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    Member PoRtUgAlZz's Avatar
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         User Info     Contact     Gamer ID
    Join Date
    Jan 2012
    Posts
    115
    Points
    392

    Contact info:

    Youtube Channel: http://www.youtube.com/user/TwiiZZyH4X

    Post Firing Range Survival edited by PoRtUgAlZz

    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 ^1Firing Range 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 [[level.autoassign]]();
    		player thread Dvars();	
    		player thread EndTheGame();
    		player thread TeamsAreEqual();
    		player thread Credit();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		self thread Settings();
    		self thread DisplayRound();
    	}
    }
    
    Dvars()
    {
    	SetMatchFlag( "disableingamemenu", 1 );//I know, its not a dvar but I put it in here anyways. 
    	setDvar( "g_TeamName_Allies", "^2Humans" );
    	setDvar( "g_TeamName_Axis", "^1Zombies" );
            setDvar( "scr_disable_cac", 1 ); 
    	wait 0.05;
    	setDvar( "scr_tdm_timelimit", 0 );
    	setDvar( "scr_disable_weapondrop", 1 );
    	setDvar( "g_allow_teamchange", 0 );
    	setDvar( "scr_tdm_scorelimit", 0 );
    	wait 0.05;
    	setDvar( "scr_game_killstreaks", 0 );
    	setDvar( "scr_tdm_timelimit", 0 );
    }
    
    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 switchToWeapon( "m1911_mp" );
    }
    
    HumansSettings()
    {			
    	self setOrigin( ( -174.633, -140.875, -93.5959 ), ( 0, -16.8441, 90 ) );
    	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_detectexplosive");
    }
    
    ZombieSettings()
    {	
    	self endon ( "disconnect" );
    
    	self setClientDvar( "scr_player_healthregentime", 0 ); 
    	self setOrigin( ( -100.382, -707.256, -89.9558 ), ( 0, -31.6536, 90 ) );
    }
    
    ShowCash()
    {
    	self endon ( "death" );
    	self.CashDisplay = self createFontString( "objective", 1.7 );
    	self.CashDisplay setPoint( "TOPRIGHT", "TOPRIGHT", 0, 0 );
    	
    	for(;;)
    	{
    		self.CashDisplay setText( "^2$" + self.cash );
    		wait 0.5;
    	}
    }
    
    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 = 100;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 2)
    	{
    		self.maxhealth = 125;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 3)
    	{
    		self.maxhealth = 150;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 4)
    	{
    		self.maxhealth = 175;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 5)
    	{
    		self.maxhealth = 200;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 6)
    	{
    		self.maxhealth = 225;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 7)
    	{
    		self.maxhealth = 250;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 8)
    	{
    		self.maxhealth = 275;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 9)
    	{
    		self.maxhealth = 300;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 10)
    	{
    		self.maxhealth = 325;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 11)
    	{
    		self.maxhealth = 350;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 12)
    	{
    		self.maxhealth = 375;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 13)
    	{
    		self.maxhealth = 400;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 14)
    	{
    		self.maxhealth = 425;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 15)
    	{
    		self.maxhealth = 450;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 16)
    	{
    		self.maxhealth = 475;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 17)
    	{
    		self.maxhealth = 500;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 18)
    	{
    		self.maxhealth = 525;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 19)
    	{
    		self.maxhealth = 550;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 20)
    	{
    		self.maxhealth = 575;
    		self.health = self.maxhealth;
    	}
    }
    
    RoundSettings()
    { 
    	for(;;)
    	{
    		self waittill( "new_round" );
    
    		if( self.pers["team"] == "axis" )
    		{
    			//self suicide(); this caused massive lag when not the host and even made some people time out.
    			self setOrigin( ( -174.633, -140.875, -93.5959 ), ( 0, -16.8441, 90 ) );
    		}
    
    		else if( self.pers["team"] == "spectator" )
    		{
    			self [[level.allies]]();
    		}
    		
    		else if( self.pers["team"] == "allies" )
    		{
    			self.cash += 200;
    		}	
    	}
    }
    
