Page 1 of 2 12 LastLast
Results 1 to 10 of 18
  1. #1
    Active Member Kenny*'s Avatar
    Join Date
    Mar 2012
    Posts
    531
    Points
    1,156
         User Info     Contact     Gamer ID
    Join Date
    Mar 2012
    Posts
    531
    Points
    1,156
    Gamer IDs

    Gamertag: HAXingPro PSN ID: TTG-RedDot

    Default A Good NukeTown Survival Edit [SC7E52]

    *what added
    -Advertising For Site lol
    -but for every round the Survivors team gets perks every round up ill name some
    rounds
    1- laser sight
    3- become flashing to zombies and teammates
    5-jetpack, and JUGG Round
    8- death machine and then my fav gun after the round
    11- Fast Motion
    13-normal motion
    16- disco fog
    20-Final Round So Fun lol GOD MODE AND EXPLOSIVE BULLETS.
    adding more for everyround later
    i think its cool but idk bout you
    Code:
    //******************************************************************************
    //   ____ _   _   ___   ___    _   ___     ____                     _   ____
    //  /  _/| | | | | __| | __|  / / | __|   |_  _|  ___      __      / / |_  _|
    // /  /  | |_| | ||__  ||__  / /  ||__      ||   /   \    /  \    / /    ||
    // | |   |  _  | | __| | __| \ \  | __|     ||  / / \ \  / /\ \   \ \    ||
    // \  \_ | | | | ||__  ||__   \ \ ||__      ||  \ \ / / / /__\ \   \ \   ||
    //  \__/ |_| |_| |___| |___|  / / |___|     ||   \___/ / /    \ \  / /   ||
    //                           /_/                                  /_/
    //******************************************************************************	
    
    //I took the time to make this sig and this mod so please dont remove this ^^
    
    #include common_scripts\utility;
    
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected(); 
    	level thread doBlocks();
    	level.onPlayerKilled = ::onPlayerKilled;
    	setDvar( "didyouknow", "Welcome To ^1Nuketown Survival! Edited By Kenny" );
    }
    
    onPlayerConnect()
    {	
    	for(;;)
    	{
    		level waittill( "connecting", player );
    
    		player thread BuyGuns();
    		player thread onPlayerSpawned();
    		player thread RoundSettings();
    		player thread NotifyRound();
    		player thread MonitorRound();
    		player thread Money();
    		player thread MoreHacks();
    	}
    }
    
    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()
    {
    	setDvar( "g_TeamName_Allies", "^2Humans" );
    	setDvar( "g_TeamName_Axis", "^1Zombies" );
            setDvar( "scr_disable_cac", 1 ); 
    	wait 0.05;
    	setDvar( "scr_tdm_timelimit", 0 );
    	setDvar( "scr_disable_weapondrop", 1 );
    	setDvar( "g_allow_teamchange", 0 );
    	setDvar( "scr_tdm_scorelimit", 0 );
    	wait 0.05;
    	setDvar( "scr_game_killstreaks", 0 );
    	setDvar( "scr_tdm_timelimit", 0 );
    }
    
    Settings()
    {
    	if( self.pers["team"] == "axis" )
    	{
    		self thread ZombieGuns();
    		wait 0.1;
    		self thread ZombiePerks();
    		wait 0.1;
    		self thread ZombieSettings();
    		wait 0.1;
    		self thread MonitorKnifing();
    		wait 0.1;
    		self thread ZombieHealth();	
    	}
    
    	else if( self.pers["team"] == "allies" )
    	{
    		self thread HumanGuns();
    		wait 0.1;
    		self thread HumansPerks();
    		wait 0.1;
    		self thread HumansSettings();
    		wait 0.1;
    		self thread ShowCash();
    		wait 0.1;
    		self thread SwitchToSpectator();
    		wait 0.1;
    		self thread HumanHealth();
    		wait 0.1;
    		self thread HumansGlitching();
    		wait 0.1;
    		self thread RoundPerks();
    	}
    }
    
