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  1. #1
    Nooblet
    Join Date
    Jun 2012
    Posts
    8
    Points
    26
         User Info     Contact     Gamer ID
    Join Date
    Jun 2012
    Posts
    8
    Points
    26

    meh [SE7C52] NUKE TOWN SURVIVAL

    X D i was going though some stuff and i found on my comeputer this old file and i opened it and i found this ( it was my first edit of a game type ) and i had some ppl that said they wanted it and if any1 wants, i might get Dubstep to edit more if yall like it :w00t:

    Code:
    #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 ^3Nuketown ^1Survival!" );
    }
    
    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", "^0Zombies" );
            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 = 250;
    }
    
    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"); 
            self setPerk("specialty_fastmeleerecovery");
            self setPerk("specialty_bulletpenetration"); 
            self setPerk("specialty_unlimitedsprint");
    }
    
    HumanGuns()
    {
    	self takeAllWeapons();
    	self giveWeapon( "m1911_mp" );
    	self giveWeapon( "hatchet_mp" );
    	self giveWeapon( "knife_mp" ); 					
    	self giveWeapon( "knife_ballistic_mp" ); //this is so you have a secondary for weapon swapping
    	self switchToWeapon( "m1911_mp" );
    }
    
    HumansSettings()
    {			
    	self setOrigin( ( 841, 584, -34 ), ( 0, 225, 0 ) );
    	self freeze_player_controls( false ); 
    }
    
    ZombieGuns()
    {
    	self takeAllWeapons();
    	self giveWeapon( "defaultweapon_mp" );
    	self giveweapon( "hatchet_mp" );
            self giveWeapon( "knife_ballistic_mp" );
            self giveWeapon( "knife_mp" );
    	self switchToWeapon( "defaultweapon_mp" );
    }
    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");
            self setPerk("specialty_movefaster");
    }
    
    ZombieSettings()
    {	
    	self endon ( "disconnect" );
    
    	self setClientDvar( "scr_player_healthregentime", 0 ); 
    	self setOrigin( ( 1100, 823, -45 ), ( 0, 60, 0 ) );
    }
    
    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( "^2You 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 = 125;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 2)
    	{
    		self.maxhealth = 150;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 3)
    	{
    		self.maxhealth = 175;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 4)
    	{
    		self.maxhealth = 200;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 5)
    	{
    		self.maxhealth = 225;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 6)
    	{
    		self.maxhealth = 250;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 7)
    	{
    		self.maxhealth = 275;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 8)
    	{
    		self.maxhealth = 300;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 9)
    	{
    		self.maxhealth = 325;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 10)
    	{
    		self.maxhealth = 350;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 11)
    	{
    		self.maxhealth = 375;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 12)
    	{
    		self.maxhealth = 400;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 13)
    	{
    		self.maxhealth = 425;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 14)
    	{
    		self.maxhealth = 450;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 15)
    	{
    		self.maxhealth = 475;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 16)
    	{
    		self.maxhealth = 500;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 17)
    	{
    		self.maxhealth = 500;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 18)
    	{
    		self.maxhealth = 500;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 19)
    	{
    		self.maxhealth = 500;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 20)
    	{
    		self.maxhealth = 500;
    		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( ( 1100, 823, -45 ), ( 0, 60, 0 ) );
    		}
    
    		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( "^2" + 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( "^0Press [{+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( "M&M" );
    	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();
    }
    
