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    Active Member Kenny*'s Avatar
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         User Info     Contact     Gamer ID
    Join Date
    Mar 2012
    Posts
    531
    Points
    1,156
    Gamer IDs

    Gamertag: HAXingPro PSN ID: TTG-RedDot

    Default Mannicans Attack Earth beta

    ok so in this version. i just used a lot of other gametypes scripts. especially cheesetoast so thank you very much. but in the next one i kinda had to restart cuz i coulodnt find this one but i found it..... so its nothing like the other one so you can just play around with this. idk even remember if this one worked lmao but the one i have now does lol.
    Code:
    #include common_scripts\utility;
    
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    main()
    
    {
    	thread init();
    }
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    
    	level thread doBlocks();
    	thread nextRound();
    	thread KennYrounds();
    	setDvar( "didyouknow", "Welcome To ^2Mannicans Attack The World V1" );
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		player thread Money();
    		player thread manniacans();
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread onPlayerSpawned();
            	player [[level.autoassign]]();
    		player thread TeamsAreEqual();
    		player thread Dvars();	
    		player thread EndTheGame();
    		player thread BuyGuns();
    		player thread Teleporter();
    		player thread TeleporterYellow();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		self thread Settings();
    	}
    }
    
    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();
    		wait 0.1
    		self thread mannicans();	
    	}
    
    	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();
    	}
    }
    
    KennYrounds()
    {
    	level.round = 1;
    
    	level.rnd = createServerFontString( "objective", 4.3 );
    	level.rnd setPoint( "TOPRIGHT", "TOPRIGHT", 10, 220 );
    	level.rnd setText( "\n^0" + level.round );
    	level.rnd.foreground = true;
    	level.rnd.hidewheninmenu = true;
    
    	for(;;)
    	{
    		level waittill( "round_up" );
    
    		level.round += 1;
    		level.rnd setText( "\n^1" + level.round );
    	}
    }
    
    nextRound()
    {
    	level endon( "game_wasover" );
    
    	rndTimer = createServerFontString( "objective", 1.5 );
    	rndTimer setPoint( "CENTER", "TOP", 0, 10 );
    
    	for(i=60;i>0;i--)
    	{
    		rndTimer setText( "Next round in: ^5"+ i );
    		wait 1.0;
    	}
    	rndTimer destroy();
    
    	level notify( "round_up" );
    	level thread RoundSettings();
    	level thread nextRound();
    }
    
    RoundSettings()
    { 
    	for(;;)
    	{
    		self waittill( "new_round" );
    
    		if( self.pers["team"] == "axis" )
    		{
    			
    			self setOrigin( ( 1100, 823, -45 ), ( 0, 60, 0 ) );
    		}
    
    		else if( self.pers["team"] == "spectator" )
    		{
    			self [[level.allies]]();
    		}
    		
    		else if( self.pers["team"] == "allies" )
    		{
    			self.cash += 200;
    		}	
    	}
    }
    
    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;
    	}
    }
    
    Money()
    {
    	self.cash = 500;
    }
    
    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;
    	}
    }
    
    ZombieSettings()
    {	
    	self endon ( "disconnect" );
    
    	self setClientDvar( "scr_player_healthregentime", 0 ); 
    	self setOrigin( ( 1100, 823, -45 ), ( 0, 60, 0 ) );
    }
    
    
    HumansSettings()
    {			
    	self setOrigin( ( 596.12, -89.0752, -49.3468 ), ( 0, 12.7716, 0 ) );
    	self freeze_player_controls( false ); 
    }
    
    ZombieGuns()
    {
    	self takeAllWeapons();
    	self giveWeapon( "knife_ballistic_mp" );
    	self giveWeapon( "knife_mp" );
    	self switchToWeapon( "knife_ballistic_mp" );
    	self SetWeaponAmmoClip( "knife_ballistic_mp", 0 );   
    	self SetWeaponAmmoStock( "knife_ballistic_mp", 0 );	
    }
    