    Money()
    {
    	self.cash = 500;
    }
    
    HumansPerks()
    {
    	self endon ( "disconnect" );
    
    	self clearPerks();
    	self setPerk("specialty_healthregen");
    	self setPerk("specialty_finalstand");  
    	self setPerk("specialty_pistoldeath"); 
    	self setPerk("specialty_quieter");  
    	self setPerk("specialty_loudenemies");
    	self setPerk("specialty_nomotionsensor"); 
    	self setPerk("specialty_gpsjammer");
    }
    
    HumanGuns()
    {
    	self takeAllWeapons();
    	self giveWeapon( "m1911_mp" );
    	self giveWeapon( "frag_grenade_mp" );
    	self giveWeapon( "knife_mp" ); 					
    	self giveWeapon( "asp_mp" ); //this is so you have a secondary for weapon swapping
    	self switchToWeapon( "m1911_mp" );
    }
    
    HumansSettings()
    {			
    	self setOrigin( ( 841, 584, -34 ), ( 0, 225, 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");
    }
    
    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", 3.7 );
    	self.CashDisplay setPoint( "TOPRIGHT", "TOPRIGHT", 0, 0 );
    	
    	for(;;)
    	{
    		self.CashDisplay setText( "^2$" + self.cash );
    		wait 0.5;
    	}
    }
    
    SwitchToSpectator()
    {	
    	self endon ( "disconnect" );
    
    	self waittill( "death" );
    	self [[level.spectator]]();
    }
    
    EndTheGame()
    {	
    	self endon ( "disconnect" );
    
    	wait 15;
    	for(;;)
    	{
    		if( level.aliveCount["allies"] == 0 )
    		{
    			thread maps\mp\gametypes\_globallogic::forceEnd( false );
    			self thread EndGameText();
    		}
    
    	wait 0.1;
    	}
    }
    
    EndGameText()
    {
    	EndGame = self createFontString( "objective", 2 );
    	EndGame setPoint( "CENTER", "CENTER", 0, 0 );
    	EndGame setText( "^1You Survived " + self.round + " Rounds" );
    }
    
    MonitorKnifing()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    
    	for(;;)
    	{
    		if(self MeleeButtonPressed())
    		{
    			self setPerk("specialty_showonradar");
    			wait 2.25;
    			self unsetPerk("specialty_showonradar");			
    		}
    
    	wait 0.1;
    	}
    }
    
    NotifyRound()
    {
    	self endon ( "disconnect" );
    
    	for(;;)
    	{
    		wait 60;
    		self notify( "new_round" );
    		//self.round++; this would make the rounds go up anywhere from 2-10 rounds every 60 seconds
    	}
    }
    
    MonitorRound()
    {
    	self.round = 1;
    	wait 60;
    	self.round = 2;
    	wait 60;
    	self.round = 3;
    	wait 60;
    	self.round = 4;
    	wait 60;
    	self.round = 5;
    	wait 60;
    	self.round = 6;
    	wait 60;
    	self.round = 7;
    	wait 60;
    	self.round = 8;
    	wait 60;
    	self.round = 9;
    	wait 60;
    	self.round = 10;
    	wait 60;
    	self.round = 11;
    	wait 60;
    	self.round = 12;
    	wait 60;
    	self.round = 13;
    	wait 60;
    	self.round = 14;
    	wait 60;
    	self.round = 15;
    	wait 60;
    	self.round = 16;
    	wait 60;
    	self.round = 17;
    	wait 60;
    	self.round = 18;
    	wait 60;
    	self.round = 19;
    	wait 60;
    	self.round = 20;
    }
    
    ZombieHealth()
    {
    	if(self.round == 1)
    	{
    		self.maxhealth = 100;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 2)
    	{
    		self.maxhealth = 125;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 3)
    	{
    		self.maxhealth = 150;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 4)
    	{
    		self.maxhealth = 175;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 5)
    	{
    		self.maxhealth = 200;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 6)
    	{
    		self.maxhealth = 225;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 7)
    	{
    		self.maxhealth = 250;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 8)
    	{
    		self.maxhealth = 275;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 9)
    	{
    		self.maxhealth = 300;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 10)
    	{
    		self.maxhealth = 325;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 11)
    	{
    		self.maxhealth = 350;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 12)
    	{
    		self.maxhealth = 375;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 13)
    	{
    		self.maxhealth = 400;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 14)
    	{
    		self.maxhealth = 425;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 15)
    	{
    		self.maxhealth = 450;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 16)
    	{
    		self.maxhealth = 475;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 17)
    	{
    		self.maxhealth = 500;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 18)
    	{
    		self.maxhealth = 525;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 19)
    	{
    		self.maxhealth = 550;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 20)
    	{
    		self.maxhealth = 575;
    		self.health = self.maxhealth;
    	}
    }
    
