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  1. #1
    σиє ℓιfє. ℓινє ιт. C0D-FR34K's Avatar
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    Aug 2011
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    Heaven and Hell
    Posts
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         User Info     Contact     Gamer ID
    Join Date
    Aug 2011
    Location
    Heaven and Hell
    Posts
    1,444
    Points
    920
    Gamer IDs

    PSN ID: xC0D--FR34Kx Steam ID: c0d-fr34k

    Default [RELEASE] Heaven and Hell v2.2

    Hey Guys,

    I have been working on updating my gametype for about two weeks now. I fixed most errors that have occurred in the first version and now I'm ready to release this version to the public!

    In the updated, I have fixed the following problems:
    > Demon Fog
    In the first version, the demon fog wasn't appearing, and therefore, I knew I had to fix it.

    > Demons on Fire
    With this update, I have fixed the error that kept on taking away the fire after a few seconds of the game types play.

    > In game menu Disabled
    Again, in this version, I have fixed the problem where people could access the in-game menu, and change team, etc.

    I have added a few new things and fixed some other bugs, but I can't remember them all, these were the main and important ones.

    Here's the coding:
    Code:
    //INPORTANT MESSAGES:                                    I
    //                                                       I
    //Get help @ www.Codeleakers.com and send me a message   I
    //                                                       I
    //Credits: Cheesetoast( for scripts )                    I
    //                                                       I
    //More Credits: Whoever else I got scripts from          I
    //                                                       I
    //This gametype was made by: C0D-FR34K                   I
    //                                                       I
    //--------------------------------------------------------
    
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
           //......................\\
          //    ---------------     \\
         //     / C0D-FR34K's \      \\
        //  -----------------------   \\
       //  / Heaven and Hell v2.2 \    \\
      //  ----------------------------  \\
     //..................................\\
    
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	level thread doBlocks();
    	setDvar( "didyouknow", "^7Welcome To ^1Heaven and Hell!" );
    }
    
    onPlayerConnect()
    {	
    	for(;;)
    	{
    		level waittill( "connecting", player );
    
    		player thread buyGuns();
    		player thread onPlayerSpawned();
    		player thread roundSettings();
    		player thread scrollingText();
    		player thread showHealth();
    		player thread notifyRound();
    		player thread monitorRound();
    		player thread doMoney();
    	}
    }
    
    onPlayerConnected()
    {	
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread doDvars();	
    		player thread endGame();
            	player [[level.autoassign]]();
    		player thread teamsEqual();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		self thread gametypeSettings();
    		self thread doRound();
    		self thread myCredit();
    	}
    }
    
    doDvars()
    {
    	setDvar( "g_TeamName_Allies", "^7Angels" );
    	setDvar( "g_TeamName_Axis", "^1Demons" );
    	setDvar( "scr_tdm_scorelimit", 0 );
    	setDvar( "scr_tdm_timelimit", 0 );
    	setDvar( "scr_disable_weapondrop", 1 );
            setDvar( "scr_disable_cac", 1 ); 
    	setDvar( "scr_game_killstreaks", 0 );
    	setDvar( "scr_tdm_timelimit", 0 );
    	SetMatchFlag( "disableingamemenu", 1 );
    }
    
    gametypeSettings()
    {
    	self endon ( "disconnect" );
    	if( self.pers["team"] == "allies" )//Angels team
    	{
                    self thread angelSettings();
                    wait 1; 
    		self thread angelWeapons();
                    wait 1;  
    		self thread angelPerks();
                    wait 1; 
                    self thread angelName(); 
                    wait 1; 
    		self thread showCash();
                    wait 1; 
    		self thread spectator();
                    wait 1; 
                    self thread angelFog();
                    wait 1; 
    		self thread angelHealth();
                    wait 1; 
    		self thread angelGlitch();
                    wait 1; 
                    self thread doInvisibility();    
                    wait 1;
                    self iPrintlnBold( "^7Dont move to be ^1Invisible ^7to the ^1Demons" );
    	}
    	else if( self.pers["team"] == "axis" )//Demons team
    	{
                    self thread demonSettings();
                    wait 1;  
                    self thread demonWeapons();
                    wait 1; 
    		self thread demonPerks();
                    wait 1; 
                    self thread demonName();
                    wait 1; 
    		self thread thirdPerson();
                    wait 1; 
                    self thread flame();
                    wait 1; 
                    self thread demonFog();
                    wait 1; 
    		self thread monitorKnifing();
                    wait 1; 
    		self thread demonHealth();
                    wait 1;
                    self iPrintlnBold( "^1Angels ^7are ^1Invisble ^7when they dont move, ^1be careful." );
    	}
    }
    
