Page 1 of 2 12 LastLast
Results 1 to 10 of 16
  1. #1
    PSN: xSoda22x
    Zombie Master
    Soda's Avatar
    Join Date
    Apr 2012
    Posts
    857
    Points
    1,659
         User Info     Contact     Gamer ID
    Join Date
    Apr 2012
    Posts
    857
    Points
    1,659
    Gamer IDs

    Gamertag: XSoda22x PSN ID: xSoda22x Steam ID: xSod22x

    Default [Release]SC7E52 COD Black Ops Gametype: Dreamworld By [DC]DEUS

    I made a gametype upon request for SC7352 Call of Duty Black Ops.
    It's very simple and easy to edit.

    The gametype is called DreamWorld? Why because that's the title
    the person who made the request came up with xD!!

    DreamWorld Gametype Purpose:

    All of your weapons change based on your own score.
    You start of with secondary weapons and earn your way up to
    primary weapons and killstreaks. Winner gets to fly around in jetboots
    with a deathmachine and godmode until the map and score restarts.-_-.

    Note:
    You must tell everyone to Disable All their killstreaks before you start the match
    inorder to use the killstreaks in the gametype. I tried to use "menuresponse"
    to disable it automatically but I didn't have the time to keep trying it.

    I kept this gametype with weapons mostly and I didn't use a switch statement
    to make it easier to edit all of the weapons.

    This is probably my last mod for the Wii, since I will be on my
    PS3 from now on. I just needed a short break from it. Modding on the
    the Wii is fun I had a great time and learned more about game
    coding in general. It's been fun and thanks to the modding community.
    Disturbedcore.com FTW!!

    Enjoy!!

    DreamWorld By [DC]DEUS

    he said it was okay to post here.

    video comming soon..

    Code:
    #include common_scripts\utility;
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    //Special thanks to Trentlio
    //Also Tlpwnzer & Wick3d
    //JellyInjector
    //Nity
    //CheeseToast
    //Their mods helped me understand .gsc -_-!!
    //Thanx!!
    
    //Thanx to [email protected] for coming up with the title
    //DreamWorld!!
    
    main()
    {
    }
    
    init()       
    {	
           //Welcome To DreamWorld!!
               //Made By DEUS
          
            level.gameType = "tdm";
            level.teamBased = true;
            level.scoreRoundBased = false;
    
          //level.blockWeaponDrops = true;
    
            level.endGameOnScoreLimit = true;
    	level.overrideTeamScore = false;
    	level.maxPlayerCount = 24;
    
           //level.rankedMatched = true;
           //level.xpScale = 4;  
    
            level.godsClan = "^1Welcome To DreamWorld";
                    
            setDvar("g_TeamName_Axis", "DEUS");
    	setDvar("g_TeamName_Allies", "[email protected]");
            setDvar("didyouknow", "Welcome To DreamWorld");
            setDvar("ui_motd", "^1Did You Know? The [DC]^0Clan ^1Is The $hi7!! [DC]^0DEUS");
            
            game["dialog"]["gametype"] = "tdm_start";
            game["dialog"]["gametype_hardcore"] = "hctdm_start";
            game["dialog"]["offense_obj"] = "generic_boost";
            game["dialog"]["defense_obj"] = "generic_boost";
    	setscoreboardcolumns( "kills", "deaths", "kdratio", "assists" );
        
     	thread onPlayerConnect();    
    	thread onPlayerConnected();
    }
    		
    onPlayerConnect()
    {	
    	for(;;)
    	{
    		level waittill( "connecting", player );
    
    		player thread onPlayerSpawned();
    
                    player setClientDvar( "customclass1", "^1Welcome" );
    		player setClientDvar( "customclass2", "^0To" );
    		player setClientDvar( "customclass3", "^1DreamWorld" );
    		player setClientDvar( "customclass4", "^0Made By" );
    		player setClientDvar( "customclass5", "^1[DC]^0DEUS" );
           	        