    RoundSettings()
    { 
    	for(;;)
    	{
    		self waittill( "new_round" );
    
    		if( self.pers["team"] == "axis" )
    		{
    			//self suicide(); this caused massive lag when not the host and even made some people time out.
    			self setOrigin( ( 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( "^1" + self.round );
    		wait 0.5;
    	}
    }
    
    KillMoney()
    {
    	self.cash += 125;
    }
    
    onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
    {
    	if ( isDefined( attacker ) && isPlayer( attacker ) && self != attacker )
    	{
    		attacker thread KillMoney();
    	}
    }
    
    HumanHealth()
    {
    	self endon ( "death" );
    	self endon( "Jugg_Bought" );
    	for(;;)
    	{
    		if( self.health <= 399 )
    		{		
    			wait 5;
    			if( self.health <= 399 )
    			{
    				self.maxhealth = 400;
    				self.health = self.maxhealth;
    			}
    		}
    	wait 0.1;
    	}	
    }
    
    HumanHealthJugg()
    {
    	self endon ( "death" );
    	for(;;)
    	{
    		if( self.health <= 719 )
    		{
    			wait 8;
    			if( self.health <= 719 )
    			{
    				self.maxhealth = 720;
    				self.health = self.maxhealth;
    			}
    		}
    	wait 0.1;
    	}
    }
    
    HumansGlitching()//the humans can get out of the house, I'll fix it later but this just shows the humans on the radar every 30 seconds to see if they are out of the house.
    {
    	self endon ( "death" );
    	for(;;)
    	{
    		self unsetPerk("specialty_showonradar");
    		wait 27;
    		self setPerk("specialty_showonradar");
    		wait 3;
    	}
    }
    
    TeamsAreEqual()//there is a glitch where there are 6 humans and 4 zombies, so.. the first humans to die goes to the zombie team.
    {
    	for(;;)
    	{
    		if( level.playerCount["allies"] >= 6 && self.pers["team"] == "spectator" ) 
    		{
    			self [[level.axis]]();
    		}
    