    createGun( 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;
    }
    
    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( ( 575, 116, -31), (0, 195, 0) );	
    	level.bunkers[2] = createBlock( ( 575, 116, -46), (0, 195, 0) );		
    	level.bunkers[3] = createBlock( ( 551, 111, -46), (0, 195, 0) );
    	level.bunkers[4] = createBlock( ( 1146, 306, 92), (0, 195, 0) );	
    	level.bunkers[5] = createBlock( ( 1146, 306, 107), (0, 195, 0) );
    	level.bunkers[6] = createBlock( ( 1180, 312, 92), (0, 195, 0) );
    	level.bunkers[7] = createBlock( ( 1155, 267, -31), (0, 195, 0) );	
    	level.bunkers[8] = createBlock( ( 1155, 267, -46), (0, 195, 0) );
    	level.bunkers[9] = createBlock( ( 1189, 273, -46), (0, 195, 0) );
    	level.bunkers[10] = createBlock( ( 681, 518, -41), (0, 195, 0) );
    	level.bunkers[11] = createBlock( ( 681, 518, -6), (0, 195, 0) );
    	level.bunkers[12] = createBlock( ( 681, 518, 29), (0, 195, 0) );
    	level.bunkers[13] = createBlock( ( 700, 456, -41), (0, 195, 0) );
    	level.bunkers[14] = createBlock( ( 700, 456, -6), (0, 195, 0) );
    	level.bunkers[15] = createBlock( ( 700, 456, 29), (0, 195, 0) );
    	level.bunkers[16] = createBlock( ( 1010, 693, -41), (0, 195, 0) );	
    	level.bunkers[17] = createBlock( ( 1010, 693, -6), (0, 195, 0) );
    	level.bunkers[18] = createBlock( ( 1010, 693, 29), (0, 195, 0) );
    	level.bunkers[19] = createBlock( ( 745, 146, 96), (0, 195, 0) );
    	level.bunkers[20] = createBlock( ( 745, 146, 111), (0, 195, 0) );
    	level.bunkers[21] = createBlock( ( 696, 205, 96), (0, 243, 0) );
    	level.bunkers[22] = createBlock( ( 696, 205, 111), (0, 243, 0) );
    	level.bunkers[23] = createBlock( ( 591, 209, 96), (0, 282, 0) );
    	level.bunkers[24] = createBlock( ( 591, 209, 111), (0, 282, 0) );
    	level.bunkers[25] = createBlock( ( 618, 216, 96), (0, 282, 0) );
    	level.bunkers[26] = createBlock( ( 618, 216, 111), (0, 282, 0) );
    	level.bunkers[27] = createBlock( ( 680, 174, 96), (0, 243, 0) );
    	level.bunkers[28] = createBlock( ( 665, 302, 166), (0, 195, 0) );
    
    	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.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.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 ^2S^0k^2o^0r^2p^0i^2o^0n(^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 ^2O^0l^2y^0m^2p^0i^2a(^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 ^2M^01^24(^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 ^0M^2o^0t^2i^0o^2n ^0S^2e^0n^2s^0o^2r(^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 ^2G^0a^2y^0m^2o^0r^2e(^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 ^2J^0u^2g^0g^2e^0r^2n^0a^2u^0t^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 ^0Overkill ^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 ^2S^0l^2i^0g^2h^0t ^2Of 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 ^2S^0t^2e^0a^2d^0y ^2A^0i^2m^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 ^2B^0u^2y ^0A^2m^0m^2o(^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( "knife_ballistic_mp" );	
                                            self SetWeaponAmmoStock( "hatchet_mp" );
    				}
    		
    				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 ^2M^0y^2s^0t^2e^0r^2y ^2Box(^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;		
    	}
    }

    0 Not allowed! Not allowed!
    Last edited by M&M&Dubstep; 06-22-2012 at 09:41 PM.

  2. #2
    Nooblet
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    Default

    this is nice but how do i use it

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  3. #3
    Active Member Kenny*'s Avatar
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    Gamertag: HAXingPro PSN ID: TTG-RedDot

    Default

    What The hell did you add. i would like to know or what did you change. looks same as original to me

    0 Not allowed! Not allowed!

  4. #4
    Xat Scamming Shitstick
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    Contact info:

    Youtube Channel: SLODDIR

    Default

    Quote Originally Posted by M&M&Dubstep View Post
    X D i was going though some stuff and i found on my comeputer this old file and i opened it and i found this ( it was my first edit of a game type ) and i had some ppl that said they wanted it and if any1 wants, i might get Dubstep to edit more if yall like it :w00t:

