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  1. #1
    silenthitman7
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         User Info     Contact     Gamer ID
    Join Date
    Feb 2012
    Posts
    235
    Points
    520

    Default [SC7E52] DodgeBall v1

    Okay, so here's my version of Dodgeball:

    Description:
    A unique arena is setup for each map, and each team battles it out with tomahawks, ballistic knives, and one concussion grenade. Both teams are separated by a center line that will kill you once touched, so no cheating.

    I recommend this gametype be played on Search and Destroy so that the last team standing wins, but Team Death-match is fun also.

    This game is pretty straightforward, I didn't really add anything special to my version of Dodgeball. Basically, nobody can leave the area or cross the center red lights.

    HQ Video by xXHFLXx: Coming soon...

    LQ Video clip on the map Launch:
    Video by nickanders: https://www.youtube.com/watch?v=EdIXsSNw1dc

    Download link: http://www.mediafire.com/?vr5r1wc938rzxd5

    Please enjoy, and please post any bugs so that I can fix them in later versions.
    Also, if you have any ideas that might make this gametype more fun, feel free to post them.
    Thanks!

    The Script:
    Updated script so when playing combat training, the bots spawn back when they touch the middle. Idea by CheeseToast.
    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    
    
    init()
    {
    	setDvar( "didyouknow", "^5DodgeBall" );
    	level.prematchPeriod = 5;
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	thread SetupMap();
    }
    
    onPlayerConnect()
    {	
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		player thread onPlayerSpawned();
    	}
    }
    
    onPlayerConnected()
    {	
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player [[level.autoassign]]();
    		player thread Settings();
    		player thread MonitorKnives();
    		player thread MonitorHatchets();	
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		if( self is_bot() && !IsDefined( self.DelayBots ) ) 
    			self DelayBots();
    		self thread SpawnLocation();
    		self clearPerks();
    		self takeAllWeapons();
    		self giveWeapon( "knife_ballistic_mp" );
    		self SetWeaponAmmoStock( "knife_ballistic_mp", 2 );
    		self giveWeapon( "concussion_grenade_mp" );
    		self SetWeaponAmmoStock( "concussion_grenade_mp", 1 );
    		self thread GiveHatchets();
    		self switchToWeapon( "knife_ballistic_mp" );
    		if( !IsDefined( self.welcome ) ) 
    			self thread shortWelcome();
    		self thread maps\mp\gametypes\_hud_message::hintMessage( "^5Warning:^7 Avoid The Center!\n      ^5Stay on your side!" );
    	}
    }
    
    shortWelcome()
    {
    	self.welcome = true;
    	self thread maps\mp\gametypes\_hud_message::hintMessage( "Welcome To ^5DodgeBall v1^7\n      made by BaTMaN" );
    }
    
    DelayBots() // Needed when playing Combat Training
    {
    	self.DelayBots = true;
    	wait 1;
    }
    
    Settings()
    {
    	level.killstreaksenabled = 0;
    	level.hardpointsenabled = 0;
    	setDvar( "scr_disable_cac", 1 ); 
    	setDvar( "scr_disable_weapondrop", 1 );
    }
    
    SpawnLocation()
    {
    	if( self.pers["team"] == "allies" )
    	{
    		if( game["switchedsides"] )
    		{
    			self setOrigin( level.SpawnPoint2 );
    			return;
    		}
    		self setOrigin( level.SpawnPoint1 );
    	}
    	else if( self.pers["team"] == "axis" )
    	{
    		if( game["switchedsides"] )
    		{
    			self setOrigin( level.SpawnPoint1 );
    			return;
    		}
    		self setOrigin( level.SpawnPoint2 );
    	}
    }
    
    GiveHatchets()
    {
    	if( self getWeaponAmmoClip("hatchet_mp") == 0 )
    	{
    		wait 3;
    		self setOffhandPrimaryClass( "hatchet_mp" );
    		self giveWeapon( "hatchet_mp" );
    		self SetWeaponAmmoClip( "hatchet_mp", 2 );
    	}
    }
    