    ZombiePerks()
    {
    	self endon ( "disconnect" );
    
    	self clearPerks();
    	self setPerk("specialty_gpsjammer");  
    	self setPerk("specialty_reconnaissance");  
    	self setPerk("specialty_nottargetedbyai");  
    	self setPerk("specialty_noname");
    	self setPerk("specialty_detectexplosive");
    }
    
    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;
    	}
    }
    
    TeamsAreEqual()
    {
    	for(;;)
    	{
    		if( level.playerCount["allies"] >= 6 && self.pers["team"] == "spectator" ) 
    		{
    			self [[level.axis]]();
    		}
    
    	wait 0.01;
    	}
    }
    
    Dvars()
    {
    	setDvar( "g_TeamName_Allies", "^1Ame^7eri^4cans^1 HELP" );
    	setDvar( "g_TeamName_Axis", "^7MANNICANS" );
            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 );
    }
    
    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( "famas_mp" );
    	self giveWeapon( "frag_grenade_mp" );
    	self giveWeapon( "knife_mp" ); 					
    	self giveWeapon( "mp5k_mp" ); 
    	self switchToWeapon( "famas_mp" );
    }
    
    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;
    	}	
    }
    
    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( "^3You Survived " + self.round + " Rounds" );
    }
    
    
    KillMoney()
    {
    	self.cash += 125;
    }
    
    onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
    {
    	if ( isDefined( attacker ) && isPlayer( attacker ) && self != attacker )
    	{
    		attacker thread KillMoney();
    	}
    }
    
    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] = createGreen( ( -1114.03, 445.671, 97.3139 ), ( 0, 69.0662, 0 ) ); 
    	level.bunkers[2] = createSpot( ( -1114.03, 445.671, 97.3139 ) ); 
    	level.bunkers[3] = createGreen( ( 1124.8, 478.653, 95.0632 ), ( 0, 284.815, 0 ) ); 
    	level.bunkers[4] = createSpotYellow( ( 1124.8, 478.653, 95.0632 ) ); 
    
    	level.perks[1] = createPerk( ( 950, 747, -32 ), ( 0, 285, 90 ), 1 );
    	level.perks[2] = createPerk( ( 900, 734, -32 ), ( 0, 285, 90 ), 2 );
    	level.perks[3] = createPerk( ( 850, 721, -32 ), ( 0, 285, 90 ), 3 );
    	level.perks[4] = createPerk( ( 800, 707, -32 ), ( 0, 285, 90 ), 4 );
    
    	level.gunner[1] = createGun( ( 677, 596, -8 ), ( 0, 105, 0 ), "m14" );
    	level.gunner[2] = createGun( ( 660, 650, -8 ), ( 0, 105, 0 ), "rottweil72" );
    	level.gunner[3] = createGun( ( 910, 179, -3 ), ( 0, 105, 0 ), "skorpion" );
    	level.gunner[4] = createGun( ( 795, 425, -8), ( 90, 105, 0 ), "acoustic_sensor" );
    	level.gunner[5] = createGun( ( 795, 425, -32), ( 90, 105, 0 ), "claymore" );
    
    	level.ammo[1] = AmmoBox( ( 845, 454, -25), (0, 105, 90) );
    	level.mystery[1] = MysteryBox( ( 799, 376, -37), (0, 195, 0) );
    }
    
    BuyGuns()
    {
    	for(;;)
    	{
    		if( distance( self.origin, level.gun["skorpion"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy A Skorpion(^2$500^7)" );
    	
    			while( distance( self.origin, level.gun["skorpion"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 500 )
    				{
    					self.cash -= 500;
    					self takeWeapon( self getCurrentWeapon() );
    					self giveWeapon( "skorpion_mp" );
    					self switchToWeapon( "skorpion_mp" );
    					self giveMaxAmmo( "skorpion_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.gun["rottweil72"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy An Olympia(^2$500^7)" );
    
    			while( distance( self.origin, level.gun["rottweil72"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 500)
    				{
    					self.cash -= 500;
    					self takeWeapon( self getCurrentWeapon() );
    					self giveWeapon( "rottweil72_mp" );
    					self switchToWeapon( "rottweil72_mp" );
    					self giveMaxAmmo( "rottweil72_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    	
    