    //-------------------------------Angel Stuff-------------------------------
    
    doMoney()
    {
    	self.cash = 700;
    }
    
    angelWeapons()
    {
    	self takeAllWeapons();
    	self giveWeapon( "crossbow_explosive_mp" );
    	self giveWeapon( "willy_pete_mp" );
    	self giveWeapon( "knife_mp" ); 					
    	self giveWeapon( "asp_mp" );
    	self giveMaxAmmo( "asp_mp" );
    	self giveMaxAmmo( "crossbow_explosive_mp" );
    	self switchToWeapon( "crossbow_explosive_mp" );
    }
    
    angelPerks()
    {
    	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");
    }
    
    angelSettings()
    {
    	self endon ( "disconnect" );
    		
    	self.maxhealth = 400;
    	self.health = self.maxhealth;	
    				
    	self setOrigin( ( -845.346, 40.5913, -36.9707 ), ( 0, 111.552, 0 ) );
    	self freeze_player_controls( false ); 
    }
    
    angelFog()
    {
    	self setClientDvar( "r_colormap", "2" );
    }
    
    angelName()
    {
    displayText = self createFontString( "mediumfixed", 3.7 );
    displayText setPoint( "CENTRE", "TOP",9, 10 + 30 );
    displayText.glow = 1;
    displayText.glowColor = ( 1, 0, 1 );
    displayText.glowAlpha = 1; ;
    
    for( ;; )
    {
    displayText setText("^1Angel");
    wait 0.60;
    displayText setText("^7Angel");
    wait 0.60;
    displayText setText("^1Angel");
    wait 0.60;
    displayText setText("^7Angel");
    wait 0.60;
    }
    }
    
    showCash()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    
    	Cash = self createFontString( "objective", 1.7 );
    	Cash setPoint( "TOPRIGHT", "TOPRIGHT", 0, 0 );
    
    	for(;;)
    	{
    		Cash setText( "^7$" + self.cash );
    		wait 0.1;
    	}
    }
    
    spectator()
    {	
    	self endon ( "disconnect" );
    
    	self waittill( "death" );
    	self [[level.spectator]]();
    }
    
    angelHealth()
    {
    	self endon( "Jugg_Bought" );
    	for(;;)
    	{
    		if( self.health <= 199 )
    		{
    			wait 5;
    			if( self.health <= 199 )
    			{
    				self.maxhealth = 200;
    				self.health = self.maxhealth;
    			}
    		}
    	wait 0.1;
    	}	
    }
    
    angelHealthJugg()
    {
    	self endon ( "death" );
    	for(;;)
    	{
    		if( self.health <= 399 )
    		{
    			wait 8;
    			if( self.health <= 399 )
    			{
    				self.maxhealth = 400;
    				self.health = self.maxhealth;
    			}
    		}
    	wait 0.1;
    	}
    }
    
    angelGlitch()
    {
    	for(;;)
    	{
    		self setPerk("specialty_showonradar");
    		wait 4;
    		self unsetPerk("specialty_showonradar");
    		wait 20;
    	}
    }
    
    thirdPerson()
    {
    self endon("disconnect");
    self setClientDvar("cg_thirdperson", 1);
    i = 1;
    
    	te = self createFontString( "objective", 1.2 );
    	te setPoint("CENTER", "BOTTOM", 0, -65);
    	te setText("^7[^1[{+frag}]^7] ^1TO TOGGLE THIRD PERSON");
    	te.sort = 10;
    	
    	for(;;)
    	{
    		while(!self FragButtonPressed())
    			wait 0.01;
    		if(i)
    			i--;
    		else
    			i++;
    		self setClientDvar("cg_thirdperson", i);
    		wait 0.30;
    	}
    }
    
    doInvisibility()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    	while(1)
    	{
    		if(isMoving())
    			self show(); 
    		else
    			self hide();
    		
    		wait 0.01;
    	}
    }
    
    isMoving()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    	
    	oldorigin = self.origin;
    	wait 0.01;
    	neworigin = self.origin;
    	if(distance(oldorigin, neworigin) != 0)
    		return true;
    	else
    		return false;
    }
    