    GiveKnives()
    {
    	if( self getWeaponAmmoStock("knife_ballistic_mp") == 0 )
    	{
    		wait 1.2;
    		self SetWeaponAmmoStock( "knife_ballistic_mp", 1 );
    	}
    }
    
    MonitorHatchets()
    {
    	while(1)
    	{
    		self waittill( "grenade_fire", hatchet );
    		hatchet thread deleteHatchet();
    		self thread GiveHatchets();
    	}
    }
    
    deleteHatchet()
    {
    	self waittill( "stationary" );
    	self maps\mp\_ballistic_knife::destroy_ent();
    }
    
    MonitorKnives()
    {
    	while(1)
    	{
    		self waittill ( "weapon_fired" );
    		self thread deleteKnife();
    		self thread GiveKnives();
    	}
    }
    
    deleteKnife()
    {
    	self waittill( "ballistic_knife_stationary", retrievable_model, normal, prey, glowing_model );
    	retrievable_model thread maps\mp\_ballistic_knife::destroy_ent();
    	normal thread maps\mp\_ballistic_knife::destroy_ent();
    	glowing_model thread maps\mp\_ballistic_knife::destroy_ent();
    }
    
    SetupMap()
    {
    	level.RandomBlocks = array( "mp_supplydrop_ally",
     "mp_supplydrop_axis", "mp_supplydrop_boobytrapped" );
    	switch( getDvar("mapname") ) 
    	{
    		case "mp_array":
    			level.SpawnPoint1 = ( -722.971, -475.556 ,416.125 );
    			level.SpawnPoint2 = ( -644.649, 1686.59 , 536.125 );
    			level.TheCenter1 = ( -800, 495.038, 450.942 );
    			level.TheCenter2 = ( -1300, 495.038, 450.942 );
    			level.TheCenter3 = ( -800, 495.038, 470.942 );
    			level.TheCenter4 = ( -1300, 495.038, 470.942 );
    			level.East2West = false;
    			
    			setupBlocks( (-526.505, -541.847 ,431.125) , (0,165,0) , 1 );
    			for( i=-1322;i<-1000;i+=60 )
    				setupBlocks( (i, -678.568 ,427.809) , (0,90,0) , 1 );
    			for( i=-145;i<220;i+=60 )
    				setupBlocks( (-430, i ,351) , (0,0,0) , 3 );
    			setupBlocks( (-560.309, 1567 ,551) , (0,130,0) , 1 );
    			setupBlocks( (-598.309, 1535 ,551) , (0,130,0) , 1 );
    			
    			setupBlocks( (-811.092, 1740.06 ,551) , (0,125,0) , 2 );
    			
    			for( i=0;i<=240;i+=40 )
    				setupBlocks( (-1456.1 + i, 1296.42 + i ,545) , (0,135,0) , 2 );
    			break;
    		case "mp_cracked":
    			level.SpawnPoint1 = ( 540.842, 164.943, -127.218 );
    			level.SpawnPoint2 = ( 1243.17, 286.055, -127.875 );
    			level.TheCenter1 = ( 887.039, 108, -124.696 );
    			level.TheCenter2 = ( 887.039, -428.874, -124.696 );
    			level.East2West = true;
    
    			for( i=-370;i<20;i+=60 )
    				setupBlocks( (222.375, i ,-112) , (0,0,0) , 1 );
    			for( i=990;i<1308;i+=60 )
    				setupBlocks( (i, -399.125 ,-107) , (0,90,0) , 1 );
    			setupBlocks( (286.172, -387.63 ,-98) , (0,90,0) , 1 );			
    
    			
    			setupBlocks( (483.125, 274.011 ,-107) , (0,90,0) , 1 );			
    			setupBlocks( (540.125, 274.011 ,-107) , (0,90,0) , 1 );
    						