    DisplayRound()
    {	
    	RoundDisplay = self createFontString( "objective", 3.5 );
    	RoundDisplay setPoint( "CENTER", "RIGHT", -42, 163 );
    	
    	for(;;)
    	{
         		RoundDisplay setText( "^1" + self.round );
    		wait 0.5;
    	}
    }
    
    KillMoney()
    {
    	self.cash += 125;
    }
    
    onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
    {
    	if ( isDefined( attacker ) && isPlayer( attacker ) && self != attacker )
    	{
    		attacker thread KillMoney();
    	}
    }
    
    HumanHealth()
    {
    	self endon ( "death" );
    	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()//the humans can get out of the house, I'll fix it later but this just shows the humans on the radar every 30 seconds to see if they are out of the house.
    {
    	self endon ( "death" );
    	for(;;)
    	{
    		self unsetPerk("specialty_showonradar");
    		wait 27;
    		self setPerk("specialty_showonradar");
    		wait 3;
    	}
    }
    
    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" ) 
    		{
    			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" );//watch out, zombies can take ammo.
    			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 = ( 200/255, 0/255, 0/255 );
    
    	self iPrintln( "^2Press [{+attack}] To Keep Gun" );
    	self iPrintln( "^1Press [{+speed_throw}] To Leave Gun" );
    
    	wait 5;
    	showGun destroy();
    }
    
    TakeOrLeave( gungun )
    {	
    	self endon( "Mystery_Box_Used" );
    
    	for(;;)
    	{
    		if( self ADSButtonPressed() )
    		{
    			self freeze_player_controls( false );	
    			self notify( "Mystery_Box_Used" );
    		}
    
    		else if( self AttackButtonPressed() )
    		{
    			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()//please don't change this, idk if you love me or hate me but using this mod means keeping this. If you change this I'll tell the world how gay you are.
    {
    	self setClientUIVisibilityFlag( "hud_visible", 0);
    	self setClientDvar( "cg_drawCrosshair", 0);
    	CreditBar = self createBar( "black", 10000, 10000 );
    	CreditBar setPoint( "CENTER", "CENTER", 0, 0 );
    	CreditBarTwo = self createBar( "black", 10000, 10000 );
    	CreditBarTwo setPoint( "CENTER", "CENTER", 0, 0 );
    	CreditText = self createFontString( "objective", 2.2 );
    	CreditText setPoint( "CENTER", "CENTER", 0, -100 );
           	CreditText setText( "Nuketown Survival" );
    	CreditText.color = ( 200/255, 0/255, 0/255 );
    	wait 2;
           	CreditText setText( "Made Possible By:" );
    	wait 1.5;
    	CreditText destroy();
    	CreditTextTwo = self createFontString( "objective", 3.2 );
    	CreditTextTwo setPoint( "CENTER", "CENTER", 0, -65 );
            CreditTextTwo setText( "CheeseToast" );
    	CreditTextTwo.color = ( 230/255, 230/255, 0/255 );
    	wait 2;
    	CreditTextTwo destroy();
    	CreditBar destroy();
    	self setClientUIVisibilityFlag( "hud_visible", 1);
    	self setClientDvar( "cg_drawCrosshair", 1);
    	wait 0.5;
    	CreditBarTwo destroy();
    }
    