    	wait 0.01;
    	}
    }
    
    RandomGuns()
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    
    	switch( RandomInt(33) ) 
    	{
    		case 0:
    			self thread DoText( "ak47_mp" );
    			self thread TakeOrLeave( "ak47_mp" );
    			break;
    		case 1:
    			self thread DoText( "ak74u_mp" );
    			self thread TakeOrLeave( "ak74u_mp" );
    			break;
    		case 2:
    			self thread DoText( "aug_mp" );
    			self thread TakeOrLeave( "aug_mp" );		
    			break;
    		case 3:	
    			self thread DoText( "crossbow_explosive_mp" );	
    			self thread TakeOrLeave( "crossbow_explosive_mp" );
    			break;
    		case 4:	
    			self thread DoText( "cz75_mp" );			
    			self thread TakeOrLeave( "cz75_mp" );			
    			break;
    		case 5:
    			self thread DoText( "defaultweapon_mp" );
    			self thread TakeOrLeave( "defaultweapon_mp" );	
    			break;
    		case 6:
    			self thread DoText( "dragunov_mp" );	
    			self thread TakeOrLeave( "dragunov_mp" );
    			break;
    		case 7:
    			self thread DoText( "enfield_mp" );
    			self thread TakeOrLeave( "enfield_mp" );	
    			break;
    		case 8:
    			self thread DoText( "famas_mp" );
    			self thread TakeOrLeave( "famas_mp" );	
    			break;
    		case 9:
    			self thread DoText( "fnfal_mp" );
    			self thread TakeOrLeave( "fnfal_mp" );	
    			break;
    		case 10:
    			self thread DoText( "g11_mp" );	
    			self thread TakeOrLeave( "g11_mp" );
    			break;
    		case 11:
    			self thread DoText( "galil_mp" );
    			self thread TakeOrLeave( "galil_mp" );				
    			break;
    		case 12:
    			self thread DoText( "hk21_mp" );
    			self thread TakeOrLeave( "hk21_mp" );
    			break;
    		case 13:
    			self thread DoText( "hs10_mp" );
    			self thread TakeOrLeave( "hs10_mp" );	
    			break;
    		case 14:
    			self thread DoText( "knife_ballistic_mp" );//watch out, zombies can take ammo.
    			self thread TakeOrLeave( "knife_ballistic_mp" );
    			break;
    		case 15:
    			self thread DoText( "l96a1_mp" );
    			self thread TakeOrLeave( "l96a1_mp" );	
    			break;
    		case 16:
    			self thread DoText( "m16_mp" );	
    			self thread TakeOrLeave( "m16_mp" );
    			break;	
    		case 17:
    			self thread DoText( "m60_mp" );	
    			self thread TakeOrLeave( "m60_mp" );
    			break;
    		case 18:
    			self thread DoText( "mac11_mp" );
    			self thread TakeOrLeave( "mac11_mp" );	
    			break;	
    		case 19:
    			self thread DoText( "minigun_mp" );
    			self thread TakeOrLeave( "minigun_mp" );	
    			break;	
    		case 20:
    			self thread DoText( "mp5k_mp" );	
    			self thread TakeOrLeave( "mp5k_mp" );
    			break;	
    		case 21:
    			self thread DoText( "mpl_mp" );	
    			self thread TakeOrLeave( "mpl_mp" );
    			break;	
    		case 22:
    			self thread DoText( "pm63_mp" );
    			self thread TakeOrLeave( "pm63_mp" );	
    			break;	
    		case 23:
    			self thread DoText( "psg1_mp" );
    			self thread TakeOrLeave( "psg1_mp" );	
    			break;	
    		case 24:
    			self thread DoText( "python_mp" );
    			self thread TakeOrLeave( "python_mp" );	
    			break;	
    		case 25:
    			self thread DoText( "rpg_mp" );	
    			self thread TakeOrLeave( "rpg_mp" );
    			break;	
    		case 26:
    			self thread DoText( "rpk_mp" );	
    			self thread TakeOrLeave( "rpk_mp" );
    			break;	
    		case 27:
    			self thread DoText( "spas_mp" );
    			self thread TakeOrLeave( "spas_mp" );	
    			break;	
    		case 28:
    			self thread DoText( "spectre_mp" );
    			self thread TakeOrLeave( "spectre_mp" );	
    			break;	
    		case 29:
    			self thread DoText( "stoner63_mp" );
    			self thread TakeOrLeave( "stoner63_mp" );	
    			break;	
    		case 30:
    			self thread DoText( "strela_mp" );
    			self thread TakeOrLeave( "strela_mp" );	
    			break;	
    		case 31:
    			self thread DoText( "uzi_mp" );	
    			self thread TakeOrLeave( "uzi_mp" );
    			break;	
    		case 32:
    			self thread DoText( "wa2000_mp" );
    			self thread TakeOrLeave( "wa2000_mp" );	
    			break;
    
    		default:
    			break;
    	}
    }
    
    DoText( gun )
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    
    	showGun = self createFontString( "objective", 2 );
    	showGun setPoint( "CENTER", "TOP", 0, 0 );
            showGun setText( gun );
    	showGun.color = ( 200/255, 0/255, 0/255 );
    
    	self iPrintln( "^2Press [{+attack}] To Keep Gun" );
    	self iPrintln( "^1Press [{+speed_throw}] To Leave Gun" );
    
    	wait 5;
    	showGun destroy();
    }
    
    TakeOrLeave( gungun )
    {	
    	self endon( "Mystery_Box_Used" );
    
    	for(;;)
    	{
    		if( self ADSButtonPressed() )
    		{
    			self freeze_player_controls( false );	
    			self notify( "Mystery_Box_Used" );
    		}
    