    			setupBlocks( (775.125, 50 ,-107) , (0,90,0) , 1 );
    			setupBlocks( (835.125, 50 ,-107) , (0,90,0) , 1 );			
    			setupBlocks( (895.125, 50 ,-107) , (0,90,0) , 1 );
    
    			setupBlocks( (1230, 350 ,-107) , (0,90,0) , 1 );						
    			break;
    		case "mp_crisis":
    			level.SpawnPoint1 = ( -2479.48, -222.83, 37.4432 );
    			level.SpawnPoint2 = ( -2820.37, 893.848, 36.124 );
    			level.TheCenter1 = ( -2594.23, 383.307, -3.871 );
    			level.TheCenter2 = ( -3166.12, 383.307, -3.871 );
    			level.East2West = false;
    
    			for( i=-468;i<-243;i+=60 )
    				setupBlocks( (-2418.28, i ,63) , (0,0,0) , 1 );
    			for( i=-35;i<762;i+=60 )
    				setupBlocks( (-2623.1, i ,15) , (0,0,0) , 1 );
    			
    			Barrier = Spawn( "trigger_radius", (-2658,258,42), 0, 150, 150 );
    			Barrier setContents(1);
    			Barrier = Spawn( "trigger_radius", (-2684,325,37), 0, 150, 150 );
    			Barrier setContents(1);
    			setupBlocks( (-2774.43, 1068.77 ,103.125) , (0,0,0) , 0 );
    			setupBlocks( (-2774.43, 991.125 ,103.125) , (0,0,0) , 0 );
    			break;
    		case "mp_firingrange":
    			level.SpawnPoint1 = ( 373.299, -32.842, -121.589 );
    			level.SpawnPoint2 = ( -739.297, -137.435, -127.875 );
    			level.TheCenter1 = ( -227.487, -391.153, -123.979 );
    			level.TheCenter2 = ( -227.487, -944.874, -123.979 );
    			level.East2West = true;
    			
    			setupBlocks( (-100,-423.403,-78.875) , (0,90,0) , 1 );
    			setupBlocks( (-40,-423.403,-78.875) , (0,90,0) , 1 );
    			
    			setupBlocks( (275.206,16.9665,-108.686) , (0,0,0) , 1 );
    
    			for( i=-105;i<135;i+=60 )
    				setupBlocks( (489.695,i,-104.42) , (0,0,0) , 1 );
    			for( i=-770;i<-590;i+=60 )
    				setupBlocks( (i,-75,-107.877) , (0,90,0) , 1 );
    			break;
    		case "mp_duga":
    			level.SpawnPoint1 = ( -2126.43, -1764.11, 1.91462 );
    			level.SpawnPoint2 = ( -3001.55, -1719, 10.4214 );
    			level.TheCenter1 = ( -2561.39, -1278.27, 8.37619 );
    			level.TheCenter2 = ( -2561.39, -1796.97, 8.37619 );
    			level.East2West = true;
    
    			setupBlocks( (-2125.93,-1910.06,17.31682) , (0,90,0) , 1 );
    			setupBlocks( (-2127.55,-1206.98,16.03132) , (0,90,0) , 1 );	
    			for( i=-1630;i<-1390;i+=60 )
    				setupBlocks( (-2038.78,i,16) , (0,0,0) , 1 );
    			setupBlocks( (-2926.65,-1736.28,24.26919) , (0,0,0) , 3 );
    
    			setupBlocks( (-2926.65,-1676.28,24.26919) , (0,0,0) , 4 );	
    
    			setupBlocks( (-2926.65,-1340.51,24.26919) , (0,0,0) , 3 );
    
    			setupBlocks( (-2926.65,-1400.51,24.26919) , (0,0,0) , 4 );
    
