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  1. #1
    Tig O Bitties
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    Contact info:

    Youtube Channel: http://www.youtube.com/l3g3darymods

    Default [Release]Gametype

    Bomb's Away V0.1

    Ok i'm not good with naming so i'm gonna explain it out and i need some1 to come up for a name for me plz

    Game Setup:
    *Map=Grid
    *Gametype=TDM


    Gameplay:
    What happens is everyone is stuck in a room that is blocked off by carepackages and there is an open slot. One person is randomly selected to be the "bomber" and only gets frag grenades. The goal of the bomber is to kill everyone in the room through that open slot with his grenades and the goal of the survivors is to not die

    Code:
    #include common_scripts\utility;
    
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	game["icons"]["allies"] = "hud_ks_minigun";
    	setdvar( "g_TeamIcon_Allies", game["icons"]["allies"] );
    	game["icons"]["axis"] = "hud_ks_m202";
    	setdvar( "g_TeamIcon_Axis", game["icons"]["axis"] );
    	PrecacheShader( "hud_ks_minigun" );
    	PreCacheShader( "hud_ks_m202" );
    	thread doMap();
    	thread bomberDecision();
    
    }	
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    
    		player thread onPlayerSpawned();
    		player thread Dvars();
    		player thread setupGame();
    		player thread EndTheGame();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		self thread settings();
    	}
    }
    
    doMap();
    {
    	level.bunkers[1] = createGreen( ( -2230.01, -1449.36, 4.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[2] = createGreen( ( -2230.01, -1475.09, 4.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[3] = createGreen( ( -2230.01, -1525.72, 4.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[4] = createGreen( ( -2230.01, -1574.88, 4.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[5] = createGreen( ( -2230.01, -1628.37, 4.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[6] = createGreen( ( -2230.01, -1449.36, 15.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[7] = createGreen( ( -2230.01, -1475.09, 15.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[8] = createGreen( ( -2230.01, -1574.88, 15.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[9] = createGreen( ( -2230.01, -1628.37, 15.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[10] = createGreen( ( -2230.01, -1449.36, 30.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[11] = createGreen( ( -2230.01, -1475.09, 30.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[12] = createGreen( ( -2230.01, -1525.72, 30.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[13] = createGreen( ( -2230.01, -1574.88, 30.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[14] = createGreen( ( -2230.01, -1628.37, 30.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[15] = createGreen( ( -2230.01, -1449.36, 45.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[16] = createGreen( ( -2230.01, -1475.09, 45.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[17] = createGreen( ( -2230.01, -1525.72, 45.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[18] = createGreen( ( -2230.01, -1574.88, 45.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[19] = createGreen( ( -2230.01, -1628.37, 45.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[20] = createGreen( ( -2230.01, -1449.36, 60.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[21] = createGreen( ( -2230.01, -1475.09, 60.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[22] = createGreen( ( -2230.01, -1525.72, 60.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[23] = createGreen( ( -2230.01, -1574.88, 60.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[24] = createGreen( ( -2230.01, -1628.37, 60.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[25] = createGreen( ( -2230.01, -1449.36, 75.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[26] = createGreen( ( -2230.01, -1475.09, 75.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[27] = createGreen( ( -2230.01, -1525.72, 75.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[28] = createGreen( ( -2230.01, -1574.88, 75.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[29] = createGreen( ( -2230.01, -1628.37, 75.125 ), ( 0, -170288, 0 ) );
    }
    
    createGreen( pos, angle )
    {
    	crateG = spawn( "script_model", pos );
    	crateG setModel( "mp_supplydrop_ally" );
    	crateG.angles = angle;
    }
    
    settings()
    {
    	if( self.pers["team"] == "allies" )
    	{
    	self endon ( "disconnect" );
    				
    	self thread alliedweapons();
    	wait 0.1;
    	self thread SwitchToSpectator();
    	self setOrigin( ( -2574.23, -1556.42, 6.04968 ), ( 0, -0.148315, 0 ) );
    	}
    	if( self.pers["team"] == "axis" )
    	{
    	self endon ( "disconnect" );
    		
    	self thread axisweapons();		
    	self setOrigin( ( -1788.46, -1780.94, 0.0478179 ), ( 0, 143.536, 0 ) );
    	}
    }
    
