "allies" )
    {        
    self iPrintln( "Press [{+activate}] To Buy ^1Overkill ^7[3 guns] (^2$1000^7)" );
    while( distance( self.origin, level.perk[2].origin ) < 60 )
    {
    if( self useButtonPressed() && self.cash >= 1000 )
    {
    self.cash = self.cash - 1000;
    self giveWeapon( "python_mp" );	
    self iPrintln( "Swap The Python For A Gun" );						
    }
    		
    else if( self useButtonPressed() && self.cash <= 999 )
    {
    self iPrintln( "Not Enough Money" );
    }
    wait 1;
    }
    }
    else if( distance( self.origin, level.perk[3].origin ) < 60 && self.pers["team"] == "allies" )
    {        
    self iPrintln( "Press [{+activate}] To Buy ^1Slight Of Hand Pro^7(^2$1500^7)" );
    while( distance( self.origin, level.perk[3].origin ) < 60 )
    {
    if( self useButtonPressed() && self.cash >= 1500 )
    {
    self.cash = self.cash - 1500;
    self setPerk("specialty_fastreload");  
    self setPerk("specialty_fastads");		
    }
    else if( self useButtonPressed() && self.cash <= 1499 )
    {
    self iPrintln( "Not Enough Money" );
    }
    wait 1;
    }
    }
    else if( distance( self.origin, level.perk[4].origin ) < 60 && self.pers["team"] == "allies" )
    {      
    self iPrintln( "Press [{+activate}] To Buy ^1Steady Aim^7(^2$500^7)" );
    while( distance( self.origin, level.perk[4].origin ) < 60 )
    {
    if( self useButtonPressed() && self.cash >= 500 )
    {
    self.cash = self.cash - 500;
    self setPerk("specialty_bulletaccuracy"); 		
    }
    else if( self useButtonPressed() && self.cash <= 499 )
    {
    self iPrintln( "Not Enough Money" );
    }
    wait 1;
    }
    }	
    else if( distance( self.origin, level.ammobox.origin ) < 60 && self.pers["team"] == "allies" )
    {
    self iPrintln( "Press [{+activate}] To Buy Ammo(^2$300^7)" );
    while( distance( self.origin, level.ammobox.origin ) < 60 )
    {
    if( self useButtonPressed() && self.cash >= 300 )
    {
    self.cash = self.cash - 300;
    self giveMaxAmmo( self getCurrentWeapon() );
    self giveMaxAmmo( "m1911_mp" );
    self SetWeaponAmmoStock( "frag_grenade_mp", 1 );}
    		
    else if( self useButtonPressed() && self.cash <= 299 )
    {
    self iPrintln( "Not Enough Money" );
    }
    wait 1;
    }
    }
    else if( distance( self.origin, level.Mbox.origin ) < 60 && self.pers["team"] == "allies" )
    {
    self iPrintln( "Press [{+activate}] To Buy ^1My^2st^3er^5y ^7Box(^2$750^7)" );
    while( distance( self.origin, level.Mbox.origin ) < 60 )
    {
    if( self useButtonPressed() && self.cash >= 750 )
    {
    self.cash = self.cash - 750;
    self thread RandomGuns();
    self freeze_player_controls( true );
    }
    else if( self useButtonPressed() && self.cash <= 749 )
    {
    self iPrintln( "Not Enough Money" );
    }
    wait 1;
    }
    }
    wait 0.1;		
    }
    }

    0 Not allowed! Not allowed!
    Last edited by CheeseToast; 10-09-2011 at 05:46 PM.
    "It's better to lose an argument/debate then to win. Cause when you lose you grow as a person."
    -CheeseToast

  2. #2
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Post credits
    that was part of the contest rules

    0 Not allowed! Not allowed!

  3. #3
    just 'round the corner PoptartHunter's Avatar
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    Look interesting. Zombies on steroids? Good work, CheeseToast. I like it!

    0 Not allowed! Not allowed!

  4. #4
    MonsterCat
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    Default

    Quote Originally Posted by Tlpwnzer View Post
    Post credits
    that was part of the contest rules
    Made by Me, Me, Me 100% me, and more me + me *2

    0 Not allowed! Not allowed!
    "It's better to lose an argument/debate then to win. Cause when you lose you grow as a person."
    -CheeseToast

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    cheesetoast nice to see you post again... what are the values for the weird symbols in ur name

    0 Not allowed! Not allowed!
    I am SuperCole30

    THANK YOUR MrOwnership FOR THE AWESOME SIG

    http://www.youtube.com/user/SC3SuperCole30

  6. #6
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    Default

    Quote Originally Posted by PoptartHunter View Post
    Look interesting. Zombies on steroids? Good work, CheeseToast. I like it!
    and thanks!

    its called ASC11 - hex converter. The converter will give you the value in the code. and No thanks? no good job? just "what are the values for symbols" XD

    0 Not allowed! Not allowed!
    "It's better to lose an argument/debate then to win. Cause when you lose you grow as a person."
    -CheeseToast

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    I love you cheesetoast and ill give you blowjob for free..... but when i convert it then go online and do it it gives me a bunch of shit that i did no convert

    0 Not allowed! Not allowed!
    I am SuperCole30

    THANK YOUR MrOwnership FOR THE AWESOME SIG

    http://www.youtube.com/user/SC3SuperCole30

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    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Quote Originally Posted by CheeseToast View Post
    Made by Me, Me, Me 100% me, and more me + me *2
    If you put that,your mod will be disqualified.
    Giving credits means:
    1. Who made the scripts you used
    2. Who helped you
    3. Who gave ideas
    4. Inspiration

    0 Not allowed! Not allowed!

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    like just a bunch of stuff then it says cant go online

    0 Not allowed! Not allowed!
    I am SuperCole30

    THANK YOUR MrOwnership FOR THE AWESOME SIG

    http://www.youtube.com/user/SC3SuperCole30

  10. #10
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    Quote Originally Posted by Tlpwnzer View Post
    If you put that,your mod will be disqualified.
    Giving credits means:
    1. Who made the scripts you used
    2. Who helped you
    3. Who gave ideas
    4. Inspiration
    ok sorry but i made the mod 100% by myself, i know i was a n00b 3 months ago but things changed. I made this mod 100% by myself. But.. Nuke547 gave me inspiration of making this because his mod "storm the house" was the same idea (humans arent supposto get in but they could) and guns on the wall but i remade the whole thing, not the same origin codes, different coding ect.. although I added : rounds, gaining cash, mystery box, and some other stuff, but i did make this 100% by myself. (i took the time to make this mod for the contest, worked on it all day and night so please dont disqualify me besides i said at the top "i made a new gametype" so i did but credit but i didnt know that in needed inspiration but i gave you some so.. am i still in?)

    well maybe you converted a forbiding character that blackops doesnt read.

    0 Not allowed! Not allowed!
    "It's better to lose an argument/debate then to win. Cause when you lose you grow as a person."
    -CheeseToast

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