    			for( i=-3046.65;i<=-2956.65;i+=30 )
    			{
    				setupBlocks( ( i,-1676.28,144.26919) , (0,0,0) , 0 );
    				setupBlocks( ( i,-1736.28,144.26919) , (0,0,0) , 0 );
    				setupBlocks( ( i,-1400.51,144.26919) , (0,0,0) , 0 );
    				setupBlocks( ( i,-1340.51,144.26919) , (0,0,0) , 0 );
    			}
    			break;
    		case "mp_hanoi":
    			level.SpawnPoint1 = ( 682.61, 1667.32, -65.4628 );
    			level.SpawnPoint2 = ( 1461.58, 118.954, -88.8435 );
    			level.TheCenter1 = ( 1204.76, 1180.88, -87.8501 );
    			level.TheCenter2 = ( 1204.76, 295.125, -87.8501 );
    			level.East2West = true;
    
    			for( i=455;i<1430;i+=60 )
    				setupBlocks( (540.875, i ,-50) , (0,0,0) , 1 );
    			setupBlocks( (540.875, 1430 ,10) , (0,0,0) , 0 );
    			setupBlocks( (540.875, 1370 ,10) , (0,0,0) , 0 );
    			setupBlocks( (540.875, 1310 ,10) , (0,0,0) , 0 );
    			setupBlocks( (540.875, 1250 ,10) , (0,0,0) , 0 );
    			for( i=1180.88;i<1330;i+=60 )
    				setupBlocks( (1204.76, i ,-30) , (0,0,0) , 1 );
    			for( i=1399;i<1870;i+=60 )
    				setupBlocks( (i, 31.125 ,-70) , (0,90,0) , 2 );
    			setupBlocks( (940, 423.969 ,-47) , (0,90,0) , 1 );
    			setupBlocks( (880, 423.969 ,-47) , (0,90,0) , 1 );
    			break;
    		case "mp_cairo":
    			level.SpawnPoint1 = ( 1293.83, 571.722, -27.0427 );
    			level.SpawnPoint2 = ( -537.168, -749.321, 1.23026 );
    			level.TheCenter1 = ( 387.358, 220.875, -4 );
    			level.TheCenter2 = ( 387.358, -672, -4 );
    			level.East2West = true;
    				
    			for( i=1500;i<1760;i+=60 )
    				setupBlocks( (i, 641.015 ,-14) , (0,90,0) , 1 );
    			setupBlocks( (1356.3, 641.015 ,-14) , (0,90,0) , 2 );
    			setupBlocks( (1277.07, 641.015 ,-14) , (0,90,0) , 2 );
    
    			setupBlocks( (1489.18, -259.551 ,20) , (0,90,0) , 2 );
    
    			setupBlocks( (913.53, 452.949 ,20) , (0,90,0) , 1 );
    
    			setupBlocks( (321.163, 345.957 ,20) , (0,90,0) , 1 );
    			setupBlocks( (381.163, 345.957 ,20) , (0,90,0) , 1 );
    			setupBlocks( (446.163, 345.957 ,20) , (0,90,0) , 1 );
    
    			setupBlocks( (710.875, -691.846 ,10) , (0,90,0) , 1 );
    			setupBlocks( (630.875, -691.846 ,10) , (0,90,0) , 1 );
    
    			setupBlocks( (230.875, -679.566 ,20) , (0,90,0) , 1 );
    			setupBlocks( (170.875, -679.566 ,20) , (0,90,0) , 1 );
    
    			setupBlocks( (-572.938, 58 ,28) , (0,90,0) , 1 );
    			
    			setupBlocks( (-354.985, -655.125 ,20) , (0,90,0) , 1 );
    			setupBlocks( (-297.719, -655.125 ,20) , (0,90,0) , 1 );
    
    			for( i=-700;i<-436.422;i+=60 )
    				setupBlocks( (i, -815.513 ,20) , (0,90,0) , 1 );
    			break;
    		case "mp_havoc":
    			level.SpawnPoint1 = ( 284.858, 1951.13, 224.125 );
    			level.SpawnPoint2 = ( 1365.25, 1710.24, 88.9665 );
    			level.TheCenter1 = ( 1065, 2714, 80 );
    			level.TheCenter2 = ( 1065, 1680, 80 );
    			level.TheCenter3 = ( 1065, 2714, 100 );
    			level.TheCenter4 = ( 1065, 1680, 100 );
    			level.East2West = true;
    				