    	}
    }
    
    onPlayerConnected()
    {	
    	for(;;)
    	{
    		level waittill( "connected", player );
                   
                    player thread playerVars();
    
                    SetMatchFlag("disableingamemenu", 1 );
                    
                    players = getHostPlayer();
                
                   if( players ishost())
                   {
                    SetMatchFlag("disableingamemenu", 0 ); 
                   }
                    
                    player thread goMessageToAll();
            }        
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" ); 
                   
                    self thread goSpawnGretting();
                                  
                    self thread goTeams(); 
            }
    }
    
    playerVars()
    {           
                    setDvar("g_gametype", level.gameType );
                    setDvar("scr_tdm_timelimit", 0 );
                    setDvar("scr_tdm_scorelimit", 30000 ); 
                    setDvar("scr_tdm_roundlimit", 1 );
                    setDvar("scr_tdm_numlives", 0 );
                    
                    setDvar("scr_tdm_score_kill", 100 );
                    setDvar("scr_tdm_score_headshot", 200 );
                    setDvar("scr_tdm_score_assist_75", 0 );
                    setDvar("scr_tdm_score_assist_50", 0 );
                    setDvar("scr_tdm_score_assist_25", 0 );
                    setDvar("scr_tdm_score_assist", 0 ); 
                    setDvar("scr_tdm_score_suicide", -600 );
                    setDvar("scr_tdm_score_teamkill", -1000 ); 
                    setDvar("scr_tdm_score_dogkill", 200 );
                    setDvar("scr_tdm_score_dogassist", 0 );
                    setDvar("scr_tdm_score_helicopterkill", 600 );
                    setDvar("scr_tdm_score_helicopterassist", 0 );
                    setDvar("scr_tdm_score_helicopterassist_75", 0 );
                    setDvar("scr_tdm_score_helicopterassist_50", 0 );
                    setDvar("scr_tdm_score_helicopterassist_25", 0 );
                    setDvar("scr_tdm_score_spyplanekill", 100 );
                    setDvar("scr_tdm_score_spyplaneassist", 0 );
    
                   //setDvar("scr_rankedMatched", 1 );
                  //setDvar("scr_xpscale", 4 ); 
     
                    setDvar("g_teamchange_keepbalance", 1);
                    setDvar("scr_teambalance", 1);
    
                    self[[level.autoassign]]();
                    
                    setDvar("scr_team_fftype", 1 );
                    setDvar("scr_team_kickteamkillers", 1 );
                    setDvar("scr_game_killstreaks", 1 );
                    setDvar("scr_allow_killstreak_building", 0 ); 
                    setDvar("scr_killstreak_stacking", 0 );
                    setDvar("scr_rcbomb_notimeout", 1 );
                    setDvar("cg_everyoneHearsEveryone", 1 );
                    setDvar("cg_deadHearTeamLiving", 1 );
                    setDvar("cg_deadHearAllLiving", 1 );
                    setDvar("cg_deadChatWithTeam", 1 );              
                    setDvar("cg_deadChatWithDead", 1 );
                    setDvar("g_teamcolor_axis", 0, 0, 1, 1 ); 
    	        setDvar("g_teamcolor_allies", 1, 0, 0, 1  );
                 
                  //setDvar("scr_disable_weapondrop", 1 );
                  //setDvar("g_maxDroppedWeapons", 0 );
                  //setDvar("g_scorescolor_axis", 1, 0, 0, 1 );
    	      //setDvar("g_scorescolor_allies", 0, 0, 1, 1 );
    
    }
    
    goMessageToAll() 
    {
    	self endon( "disconnect" );
    
    	for( i = 0; i < 30; i++)
    	{
             Deus[i] = self createFontString( "objective", 1.5);
    	 Deus[i] setPoint( "CENTER", "TOP", 0, 0);
    	 Deus[i] setSize( 125, 150);
    	 Deus[i] setText( level.godsClan );
    	 wait 0.05;
             self thread destroyer(Deus[i]);
    	}
    