    Dvars()
    {
    	SetMatchFlag( "disableingamemenu", 1 );
    	setDvar( "g_TeamName_Allies", "^2Hiders" );
    	setDvar( "g_TeamName_Axis", "^1Bomber" );
    }
    
    alliedweapons()
    {
    	self takeAllWeapons();
    }
    
    axisweapons()
    {
    	self takeAllWeapons();
    	self giveWeapon( "frag_grenade_mp" );
    	self sustainAmmo( "frag_grenade_mp" )
    }
    
    sustainAmmo(weapon)
    {
    	self endon("death");
    	for(;;)
    	{
    		if(isDefined(weapon))
    			self giveMaxAmmo(weapon);
    		else
    			self giveMaxAmmo(self GetCurrentWeapon());
    		wait 1;
    	}
    }
    
    setupGame()
    {
    	if( self.pers["team"] != "allies" )
    	{
    		self [[level.allies]]();
    		wait 0.20;
    	}
    	else if( self.pers["team"] == "allies" )
    	{
    		wait 0.20;
    	}
    }
    
    bomberDecision()
    {
    	rand = randomIntRange( 0, level.players.size );
    
    	level.players[rand]._bomber["team"] = "Bomber";
    	level.players[rand] suicide();
    	level.players[rand] [[level.axis]]();
    	wait 0.20;
    
    	level._bomber["matchHasBegun"] = true;
    }
    
    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 );
    		}
    
    	wait 0.1;
    	}
    }
    Credit:
    JellyInjectors's sustain ammo script
    Trentlio's Zombie Decision script

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  2. #2
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    Quote Originally Posted by G-rey View Post
    "GAMETYPE NAME HERE" V0.1

    Ok i'm not good with naming so i'm gonna explain it out and i need some1 to come up for a name for me plz

    Game Setup:
    *Map=Grid
    *Gametype=TDM


    Gameplay:
    What happens is everyone is stuck in a room that is blocked off by carepackages and there is an open slot. One person is randomly selected to be the "bomber" and only gets frag grenades. The goal of the bomber is to kill everyone in the room through that open slot with his grenades and the goal of the survivors is to not die

    Code:
    #include common_scripts\utility;
    
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	game["icons"]["allies"] = "hud_ks_minigun";
    	setdvar( "g_TeamIcon_Allies", game["icons"]["allies"] );
    	game["icons"]["axis"] = "hud_ks_m202";
    	setdvar( "g_TeamIcon_Axis", game["icons"]["axis"] );
    	PrecacheShader( "hud_ks_minigun" );
    	PreCacheShader( "hud_ks_m202" );
    	thread doMap();
    	thread bomberDecision();
    
    }	
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    
    		player thread onPlayerSpawned();
    		player thread Dvars();
    		player thread setupGame();
    		player thread EndTheGame();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		self thread settings();
    	}
    }
    
    doMap();
    {
    	level.bunkers[1] = createGreen( ( -2230.01, -1449.36, 4.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[2] = createGreen( ( -2230.01, -1475.09, 4.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[3] = createGreen( ( -2230.01, -1525.72, 4.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[4] = createGreen( ( -2230.01, -1574.88, 4.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[5] = createGreen( ( -2230.01, -1628.37, 4.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[6] = createGreen( ( -2230.01, -1449.36, 15.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[7] = createGreen( ( -2230.01, -1475.09, 15.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[8] = createGreen( ( -2230.01, -1574.88, 15.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[9] = createGreen( ( -2230.01, -1628.37, 15.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[10] = createGreen( ( -2230.01, -1449.36, 30.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[11] = createGreen( ( -2230.01, -1475.09, 30.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[12] = createGreen( ( -2230.01, -1525.72, 30.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[13] = createGreen( ( -2230.01, -1574.88, 30.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[14] = createGreen( ( -2230.01, -1628.37, 30.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[15] = createGreen( ( -2230.01, -1449.36, 45.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[16] = createGreen( ( -2230.01, -1475.09, 45.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[17] = createGreen( ( -2230.01, -1525.72, 45.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[18] = createGreen( ( -2230.01, -1574.88, 45.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[19] = createGreen( ( -2230.01, -1628.37, 45.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[20] = createGreen( ( -2230.01, -1449.36, 60.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[21] = createGreen( ( -2230.01, -1475.09, 60.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[22] = createGreen( ( -2230.01, -1525.72, 60.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[23] = createGreen( ( -2230.01, -1574.88, 60.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[24] = createGreen( ( -2230.01, -1628.37, 60.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[25] = createGreen( ( -2230.01, -1449.36, 75.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[26] = createGreen( ( -2230.01, -1475.09, 75.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[27] = createGreen( ( -2230.01, -1525.72, 75.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[28] = createGreen( ( -2230.01, -1574.88, 75.125 ), ( 0, -170288, 0 ) );
    	level.bunkers[29] = createGreen( ( -2230.01, -1628.37, 75.125 ), ( 0, -170288, 0 ) );
    }
    
    createGreen( pos, angle )
    {
    	crateG = spawn( "script_model", pos );
    	crateG setModel( "mp_supplydrop_ally" );
    	crateG.angles = angle;
    }
    
    settings()
    {
    	if( self.pers["team"] == "allies" )
    	{
    	self endon ( "disconnect" );
    				
    	self thread alliedweapons();
    	wait 0.1;
    	self thread SwitchToSpectator();
    	self setOrigin( ( -2574.23, -1556.42, 6.04968 ), ( 0, -0.148315, 0 ) );
    	}
    	if( self.pers["team"] == "axis" )
    	{
    	self endon ( "disconnect" );
    		
    	self thread axisweapons();		
    	self setOrigin( ( -1788.46, -1780.94, 0.0478179 ), ( 0, 143.536, 0 ) );
    	}
    }
    