    //-------------------------------Demons Stuff-------------------------------
    
    demonWeapons()
    {
    	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 );	
    }
    
    demonPerks()
    {
    	self clearPerks();
            self setperk("specialty_gas_mask");
            self setPerk("specialty_quieter");  
            self setPerk("specialty_loudenemies");
    	self setPerk("specialty_healthregen");
            self setPerk("specialty_finalstand");  
    	self setPerk("specialty_pistoldeath"); 
    	self setPerk("specialty_nomotionsensor"); 
    	self setPerk("specialty_gpsjammer");
    }
    
    demonName()
    {
    displayText = self createFontString( "mediumfixed", 3.7 );
    displayText setPoint( "CENTRE", "TOP",9, 10 + 30 );
    displayText.glow = 1;
    displayText.glowColor = ( 1, 0, 1 );
    displayText.glowAlpha = 1; ;
    
    for( ;; )
    {
    displayText setText("^7Demons");
    wait 0.60;
    displayText setText("^1Demons");
    wait 0.60;
    displayText setText("^7Demons");
    wait 0.60;
    displayText setText("^1Demons");
    wait 0.60;
    }
    }
    
    demonSettings()
    {	
    	self endon ( "disconnect" );
    
    	self setClientDvar( "scr_player_healthregentime", 0 );
    	self setOrigin( ( -1986.59, 279.554, -47.3572 ), ( 0, 248.871, 0 ) );
    }
    
    demonFog()
    {
    	self setClientDvar( "r_fog", "0" );
    }
    
    flame()
    {
    	self endon ( "disconnect" );
    
    	playFxOnTag( level._effect["character_fire_death_torso"], self, "J_SpineLower" );
    	wait 5;
    	playFxOnTag( level._effect["character_fire_death_torso"], self, "J_SpineLower" );
    	wait 5;
    	playFxOnTag( level._effect["character_fire_death_torso"], self, "J_SpineLower" );
    	wait 5;
    	playFxOnTag( level._effect["character_fire_death_torso"], self, "J_SpineLower" );
    	wait 5;
    	playFxOnTag( level._effect["character_fire_death_torso"], self, "J_SpineLower" );
    	wait 5;
    	playFxOnTag( level._effect["character_fire_death_torso"], self, "J_SpineLower" );
    }
    
    endGame()
    {	
    	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( "^7You Survived ^1" + self.round + " ^7Rounds" );
    }
    
    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;
    	}
    }
    
    demonHealth()
    {
    	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;
    	}
    	else if(self.round == 21)
    	{
    	self.maxhealth = 460;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 22)
    	{
    	self.maxhealth = 480;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 23)
    	{
    	self.maxhealth = 500;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 24)
    	{
    	self.maxhealth = 520;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 25)
    	{
    	self.maxhealth = 540;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 26)
    	{
    	self.maxhealth = 560;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 27)
    	{
    	self.maxhealth = 580;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 28)
    	{
    	self.maxhealth = 600;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 29)
    	{
    	self.maxhealth = 620;
    	self.health = self.maxhealth;
    	}
    	else if(self.round == 30)
    	{
    	self.maxhealth = 640;
    	self.health = self.maxhealth;
            }
    }
    
    //-------------------------------Game Stuff-------------------------------
    
    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;
    	wait 60;
    	self.round = 21;
    	wait 60;
    	self.round = 22;
    	wait 60;
    	self.round = 23;
    	wait 60;
    	self.round = 24;
    	wait 60;
    	self.round = 25;
    	wait 60;
    	self.round = 26;
    	wait 60;
    	self.round = 27;
    	wait 60;
    	self.round = 28;
    	wait 60;
    	self.round = 29;
    	wait 60;
    	self.round = 30;
    }
    