    }
    
    destroyer(a)
    {
        self waittill( "disconnect");
    
        a destroy();
    }
    
    goSpawnGretting( titleText, notifyText, iconName, glowColor, sound, duration )
    {
           notifyData = spawnstruct(); 
           notifyData.titleText = "^0Welcome To The"; 
           notifyData.notifyText = "^1[DC]^0Clans"; 
           notifyData.notifyText2 = "^0Gametype Lobby"; 
           notifyData.notifyText3 = "^1Enjoy Your Stay";
           notifyData.iconName = "rank_prestige10";
           notifyData.glowColor = (0, 0, 0); 
           notifyData.sound = "mp_level_up";  
           notifyData.duration = 5;  
           self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
           wait 0.05; 
    }
    
    goTeams()
    {
    	if( self.pers["team"] == "axis" )
    	{
             self thread goTeamOne();
    	}
    	if( self.pers["team"] == "allies" )
    	{
             self thread goTeamtwo();
    	}
    }
    
    goTeamOne()
    {
    
    self endon( "disconnect" );
    
    self clearPerks();
    self setPerk("specialty_movefaster"); 
    self setPerk("specialty_fallheight");
    self setPerk("specialty_grenadepulldeath"); 
    self setPerk("specialty_holdbreath"); 
    self setPerk("specialty_fastweaponswitch");
    self setPerk("specialty_bulletaccuracy"); 
    self setPerk("specialty_fastmeleerecovery");
    self setPerk("specialty_fastreload"); 
    self setPerk("specialty_fastads");
    self setPerk("specialty_gas_mask"); 
    self setPerk("specialty_unlimitedsprint");
    self setPerk("specialty_quieter"); 
    wait 0.05;
    self thread maxAmmo();
    secondaryRandomWeps = strtok("aspdw_mp|m1911dw_mp|makarov_upgradesight_extclip_silencer_mp|python_snub_mp|cz75_upgradesight_auto_silencer_mp|m72_law_mp|rpg_mp|china_lake_mp|knife_ballistic_mp|crossbow_explosive_mp|hatchet_mp", "|");
    RandomWeps = RandomInt(secondaryRandomWeps.size);
    weps = secondaryRandomWeps[RandomWeps]; 
    self takeAllWeapons();
    self giveWeapon( weps, 1 );
    self switchToWeapon( weps, 1 );
    self thread tactical();
    self giveWeapon( "knife_mp" );
    tacs = self getCurrentOffhand();
    self thread goTeamGuns();
    self thread goLaserRed();
    self iPrintln( "^1Weapon: ^0" + weps + "^1 Tactical: ^0" + tacs  + "^1." );
    }
    
    goTeamtwo()
    {
    
    self endon( "disconnect" );
    
    self clearPerks();
    self setPerk("specialty_movefaster"); 
    self setPerk("specialty_fallheight");
    self setPerk("specialty_grenadepulldeath"); 
    self setPerk("specialty_holdbreath"); 
    self setPerk("specialty_fastweaponswitch");
    self setPerk("specialty_bulletaccuracy"); 
    self setPerk("specialty_fastmeleerecovery");
    self setPerk("specialty_fastreload"); 
    self setPerk("specialty_fastads");
    self setPerk("specialty_gas_mask"); 
    self setPerk("specialty_unlimitedsprint");
    self setPerk("specialty_quieter"); 
    wait 0.5;
    self thread maxAmmo();
    secondaryRandomWeps = strtok("aspdw_mp|m1911dw_mp|makarov_upgradesight_extclip_silencer_mp|python_snub_mp|cz75_upgradesight_auto_silencer_mp|m72_law_mp|rpg_mp|china_lake_mp|knife_ballistic_mp|crossbow_explosive_mp|hatchet_mp", "|");
    RandomWeps = RandomInt(secondaryRandomWeps.size);
    weps = secondaryRandomWeps[RandomWeps]; 
    self takeAllWeapons();
    self giveWeapon( weps, 1 );
    self switchToWeapon( weps, 1 );
    self thread tactical();
    self giveWeapon( "knife_mp" );
    tacs = self getCurrentOffhand();
    self thread goTeamGuns();
    self thread goLaserGreen();
    self iPrintln( "^1Weapon: ^0" + weps + "^1 Tactical: ^0" + tacs  + "^1." );
    }
    