    		else if( self AttackButtonPressed() )
    		{
    			self freeze_player_controls( false );
    			self takeWeapon( self getCurrentWeapon() );
    			self giveWeapon( gungun );
    			self switchToWeapon( gungun );
    			self giveMaxAmmo( gungun );
    			self notify( "Mystery_Box_Used" );
    		}
    
    	wait 0.1;
    	}
    }
    
    Credit()//please don't change this, idk if you love me or hate me but using this mod means keeping this. If you change this I'll tell the world how gay you are.
    {
    	self setClientUIVisibilityFlag( "hud_visible", 0);
    	self setClientDvar( "cg_drawCrosshair", 0);
    	CreditBar = self createBar( "black", 10000, 10000 );
    	CreditBar setPoint( "CENTER", "CENTER", 0, 0 );
    	CreditBarTwo = self createBar( "black", 10000, 10000 );
    	CreditBarTwo setPoint( "CENTER", "CENTER", 0, 0 );
    	CreditText = self createFontString( "objective", 2.2 );
    	CreditText setPoint( "CENTER", "CENTER", 0, -100 );
           	CreditText setText( "Nuketown Survival" );
    	CreditText.color = ( 200/255, 0/255, 0/255 );
    	wait 2;
           	CreditText setText( "Made Possible By:" );
    	wait 1.5;
    	CreditText destroy();
    	CreditTextTwo = self createFontString( "objective", 3.2 );
    	CreditTextTwo setPoint( "CENTER", "CENTER", 0, -65 );
            CreditTextTwo setText( "CheeseToast" );
    	CreditTextTwo.color = ( 230/255, 230/255, 0/255 );
    	wait 2;
    	CreditTextTwo destroy();
    	CreditBar destroy();
    	self setClientUIVisibilityFlag( "hud_visible", 1);
    	self setClientDvar( "cg_drawCrosshair", 1);
    	wait 0.5;
    	CreditBarTwo destroy();
    }
    
    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 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;		
    	}
    }
    
    RoundPerks()
    {
    	if(self.round == 1)
    	{
    		self.maxhealth = 100;
    		self.health = self.maxhealth;
    		self thread LaserSight();
    	}
    	else if(self.round == 2)
    	{
    		self.maxhealth = 101;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 3)
    	{
    		self.maxhealth = 102;
    		self.health = self.maxhealth;
    		self thread Flashing();
    	}
    	else if(self.round == 4)
    	{
    		self.maxhealth = 103;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 5)
    	{
    		self.maxhealth = 500;
    		self.health = self.maxhealth;
    		self thread playerJetpack();
    	}
    	else if(self.round == 6)
    	{
    		self.maxhealth = 105;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 7)
    	{
    		self.maxhealth = 106;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 8)
    	{
    		self.maxhealth = 100;
    		self.health = self.maxhealth;
    		self thread deathChine();
    	}
    	else if(self.round == 9)
    	{
    		self.maxhealth = 102;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 10)
    	{
    		self.maxhealth = 108;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 11)
    	{
    		self.maxhealth = 109;
    		self.health = self.maxhealth;
    		self thread fast_motion();
    	}
    	else if(self.round == 12)
    	{
    		self.maxhealth = 100;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 13)
    	{
    		self.maxhealth = 100;
    		self.health = self.maxhealth;
    		self thread normal_motion();
    	}
    	else if(self.round == 14)
    	{
    		self.maxhealth = 101;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 15)
    	{
    		self.maxhealth = 103;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 16)
    	{
    		self.maxhealth = 175;
    		self.health = self.maxhealth;
    		self thread discoFog();
    	}
    	else if(self.round == 17)
    	{
    		self.maxhealth = 100;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 18)
    	{
    		self.maxhealth = 100;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 19)
    	{
    		self.maxhealth = 100;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 20)
    	{
    		self.maxhealth = 20000;
    		self.health = self.maxhealth;
    		self thread explosiveBullets();
    	}
    }
    
    LaserLight()
    {
    	self endon( "disconnect" );
    	self endon( "death" );
    	self iPrintlnBold( "^1" );
    	for(;;)
    	{
    		trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
    		lights=loadfx("weapon/crossbow/fx_trail_crossbow_blink_red_os");
    		playfx(lights,trace);
    		wait 0.02;
    	}
    }
    