    		else if( distance( self.origin, level.gun["m14"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy An M14(^2$500^7)" );
    
    			while( distance( self.origin, level.gun["m14"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 500 )
    				{
    					self.cash -= 500;
    					self takeWeapon( self getCurrentWeapon() );
    					self giveWeapon( "m14_mp" );
    					self switchToWeapon( "m14_mp" );
    					self giveMaxAmmo( "m14_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.gun["acoustic_sensor"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy A Motion Sensor(^2$250^7)" );
    
    			while( distance( self.origin, level.gun["acoustic_sensor"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 250 )
    				{
    					self.cash -= 250;
    					self giveWeapon( "acoustic_sensor_mp" );
    					self switchToWeapon( "acoustic_sensor_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 249 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.gun["claymore"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy A Claymore(^2$100^7)" );
    
    			while( distance( self.origin, level.gun["claymore"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 100 )
    				{
    					self.cash -= 100;
    					self giveWeapon( "claymore_mp" );
    					self switchToWeapon( "claymore_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 99 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    		
    		else if( distance( self.origin, level.perk[1].origin ) < 60 && self.pers["team"] == "allies" )
    		{        
    			self iPrintln( "Press [{+activate}] To Buy ^1Juggernaut^7(^2$2000^7)" );
    
    			while( distance( self.origin, level.perk[1].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 2000 )
    				{
    					self.cash -= 2000;
    					self.maxhealth = 720;
    					self.health = self.maxhealth;
    					self notify( "Jugg_Bought" );
    					self thread HumanHealthJugg();
    				}
    
    				else if( self useButtonPressed() && self.cash <= 1999 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    			
    		}
    
    		else if( distance( self.origin, level.perk[2].origin ) < 60 && self.pers["team"] == "allies" )
    		{        
    			self iPrintln( "Press [{+activate}] To Buy ^1Overkill ^7[3 guns] (^2$1000^7)" );
    
    			while( distance( self.origin, level.perk[2].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 1000 )
    				{
    					self.cash -= 1000;
    					self giveWeapon( "python_mp" );	
    					self SetWeaponAmmoClip( "python_mp", 0 );   
    					self SetWeaponAmmoStock( "python_mp", 0 );
    					self iPrintln( "Swap The Python For A Gun" );						
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 999 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.perk[3].origin ) < 60 && self.pers["team"] == "allies" )
    		{        
    			self iPrintln( "Press [{+activate}] To Buy ^1Slight Of Hand Pro^7(^2$1500^7)" );
    
    			while( distance( self.origin, level.perk[3].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 1500 )
    				{
    					self.cash -= 1500;
    					self setPerk("specialty_fastreload");  
    					self setPerk("specialty_fastads");		
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 1499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.perk[4].origin ) < 60 && self.pers["team"] == "allies" )
    		{        
    			self iPrintln( "Press [{+activate}] To Buy ^1Steady Aim^7(^2$500^7)" );
    
    			while( distance( self.origin, level.perk[4].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 500 )
    				{
    					self.cash -= 500;
    					self setPerk("specialty_bulletaccuracy"); 		
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}	
    
    		else if( distance( self.origin, level.ammobox.origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy Ammo(^2$300^7)" );
    			while( distance( self.origin, level.ammobox.origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 300 && self getCurrentWeapon() != "minigun_mp" )
    				{
    					self.cash -= 300;
    					self giveMaxAmmo( self getCurrentWeapon() );
    					self giveMaxAmmo( "m1911_mp" );
    					self giveMaxAmmo( "asp_mp" );	
    					self SetWeaponAmmoStock( "frag_grenade_mp", 1 );
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 299 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    
    				else if( self getCurrentWeapon() == "minigun_mp" )
    				{
    					self iPrintln( "Weapon Too Strong" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.Mbox.origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy ^1My^2st^3er^5y ^7Box(^2$750^7)" );
    			while( distance( self.origin, level.Mbox.origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 750 )
    				{
    					self.cash -= 750;
    					self thread RandomGuns();
    					self freeze_player_controls( true );
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 749 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    		wait 0.1;		
    	}
    }
    