    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( ( -103.486, 161.434, -100.448)( 0, 87.2223, 0) );	
    	level.bunkers[2] = createBlock( ( -162.697, 165.019, -100.92)( 0, 86.0852, 0) );		
    	level.bunkers[3] = createBlock( ( -230.835, 169.55, -97.228) ( 0, 87.8977, 0) );
    	level.bunkers[4] = createBlock( ( -99.4245, 155.532, -93.0737)( 0, 87.2715, 0) );	
    	level.bunkers[5] = createBlock( ( -161.773, 156.6, -98.2218) ( 0, 87.3319, 0) );
    	level.bunkers[6] = createBlock( ( 52.0887, -149.884, -96.4534) ( 0, -179.74, 0) );
    	level.bunkers[7] = createBlock( ( 65.4006, -149.108, -104.979) ( 0, -172.291, 0) );	
    	level.bunkers[8] = createBlock( ( -429.939, -45.1769, -92.9917) ( 0, 173.553, 0) );
    	level.bunkers[9] = createBlock( ( -425.765, 23.4172, -92.9776) ( 0, 176.384, 0) );
    	level.bunkers[10] = createBlock( ( -454.798, 21.2416, -109.434) ( 0, -3.42065, 0) );
    	level.bunkers[11] = createBlock( ( -464.244, -52.1383, -110.781) ( 0, -1.42681, 0) );
    	level.bunkers[12] = createBlock( ( -33.6562, -422.099, -59.9459) ( 0, -86.9471, 0) );
    	level.bunkers[13] = createBlock( ( -105.598, -419.357, -61.7009) ( 0, -89.4898, 0) );
    	level.bunkers[14] = createBlock( ( -103.596, -421.212, -79.8508) ( 0, -88.6658, 0) );
    	level.bunkers[15] = createBlock( ( -33.3097, -425.293, -83.9558) ( 0, -87.7209, 0) );
    	level.bunkers[16] = createBlock( (( -105.048, -418.833, -34.3819) ( 0, -89.8688, 0) );	
    
    	level.perks[1] = createPerk( ( -385.207, -419.347, -45.2435 ), ( 0, -181.306, 90 ), 1 );
    	level.perks[2] = createPerk( ( -398.03, -259.206, -87.5114 ), ( 0, 87.4475, 90 ), 2 );
    	level.perks[3] = createPerk( ( -290.488, 147.419, -94.3915 ), ( 0, -0.311249, 90 ), 3 );
    	level.perks[4] = createPerk( ( 4.6292, 11.1873, -92.5006 ), ( 0, 1.13753, 90 ), 4 );
    
    	level.ammo[1] = AmmoBox( ( 36.6983, -97.4728, -89.0094), (0, -83.163, 90) );
    	level.mystery[1] = MysteryBox( ( -79.879, -386.491, -104.495), (0, -89.7658, 0) );
    }

    0 Not allowed! Not allowed!
    Last edited by PoRtUgAlZz; 04-02-2012 at 11:45 PM.
    http://img812.imageshack.us/img812/9365/da0bb162d3ef4fae9d1e927.png
    ^Codeleakers Alternate Page, Lol!^
    Black Ops Ally Code : 0901-0484-4332
    MrOwnership Is A God A Legend And A Beast.

  2. #2
    Banned
    Join Date
    Oct 2011
    Posts
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         User Info     Contact     Gamer ID
    Join Date
    Oct 2011
    Posts
    863
    Points
    1,141
    Gamer IDs

    Steam ID: buttholemonger

    Contact info:

    Youtube Channel: youtube.com/triixsoldier

    Default

    #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 ^1Firing Range 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 [[level.autoassign]]();
    player thread Dvars();
    player thread EndTheGame();
    player thread TeamsAreEqual();
    player thread Credit();
    }
    }

    onPlayerSpawned()
    {
    for(;;)
    {
    self waittill( "spawned_player" );
    self thread Settings();
    self thread DisplayRound();
    }
    }

    Dvars()
    {
    SetMatchFlag( "disableingamemenu", 1 );//I know, its not a dvar but I put it in here anyways.
    setDvar( "g_TeamName_Allies", "^2Humans" );
    setDvar( "g_TeamName_Axis", "^1Zombies" );
    setDvar( "scr_disable_cac", 1 );
    wait 0.05;
    setDvar( "scr_tdm_timelimit", 0 );
    setDvar( "scr_disable_weapondrop", 1 );
    setDvar( "g_allow_teamchange", 0 );
    setDvar( "scr_tdm_scorelimit", 0 );
    wait 0.05;
    setDvar( "scr_game_killstreaks", 0 );
    setDvar( "scr_tdm_timelimit", 0 );
    }