    goTeamGuns()
    {
        self endon("disconnect");
    
     while(1)
     {
        score = thread maps\mp\gametypes\_globallogic_score::_getPlayerScore( self );
        
        primaryGun_One       = "m16_gl_extclip_silencer_mp";
        primaryGun_Two       = "enfield_gl_extclip_silencer_mp";
        primaryGun_Three     = "m14_grip_extclip_silencer_mp"; 
        primaryGun_Four      = "famas_gl_extclip_silencer_mp";
        primaryGun_Five      = "galil_gl_extclip_silencer_mp";
        primaryGun_Six       = "aug_gl_extclip_silencer_mp";
        primaryGun_Seven     = "fnfal_gl_extclip_silencer_mp"; 
        primaryGun_Eight     = "ak47_gl_extclip_silencer_mp";
        primaryGun_Nine      = "commando_gl_extclip_silencer_mp";
        primaryGun_Ten       = "spas_silencer_mp";
        primaryGun_Eleven    = "hs10_mp";
        primaryGun_Twelve    = "hk21_extclip_mp";
        primaryGun_ThirTeen  = "rpk_extclip_mp";
        primaryGun_FourTeen  = "m60_grip_extclip_mp";
        primaryGun_FifTeen   = "stoner63_extclip_mp";
        primaryGun_SixTeen   = "psg1_vzoom_extclip_silencer_mp";
        	
        primarySubGuns_One	 =  "mp5k_rf_silencer_mp";
        primarySubGuns_Two	 =  "skorpion_grip_extclip_silencer_mp";
        primarySubGuns_Three =  "mac11_grip_rf_silencer_mp"; 
        primarySubGuns_Four	 =  "ak74u_gl_rf_silencer_mp";
        primarySubGuns_Five	 =  "uzi_grip_rf_silencer_mp"; 
        primarySubGuns_Six	 =  "pm63_grip_rf_mp";
        primarySubGuns_Seven =  "mpl_grip_rf_silencer_mp";
        primarySubGuns_Eight =  "spectre_grip_rf_silencer_mp";
        primarySubGuns_Nine	 =  "kiparis_grip_rf_silencer_mp";
    