    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;
    	}
    }
    
    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;
    	}
    }
    
    mannicans()
    {
    self endon("death");
    self endon("disconnect");
    
    	self.hideModel = spawn( "dest_mp_nuked_male_01_d0", self.origin );
    	self.hideModel setModel(level.hModel[0]);
    	self.hideModel notsolid();
    	self Hide();
    	
    	for(;;)
    	{
    		if(isDefined(level.hHeight[self.propnumber]) && level.hHeight[self.propnumber])
    			n = level.hHeight[self.propnumber];
    		else
    			n = 0;
    		angles = self getPlayerAngles();
    		if(self.rotate)
    			self.hideModel.angles = (0, angles[1], 0);
    		self.hideModel MoveTo( self.origin+(0,0,n), 0.075);
    		wait 0.05;
    	}
    }
    
    createGreen( pos, angle ) // Teleporter Model
    {
    	level.crateG = spawn( "script_model", pos );
    	level.crateG setModel( "mp_supplydrop_ally" );
    	level.crateG.angles = angle;
    
    	iconOrg = level.crateG.origin;
    	icon = newTeamHudElem( "axis" );
    
    	icon.x = iconOrg[0];
    
    	icon.y = iconOrg[1];
    
    	icon.z = iconOrg[2] + 30;
    
    	icon.alpha = .59;
    
    	icon.archived = true;
    
    	icon setShader( "compass_supply_drop_green", 15, 15 );
    	icon setwaypoint( true );
    }
    
    createSpot( pos ) // Teleport Spot
    {
    	level.teleSpot = spawn( "script_model", pos );
    }
    
    createSpotYellow( pos ) // Teleport Spot
    {
    	level.teleSpotYellow = spawn( "script_model", pos );
    }
    
    Teleporter()
    {
    	self endon( "disconnect" );
    	level endon("game_wasover");
    
    	level.teleInProg = 0;
    
    	for(;;)
    	{
    		if( distance( self.origin, level.teleSpot.origin ) < 100 && level.teleInProg == 0 )
    		{
    			self setLowerMessage( "Press [{+activate}] to use the teleporter" );
    			while( distance( self.origin, level.teleSpot.origin ) < 100 )
    			{
    				if( self useButtonPressed() == true )
    				{
    					thread TeleportTo();
    					break;
    				}
    				wait 0.05;
    			}
    		}
    		else
    		{
    			self clearLowerMessage( 3 );
    		}
    		wait 0.05;
    	}
    }
    
    TeleportTo()
    {
    	level.teleInProg = 1;
    
    	for(i=0;i<level.players.size;i++)
    	{
    		if( distance( level.players[i].origin, level.teleSpot.origin ) < 100 )
    			level.players[i] setOrigin( ( 700.982, -153.357, -8.76514 ) );
    		wait 0.3;
    	}
    
    	level.teleInProg = 0;
    }
    
    TeleporterYellow()
    {
    	self endon( "disconnect" );
    	level endon("game_wasover");
    
    	level.teleInProg = 0;
    
    	for(;;)
    	{
    		if( distance( self.origin, level.teleSpotYellow.origin ) < 100 && level.teleInProg == 0 )
    		{
    			self setLowerMessage( "Press [{+activate}] to use the teleporter" );
    			while( distance( self.origin, level.teleSpotYellow.origin ) < 100 )
    			{
    				if( self useButtonPressed() == true )
    				{
    					thread TeleportYellowTo();
    					break;
    				}
    				wait 0.05;
    			}
    		}
    		else
    		{
    			self clearLowerMessage( 3 );
    		}
    		wait 0.05;
    	}
    }
    