    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 += 500;
    		}	
    	}
    }
    
    doRound()
    {	
    	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;
    	}
    }
    
    myCredit() //This is my TRADEMARK, so don't fucking touch it!!!
    {
    	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( "^7HEAVEN ^0and ^1Hell, ^0Made 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( "^7C0D^0-^1FR34K" );
    		CreditTextTwo.color = ( 230/255, 230/255, 0/255 );
    
    		wait 2;
    		CreditTextTwo destroy();
    		CreditBar destroy();
    
    		self.creditShowed = true;
    	}
    }
    
    teamsEqual()
    {
    	for(;;)
    	{
    		if( level.playerCount["allies"] >= 6 && self.pers["team"] == "spectator" ) 
    		{
    			self [[level.axis]]();
    		}
    
    	wait 0.01;
    	}
    }
    
    showHealth()
    {
            self.healthBar = self createBar( ( 1, 0, 1 ), 120, 9 );
            self.healthBar setPoint( "CENTER", "TOP", 0, 8 );
            self.healthText = self createFontString( "objective", 1.4 );
            self.healthText setPoint( "CENTER", "TOP", 0, -3 );
            self.healthText setText( "^1H^7E^1A^7L^1T^7H");
                    
            for(;;)
            {
                    self.healthBar updateBar( self.health / self.maxhealth );
                    wait 0.5;
            }
    }
    
    scrollingText()
    {
    	self.scrollingText = [];
    	self.scrollingText[0] = "^0Welcome to C0D-FR34K's Gametype: Ghosts Vs. Demons";
    }
    