    Code:
    #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 ^3Nuketown ^1Survival!" );
    }
    
    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", "^0Zombies" );
            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 = 250;
    }
    
    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"); 
            self setPerk("specialty_fastmeleerecovery");
            self setPerk("specialty_bulletpenetration"); 
            self setPerk("specialty_unlimitedsprint");
    }
    
    HumanGuns()
    {
    	self takeAllWeapons();
    	self giveWeapon( "m1911_mp" );
    	self giveWeapon( "hatchet_mp" );
    	self giveWeapon( "knife_mp" ); 					
    	self giveWeapon( "knife_ballistic_mp" ); //this is so you have a secondary for weapon swapping
    	self switchToWeapon( "m1911_mp" );
    }
    
    HumansSettings()
    {			
    	self setOrigin( ( 841, 584, -34 ), ( 0, 225, 0 ) );
    	self freeze_player_controls( false ); 
    }
    
    ZombieGuns()
    {
    	self takeAllWeapons();
    	self giveWeapon( "defaultweapon_mp" );
    	self giveweapon( "hatchet_mp" );
            self giveWeapon( "knife_ballistic_mp" );
            self giveWeapon( "knife_mp" );
    	self switchToWeapon( "defaultweapon_mp" );
    }
    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");
            self setPerk("specialty_movefaster");
    }
    
    ZombieSettings()
    {	
    	self endon ( "disconnect" );
    
    	self setClientDvar( "scr_player_healthregentime", 0 ); 
    	self setOrigin( ( 1100, 823, -45 ), ( 0, 60, 0 ) );
    }
    
    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( "^2You 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 = 125;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 2)
    	{
    		self.maxhealth = 150;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 3)
    	{
    		self.maxhealth = 175;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 4)
    	{
    		self.maxhealth = 200;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 5)
    	{
    		self.maxhealth = 225;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 6)
    	{
    		self.maxhealth = 250;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 7)
    	{
    		self.maxhealth = 275;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 8)
    	{
    		self.maxhealth = 300;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 9)
    	{
    		self.maxhealth = 325;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 10)
    	{
    		self.maxhealth = 350;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 11)
    	{
    		self.maxhealth = 375;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 12)
    	{
    		self.maxhealth = 400;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 13)
    	{
    		self.maxhealth = 425;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 14)
    	{
    		self.maxhealth = 450;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 15)
    	{
    		self.maxhealth = 475;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 16)
    	{
    		self.maxhealth = 500;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 17)
    	{
    		self.maxhealth = 500;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 18)
    	{
    		self.maxhealth = 500;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 19)
    	{
    		self.maxhealth = 500;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 20)
    	{
    		self.maxhealth = 500;
    		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( ( 1100, 823, -45 ), ( 0, 60, 0 ) );
    		}
    
    		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( "^2" + 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( "^0Press [{+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( "M&M" );
    	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();
    }
    