    Dvars()
    {
    	SetMatchFlag( "disableingamemenu", 1 );
    	setDvar( "g_TeamName_Allies", "^2Hiders" );
    	setDvar( "g_TeamName_Axis", "^1Bomber" );
    }
    
    alliedweapons()
    {
    	self takeAllWeapons();
    }
    
    axisweapons()
    {
    	self takeAllWeapons();
    	self giveWeapon( "frag_grenade_mp" );
    	self sustainAmmo( "frag_grenade_mp" )
    }
    
    sustainAmmo(weapon)
    {
    	self endon("death");
    	for(;;)
    	{
    		if(isDefined(weapon))
    			self giveMaxAmmo(weapon);
    		else
    			self giveMaxAmmo(self GetCurrentWeapon());
    		wait 1;
    	}
    }
    
    setupGame()
    {
    	if( self.pers["team"] != "allies" )
    	{
    		self [[level.allies]]();
    		wait 0.20;
    	}
    	else if( self.pers["team"] == "allies" )
    	{
    		wait 0.20;
    	}
    }
    
    bomberDecision()
    {
    	bomberStartText = createServerFontString( "objective", 1.50 );
    	bomberStartText defineElement( ( 1, 1, 1 ), false, "center", "middle", 0, 40, 1, 1 );
    
    	timeRemaining = "^3Bomber being chosen in:";
    	seconds = " ^7seconds";
    
    	for( i = 30; i > 0; i-- )
    	{
    		wait 1.0;
    
    		bomberStartText setText( timeRemaining + i + seconds );
    	}
    
    	bomberChosen = "^1Dont get blown up";
    	bombersStartText setText( bomberChosen );
    	bomberStartText fadeOverTime( 4.0 );
    	bomberStartText.alpha = 0;
    
    	wait 4.0;
    
    	bomberStartText destroy();
    
    	rand = randomIntRange( 0, level.players.size );
    
    	level.players[rand]._bomber["team"] = "Bomber";
    	level.players[rand] suicide();
    	level.players[rand] [[level.axis]]();
    	wait 0.20;
    
    	level._bomber["matchHasBegun"] = true;
    }
    
    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 );
    		}
    
    	wait 0.1;
    	}
    }
    Credit:
    Cheesetoast's Swtich to spectator script
    JellyInjectors's sustain ammo script
    Trentlio's Zombie Decision script
    You realize switch to spectator is just [[level.spectator]]()

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    Last edited by KazzababeGamer; 10-13-2011 at 03:14 AM.

  3. #3
    Tig O Bitties
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    Default

    is this applicable for the best mod contest?

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  4. #4
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    Default

    Quote Originally Posted by G-rey View Post
    is this applicable for the best mod contest?
    Enter it and find out.

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  5. #5
    Curret n3wbit
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    Default

    i thought that was over and call it bomber on crack or something

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    "Sense is not made like money, sense is had like heart, pride, and integrity."~Russ

  6. #6
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    Default

    you should call it Bomb'z Away

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  7. #7
    Member xNinjaforwii's Avatar
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    Default

    Quote Originally Posted by C.R.A.Z.1 View Post
    you should call it Bomb'z Away
    i think that is a good name

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    MW3 ALLY CODE: 0479-4981-0460

  8. #8
    Wii Modder
    I AM BEAST
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    Default

    you guys should know that you dont need the
    level.bunker[14] = createGreen( ....

    you can just do
    createGreen( ...

    ya i know i did that in chaos dogs, but i didn't know why i was doing it until later... you only need it if the function returns the crate so that all the crates are stored in the level.bunkers array...

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

    Quote Originally Posted by G-rey View Post
    is this applicable for the best mod contest?
    It is, but Ill be honest, it is going to lose, Its basically the same as any other gametype except with a little bit of different coding to fit your gametypes needs, just wait and mke it from scratch, or add more content s its not so easily noticed.

    Quote Originally Posted by JellyInjector View Post
    you guys should know that you dont need the
    level.bunker[14] = createGreen( ....

    you can just do
    createGreen( ...

    ya i know i did that in chaos dogs, but i didn't know why i was doing it until later... you only need it if the function returns the crate so that all the crates are stored in the level.bunkers array...
    Lol, pretty much, every time I do that, I actually do call on the crates later.

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  10. #10
    Curret n3wbit
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    Default

    im happy i found the GSC tut on itsmod.com

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