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  1. #1
    MonsterCat
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    Default Teleporter like in zombies.

    Go To The "CheeseToast's Mods" Thread to get this.

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    Last edited by CheeseToast; 11-03-2011 at 02:11 PM.
    "It's better to lose an argument/debate then to win. Cause when you lose you grow as a person."
    -CheeseToast

  2. #2
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    I love how you guys are totally coMing up with new ideAs. i woulD nEver Think tHat you guys would come thIs far in modS. I mean the New stuff that is Coming out from the wii community is just amazing. to tHink thAt i ever dOubted that you guyS woulD never be successful mOdders is just crazy. you Guys deserve more reSpect for how far you have come.

    capital letters

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  3. #3
    MonsterCat
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    Thanks Jelly, I always dreamed about being a modder and making the stuff that I loved to play, maybe I got 1000+ errors but I finally got here. I couldn't have done it with you, when I first started modding I would always get errors 5 times in a row and then you helped me out. If it wasn't for you, I would be still getting errors all the time and would have gave up because it would have been to hard.

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    "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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    Quote Originally Posted by CheeseToast View Post
    Thanks Jelly, I always dreamed about being a modder and making the stuff that I loved to play, maybe I got 1000+ errors but I finally got here. I couldn't have done it with you, when I first started modding I would always get errors 5 times in a row and then you helped me out. If it wasn't for you, I would be still getting errors all the time and would have gave up because it would have been to hard.
    I love how you guys are totally coMing up with new ideAs. i woulD nEver Think tHat you guys would come thIs far in modS. I mean the New stuff that is Coming out from the wii community is just amazing. to tHink thAt i ever dOubted that you guyS woulD never be successful mOdders is just crazy. you Guys deserve more reSpect for how far you have come.

    now do you see the hidden message?

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  5. #5
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    hahahaha that is too funny

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    Quote Originally Posted by CheeseToast View Post
    I couldn't have done it with you,
    dont u mean 'without'?

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  7. #7
    MonsterCat
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    Quote Originally Posted by Amadeus View Post
    dont u mean 'without'?
    Yeah, typing too fast and "I MADE THIS IN CHAOS DOGS" I thought you got it from zombies. Besides, everyone who hasn't played zombies knows I got it from you. The only reason I made this is because another person requested for a teleport script, So I made it, and since a I already made it then why not make a thread about it to tell everyone.

    Update: If you really want credit for the idea then fine. If that's what you want me to do.

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    Last edited by CheeseToast; 11-02-2011 at 05:49 PM.
    "It's better to lose an argument/debate then to win. Cause when you lose you grow as a person."
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    Code:
    #include common_scripts\utility;
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    #include maps\custom\_utility;
    
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	level thread maps\custom\gametypes\forge::spawnBox();
    	thread waittillLastPlayer();
    	thread zombieDecision();
    	thread globalDvars();
    	thread worldVariables();
    }
    	
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    
    		player thread onPlayerSpawned();
    		player thread maps\custom\gametypes\forge::doVars();
    		player thread onPlayerKilled();
    		player thread playerVariables();
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    
    		player thread displayCash();
    		player thread maps\custom\gametypes\forge::checkDistance();
    		player thread setupGame();
    		player thread openMenu();
    		player thread maps\custom\gametypes\xp::lifeHUD();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    
    teleBox()
    {
    	level.tele[1] = createTele( ( -1014.32, -1871.17, 323.425 ), ( 0, 90, 0 ), 1 );
    	level.tele[2] = createTele( ( -295.914, 1127.3, 392.125 ), ( 0, 90, 0 ), 2 ); 
    }
    
    createTele( pos, angle, num )
    {
            level.tele[num] = spawn( "script_model", pos );
            level.tele[num] setModel( "mp_supplydrop_axis" );
            level.tele[num].angles = angle;
    }
    
    tele()
    {
    	for(;;)
    	{
    		if( distance( self.origin, level.tele[1].origin ) < 5 )
    		{        
    			self setOrigin( ( 286.936, -3248.24, 59.5682 ), ( 0, 90, 0 ) );	
    		}
    	wait 1;
    		else if( distance( self.origin, level.tele[2].origin ) < 5 )
    		{
    			self setOrigin( ( 892.078, -73.9313, 330.372 ), ( 0, 90, 0 ) );	
    		}
    	wait 1;
    	}
    }
    
    		if( self._zombies["team"] == "survivor" )
    		{
    			if( self.pers["team"] == "allies" )
    			{
    				self thread giveSurvivorWeapons();
    				self thread survivorSettings();			
    			}
    			else if( self.pers["team"] != "allies" )
    			{
    				self._zombies["team"] = "survivor";
    				self [[level.allies]]();
    			}
    		}
    		else if( self._zombies["team"] == "zombie" )
    		{
    			if( self.pers["team"] == "axis" )
    			{
    		                self thread maps\mp\gametypes\hideandseek::Fire();
    				self thread giveZombieWeapons();
    				self thread zombieSettings();
    				self thread monitorGuns();	
    			}
    			else if( self.pers["team"] != "axis" )
    			{
    				self._zombies["team"] = "zombie";
    				self [[level.axis]]();
    			}
    		}
    	}
    }
    
    onPlayerKilled()
    {
    	for(;;)
    	{
    		self waittill( "killedPlayer", eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon );
    
    		if( self._zombies["team"] == "survivor" && attacker._zombies["team"] == "zombie" )
    		{
    			if( self._zombies["livesRemaining"] == 0 )
    			{
    				self._zombies["team"] = "zombie";
    				self [[level.axis]]();
    				wait 0.20;
    			}
    			else if( self._zombies["livesRemaining"] > 0 )
    			{
    				self._zombies["livesRemaining"]--;
    				wait 0.20;
    