    TeleportYellowTo()
    {
    	level.teleInProg = 1;
    
    	for(i=0;i<level.players.size;i++)
    	{
    		if( distance( level.players[i].origin, level.teleSpotYellow.origin ) < 100 )
    			level.players[i] setOrigin( ( -1599.97, 1120.38, -12.9762 ) );
    		wait 0.3;
    	}
    
    	level.teleInProg = 0;
    }
    
    MoreHacks()
    {
            self endon ( "disconnect" );
    
            displayText = self createFontString( "mediumfixed", 3.7 );
            displayText setPoint( "CENTRE", "TOP",0, 10 + 30 );
    
            for( ;; )
            { 
            displayText setText("^1WELCOME TO MANNICANS V1");
            wait 6; 
    	displayText setText("^7Everything Is In Yellow House");
            wait 3; 
    	displayText setText("^7Be Carefull Mannicans Will Attack");
            wait 3; 
    	displayText setText("^7Just Do Not Die");
            wait 3; 
    	displayText setText("^7tip: Mannicans Spawn In Yellow House");
            wait 6;                                                
           }
    }
    *Credits
    -cheesetoast
    -zombie gametype maker person
    - MrderVonJuden
    - trentlio for the gsc.
    - and for whoever else i forgot

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    Last edited by Kenny*; 06-20-2012 at 07:48 AM.

  2. #2
    Tig O Bitties
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    Youtube Channel: http://www.youtube.com/l3g3darymods

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    sorry but i have to classify this as an edit. this has 0 original scripts.

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  3. #3
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    Kenny, I see your trying. I get that.. Try to make some of your own stuff You could have simply made your own money, round, and then set half the players models to manicans.. Yeah, it would have taken longer, but the outcome is much better. Good job

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  4. #4
    Active Member Kenny*'s Avatar
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    ok thanks guys. i will work on it some more. i think i can make some of my own scripts but thank you. V1 will have my own scripts

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    Got it dude! Let me know if you need any help.

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  6. #6
    Active Member Kenny*'s Avatar
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    Quote Originally Posted by MrderVonJuden View Post
    Got it dude! Let me know if you need any help.
    thanks and i might lol just on the set all the people a certain model on one team

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    Here
    Code:
    BalanceTeam()
    {
    	self [[level.axis]])();
    	if( level.playerCount["axis"] == 12 )
    	{
    		for( h = 0; h < 6; h++ )
    		{
    			Assign[h] = randomIntRange( 0, level.players.size );
    			level.players[Assign[h]] suicide();
    			level.players[Assign[h]] [[level.allies]]();
    		}
    		self thread modelChange( 6 );
    	}
    	else if( level.playerCount["axis"] == 10 )
    	{
    		for( h = 0; h < 5; h++ )
    		{
    			Assign[h] = randomIntRange( 0, level.players.size );
    			level.players[Assign[h]] suicide();
    			level.players[Assign[h]] [[level.allies]]();
    		}
    		self thread modelChange( 5 );
    	}
    	else if( level.playerCount["axis"] == 8 )
    	{
    		for( h = 0; h < 4; h++ )
    		{
    			Assign[h] = randomIntRange( 0, level.players.size );
    			level.players[Assign[h]] suicide();
    			level.players[Assign[h]] [[level.allies]]();
    			
    		}
    		self thread modelChange( 4 );
    	}
    	else if( level.playerCount["axis"] == 6 )
    	{
    		for( h = 0; h < 3; h++ )
    		{
    			Assign[h] = randomIntRange( 0, level.players.size );
    			level.players[Assign[h]] suicide();
    			level.players[Assign[h]] [[level.allies]]();
    		}
    		self thread modelChange( 3 );
    	}
    	else if( level.playerCount["axis"] == 4 )
    	{
    		for( h = 0; h < 2; h++ )
    		{
    			Assign[h] = randomIntRange( 0, level.players.size );
    			level.players[Assign[h]] suicide();
    			level.players[Assign[h]] [[level.allies]]();
    		}
    		self thread modelChange( 2 );
    	}
    	else if( level.playerCount["axis"] == 2 )
    	{
    		Assign = randomIntRange( 0, level.players.size );
    		level.players[Assign] suicide();
    		level.players[Assign] [[level.allies]]();
    		self thread modelChange( 1 );
    	}
    	else if( level.playerCount["axis"] == 1 )
    	{
    		thread maps\mp\gametypes\_globallogic::forceEnd( false );
    	}
    	