        if( score == 500 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primarySubGuns_One, 0 );
         self switchToWeapon( primarySubGuns_One , 0 );
         self thread goSecWeps();
         self thread tactical();
         self thread givekillstreak( "ks" );
         self iPrintln( "^1Guns: ^0" + primarySubGuns_One  + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        } 
        else if( score == 1000 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primarySubGuns_Two, 0 );
         self switchToWeapon( primarySubGuns_Two, 0 );
         self thread goSecWeps();
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primarySubGuns_Two + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }  
        else if( score == 1500 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primarySubGuns_Three, 0 );
         self switchToWeapon( primarySubGuns_Three, 0 );
         self thread goSecWeps();
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primarySubGuns_Three + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 2000 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primarySubGuns_Four, 0 );
         self switchToWeapon( primarySubGuns_Four, 0 );
         self thread goSecWeps();
         self thread tactical();
         self thread givekillstreak( "ks" );
         self iPrintln( "^1Guns: ^0" + primarySubGuns_Four + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 2500 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primarySubGuns_Five, 0 );
         self switchToWeapon( primarySubGuns_Five, 0 );
         self thread goSecWeps();
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primarySubGuns_Five + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 3000 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primarySubGuns_Six, 0 );
         self switchToWeapon( primarySubGuns_Six, 0 );
         self thread goSecWeps();                                 
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primarySubGuns_Six + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 3500 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primarySubGuns_Seven, 0 );
         self switchToWeapon( primarySubGuns_Seven, 0 );
         self thread goSecWeps();
         self thread tactical();
         self thread givekillstreak( "ks" );
         self iPrintln( "^1Guns: ^0" + primarySubGuns_Seven + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 4000 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primarySubGuns_Eight, 0 );
         self switchToWeapon( primarySubGuns_Eight, 0 );
         self thread goSecWeps();
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primarySubGuns_Eight + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 4500 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primarySubGuns_Nine, 0 );
         self switchToWeapon( primarySubGuns_Nine, 0 );
         self thread goSecWeps();
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primarySubGuns_Nine + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }	
        else if( score == 5000 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_One, 0 );
         self switchToWeapon( primaryGun_One, 0 );
         self thread goSecWeps();                                 
         self thread tactical();
         self thread givekillstreak( "ks" );
         self iPrintln( "^1Guns: ^0" + primaryGun_One + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 5500 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_Two, 0 );
         self switchToWeapon( primaryGun_Two, 0 );
         self thread goSecWeps();
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primaryGun_Two + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 6000 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_Three, 0 );
         self switchToWeapon( primaryGun_Three, 0 );
         self thread goSecWeps();                                
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primaryGun_Three + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 6500 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_Four, 0 );
         self switchToWeapon( primaryGun_Four, 0 );
         self thread goSecWeps();
         self thread tactical();
         self thread givekillstreak( "ks" );
         self iPrintln( "^1Guns: ^0" + primaryGun_Four + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 7000 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_Five, 0 );
         self switchToWeapon( primaryGun_Five, 0 );
         self thread goSecWeps();                                
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primaryGun_Five + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 7500 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_Six, 0 );
         self switchToWeapon( primaryGun_Six, 0 );
         wait 0.05;
         self thread goSecWeps();                                 
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primaryGun_Six + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 8000 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_Seven, 0 );
         self switchToWeapon( primaryGun_Seven, 0 );
         self thread goSecWeps();                                 
         self thread tactical();
         self thread givekillstreak( "ks" );
         self iPrintln( "^1Guns: ^0" + primaryGun_Seven + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 8500 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_Eight, 0 );
         self switchToWeapon( primaryGun_Eight, 0 );
         self thread goSecWeps();                                 
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primaryGun_Eight + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }  
        else if( score == 9000 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_Nine, 0 );
         self switchToWeapon( primaryGun_Nine, 0 );
         self thread goSecWeps();                                
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primaryGun_Nine + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 9500 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_Ten, 0 );
         self switchToWeapon( primaryGun_Ten, 0 );
         self thread goSecWeps();                                
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primaryGun_Ten + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 10000 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_Eleven, 0 );
         self switchToWeapon( primaryGun_Eleven, 0 );
         self thread goSecWeps();                                 
         self thread tactical();
         self thread givekillstreak( "ks" );
         self iPrintln( "^1Guns: ^0" + primaryGun_Eleven + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
       else if( score == 10500 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_Twelve, 0 );
         self switchToWeapon( primaryGun_Twelve, 0 );
         self thread goSecWeps();                                
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primaryGun_Twelve + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
       else if( score == 11000 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_ThirTeen, 0 );
         self switchToWeapon( primaryGun_ThirTeen, 0 );
         self thread goSecWeps();                                 
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primaryGun_ThirTeen + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
       else if( score == 11500 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_FourTeen, 0 );
         self switchToWeapon( primaryGun_FourTeen, 0 );
         self thread goSecWeps();                                
         self thread tactical();
         self thread givekillstreak( "ks" );
         self iPrintln( "^1Guns: ^0" + primaryGun_FourTeen + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
       else if( score == 12000 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_FifTeen, 0 );
         self switchToWeapon( primaryGun_FifTeen, 0 );
         self thread goSecWeps();                                 
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primaryGun_FifTeen + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 12500 ) 
        {
         self takeAllWeapons();
         self giveWeapon( primaryGun_SixTeen, 0 );
         self switchToWeapon( primaryGun_SixTeen, 0 );
         self thread goSecWeps();                                 
         self thread tactical();
         self iPrintln( "^1Guns: ^0" + primaryGun_SixTeen + "^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score == 13000 ) 
        {
         self takeAllWeapons();
         self thread goSecWeps();                                
         self thread tactical();
         self thread deusMode();
         self thread goJetBoots();
         self thread goMiniGun( "minigun_mp" );
         self iPrintln( "^1Guns: ^0DeathMachine ^1." );
         self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
        }
        else if( score >= 14000 ) 
        {
          players = level.players;
         for( i = 0; i < players.size; i++)
         {
          players[i] thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score - score );
          wait 1;
          map_restart( false );
         }
        }  
         wait 0.5;
      }   
    }
    