    //-------------------------------Bunker Stuff-------------------------------
    
    spawnGun( 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;
    }
    
    makePerk( 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( ( -1026.49, 134.992, -48.1535), (0, 158.64, 0) );	
    	level.bunkers[2] = createBlock( ( -1024.56, 134.226, -14.7905), (0, 157.602, 0) );		
    	level.bunkers[3] = createBlock( ( -1025.05, 133.701, 17.4589), (0, 159.151, 0) );
    	level.bunkers[4] = createBlock( ( -1025.6, 134.257, 49.8725), (0, 159.574, 0) );	
    	level.bunkers[5] = createBlock( ( -1854.12, 268.357, -44.1512), (0, 338.728, 0) );
    	level.bunkers[6] = createBlock( ( -1879.5, 201.729, -44.5082), (0, 338.904, 0) );
    	level.bunkers[7] = createBlock( ( -1855.03, 268.04, -11.0803), (0, 338.915, 0) );	
    	level.bunkers[8] = createBlock( ( -1879.07, 201.589, -10.5686), (0, 341.497, 0) );
    	level.bunkers[9] = createBlock( ( -1848.69, 267.418, 21.0649), (0, 336.877, 0) );
    	level.bunkers[10] = createBlock( ( -1873.01, 197.532, 20.9794), (0, 346.331, 0) );
    	level.bunkers[11] = createBlock( ( -894.752, 848.312, -49.4019), (0, 162.046, 0) );
    	level.bunkers[12] = createBlock( ( -873.678, 914.228, -48.8565), (0, 159.684, 0) );
    	level.bunkers[13] = createBlock( ( -893.798, 846.899, -17.7715), (0, 161.398, 0) );
    	level.bunkers[14] = createBlock( ( -872.989, 913.467, -17.1915), (0, 161.601, 0) );
    	level.bunkers[15] = createBlock( ( -892.238, 846.218, 14.4788), (0, 162.947, 0) );
    	level.bunkers[16] = createBlock( ( -870.796, 913.012, 14.4641), (0, 163.491, 0) );	
    	level.bunkers[17] = createBlock( ( -894.727, 846.56, 42.8305), (0, 162.381, 0) );
    	level.bunkers[18] = createBlock( ( -874.22, 913.279, 43.954), (0, 162.321, 0) );
    	level.bunkers[19] = createBlock( ( -518.385, 233.711, 3.40045), (0, 250.471, 0) );
    	level.bunkers[20] = createBlock( ( -516.716, 234.8789, 35.0335), (0, 249.388, 0) );
    	level.bunkers[21] = createBlock( ( -517.418, 235.704, 65.558), (0, 249.756, 0) );
    	level.bunkers[22] = createBlock( ( -530.827, 304.083, 170.139), (0, 155.949, 0) );		
    	level.bunkers[23] = createBlock( ( -531.467, 305.062, 138.491), (0, 154.52, 0) );
    	level.bunkers[24] = createBlock( ( -533.241, 304.735, 106.521), (0, 154.6740, 0) );	
    	level.bunkers[25] = createBlock( ( -609.069, 475.416, 98.5302), (0, 248.523, 0) );
    	level.bunkers[26] = createBlock( ( -542.633, 448.73, 98.659), (0, 248.787, 0) );
    	level.bunkers[27] = createBlock( ( -608.103, 474.14, 130.824), (0, 246.551, 0) );
    	level.bunkers[28] = createBlock( ( -543.325, 447.477, 131.83), (0, 247.578, 0) );
    	level.bunkers[29] = createBlock( ( -608.234, 473.943, 162.81), (0, 248.935, 0) );
    	level.bunkers[30] = createBlock( ( -542.019, 446.245, 162.231), (0, 246.145, 0) );
    	level.bunkers[31] = createBlock( ( -607.213, 473.173, 195.162), (0, 248.638, 0) );	
    	level.bunkers[32] = createBlock( ( -542.624, 446.869, 193.775), (0, 247.573, 0) );
    	level.bunkers[33] = createBlock( ( -542.633, 448.73, 98.659), (0, 248.787, 0) );
    	level.bunkers[34] = createBlock( ( -512.021, 434.386, 131.908), (0, 248.909, 0) );
    	level.bunkers[35] = createBlock( ( -513.409, 433.026, 163.055), (0, 245.629, 0) );
    	level.bunkers[36] = createBlock( ( -512.384, 433.557, 191.935), (0, 245.481, 0) );	
    	level.bunkers[37] = createBlock( ( -955.707, -0.71068, -39.8823), (0, 162.381, 0) );
    	level.bunkers[38] = createBlock( ( -956.223, -0.573067, -6.26062), (0, 342.358, 0) );
    	level.bunkers[39] = createBlock( ( -975.691, -69.1232, -40.2805), (0, 342.166, 0) );
    	level.bunkers[40] = createBlock( ( -976.83, -68.1527, -6.78036), (0, 342.051, 0) );
    	level.bunkers[41] = createBlock( ( -996.757, -134.803, -41.0463), (0, 344.501, 0) );
    	level.bunkers[42] = createBlock( ( -995.87, -1.20907, 25.7238), (0, 343.567, 0) );
    	level.bunkers[43] = createBlock( ( -977.047, -66.5726, 24.8947), (0, 338.859, 0) );
    	level.bunkers[44] = createBlock( ( -995.002, -133.67, 24.0655), (0, 344.66, 0) );
    	level.bunkers[45] = createBlock( ( -955.042, -0.320684, 57.1515), (0, 341.139, 0) );
    	level.bunkers[46] = createBlock( ( -974.277, -65.2947, 54.6446), (0, 340.875, 0) );	
    	level.bunkers[47] = createBlock( ( -997.774, -132.413, 51.729), (0, 161.507, 0) );
    	level.bunkers[48] = createBlock( ( -900.401, 843.939, 44.2603), (0, 156.008, 0) );
    	level.bunkers[49] = createBlock( ( -874.002, 909.806, 42.656), (0, 159.523, 0) );
    	level.bunkers[50] = createBlock( ( -257.136, -256.427, -42.6016), (0, 86.46, 0) );
    	level.bunkers[51] = createBlock( ( -257.841, -253.11, -10.1284), (0, 89.1626, 0) );
    	level.bunkers[52] = createBlock( ( -186.254, -254.639, -45.8443 ), (0, 94.9634, 0) );