    			for( i=1250;i<1820;i+=60 )
    				setupBlocks( (i, 1638.88 ,100) , (0,90,0) , 2 );
    			for( i=139;i<900;i+=60 )
    				setupBlocks( (i, 1880.87 ,244) , (0,90,0) , 2 );
    			setupBlocks( (937.125, 1802.53 ,190) , (0,90,0) , 1 );
    			setupBlocks( (997.125, 1802.53 ,190) , (0,90,0) , 1 );
    			break;
    		case "mp_cosmodrome":
    			level.SpawnPoint1 = ( 1861.22, 813.389, -263.875 );
    			level.SpawnPoint2 = ( 1874.73, -56.9517, -263.875 );
    			level.TheCenter1 = ( 1740.52, 409.25, -340.875 );
    			level.TheCenter2 = ( 993.52, 409.25, -340.875 );
    			level.East2West = false;
    
    			setupBlocks( (1683.15,746.847,-168.875) , (0,90,0) , 2 );
    
    			setupBlocks( (1679.91,-5.08517,-168.875) , (0,90,0) , 2 );	
    
    			setupBlocks( (1187.86,-189.586,-301.848) , (0,90,0) , 2 );
    
    			for( i=1247;i<1547;i+=60 )
    				setupBlocks( (i,-189.586,-321.848) , (0,90,0) , 2 );
    			for( i=1097;i<1457;i+=60 )
    				setupBlocks( (i,1045.23,-289.622) , (0,90,0) , 2 );
    			break;
    		case "mp_nuked":
    			level.SpawnPoint1 = ( -593.865, 863.32, -63.875 );
    			level.SpawnPoint2 = ( 573.672, 933.558, -62.8904 );
    			level.TheCenter1 = ( -50.1508, 1162.34, -57.875 );
    			level.TheCenter2 = ( -50.1508, 340.34, -57.875 );
    			level.TheCenter3 = ( -50.1508, 1162.34, -37.875 );
    			level.TheCenter4 = ( -50.1508, 340.34, -37.875 );
    			level.East2West = true;
    			
    			for( i=-412;i<490;i+=60 )
    				setupBlocks( (i, 457.345 ,-40) , (0,90,0) , 2 );
    			setupBlocks( (490, 400.345 ,-40) , (0,0,0) , 2 );
    			for( i=454.585;i<1008;i+=60 )
    				setupBlocks( (873, i ,-36.875) , (0,0,0) , 2 );
    			
    			setupBlocks( (-840, 916.837 ,-43.875) , (0,-20,0) , 2 );
    			setupBlocks( (-857, 871.837 ,-43.875) , (0,-20,0) , 2 );
    			setupBlocks( (-875, 825.837 ,-43.875) , (0,-20,0) , 2 );
    			break;
    		case "mp_radiation":
    			level.SpawnPoint1 = ( 343.853, 886.164, -48.375 );
    			level.SpawnPoint2 = ( -312.514, -774.056, -47.8815 );
    			level.TheCenter1 = ( 176.875, 25, -20 );
    			level.TheCenter2 = ( -176.875, 25, -20 );
    			level.East2West = false;
    
    			setupBlocks( (-256.889,506.422,128.125) , (0,90,0) , 0 );
    			setupBlocks( (257.109,-512.324,128.125) , (0,90,0) , 0 );
    
    			for( i=-368;i<-228;i+=60 )
    				setupBlocks( (i,-932.875,-30) , (0,90,0) , 1);
    			for( i=220;i<460;i+=60 )
    				setupBlocks( (i,1005.59,-30) , (0,90,0) , 1 );
    			break;
    		case "mp_mountain":
    			level.SpawnPoint1 = ( 2133.95, 866.711, 259.35 );
    			level.SpawnPoint2 = ( 3641.65, 864.944, 328.518 );
    			level.TheCenter1 = ( 3039.85, 1460.87, 320.125 );
    			level.TheCenter2 = ( 3039.85, 676.742, 320.125 );
    			level.TheCenter3 = ( 3039.85, 1460.87, 340.125 );
    			level.TheCenter4 = ( 3039.85, 676.742, 340.125 );
    			level.East2West = true;
    