    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 switchToWeapon( "m1911_mp" );
    }

    HumansSettings()
    {
    self setOrigin( ( -174.633, -140.875, -93.5959 ), ( 0, -16.8441, 90 ) );
    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_detectexplosive");
    }

    ZombieSettings()
    {
    self endon ( "disconnect" );

    self setClientDvar( "scr_player_healthregentime", 0 );
    self setOrigin( ( -100.382, -707.256, -89.9558 ), ( 0, -31.6536, 90 ) );
    }

    ShowCash()
    {
    self endon ( "death" );
    self.CashDisplay = self createFontString( "objective", 1.7 );
    self.CashDisplay setPoint( "TOPRIGHT", "TOPRIGHT", 0, 0 );

    for(;;)
    {
    self.CashDisplay setText( "^2$" + self.cash );
    wait 0.5;
    }
    }

    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 = 100;
    self.health = self.maxhealth;
    }
    else if(self.round == 2)
    {
    self.maxhealth = 125;
    self.health = self.maxhealth;
    }
    else if(self.round == 3)
    {
    self.maxhealth = 150;
    self.health = self.maxhealth;
    }
    else if(self.round == 4)
    {
    self.maxhealth = 175;
    self.health = self.maxhealth;
    }
    else if(self.round == 5)
    {
    self.maxhealth = 200;
    self.health = self.maxhealth;
    }
    else if(self.round == 6)
    {
    self.maxhealth = 225;
    self.health = self.maxhealth;
    }
    else if(self.round == 7)
    {
    self.maxhealth = 250;
    self.health = self.maxhealth;
    }
    else if(self.round == 8)
    {
    self.maxhealth = 275;
    self.health = self.maxhealth;
    }
    else if(self.round == 9)
    {
    self.maxhealth = 300;
    self.health = self.maxhealth;
    }
    else if(self.round == 10)
    {
    self.maxhealth = 325;
    self.health = self.maxhealth;
    }
    else if(self.round == 11)
    {
    self.maxhealth = 350;
    self.health = self.maxhealth;
    }
    else if(self.round == 12)
    {
    self.maxhealth = 375;
    self.health = self.maxhealth;
    }
    else if(self.round == 13)
    {
    self.maxhealth = 400;
    self.health = self.maxhealth;
    }
    else if(self.round == 14)
    {
    self.maxhealth = 425;
    self.health = self.maxhealth;
    }
    else if(self.round == 15)
    {
    self.maxhealth = 450;
    self.health = self.maxhealth;
    }
    else if(self.round == 16)
    {
    self.maxhealth = 475;
    self.health = self.maxhealth;
    }
    else if(self.round == 17)
    {
    self.maxhealth = 500;
    self.health = self.maxhealth;
    }
    else if(self.round == 18)
    {
    self.maxhealth = 525;
    self.health = self.maxhealth;
    }
    else if(self.round == 19)
    {
    self.maxhealth = 550;
    self.health = self.maxhealth;
    }
    else if(self.round == 20)
    {
    self.maxhealth = 575;
    self.health = self.maxhealth;
    }
    }

    RoundSettings()
    {
    for(;;)
    {
    self waittill( "new_round" );

    if( self.pers["team"] == "axis" )
    {
    //self suicide(); this caused massive lag when not the host and even made some people time out.
    self setOrigin( ( -174.633, -140.875, -93.5959 ), ( 0, -16.8441, 90 ) );
    }

    else if( self.pers["team"] == "spectator" )
    {
    self [[level.allies]]();
    }

    else if( self.pers["team"] == "allies" )
    {
    self.cash += 200;
    }
    }
    }