    	level.bunkers[53] = createBlock( ( -186.872, -254.454, -14.2533), (0, 93.4857, 0) );
    	level.bunkers[54] = createBlock( ( -115.193, -250.386, -46.0785), (0, 274.755, 0) );
            level.bunkers[55] = createBlock( ( -116.411, -250.717, -13.3355), (0, 275.974, 0) );
    	level.bunkers[56] = createBlock( ( -257.506, -254.536, 19.1112), (0, 92.99130, 0) );	
    	level.bunkers[57] = createBlock( ( -185.868, -247.263, 18.0003), (0, 97.0618, 0) );
    	level.bunkers[59] = createBlock( ( -771.049, 179.591, -38.8484), (0, 158.994, 0) );
    	level.bunkers[60] = createBlock( ( -770.553, 179.374, -7.13725), (0, 159.5, 0) );
    	level.bunkers[61] = createBlock( ( -772.349, 179.336, 24.7754), (0, 160, 0) );
    	level.bunkers[62] = createBlock( ( -771.684, 179.056, 54.9107), (0, 159.796, 0) );		
    	level.bunkers[63] = createBlock( ( -69.734, 549.02, -12.3925), (0, 273.056, 0) );
    	level.bunkers[64] = createBlock( ( -139.207, 540.77, 18.7413), (0, 270.479, 0) );	
    	level.bunkers[65] = createBlock( ( -69.4081, 540.355, 18.6582), (0, 268.908, 0) );
    	level.bunkers[66] = createBlock( ( -1.22594, 551.648, -45.5259), (0, 90.8143, 0) );
    	level.bunkers[67] = createBlock( ( -1.80756, 552.167, -12.632), (0, 93.3522, 0) );
    	level.bunkers[68] = createBlock( ( -1.22905, 538.368, 19.7482), (0, 84.9806, 0) );
    	level.bunkers[69] = createBlock( ( -384.143, 552.373, -46.572), (0, 251.37, 0) );
    	level.bunkers[70] = createBlock( ( -383.579, 552.145, -16.4664), (0, 249.827, 0) );
    	level.bunkers[71] = createBlock( ( -382.882, 551.014, 15.2507), (0, 250.123, 0) );	
    	level.bunkers[72] = createBlock( ( -383.854, 547.758, 44.1827), (0, 249.156, 0) );
    	level.bunkers[73] = createBlock( ( -321.006, 516.506, -47.0591), (0, 233.682, 0) );
    	level.bunkers[74] = createBlock( ( -320.211, 515.75, -16.8662), (0, 232.408, 0) );
    	level.bunkers[75] = createBlock( ( -318.262, 514.203, 14.2661), (0, 230.222, 0) );
    	level.bunkers[76] = createBlock( ( -319.262, 509.279, 43.7385), (0, 231.089, 0) );
    	level.bunkers[77] = createBlock( ( 60.6748, 314.969, -21.2382), (0, 192.712, 0) );
    	level.bunkers[78] = createBlock( ( 60.5677, 314.375, 10.8448), (0, 189.657, 0) );
    	level.bunkers[79] = createBlock( ( 60.2033, 313.736, 41.8053), (0, 190.058, 0) );
    	level.bunkers[80] = createBlock( ( 54.1899, 340.256, -20.738), (0, 191.86, 0) );
    	level.bunkers[81] = createBlock( ( 53.8835, 339.113, 10.3133), (0, 190.344, 0) );
    	level.bunkers[82] = createBlock( ( 54.247, 338.399, 41.6391), (0, 189.616, 0) );
    	level.bunkers[83] = createBlock( ( -1000.69, 706.695, -35.8046), (0, 159.948, 0) );
    	level.bunkers[84] = createBlock( ( -1025.09, 715.333, -51.5552), (0, 158.195, 0) );
    	level.bunkers[85] = createBlock( ( -1000.9, 358.274, -41.0949), (0, 249.656, 0) );
    	level.bunkers[86] = createBlock( ( -1010.36, 334.694, -56.7594), (0, 249.404, 0) );
    	level.bunkers[87] = createBlock( ( -998.826, 356.237, -29.8537), (0, 246.542, 0) );
    	level.bunkers[88] = createBlock( ( -996.698, 706.04, -28.9883), (0, 338.393, 0) );
    	level.bunkers[76] = createBlock( ( -1002.93, 705.357, -45.3685), (0, 336.426, 0) );	
    	level.bunkers[77] = createBlock( ( -1023.2, 613.21, 101.126), (0, 157.926, 0) );
    	level.bunkers[78] = createBlock( ( -1027.27, 611.588, 93.0065), (0, 154.716, 0) );
    	level.bunkers[79] = createBlock( ( -1038.05, 615.245, 81.0529), (0, 159.358, 0) );
    	level.bunkers[80] = createBlock( ( -139.694, 547.051, -44.5649), (0, 271.457, 0) );
    	level.bunkers[81] = createBlock( ( -139.961, 545.828, -11.7523), (0, 273.198, 0) );
    	level.bunkers[82] = createBlock( ( -71.3658, 548.786, -45.659 ), (0, 272.363, 0) );
    	level.bunkers[83] = createBlock( ( -63.0254, 155.097, -51.9387 ), (0, 111.503, 0) );
    	level.bunkers[84] = createBlock( ( 1.38323, 180.988, -51.2326 ), (0, 111.113, 0) );
    	level.bunkers[85] = createBlock( ( 65.324, 207.018, -52.0008 ), (0, 291.943, 0) );
    	level.bunkers[86] = createBlock( ( -62.9236, 154.194, -19.7394 ), (0, 111.212, 0) );
    	level.bunkers[87] = createBlock( ( 1.9551, 180.622, -19.2501 ), (0, 112.009, 0) );
    	level.bunkers[88] = createBlock( ( 67.4728, 209.184, -18.5058 ), (0, 113.058, 0) );
    	level.bunkers[89] = createBlock( ( -64.4888, 155.111, 11.5677 ), (0, 110.817, 0) );
    	level.bunkers[90] = createBlock( ( 1.77221, 182.648, 12.8567 ), (0, 111.311, 0) );
    	level.bunkers[91] = createBlock( ( 67.0051, 207.825, 12.597 ), (0, 111.371, 0) );
    	level.bunkers[92] = createBlock( ( -123.166, -226.901, 19.7956 ), (0, 281.533, 0) );
    	level.bunkers[93] = createBlock( ( -1000.1, -134.742, -11.053 ), (0, 343.243, 0) );
    	level.bunkers[94] = createBlock( ( -954.961, -1.0934, 23.2219 ), (0, 340.782, 0) );//Working
    