    			for( i=2960;i<3617;i+=60 )
    				setupBlocks( (i, 1370.07 ,335.125) , (0,90,0) , 1 );
    			for( i=2297;i<2700;i+=60 )
    				setupBlocks( (i, 1300 ,335.125) , (0,90,0) , 2 );
    			for( i=2670;i<3445;i+=60 )
    				setupBlocks( (i, 835.248 ,335.125) , (0,90,0) , 1 );
    			setupBlocks( (2670, 790.248 ,335.125) , (0,0,0) , 1 );
    			setupBlocks( (2889, 855.248 ,335.125) , (0,90,0) , 1 );
    
    			setupBlocks( (3561.76, 951.129 ,372.925) , (0,0,0) , 1 );
    
    			setupBlocks( (4020, 1387.07 ,335.125) , (0,90,0) , 1 );
    			setupBlocks( (4080, 1387.07 ,335.125) , (0,90,0) , 1 );
    
    			setupBlocks( (3876, 700.85 ,309.125) , (0,90,0) , 1 );
    			setupBlocks( (3936, 700.85 ,309.125) , (0,90,0) , 1 );
    
    			setupBlocks( (2039.31, 691.077 ,207.125) , (0,90,0) , 3 );
    			setupBlocks( (2099.31, 691.077 ,207.125) , (0,90,0) , 3 );
    			setupBlocks( (2169.31, 691.077 ,207.125) , (0,90,0) , 3 );
    			break;
    		case "mp_villa":
    			level.SpawnPoint1 = ( 5465.01, -31.5085, 248.201 );
    			level.SpawnPoint2 = ( 3124.12, -31.0346, 456.125 );
    			level.TheCenter1 = ( 4107.86, 414.875, 296.125 );
    			level.TheCenter2 = ( 4107.86, -403.875, 296.125 );
    			level.TheCenter3 = ( 4107.86, 414.875, 456.125 );
    			level.TheCenter4 = ( 4107.86, -403.875, 456.125 );
    			level.East2West = true;
    
    			setupBlocks( (4075.12,376.14,311.125) , (0,90,0) , 1 );
    			setupBlocks( (4145.12,376.14,311.125) , (0,90,0) , 1 );
    
    			setupBlocks( (4075.12,376.14,471.125) , (0,90,0) , 1 );
    			setupBlocks( (4145.12,376.14,471.125) , (0,90,0) , 1 );
    		
    			setupBlocks( (2848.87,104.39,506.125) , (0,0,0) , 1 );
    	
    			setupBlocks( (2847.81,-225.875,310.125) , (0,0,0) , 2 );
    			setupBlocks( (2847.81,-148.875,310.125) , (0,0,0) , 2 );
    	
    			setupBlocks( (4951.13,200.389,301.603) , (0,90,0) , 2 );
    	
    			setupBlocks( (5011.13,200.389,301.603) , (0,90,0) , 2 );
    			break;
    		case "mp_russianbase":
    			level.SpawnPoint1 = ( 796.659, 157.077, -2.176 );
    			level.SpawnPoint2 = ( -161.18, 261.59, -2.78 );
    			level.TheCenter1 = ( 221.863, 27.125, -5.01 );
    			level.TheCenter2 = ( 221.863, -735.125, -5.01 );
    			level.TheCenter3 = ( 221.863, 27.125, 15.01 );
    			level.TheCenter4 = ( 221.863, -735.125, 15.01 );
    			level.East2West = true;
    