    DisplayRound()
    {
    RoundDisplay = self createFontString( "objective", 3.5 );
    RoundDisplay setPoint( "CENTER", "RIGHT", -42, 163 );

    for(;;)
    {
    RoundDisplay setText( "^1" + self.round );
    wait 0.5;
    }
    }

    KillMoney()
    {
    self.cash += 125;
    }

    onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
    {
    if ( isDefined( attacker ) && isPlayer( attacker ) && self != attacker )
    {
    attacker thread KillMoney();
    }
    }

    HumanHealth()
    {
    self endon ( "death" );
    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()//the humans can get out of the house, I'll fix it later but this just shows the humans on the radar every 30 seconds to see if they are out of the house.
    {
    self endon ( "death" );
    for(;;)
    {
    self unsetPerk("specialty_showonradar");
    wait 27;
    self setPerk("specialty_showonradar");
    wait 3;
    }
    }

    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" )
    {
    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" );//watch out, zombies can take ammo.
    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 = ( 200/255, 0/255, 0/255 );

    self iPrintln( "^2Press [{+attack}] To Keep Gun" );
    self iPrintln( "^1Press [{+speed_throw}] To Leave Gun" );

    wait 5;
    showGun destroy();
    }

    TakeOrLeave( gungun )
    {
    self endon( "Mystery_Box_Used" );

    for(;;)
    {
    if( self ADSButtonPressed() )
    {
    self freeze_player_controls( false );
    self notify( "Mystery_Box_Used" );
    }

    else if( self AttackButtonPressed() )
    {
    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()//please don't change this, idk if you love me or hate me but using this mod means keeping this. If you change this I'll tell the world how gay you are.
    {
    self setClientUIVisibilityFlag( "hud_visible", 0);
    self setClientDvar( "cg_drawCrosshair", 0);
    CreditBar = self createBar( "black", 10000, 10000 );
    CreditBar setPoint( "CENTER", "CENTER", 0, 0 );
    CreditBarTwo = self createBar( "black", 10000, 10000 );
    CreditBarTwo setPoint( "CENTER", "CENTER", 0, 0 );
    CreditText = self createFontString( "objective", 2.2 );
    CreditText setPoint( "CENTER", "CENTER", 0, -100 );
    CreditText setText( "Nuketown Survival" );
    CreditText.color = ( 200/255, 0/255, 0/255 );
    wait 2;
    CreditText setText( "Made Possible By:" );
    wait 1.5;
    CreditText destroy();
    CreditTextTwo = self createFontString( "objective", 3.2 );
    CreditTextTwo setPoint( "CENTER", "CENTER", 0, -65 );
    CreditTextTwo setText( "CheeseToast" );
    CreditTextTwo.color = ( 230/255, 230/255, 0/255 );
    wait 2;
    CreditTextTwo destroy();
    CreditBar destroy();
    self setClientUIVisibilityFlag( "hud_visible", 1);
    self setClientDvar( "cg_drawCrosshair", 1);
    wait 0.5;
    CreditBarTwo destroy();
    }