    maxAmmo()
    {
    
     for(;;)
     {
      wait( 0.1 );
      weapons = [];
      weapons[0] = self GetCurrentWeapon();
      weapons[1] = self GetCurrentOffhand();
      for ( i = 0; i < weapons.size; i++ )
      {
      if ( weapons[i] == "none" )
           continue;
      self GiveMaxAmmo( weapons[i] );
      }
     }
    }
    
    goSecWeps()
    {
    secWeps = strtok("aspdw_mp|m1911dw_mp|makarov_upgradesight_extclip_silencer_mp|python_snub_mp|cz75_upgradesight_auto_silencer_mp|knife_ballistic_mp|crossbow_explosive_mp", "|");
    RandomSecWeps = RandomInt(secWeps.size);
    secWep = secWeps[RandomSecWeps]; 
    self giveWeapon( secWep );
    self giveWeapon( "knife_mp" );
    }
    
    tactical()
    {
    tAC = "willy_pete_mp,flash_grenade_mp,concussion_grenade_mp,sticky_grenade_mp,frag_grenade_mp";              
    tacticalRandom = strtok(tAC, ",");
    Randomtactical = RandomInt(tacticalRandom.size);
    tacticals = tacticalRandom[Randomtactical];
    self giveWeapon( tacticals );
    }
    
    givekillstreak(ks)
    {
      ks = strtok("radar_mp|rcbomb_mp|counteruav_mp|autoturret_mp|auto_tow_mp|napalm_mp|airstrike_mp|dogs_mp|minigun_mp|m202_flash_mp|radardirection_mp|artillery_mp|helicopter_mp|motar_mp", "|");
      RandomKS = RandomInt(ks.size);
      killStreaks = ks[RandomKS];
      
      self thread maps\mp\gametypes\_hardpoints::giveKillstreak( killStreaks );
    }
    
    goLaserRed()
    {
      dot = LoadFX("weapon/crossbow/fx_trail_crossbow_blink_red_os");
      for(;;)
      {
        if(self ADSButtonPressed() ) 
        {
         PlayFX(dot,aim());
        }
        else 
        { 
         self notify("laseroff");
        } 
         wait 0.05;  
       }
    }
    
    goLaserGreen()
    {
      dots = LoadFX("weapon/crossbow/fx_trail_crossbow_blink_grn_os");
      for(;;)
      {
        if(self ADSButtonPressed() ) 
        {
         PlayFX(dots,aim());
        }
        else 
        {
         self notify("laseroff");
        } 
         wait 0.05;  
      }
    }
    
    aim()
    {    
        self endon("laseroff");
        location = bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
        return location;
    } 
    
    deusMode()
    {
        self endon("disconnect");
         
        self.maxhealth = 999999;              
        for(;;)
        {
         self.health = self.maxhealth;
         wait 0.05;     
        }
    }
    
    goJetBoots() 
    { 
         //Ported By [DC]DEUS
         //Thanx to Crippler
         //Thanx to Lost4468        
    
         self endon("disconnect");
    
         self setClientDvar("bg_gravity", 200 );
           
         self.jetboots = 100; 
         
         self.boots = self createFontString( "objective", 1.5);
         self.boots setPoint( "CENTER", "BOTTOM", 0, 0);
         self.boots setSize( 125, 150);
       
       for(i=0;;i++) 
       { 
         if(self usebuttonpressed() && self.jetboots > 0 ) 
         { 
          self playSound("veh_ac130_sonic_boom");
          self playSound("veh_mig29_sonic_boom" ); 
          