    			for( i=791;i<1178;i+=60 )
    				setupBlocks( (i, 240 ,-12) , (0,90,0) , 2 );
    			for( i=-34.72;i<240.875;i+=60 )
    				setupBlocks( (i, -693.415 ,18.3) , (0,90,0) , 2 );
    			for( i=-368.875;i<-97;i+=60 )
    				setupBlocks( (i, 378.189 ,18.3) , (0,90,0) , 1 );
    			for( i=104;i<340.875;i+=60 )
    				setupBlocks( (-660, i ,16) , (0,0,0) , 1 );
    			
    			setupBlocks( (1054.36, -311.722 ,51.125) , (0,0,0) , 1 );
    			setupBlocks( (1054.36, -251.722 ,51.125) , (0,0,0) , 1 );
    
    			setupBlocks( (303.797, 10 ,15.125) , (0,90,0) , 2 );
    
    			setupBlocks( (9.3, 268.875 ,15.125) , (0,0,0) , 2 );
    			setupBlocks( (9.3, 211.125 ,15.125) , (0,0,0) , 2 );
    
    			setupBlocks( (-53.61, -611.543 ,45.125) , (0,0,0), 1 );
    			
    			setupBlocks( (16.10, -82.5 ,135) , (0,0,0) , 0 );
    			setupBlocks( (16.10, -22.5 ,135) , (0,0,0) , 0 );
    
    			setupBlocks( (-608.741, -200.176 ,138) , (0,0,0) , 1 );
    			setupBlocks( (-608.741, -260.176 ,138) , (0,0,0) , 1 );
    			break;
    	}
    	SetupSearchandDestroy();
    	while(1)
    	{
    		wait 0.5;
    		if( level.East2West )
    		{
    			if( !IsDefined( level.Center ) ) 
    				level thread SetupCenter2();
    			DoRedLight2();
    		}
    		else
    		{
    			if( !IsDefined( level.Center ) )
    				level thread SetupCenter1();
    			DoRedLight1();
    		}
    	} 
    }
    
    SetupSearchandDestroy() // Purpose: To remove the bomb icons when playing S&D
    {
    	if( level.gameType == "sd" )
    	{
    		bombzones = getEntArray( "bombzone", "targetname" );
    		for( i = 0; i < bombzones.size; i++ ) 
    			bombzones[i] delete();
    	}
    }
    
    DoRedLight1()
    {
    	if( IsDefined( level.TheCenter3 ) ) 
    		level thread DoRedLight3();
    	for( i = level.TheCenter1[0]; i > level.TheCenter2[0]; i-=40 )
    	{
    		wait 0.01;
    		playFx( LoadFX( "misc/fx_equip_tac_insert_light_red" ), ( i, level.TheCenter1[1], level.TheCenter1[2] ) );
    	}
    }
    
    DoRedLight2()
    {
    	if( IsDefined( level.TheCenter3 ) ) 
    		level thread DoRedLight4();
    	for( i = level.TheCenter1[1]; i > level.TheCenter2[1]; i-=40 )
    	{
    		wait 0.01;
    		playFx( LoadFX( "misc/fx_equip_tac_insert_light_red" ), ( level.TheCenter1[0], i, level.TheCenter1[2] ) );
    		
    	}
    }
    
    DoRedLight3()
    {
    	for( i = level.TheCenter3[0]; i > level.TheCenter4[0]; i-=40 )
    	{
    		wait 0.01;
    		playFx( LoadFX( "misc/fx_equip_tac_insert_light_red" ), ( i, level.TheCenter3[1], level.TheCenter3[2] ) );
    	}
    }
    
    DoRedLight4()
    {
    	for( i = level.TheCenter3[1]; i > level.TheCenter4[1]; i-=40 )
    	{
    		wait 0.01;
    		playFx( LoadFX( "misc/fx_equip_tac_insert_light_red" ), ( level.TheCenter3[0], i, level.TheCenter3[2] ) );
    	}
    }
    