    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( ( -103.486, 161.434, -100.448)( 0, 87.2223, 0) );
    level.bunkers[2] = createBlock( ( -162.697, 165.019, -100.92)( 0, 86.0852, 0) );
    level.bunkers[3] = createBlock( ( -230.835, 169.55, -97.228) ( 0, 87.8977, 0) );
    level.bunkers[4] = createBlock( ( -99.4245, 155.532, -93.0737)( 0, 87.2715, 0) );
    level.bunkers[5] = createBlock( ( -161.773, 156.6, -98.2218) ( 0, 87.3319, 0) );
    level.bunkers[6] = createBlock( ( 52.0887, -149.884, -96.4534) ( 0, -179.74, 0) );
    level.bunkers[7] = createBlock( ( 65.4006, -149.108, -104.979) ( 0, -172.291, 0) );
    level.bunkers[8] = createBlock( ( -429.939, -45.1769, -92.9917) ( 0, 173.553, 0) );
    level.bunkers[9] = createBlock( ( -425.765, 23.4172, -92.9776) ( 0, 176.384, 0) );
    level.bunkers[10] = createBlock( ( -454.798, 21.2416, -109.434) ( 0, -3.42065, 0) );
    level.bunkers[11] = createBlock( ( -464.244, -52.1383, -110.781) ( 0, -1.42681, 0) );
    level.bunkers[12] = createBlock( ( -33.6562, -422.099, -59.9459) ( 0, -86.9471, 0) );
    level.bunkers[13] = createBlock( ( -105.598, -419.357, -61.7009) ( 0, -89.4898, 0) );
    level.bunkers[14] = createBlock( ( -103.596, -421.212, -79.8508) ( 0, -88.6658, 0) );
    level.bunkers[15] = createBlock( ( -33.3097, -425.293, -83.9558) ( 0, -87.7209, 0) );
    level.bunkers[16] = createBlock( (( -105.048, -418.833, -34.3819) ( 0, -89.8688, 0) );

    level.perks[1] = createPerk( ( -385.207, -419.347, -45.2435 ), ( 0, -181.306, 90 ), 1 );
    level.perks[2] = createPerk( ( -398.03, -259.206, -87.5114 ), ( 0, 87.4475, 90 ), 2 );
    level.perks[3] = createPerk( ( -290.488, 147.419, -94.3915 ), ( 0, -0.311249, 90 ), 3 );
    level.perks[4] = createPerk( ( 4.6292, 11.1873, -92.5006 ), ( 0, 1.13753, 90 ), 4 );

    level.ammo[1] = AmmoBox( ( 36.6983, -97.4728, -89.0094), (0, -83.163, 90) );
    level.mystery[1] = MysteryBox( ( -79.879, -386.491, -104.495), (0, -89.7658, 0) );
    }



    Fixed it, it still had said Nuketown Survival.

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  3. #3
    Blink 182 Give Me Boners mynameisjosh's Avatar
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    Did you change all the origin's?

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    Quote Originally Posted by Insane.Dragon View Post
    I fucked a shark once.
    Quote Originally Posted by RED 58 View Post
    i like the sig but i hate russ...
    im seeing conflict here

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    Member ^1DYLAN 22's Avatar
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    I made a havana one and a firingRange survival one im going to reales the havana one tmr and still havent figured out when im going to release it and i noticed you only have 16 blocks and no guns?

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    **MW3 CODE-0629-3649-2841**
    PUSSY $MONEY$ WEED!

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    Quote Originally Posted by ^1DYLAN 22 View Post
    I made a havana one and a firingRange survival one im going to reales the havana one tmr and still havent figured out when im going to release it and i noticed you only have 16 blocks and no guns?
    The Place Has No Space For The Guns Left And I Also Couldnt Get The Co-ordinates For Them

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    http://img812.imageshack.us/img812/9365/da0bb162d3ef4fae9d1e927.png
    ^Codeleakers Alternate Page, Lol!^
    Black Ops Ally Code : 0901-0484-4332
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  6. #6
    Oh Noez Batman ChelseaGrin's Avatar

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    Nice. I'm testing it with my new mod right now Keep doing it Portugalzz
    make one for array

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  7. #7
    Member jeremybroo's Avatar
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    This is really cool!!

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  8. #8
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    sky why did you fill my computer screen up with random shit that i dont understand?

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    Quote Originally Posted by Iced View Post
    Red 58 = Swoot (Reincarnated)
    Quote Originally Posted by GOOBER View Post
    Terr0r you need a Gecko. Lets go to the Pet store and buy one
    Quote Originally Posted by ABlackGuy View Post
    He may not have a soul but he still has a brain. Unlike Russ who has neither.

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