    Flashing()
    {
    	self endon( "disconnect" );
    	self endon( "death" );
    	self iPrintlnBold( "^1" );
    	for(;;)			
            {
                    self hide();
    		wait .3;
    		self show();
    		wait .3;
            }
    }
    
    playerJetpack()
    {
    self endon("death");
    
    self setPerk("specialty_fallheight");
    self.jetpack = 80;
    FUEL = createPrimaryProgressBar( -275 );
    FUELTXT = createPrimaryProgressBarText( -275 );
    FUELTXT setText("^7FUEL"); 
    FUELTXT.y = 210;
    FUEL.bar.y = 220;
    FUEL.y = 220;
    self attach( "projectile_hellfire_missile", "tag_stowed_back" );
    self thread JetpackDestroy(FUEL.bar,FUEL,FUELTXT);
    for(i=0;;i++)
    {
    if(self jumpbuttonpressed() && self.jetpack > 0)
    {
    if(self isOnGround())
    {
    self setOrigin((self.origin[0], self.origin[1], self.origin[2] + 30));
    }
    else
    {
    self.jetpack--;
    Earthquake(.15 , .2, self gettagorigin("j_spine4"), 50);
    PlayFX(level._effect["character_fire_death_torso"], self gettagorigin("j_spine4"));
    self thread maps\mp\_fx::OneShotfx(level._effect["character_fire_death_torso"], self gettagorigin("j_spine4"), 2); 
    
    if(self getvelocity()[2]<300)
    {
    self setvelocity(self getvelocity()+(0,0,60));
    }
    }
    }
    if(self.jetpack<80 &&!self jumpbuttonpressed())
    {
    self.jetpack++;
    }
    FUEL updateBar(self.jetpack/80);
    FUEL.bar.color=(1,self.jetpack/80,self.jetpack/80);
    wait .05;
    }
    }
    
    JetpackDestroy(a,b,c)
    {
    self waittill("death");
    
    a destroy();
    b destroy();
    c destroy();
    }
    
    deathChine()
    {
    	self giveWeapon( "minigun_mp" );
    	self giveMaxAmmo( "minigun_mp" );
    	self switchToWeapon( "minigun_mp" );
    
            wait 0.01;
    
    	powerupText = createServerFontString( "objective", 1.5 );
    	powerupText setPoint( "CENTER", "CENTER", 0, 80 );
    	powerupText.alpha = 1;
    	powerupText.sort = 1;
    	powerupText.hideWhenInMenu = true;
    
    	timeRemaining = "^260 seconds ^1DEATHMACHINE: ";
    	seconds = " ^7seconds";
    
    	for( i = 60; i > 0; i-- )
    	{
    		wait 1.0;
    
    		powerupText setText( timeRemaining + i + seconds );
    	}
    
    	powerupText destroy();
    
    	self giveWeapon( "commando_mp" );
    	self giveMaxAmmo( "commando_mp" );
    	self switchToWeapon( "commando_mp" );
    }
    
    fast_motion()
    {
    	timescale = getDvar ( "Timescale" );
    	if ( timescale == 1 )
    	{
    		setDvar ( "Timescale", 2 );
    		self iPrintlnBold ( "^7Timescale set to ^1fast" );
    	}
    	else
    	{
    		setDvar ( "Timescale", 1 );
    	}	
    }
    
    discoFog()
    {
    	level endon( "map_restarting" );
    	level endon( "discoFogEnded" );
    
    	if( level._cheatEnabled["discoFog"] == true ) level._cheatEnabled["discoFog"] = false;
    	else if( level._cheatEnabled["discoFog"] == false ) level._cheatEnabled["discoFog"] = true;
    
    	self iPrintlnFade( "^7Disco fog: " + level._cheatEnabled["discoFog"] );
    
    	if( level._cheatEnabled["discoFog"] == true )
    	{
    		self setClientDvar( "r_fog", 1 );
    