    SetupCenter1() // N - S
    {
    	level.Center = true;
    	for( i = level.TheCenter1[0]; i > level.TheCenter2[0]; i-=50 )
    	{
    		origin = ( i, level.TheCenter1[1], level.TheCenter1[2] );
    		level thread SpawnCenter( origin );
    		wait 0.01;
    	}
    }
    
    SetupCenter2() // E - W
    {
    	level.Center = true;
    	for( i = level.TheCenter1[1]; i > level.TheCenter2[1]; i-=50 )
    	{
    		origin = ( level.TheCenter1[0], i, level.TheCenter1[2] );
    		level thread SpawnCenter( origin );
    		wait 0.01;
    	}
    }
    
    SpawnCenter( origin )
    {
    	Center = Spawn( "trigger_radius", origin, 0, 10, 200 );
    	while(1)
    	{
    		Center waittill( "trigger", player );
    		if( player is_bot() ) 
    			player thread SpawnLocation();
    		else
    			player suicide();
    	}
    }
    
    setupBlocks( origin, angle, stackNum )
    {
    	stackNum = stackNum * 30;
    	num = RandomInt( level.RandomBlocks.size ); // this is random =D
    	for( i=0; i<=stackNum; i+=30 )
    	{
    		block = spawn( "script_model", origin+(0,0,i) );
         		block setModel( level.RandomBlocks[num] );
            	block.angles = angle;
    	}
    }

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    Last edited by BaTMaN; 08-15-2012 at 04:45 PM.

  2. #2
    Blink 182 Give Me Boners mynameisjosh's Avatar
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    Haven't seen a mod from you in awhile. Nice work

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    Quote Originally Posted by Insane.Dragon View Post
    I fucked a shark once.
    Quote Originally Posted by RED 58 View Post
    i like the sig but i hate russ...
    im seeing conflict here

  3. #3
    MonsterCat
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    This is SICK!
    There is stuff in here that I could learn.
    Btw the bots.. I don't know if you fixed this, didn't look into that much detail.
    But make it so that if the bots touche the middle, they teleport back.

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    "It's better to lose an argument/debate then to win. Cause when you lose you grow as a person."
    -CheeseToast

  4. #4
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    sweet i can't wait for more gametypes to be released.\
    edit i'll test this in a little.

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  5. #5
    silenthitman7
    Zombie Modder
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    Quote Originally Posted by mynameisjosh View Post
    Haven't seen a mod from you in awhile. Nice work
    Thanks! Yeah, I've been somewhat busy most of the time...


    Quote Originally Posted by CheeseToast View Post
    This is SICK!
    There is stuff in here that I could learn.
    Btw the bots.. I don't know if you fixed this, didn't look into that much detail.
    But make it so that if the bots touche the middle, they teleport back.
    That's a great idea! I didn't think about teleporting the bots like that... It'll be easy to add that in if you want to do it though... Nvm, i'll add it now...
    Thanks CheeseToast.

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    Last edited by BaTMaN; 08-15-2012 at 01:59 PM. Reason: Nvm

  6. #6
    mini mini's Avatar
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    Best game type I've seen in a while. KIU

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  7. #7
    silenthitman7
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    Quote Originally Posted by Minnesota View Post
    Best game type I've seen in a while. KIU

    Thanks dude! When you try it out, play on the map villa. It's quite unique the way I set it up....

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    Last edited by BaTMaN; 08-15-2012 at 02:16 PM.

  8. #8
    ✝ Pursuit of Happiness ✝ Sh0x's Avatar

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    This is badass, nice job making for every map. Amazing work.

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  9. #9
    Diehard Swaggy's Avatar
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    Is the line invisible?

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    swagswagswagswagswagswagswagswagswagswagswagswagsw agswagswagswagswagswagswagswagswagswagswagswagswag swagswagswagswagswagswagswagswagswag

  10. #10
    silenthitman7
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    Quote Originally Posted by BeastBoy View Post
    Is the line invisible?
    No, there are red lights flashing across the middle every second. I could record a clip with my video cam if you want?

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