          PlayFX(level._effect["character_fire_death_torso"], self gettagorigin("J_Ankle_RI"));
          PlayFX(level._effect["character_fire_death_torso"], self gettagorigin("J_Ankle_LE"));
          self thread maps\mp\_fx::OneShotfx(level._effect["character_fire_death_torso"], self gettagorigin("J_Ankle_RI"), 2);
          self thread maps\mp\_fx::OneShotfx(level._effect["character_fire_death_torso"], self gettagorigin("J_Ankle_LE"), 2);
          
          earthquake(.15 , .2, self gettagorigin("J_Ankle_RI"),50);
          earthquake(.15 , .2, self gettagorigin("J_Ankle_LE"),50); 
         
          self.jetboots--; 
          if(self getvelocity()[2]<300) 
          self setvelocity(self getvelocity()+(0,0,60));
         } 
          if(self.jetboots < 100 && !self usebuttonpressed())
          self.jetboots++;  
          self.boots setText( "^1JetBoots Fuel: ^0" + self.jetboots );
          self thread destroyJetTxt(self.boots);
          wait 0.05; 
       } 
    }
    
    destroyJetTxt(d)
    {
          self waittill("disconnect");
          
          d destroy();
    }
    
    goMiniGun( mg )
    {
      self thread maps\mp\gametypes\_hardpoints::giveKillstreak( mg );
    }

    0 Not allowed! Not allowed!
    Last edited by Soda; 07-08-2012 at 07:01 PM. Reason: update

  2. #2
    Just say no to drugs hell nah I ain't listen Drugs's Avatar

    Badge

    Join Date
    Jun 2011
    Location
    /r/Pokmon
    Posts
    3,560
    Points
    2,712
         User Info     Contact     Gamer ID
    Join Date
    Jun 2011
    Location
    /r/Pokmon
    Posts
    3,560
    Points
    2,712
    Gamer IDs

    Gamertag: Spin Master PSN ID: xTiPToN_- Steam ID: xTipton

    Contact info:

    Youtube Channel: http://www.youtube.com/users/xTiPToN

    Default

    Cool. Can't wait to test

    0 Not allowed! Not allowed!
    Not a drug addict.

    | Wiki | Site Problems | Soundcloud | MTV Artist Page |

    PM @Tony for free Netflix Accounts

  3. #3
    PSN: xSoda22x
    Zombie Master
    Soda's Avatar
    Join Date
    Apr 2012
    Posts
    857
    Points
    1,659
         User Info     Contact     Gamer ID
    Join Date
    Apr 2012
    Posts
    857
    Points
    1,659
    Gamer IDs

    Gamertag: XSoda22x PSN ID: xSoda22x Steam ID: xSod22x

    Default

    deus me and dr. satan just tested it

    0 Not allowed! Not allowed!

  4. #4
    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

    The stockpile of if statements to check the score is kind of nasty.
    Concept appears very similar to Gun Game.
    As for disabling killstreaks, Theres a variable that can be set like so: self.killstreak[0-2] = undefined;
    Thats most likely no thet correct variable name but there is a variable that would do just that.

    0 Not allowed! Not allowed!

  5. #5
    Just say no to drugs hell nah I ain't listen Drugs's Avatar

    Badge

    Join Date
    Jun 2011
    Location
    /r/Pokmon
    Posts
    3,560
    Points
    2,712
         User Info     Contact     Gamer ID
    Join Date
    Jun 2011
    Location
    /r/Pokmon
    Posts
    3,560
    Points
    2,712
    Gamer IDs

    Gamertag: Spin Master PSN ID: xTiPToN_- Steam ID: xTipton

    Contact info:

    Youtube Channel: http://www.youtube.com/users/xTiPToN

    Default

    But will it work Tlpwnzer

    0 Not allowed! Not allowed!
    Not a drug addict.

    | Wiki | Site Problems | Soundcloud | MTV Artist Page |

    PM @Tony for free Netflix Accounts

  6. #6
    PSN: xSoda22x
    Zombie Master
    Soda's Avatar
    Join Date
    Apr 2012
    Posts
    857
    Points
    1,659
         User Info     Contact     Gamer ID
    Join Date
    Apr 2012
    Posts
    857
    Points
    1,659
    Gamer IDs