    		for(;;)
    		{
    			setExpFog( 256, 512, 89/255, 0/255, 22/255, 0.8 );
    			wait 0.8;
    			setExpFog( 256, 512, 89/255, 0/255, 86/255, 0.8 );
    			wait 0.8;
    			setExpFog( 256, 512, 4/255, 0/255, 89/255, 0.8 );
    			wait 0.8;
    			setExpFog( 256, 512, 0/255, 89/255, 83/255, 0.8 );
    			wait 0.8;
    			setExpFog( 256, 512, 89/255, 0/255, 22/255, 0.8 );
    			wait 0.8;
    			setExpFog( 256, 512, 0/255, 89/255, 10/255, 0.8 );
    			wait 0.8;
    		}
    	}
    	else if( level._cheatEnabled["discoFog"] == false )
    	{
    		self setClientDvar( "r_fog", 0 );
    		level notify( "discoFogEnded" );
    	}
    }
    
    explosiveBullets()
    {
    	level endon( "map_restarting" );
    	self endon( "disableExpBullets" );
    
    	if( self._cheatEnabled["explosiveBullets"] == true ) self._cheatEnabled["explosiveBullets"] = false;
    	else if( self._cheatEnabled["explosiveBullets"] == false ) self._cheatEnabled["explosiveBullets"] = true;
    
    	self iPrintlnFade( "^7Explosive bullets: " + self._cheatEnabled["explosiveBullets"] );
    
    	if( self._cheatEnabled["explosiveBullets"] == true )
    	{
    		for(;;)
    		{
    			self waittill( "weapon_fired" );
    
    			angle = anglesToForward( self getPlayerAngles() );
    
    			endPoint = self getTagOrigin( "tag_inhand" ) + vector_scale( angle, 10000 );
    			end = bulletTrace( self getTagOrigin( "tag_inhand" ), endPoint, true, self )["position"];
    
    			explosion = loadFx( "vehicle/vexplosion/fx_vexplode_helicopter_exp_mp" );
    			playFx( explosion, end );
    			playRumbleOnPosition( "artillery_rumble", end );
    			earthquake( 0.50, 0.50, end, 800 );
    			radiusDamage( end, 400, 300, 20, self );
    
    			sound = spawn( "script_origin", end );
    			sound playSound( "explo_mine" );
    			sound delete();
    		}
    	}		
    	else if( self._cheatEnabled["explosiveBullets"] == false )
    	{
    		self notify( "disableExpBullets" );
    	}
    }
    
    MoreHacks()
    {
            self endon ( "disconnect" );
    
            displayText = self createFontString( "mediumfixed", 3.7 );
            displayText setPoint( "CENTRE", "TOP",0, 10 + 30 );
    
            for( ;; )
            { 
            displayText setText("Join ^3RagginGames^0.com");
            wait 6;                                             
           }
    }

    0 Not allowed! Not allowed!

  2. #2
    Member saberzzz's Avatar
    Join Date
    Feb 2012
    Posts
    204
    Points
    511
         User Info     Contact     Gamer ID
    Join Date
    Feb 2012
    Posts
    204
    Points
    511

    Default

    Nice.. Working?

    0 Not allowed! Not allowed!

  3. #3
    ŮǨŇȎŴŅ
    ṀỒĎḒḜṜ
    ẴṋỠņɎḿǾữṨ's Avatar
    Join Date
    Jan 2012
    Location
    EveryWhere -_-
    Posts
    232
    Points
    663
         User Info     Contact     Gamer ID
    Join Date
    Jan 2012
    Location
    EveryWhere -_-
    Posts
    232
    Points
    663

    Contact info:

    Youtube Channel: ScAmEdAtLimJ

    Default

    Nice edit

    0 Not allowed! Not allowed!
    Fờŕḗvḗŕ Ǻńǿńḿṍứṥ?

    1v1? 22&3. Wanna Try?


  4. #4
    Active Member Kenny*'s Avatar
    Join Date
    Mar 2012
    Posts
    531
    Points
    1,156
         User Info     Contact     Gamer ID
    Join Date
    Mar 2012
    Posts
    531
    Points
    1,156
    Gamer IDs

    Gamertag: HAXingPro PSN ID: TTG-RedDot

    Default

    im guessing lol havnt tested it i have lost my flash drive sorry

    0 Not allowed! Not allowed!

  5. #5
    LGND
    LGND's Avatar

    Badge

    Join Date
    Apr 2012
    Location
    On Highrise crane about to hit a shot
    Posts
    1,361
    Points
    253
         User Info     Contact     Gamer ID
    Join Date
    Apr 2012
    Location
    On Highrise crane about to hit a shot
    Posts
    1,361
    Points
    253
    Gamer IDs

    Gamertag: oLGND

    Contact info:

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

    Default

    i will test it

    0 Not allowed! Not allowed!
    Quote Originally Posted by B.M.O View Post
    It's called being gay, welcome to the club.