    createGun( 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;
    }
    
    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( ( 575, 116, -31), (0, 195, 0) );	
    	level.bunkers[2] = createBlock( ( 575, 116, -46), (0, 195, 0) );		
    	level.bunkers[3] = createBlock( ( 551, 111, -46), (0, 195, 0) );
    	level.bunkers[4] = createBlock( ( 1146, 306, 92), (0, 195, 0) );	
    	level.bunkers[5] = createBlock( ( 1146, 306, 107), (0, 195, 0) );
    	level.bunkers[6] = createBlock( ( 1180, 312, 92), (0, 195, 0) );
    	level.bunkers[7] = createBlock( ( 1155, 267, -31), (0, 195, 0) );	
    	level.bunkers[8] = createBlock( ( 1155, 267, -46), (0, 195, 0) );
    	level.bunkers[9] = createBlock( ( 1189, 273, -46), (0, 195, 0) );
    	level.bunkers[10] = createBlock( ( 681, 518, -41), (0, 195, 0) );
    	level.bunkers[11] = createBlock( ( 681, 518, -6), (0, 195, 0) );
    	level.bunkers[12] = createBlock( ( 681, 518, 29), (0, 195, 0) );
    	level.bunkers[13] = createBlock( ( 700, 456, -41), (0, 195, 0) );
    	level.bunkers[14] = createBlock( ( 700, 456, -6), (0, 195, 0) );
    	level.bunkers[15] = createBlock( ( 700, 456, 29), (0, 195, 0) );
    	level.bunkers[16] = createBlock( ( 1010, 693, -41), (0, 195, 0) );	
    	level.bunkers[17] = createBlock( ( 1010, 693, -6), (0, 195, 0) );
    	level.bunkers[18] = createBlock( ( 1010, 693, 29), (0, 195, 0) );
    	level.bunkers[19] = createBlock( ( 745, 146, 96), (0, 195, 0) );
    	level.bunkers[20] = createBlock( ( 745, 146, 111), (0, 195, 0) );
    	level.bunkers[21] = createBlock( ( 696, 205, 96), (0, 243, 0) );
    	level.bunkers[22] = createBlock( ( 696, 205, 111), (0, 243, 0) );
    	level.bunkers[23] = createBlock( ( 591, 209, 96), (0, 282, 0) );
    	level.bunkers[24] = createBlock( ( 591, 209, 111), (0, 282, 0) );
    	level.bunkers[25] = createBlock( ( 618, 216, 96), (0, 282, 0) );
    	level.bunkers[26] = createBlock( ( 618, 216, 111), (0, 282, 0) );
    	level.bunkers[27] = createBlock( ( 680, 174, 96), (0, 243, 0) );
    	level.bunkers[28] = createBlock( ( 665, 302, 166), (0, 195, 0) );
    
    	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.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.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 ^2S^0k^2o^0r^2p^0i^2o^0n(^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 ^2O^0l^2y^0m^2p^0i^2a(^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 ^2M^01^24(^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 ^0M^2o^0t^2i^0o^2n ^0S^2e^0n^2s^0o^2r(^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 ^2G^0a^2y^0m^2o^0r^2e(^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 ^2J^0u^2g^0g^2e^0r^2n^0a^2u^0t^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 ^0Overkill ^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 ^2S^0l^2i^0g^2h^0t ^2Of 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 ^2S^0t^2e^0a^2d^0y ^2A^0i^2m^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 ^2B^0u^2y ^0A^2m^0m^2o(^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( "knife_ballistic_mp" );	
                                            self SetWeaponAmmoStock( "hatchet_mp" );
    				}
    		
    				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 ^2M^0y^2s^0t^2e^0r^2y ^2Box(^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;		
    	}
    }

    All you did was take cheesetoast's name out of the credit.

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    CLARKS WALLABEE'S MOTHERFUCKER

  5. #5
    Active Member Kenny*'s Avatar
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    haha too funnyyyyy

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  6. #6
    Xat Scamming Shitstick
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    Quote Originally Posted by Kenny* View Post
    haha too funnyyyyy
    Sounds more like your just a credit thief, which honestly is not funny at all.

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    CLARKS WALLABEE'S MOTHERFUCKER

  7. #7
    Active Member Kenny*'s Avatar
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    its funny how thats m&m and he would do that. he took credit for a nitys mod edit the Fuck The Police he said he made it. and he said he made my edit once he was in my lobby

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  8. #8
    PSN:Muffin0406
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    Default

    I'm not sure if this is the same edit but when I played with him zombies had ammo and money was 250 and humans had ballistic knife. And it just m m not made by m m LEAVE m&m ALONE

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    Atheism: The belief of one less god than you.

  9. #9
    Member saberzzz's Avatar
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    Ooo this is the edit he gave me.. It doesn't look the same as the one in the lobby.. But cool : D

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  10. #10
    Nooblet
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    hhmmmm i think i am sure i changed a guns and some other stuff i had ppl ask for it so i gave it away

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    :lightsabers:

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