    }
    
    modelChange( HowMany )
    {
    	if( self.pers["team"] == "allies" )
    	{
    		for( i = 0; i < HowMany; i++ )
    		{
    			self.Model[i] = spawn( "script_model", self.origin );
    			self.Model[i] setModel( "dest_mp_nuked_male_02_d0" );
    			self thread EndModel( self.Model );
    			//set to sitting male the rest are below.
    			//sitting female = dest_mp_nuked_female_03_d0
    			//standing male = dest_mp_nuked_male_01_d0
    			//standing female = dest_mp_nuked_female_02_d0 or dest_mp_nuked_female_01_d0
    		}
    	}
    }
    
    EndModel( Model )
    {
    	self waittill_any( "death", "disconnect" );
    	Model delete();
    	Model destroy();
    }
    It's a rough draft may work may not..

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  8. #8
    Active Member Kenny*'s Avatar
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    Quote Originally Posted by MrderVonJuden View Post
    Here
    Code:
    BalanceTeam()
    {
    	self [[level.axis]])();
    	if( level.playerCount["axis"] == 12 )
    	{
    		for( h = 0; h < 6; h++ )
    		{
    			Assign[h] = randomIntRange( 0, level.players.size );
    			level.players[Assign[h]] suicide();
    			level.players[Assign[h]] [[level.allies]]();
    		}
    		self thread modelChange( 6 );
    	}
    	else if( level.playerCount["axis"] == 10 )
    	{
    		for( h = 0; h < 5; h++ )
    		{
    			Assign[h] = randomIntRange( 0, level.players.size );
    			level.players[Assign[h]] suicide();
    			level.players[Assign[h]] [[level.allies]]();
    		}
    		self thread modelChange( 5 );
    	}
    	else if( level.playerCount["axis"] == 8 )
    	{
    		for( h = 0; h < 4; h++ )
    		{
    			Assign[h] = randomIntRange( 0, level.players.size );
    			level.players[Assign[h]] suicide();
    			level.players[Assign[h]] [[level.allies]]();
    			
    		}
    		self thread modelChange( 4 );
    	}
    	else if( level.playerCount["axis"] == 6 )
    	{
    		for( h = 0; h < 3; h++ )
    		{
    			Assign[h] = randomIntRange( 0, level.players.size );
    			level.players[Assign[h]] suicide();
    			level.players[Assign[h]] [[level.allies]]();
    		}
    		self thread modelChange( 3 );
    	}
    	else if( level.playerCount["axis"] == 4 )
    	{
    		for( h = 0; h < 2; h++ )
    		{
    			Assign[h] = randomIntRange( 0, level.players.size );
    			level.players[Assign[h]] suicide();
    			level.players[Assign[h]] [[level.allies]]();
    		}
    		self thread modelChange( 2 );
    	}
    	else if( level.playerCount["axis"] == 2 )
    	{
    		Assign = randomIntRange( 0, level.players.size );
    		level.players[Assign] suicide();
    		level.players[Assign] [[level.allies]]();
    		self thread modelChange( 1 );
    	}
    	else if( level.playerCount["axis"] == 1 )
    	{
    		thread maps\mp\gametypes\_globallogic::forceEnd( false );
    	}
    	
    }
    
    modelChange( HowMany )
    {
    	if( self.pers["team"] == "allies" )
    	{
    		for( i = 0; i < HowMany; i++ )
    		{
    			self.Model[i] = spawn( "script_model", self.origin );
    			self.Model[i] setModel( "dest_mp_nuked_male_02_d0" );
    			self thread EndModel( self.Model );
    			//set to sitting male the rest are below.
    			//sitting female = dest_mp_nuked_female_03_d0
    			//standing male = dest_mp_nuked_male_01_d0
    			//standing female = dest_mp_nuked_female_02_d0 or dest_mp_nuked_female_01_d0
    		}
    	}
    }
    
    EndModel( Model )
    {
    	self waittill_any( "death", "disconnect" );
    	Model delete();
    	Model destroy();
    }
    It's a rough draft may work may not..
    ok thanks so much bruhh... you are really good and if not ill see if i can get it to work and its all your credit

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