    			}
    		}
    		else if( self._zombies["team"] == "zombie" && attacker._zombies["team"] == "survivor" )
    		{
    			if( attacker._zombies["livesRemaining"] == 0 )
    			{
    				attacker._zombies["cash"] = attacker._zombies["cash"] + ( 500 * level._zombies["cashFlow"] );
    				wait 0.20;
    			}
    			else if( attacker._zombies["livesRemaining"] > 0 )
    			{
    				attacker._zombies["cash"] = attacker._zombies["cash"] + ( 1200 * level._zombies["cashFlow"] );
    				wait 0.20;
    			}
    		}
    	}
    }
    
    waittillLastPlayer()
    {
    	for(;;)
    	{
    		wait 1.0;
    
    		if( level._zombies["matchHasBegun"] == true && level.playerCount["allies"] == 1 && level._zombies["lastSurvivorSatisfied"] == false )
    		{
    			for( i = 0; i < level.players.size; i++ )
    			{
    				wait 0.05;
    
    				if( level.players[i]._zombies["team"] == "survivor" && level.players[i].pers["team"] == "allies" )
    				{
    					level.players[i] thread lastPlayerDomination();
    					level._zombies["lastSurvivorSatisfied"] = true;
    					break;
    				}
    			}
    		}
    		else if( level._zombies["matchHasBegun"] == true && level.playerCount["allies"] == 0 && level._zombies["lastSurvivorSatisfied"] == true )
    		{
    			wait 2.0;
    			thread maps\custom\_mod_menu::mapRestart( false );
    			break;
    		}
    	}
    }
    
    zombieDecision()
    {
    	zombiesStartText = createServerFontString( "objective", 1.50 );
    	zombiesStartText defineElement( ( 1, 1, 1 ), false, "center", "middle", 0, 40, 1, 1 );
    
    	timeRemaining = "^2Starting in ";
    	seconds = " ^7seconds";
    
    	for( i = 50; i > 0; i-- )
    	{
    		wait 1.0;
    
    		zombiesStartText setText( timeRemaining + i + seconds );
    	}
    
    	zombieChosen = "^2 Game Started!^7Incoming Zombie";
    	zombiesStartText setText( zombieChosen );
    	zombiesStartText fadeOverTime( 4.0 );
    	zombiesStartText.alpha = 0;
    
    	wait 4.0;
    
    	zombiesStartText destroy();
    
    	rand = randomIntRange( 0, level.players.size );
    
    	level.players[rand]._zombies["team"] = "zombie";
    	level.players[rand] suicide();
    	level.players[rand] [[level.axis]]();
    	wait 0.20;
    
    	level._zombies["matchHasBegun"] = true;
    }
    
    globalDvars()
    {
    	setDvar( "g_TeamName_Allies", "^2Survivors" );
    	setDvar( "g_TeamName_Axis", "^1Zombies" );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_scorelimit", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 15 );
    }
    
    worldVariables()
    {
    	setExpFog( 2, 285, 74/255, 7/255, 14/255, 10 );	
    
    	level._zombies["cashFlow"] = 1;
    	level._zombies["doublePoints"] = false;
    	level._zombies["matchHasBegun"] = false;
    	level._zombies["nukeInAction"] = false;
    	level._zombies["lastSurvivorSatisfied"] = false;
    }
    
    setupGame()
    {
    	if( self.pers["team"] != "allies" )
    	{
    		self [[level.allies]]();
    		wait 0.20;
    	}
    	else if( self.pers["team"] == "allies" )
    	{
    		wait 0.20;
    	}
    
    	self._zombies["team"] = "survivor";
    }
    
    displayCash()
    {
    	cash = "^1Cash: ^2";
    
    	self.displayCash = self createFontString( "objective", 1.50 );
    	self.displayCash defineElement( ( 1, 1, 1 ), false, "right", "top", 0, 10, 1, 1 );
    
    	while( 1 )
    	{
    		self.displayCash setText( cash + self._zombies["cash"] );
    
    		wait 1.0;
    	}
    }
    
    playerVariables()
    {
    	self setClientDvar( "jump_height", 999 );
    	self setClientDvar( "dtp_fall_damage_max_height", 999 ); 
    	self setClientDvar( "dtp_fall_damage_min_height", 999 );
    	self setClientDvar( "scr_game_killstreaks", 0 );
    	self setClientDvar( "scr_game_forceuav", 0 );
    	self setClientDvar( "sv_cheats", 0 );
    
    	self._zombies["livesRemaining"] = 0;
    	self._zombies["team"] = "survivor";
    	self._zombies["cash"] = 40000;
    }
    
    giveSurvivorWeapons()
    {
    	startingWeapon = "ak47_mp";
    	knife = "knife_mp";
    