    	level.gunner[1] = spawnGun( ( -748.827, 522.134, 1.36169 ), ( 0, 335.707, 0 ), "mpl" );
    	level.gunner[2] = spawnGun( ( -789.804, 277.328, -9.54335), (0, 244.738, 0), "rottweil72" );
    	level.gunner[3] = spawnGun( ( -956.019, 717.997, 118.982 ), ( 0, 342.34, 0 ), "mp5k" );
    
    	level.perks[1] = makePerk( ( -979.045, 71.4536, 28.4391 ), ( 0, 67.135, 0 ), 1 );
    	level.perks[2] = makePerk( ( -982.34, 70.3609, -41.4867 ), ( 0, 71.8537, 0 ), 2 );
    	level.perks[3] = makePerk( ( -907.866, 43.2666, -40.7866 ), ( 0, 69.9915, 0 ), 3 );
    	level.perks[4] = makePerk( ( -905.252, 41.1632, 28.3308 ), ( 0, 68.8434, 0 ), 4 );
    
    	level.ammo[1] = ammoBox( ( -946.348, 249.782, -16.0036 ), ( 0, 338.291, 0 ) );
    
    	level.mystery[1] = mysteryBox( ( -528.607, 386.214, 96.3755), (0, 207.529, 0) );
    }
    
    BuyGuns()
    {
    	for(;;)
    	{
    		if( distance( self.origin, level.gun["mp5k"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy A MP5K(^1$700^7)" );
    	
    			while( distance( self.origin, level.gun["mp5k"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 700 )
    				{
    					self.cash = self.cash - 700;
    					self takeWeapon( self getCurrentWeapon() );
    					self giveWeapon( "mp5k_mp" );
    					self switchToWeapon( "mp5k_mp" );
    					self giveMaxAmmo( "mp5k_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 699 )
    				{
    					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(^1$700^7)" );
    
    			while( distance( self.origin, level.gun["rottweil72"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 700)
    				{
    					self.cash = self.cash - 700;
    					self takeWeapon( self getCurrentWeapon() );
    					self giveWeapon( "rottweil72_mp" );
    					self switchToWeapon( "rottweil72_mp" );
    					self giveMaxAmmo( "rottweil72_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 699 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    	
    