    Gamertag: XSoda22x PSN ID: xSoda22x Steam ID: xSod22x

    Default

    Quote Originally Posted by SHiiFT View Post
    But will it work Tlpwnzer
    yes it works just fine

    0 Not allowed! Not allowed!

  7. #7
    Active Member DEUS's Avatar
    Join Date
    Nov 2011
    Location
    Ur WiFi
    Posts
    617
    Points
    1,402
         User Info     Contact     Gamer ID
    Join Date
    Nov 2011
    Location
    Ur WiFi
    Posts
    617
    Points
    1,402

    Default

    Quote Originally Posted by Tlpwnzer View Post
    The stockpile of if statements to check the score is kind of nasty.
    Concept appears very similar to Gun Game.
    As for disabling killstreaks, Theres a variable that can be set like so: self.killstreak[0-2] = undefined;
    Thats most likely no thet correct variable name but there is a variable that would do just that.
    The concept is RTD and Gungame combined, replace guns with functions and you can make a even more
    interesting gametype. A switch statement would be better than "if" because I could use break; (>return false; blah-im lazy)
    instead of adding 100 points each time but I wanted to make it so anyone can edit it. The killstreak problem I didnt spend to much
    time on this would enable or disable all killstreaks period setDvar("scr_game_killstreaks", 1 ); but it wont just
    disable your pre selected killstreaks and use the one in the gametype it's a all or nothing deal. MW series had a dvar like
    setDvar("earnedkillstreaks", 0); or something like that but that's what i need to disable. I think you mean like a summary = [];
    then do self.pers<team>[summary] in this case [killstreaks]? What I was trying was menuresponce which would unselect
    everyones killstreaks right before the match start. Thank you for honest criticisms it appreciated!!
    Do you still mod? if so anything coming soon? I dont touch my Wii often but would if some epic mods are made!!

    0 Not allowed! Not allowed!

    Ignorance is contagious. It should be avoided at all times!!

  8. #8
    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

    Im working on a new Zombies mod but Black Ops is kinda fucked functions wise, I'm having to create my own functions for ingame functions because they dont work properly.

    0 Not allowed! Not allowed!

  9. #9
    Active Member DEUS's Avatar
    Join Date
    Nov 2011
    Location
    Ur WiFi
    Posts
    617
    Points
    1,402
         User Info     Contact     Gamer ID
    Join Date
    Nov 2011
    Location
    Ur WiFi
    Posts
    617
    Points
    1,402

    Default

    Nice, like compatible problems with what you are tying to do I get it.
    Seems like that with most mods that need to call on ingame functions
    alot with BO, GL, and keep us posted. I got your old zombies mod still
    on the menu its still fun as hell xD!!

    0 Not allowed! Not allowed!

    Ignorance is contagious. It should be avoided at all times!!

  10. #10
    PSN: xSoda22x
    Zombie Master
    Soda's Avatar
    Join Date
    Apr 2012
    Posts
    857
    Points
    1,659
         User Info     Contact     Gamer ID
    Join Date
    Apr 2012
    Posts
    857
    Points
    1,659
    Gamer IDs

    Gamertag: XSoda22x PSN ID: xSoda22x Steam ID: xSod22x

    Default

    Quote Originally Posted by DEUS View Post
    Nice, like compatible problems with what you are tying to do I get it.
    Seems like that with most mods that need to call on ingame functions
    alot with BO, GL, and keep us posted. I got your old zombies mod still
    on the menu its still fun as hell xD!!
    fix it yet so they dont spam concussions and flash's -.- remember yesterday

    0 Not allowed! Not allowed!

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 12:01 AM.
Powered by vBulletin®
Copyright © 2016 vBulletin Solutions, Inc. All rights reserved.