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( startingWeapon );
    	self giveWeapon( knife );
    	self giveMaxAmmo( startingWeapon );
    	self switchToWeapon( startingWeapon );
    }
    
    giveZombieWeapons()
    {
    	zombieWeapon = "knife_ballistic_mp";
    	zombieKnife = "knife_mp";
    
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( zombieWeapon );
        	self giveWeapon( zombieKnife );
    	self giveMaxAmmo( zombieWeapon );
    	self switchToWeapon( zombieWeapon );
    
    	self setPerk("specialty_unlimitedsprint");
    }
    
    zombieSettings()
    {
    	self setClientDvar( "r_exposureTweak", 1 );
    	self setClientDvar( "r_exposureValue", 15 );
    
    	self setMoveSpeedScale( 0.9 );
    
    	level thread maps\mp\gametypes\_battlechatter_mp::mpSayLocalSound( self, "fire", "scream" );
    	wait 0.1;
    
    	self.maxHealth = 250;
    	self.health = 250;
    
            self setClientDvar("scr_game_forceuav" , "1" );
            self setClientDvar("g_compassShowEnemies" , "1" );
            self setClientDvar("compassRadarUpdateTime" , "0.0001" ); 
            self setClientDvar( "compassSize", 1.25 );
    
    	self maps\custom\_mod_menu::defaultVision();
    }
    
    survivorSettings()
    {
    	self setClientDvar( "r_exposureTweak", 0 );
    
    	self maps\custom\_mod_menu::nightTime();
    
    	self setMoveSpeedScale( 1.0 );
    
    	self.maxHealth = 100;
    	self.health = 100;
    
            self setclientdvar("ui_allow_classchange", "0");
    }
    
    monitorGuns()
    {
    	self endon( "death" );
    
    	for(;;)
    	{
    		self waittill( "weapon_change" );
    
    		{
    			self takeAllWeapons();
    			self giveWeapon( "knife_ballistic_mp" );
    			self giveWeapon( "knife_mp" );
    			self giveMaxAmmo( "knife_ballistic_mp" );
    			self switchToWeapon( "knife_ballistic_mp" );
    		}
    	}
    }
    
    openMenu()
    {
    	for(;;)
    	{
    		self waittill( "meleeButtonPressed" );
    		
    		if( self getStance() == "crouch" )
    		{
    			wait 0.50;
    			
    			if( self meleeButtonPressed() == true && self isInMenu() == false && self._zombies["team"] != "zombie" )
    			{
    				self.selectedMenu = "zombies";
    				self thread maps\custom\_mod_menu::customMenuVariables();
    				wait 0.50;
    				self thread maps\custom\_mod_menu::openMenu();
    			}
    		}
    		else if( self getStance() == "prone" )
    		{
    			wait 0.50;
    			
    			if( self meleeButtonPressed() == true && self isInMenu() == false && self.lobbyStatus["Absolute Value"] >= 2 )
    			{
    				self.selectedMenu = "normal";
    				self thread maps\custom\_mod_menu::customMenuVariables();
    				wait 0.50;
    				self thread maps\custom\_mod_menu::openMenu();
    			}
    		}
    	}		
    }
    
    lastPlayerDomination()
    {
    	iPrintlnBold( self.name + " ^1is the last survivor" );
    
    	self giveWeapon( "minigun_mp", 5, false );
    	self giveMaxAmmo( "minigun_mp" );
    	self switchToWeapon( "minigun_mp" );
    
    	self maps\custom\_mod_menu::discoFog();
    }

    how do i fix the compile error??? its under spawnentity i think

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    Last edited by Generatorz; 11-02-2011 at 06:05 PM.

  9. #9
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    Quote Originally Posted by CheeseToast View Post
    Yeah, typing too fast and "I MADE THIS IN CHAOS DOGS" I thought you got it from zombies. Besides, everyone who hasn't played zombies knows I got it from you. The only reason I made this is because another person requested for a teleport script, So I made it, and since a I already made it then why not make a thread about it to tell everyone.

    Update: If you really want credit for the idea then fine. If that's what you want me to do.
    that is what im talking about... thats why this site is shit... its cuz people feel they need to make a new thread for shit that doesnt need it... if someone asks for it, then give to him/her OR tell them where to find it since its in chaos dogs and a few zombie mods... you dont need to tell others about it, if they want it, they know where to find it themselves...

    CODELEAKERS HAS GONE TO SHIT
    if anyone would like to disagree with that above statement please feel free to try to defend it...

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  10. #10
    I'm A Fag
    Codeleakers.com Is The Best Site!

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    are you talking about me or CheeseToast?

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