    		else if( distance( self.origin, level.gun["mpl"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy An MPL(^1$700^7)" );
    
    			while( distance( self.origin, level.gun["mpl"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 700 )
    				{
    					self.cash = self.cash - 700;
    					self takeWeapon( self getCurrentWeapon() );
    					self giveWeapon( "mpl_mp" );
    					self switchToWeapon( "mpl_mp" );
    					self giveMaxAmmo( "mpl_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 699 )
    				{
    					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(^1$3000^7)" );
    
    			while( distance( self.origin, level.perk[1].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 3000 )
    				{
    					self.cash = self.cash - 3000;
    					self.maxhealth = 720;
    					self.health = self.maxhealth;
    					self notify( "Jugg_Bought" );
    					self thread angelHealthJugg();
    				}
    
    				else if( self useButtonPressed() && self.cash <= 2999 )
    				{
    					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] (^1$3000^7)" );
    
    			while( distance( self.origin, level.perk[2].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 3000 )
    				{
    					self.cash = self.cash - 3000;
    					self giveWeapon( "python_mp" );	
    					self iPrintln( "Swap The Python For A Gun" );						
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 2999 )
    				{
    					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(^1$3000^7)" );
    
    			while( distance( self.origin, level.perk[3].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 3000 )
    				{
    					self.cash = self.cash - 3000;
    					self setPerk("specialty_fastreload");  
    					self setPerk("specialty_fastads");		
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 2999 )
    				{
    					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(^1$3000^7)" );
    
    			while( distance( self.origin, level.perk[4].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 3000 )
    				{
    					self.cash = self.cash - 3000;
    					self setPerk("specialty_bulletaccuracy"); 		
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 2999 )
    				{
    					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(^1$500^7)" );
    			while( distance( self.origin, level.ammobox.origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 500 )
    				{
    					self.cash = self.cash - 500;
    					self giveMaxAmmo( self getCurrentWeapon() );
    					self giveMaxAmmo( "asp_mp" );
    					self SetWeaponAmmoStock( "frag_grenade_mp", 1 );
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 499 )
    				{
    					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(^1$1000^7)" );
    			while( distance( self.origin, level.Mbox.origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 1000 )
    				{
    					self.cash = self.cash - 1000;
    					self thread RandomGuns();
    					self freeze_player_controls( true );
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 999 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    		wait 0.1;		
    	}
    }
    
    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( "^7Take Gun? [{+melee}]" );
    
    	DontTakeGun = self createFontString( "objective", 1.5 );
    	DontTakeGun setPoint( "CENTER", "LEFT", 150, 0 );
            DontTakeGun setText( "^1Don't take 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;
    	}
    }
    Download .ff:
    http://www.mediafire.com/?f9p2ph9f9f7h23c

    I hope you guys like it.

    Thanks!

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    Last edited by C0D-FR34K; 04-05-2012 at 10:41 PM.

  2. #2
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    Cool!

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  3. #3
    σиє ℓιfє. ℓινє ιт. C0D-FR34K's Avatar
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    @TheNiovi
    Thanks dude!

    ~Update~ With download link

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    Looks Pretty Cool!
    Good Job!

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    http://img812.imageshack.us/img812/9365/da0bb162d3ef4fae9d1e927.png
    ^Codeleakers Alternate Page, Lol!^
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    there are a few ways you could have made this shorter but still good job thumb

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    σиє ℓιfє. ℓινє ιт. C0D-FR34K's Avatar
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    Like remove comments, and use pwnzer's program to shorten it?

    Yer maybe so, but It's reader friendly this way.

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  7. #7
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    whats it do? somebody shood make a vid

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  8. #8
    σиє ℓιfє. ℓινє ιт. C0D-FR34K's Avatar
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    Its a gametype, an edit/update of my first version.

    Ill see if someone can get a vid.

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    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Really just an edit so I suppose that's why it's in the edits section.
    The concept isn't very original and there are a lot of coding implimented that have no purpose at all.
    Remove some of the waits and try to make it more original.

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  10. #10
    σиє ℓιfє. ℓινє ιт. C0D-FR34K's Avatar
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    Ill do it in the bext update, can u i ask one question?
    What script do i put in so it keeps on repeating?

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