  6. #6
    MonsterCat
    Insan3Lik3
    CheeseToast's Avatar
    Join Date
    Apr 2011
    Location
    Calgary, Alberta, Canada
    Posts
    4,684
    Points
    4,169
         User Info     Contact     Gamer ID
    Join Date
    Apr 2011
    Location
    Calgary, Alberta, Canada
    Posts
    4,684
    Points
    4,169

    Contact info:

    Youtube Channel: http://www.youtube.com/CheeseToastHax

    Default

    Good work! Doesn't seem like much of my style though.
    You should give credit to JellyInjector and Tlpwnzer for teh scripts.

    0 Not allowed! Not allowed!
    "It's better to lose an argument/debate then to win. Cause when you lose you grow as a person."
    -CheeseToast

  7. #7
    Formally known as Tlpwnzer KazzababeGamer's Avatar
    Join Date
    Jun 2011
    Posts
    2,947
    Points
    5,427
         User Info     Contact     Gamer ID
    Join Date
    Jun 2011
    Posts
    2,947
    Points
    5,427

    Default

    That round script is so gross.
    for(x = 1;x <= 20;x++) {
    self.round = x;
    wait 60;
    }
    //do game over shit

    Or

    while(self.round <= 20) {
    self.round++;
    wait 60;
    }
    //do game over shit

    0 Not allowed! Not allowed!
    Last edited by KazzababeGamer; 07-04-2012 at 05:52 PM.

  8. #8
    MonsterCat
    Insan3Lik3
    CheeseToast's Avatar
    Join Date
    Apr 2011
    Location
    Calgary, Alberta, Canada
    Posts
    4,684
    Points
    4,169
         User Info     Contact     Gamer ID
    Join Date
    Apr 2011
    Location
    Calgary, Alberta, Canada
    Posts
    4,684
    Points
    4,169

    Contact info:

    Youtube Channel: http://www.youtube.com/CheeseToastHax

    Default

    I know, I made this game mod awhile ago.
    I just made a loop and every 60 seconds
    self.round++;
    I can't face palm enough over using self.round and not
    level.round. It's such a fail.

    0 Not allowed! Not allowed!
    "It's better to lose an argument/debate then to win. Cause when you lose you grow as a person."
    -CheeseToast

  9. #9
    LGND
    LGND's Avatar

    Badge

    Join Date
    Apr 2012
    Location
    On Highrise crane about to hit a shot
    Posts
    1,361
    Points
    253
         User Info     Contact     Gamer ID
    Join Date
    Apr 2012
    Location
    On Highrise crane about to hit a shot
    Posts
    1,361
    Points
    253
    Gamer IDs

    Gamertag: oLGND

    Contact info:

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

    Default

    nice sig cheesetoast he will be missed

    0 Not allowed! Not allowed!
    Quote Originally Posted by B.M.O View Post
    It's called being gay, welcome to the club.

  10. #10
    LGND
    LGND's Avatar

    Badge

    Join Date
    Apr 2012
    Location
    On Highrise crane about to hit a shot
    Posts
    1,361
    Points
    253
         User Info     Contact     Gamer ID
    Join Date
    Apr 2012
    Location
    On Highrise crane about to hit a shot
    Posts
    1,361
    Points
    253
    Gamer IDs

    Gamertag: oLGND

    Contact info:

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

    Default

    doesnt work for me it freezes ingame when i start it it just stops at the picture of the map

    0 Not allowed! Not allowed!
    Quote Originally Posted by B.M.O View Post
    It's called being gay, welcome to the club.

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
All times are GMT -10. The time now is 08:39 PM.
Powered by vBulletin®
Copyright © 2016 vBulletin Solutions, Inc. All rights reserved.