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  1. #1
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    PS3 Sniper

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         User Info     Contact     Gamer ID
    Join Date
    Aug 2011
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    Gamer IDs

    PSN ID: xMATRIX_22x

    Contact info:

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

    Default [SC7E52] Gametype Release

    This is the gametype i just finished. i think it is pretty good but really challenging at the same time.

    Objective
    ~The Objective is to get to 10 kills first
    ~You Can ONLY use explosives though
    ~there is a menu for them to choose from.

    What This includes
    ~The Weapons Are: Claymore|C4|RPG|M72|CrossBow|China Lake
    ~Night Vision
    ~Health Bar
    ~Instructions
    ~notify's lobby when someone is about to win

    i took into mind that everyone would just go for RPG, so i made it so that you can only use any weapon 3x. with only 18 kills availible, i think 10 is a good number to have to get to.

    Whats Coming in v2
    ~More Guns
    ~15 kills to win
    ~toggle third person
    ~maybe a 3 sec invisible?

    CREDITS:
    ~MATRiX - gametype
    ~Nity - Menu Base
    ~Nity - Helping Shorten Code lenght
    ~Syntax help from Kazzabebe

    Hope You Guys Enjoy!!!
    -Youtube.com/xMATRiXx14

    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	level.onPlayerKilled = ::onPlayerKilled;
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    
    		player thread Instructions();
    		player thread Vision();
    		player thread Health();
    		player thread Perks();
    		player thread KillsText();
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    
          		player thread OnPlayerSpawned();
          		player thread buttonControls();
    		player thread globalVars();
    		player thread userVars();
    		player thread MonitorKills();
    	}
    }
    
    OnPlayerSpawned()
    {
       	self endon ( "disconnect" );
       	for (;;)
       	{
          		self waittill ("spawned_player");
    		
          		self thread NityMenu();
    		self takeAllWeapons();
       	}
    }
    
    onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
    
    {
    	if ( isDefined( attacker ) && isPlayer( attacker ) && self != attacker )
    	{
    		attacker.mykills++;
    	}
    }
    
    buttonControls()
    {
       	self thread monitorUp();
       	self thread monitorDown();
       	self thread monitorUse();
       	self thread monitorAds();
       	self thread monitorAttackButton();
       	self thread monitorLeft();
       	self thread monitorRight();
    }
    
    NityMenu()
    {
            self endon( "death" );
            self endon( "disconnect" );
            self.menuOpen = 0;
            while( self.menuOpen == 0 )
            {
          		self waittill( "Down" );
          		if( self getStance() == "crouch" )
          		{   
             		wait 1;
             		if( self getStance() == "crouch" && self meleeButtonPressed() )
             		{
                			wait 2;
                            	self changeMenu( 1, "^5Explosive War!", "Give ClayMore|Give C4|Give RPG|Give M72 Law|Give Cross Bow|Give China Lake|Close Menu" );
                  		}   
          		}
       	}
    }
    
    runMenu( title, options )
    {
    	self endon( "death" );
    	self endon( "exit_menu" );
    	self endon( "disconnect" );
    	self notify( "enter_menu" );	
    
    	cursPos = 0;
    	self.menuOpen = 1;
    	menuText = strTok( options, "|" );
    	self thread enableBlur();
    	self setClientUIVisibilityFlag( "hud_visible", 0 );
    	self thread menuInstructions();
    
    	titleDisp = self createFontString( "objective", 3 );
    	titleDisp setPoint( "TOPCENTER", "TOPCENTER", 0, 0 );
    	titleDisp setText( title );
    	self thread destroyEvent( titleDisp, "death", "exit_menu" );
    	while( self.menuOpen )
    	{
    		string = "";
    		for( i=0; i<menuText.size; i++ )
    		{
    			if( cursPos == i ) string += "^5" + menuText[i] + "\n";
    			else string += "^7" + menuText[i] + "\n";
    		}
    		menuDisp = self createFontString( "default", 2 );
    		menuDisp setPoint( "CENTER", "CENTER", 0, -100 );
    		menuDisp.color = ( 1, 1, 1 );
    		menuDisp.sort = 1001;
    		menuDisp setText( string );
    		self thread destroyEvent( menuDisp, "death", "Up", "Down", "Plus", "exit_menu" );
    		button = self waittill_any_return( "Up", "Down", "Plus", "Left" );
    		switch( button )
    		{
    			case "Up":
    				cursPos--;
    				break;
    			case "Down":
    				cursPos++;
    				break;
    			case "Plus":
    				self thread runFunc( menuText[cursPos] );
    				break;
    			case "Left":
    				self setClientUIVisibilityFlag( "hud_visible", 1 );
    				self enableweapons();
    				self.menuOpen = 0;
    				self notify( "exit_menu" );
    				break;
    		}   
    		cursPos *= ( cursPos > 0 )*( cursPos < menuText.size );
    	}
    }
    
    runFunc( input )
    {
       	switch( input )
       	{
          		case "Give ClayMore":
             		self thread Option1();
             		break;
          		case "Give C4":
             		self thread Option2();
             		break;
          		case "Give RPG":
             		self thread Option3();
    			self thread MonitorShoot();
             		break;
          		case "Give M72 Law":
             		self thread Option4();
    			self thread MonitorShoot();
             		break;
          		case "Give China Lake":
             		self thread Option5();
    			self thread MonitorShoot();
             		break;
          		case "Give Cross Bow":
             		self thread Option6();
    			self thread MonitorShoot();
             		break;
          		case "Close Menu":
             		self thread closeModMenu();
             		break;
          		default:
             		break;
       	}
    }
    
    changeMenu( menu, title, options )
    {
            self.menuOpen = 0;
            self notify( "exit_menu" );
            self.menuOpen = menu;
            self runMenu( title, options );
    }
    
    destroyEvent( input, e1, e2, e3, e4, e5 )
    {
            self waittill_any_return( e1, e2, e3, e4, e5 );
            input destroy();
    }
    
    closeModMenu()
    {
       	self setClientUIVisibilityFlag( "hud_visible", 1 );
       	self enableweapons();
       	self.menuOpen = 0;
       	self notify( "exit_menu" );
       	self thread disableBlur();
       	self thread NityMenu();
    }
    
    //----Menu Functions----
    
    menuInstructions()
    {
       	menuInstruc = self createFontString( "objective", 1.5 );
       	menuInstruc setPoint( "TOPLEFT", "TOPLEFT", 0, 0 );
       	menuInstruc setText( "[{+gostand}] ^5UP\n\n[{+melee}] ^7Down\n\n[{+activate}] ^5Accept" );
       	self thread destroyEvent( menuInstruc, "death", "exit_menu" );
    }
    
    enableBlur()
    {
       	self setClientDvar( "r_blur_allowed", 1 );
       	self setClientDvar( "r_blur", 2 );
    }
    
    disableBlur()
    {
       	self setClientDvar( "r_blur_allowed", 0 );
       	self setClientDvar( "r_blur", 0 );
    }
    
    //----Needed Functions----
    
    disableControls()
    {
       	self disableWeapons();
       	self allowAds( false );
       	self allowJump( false );
       	self allowSprint( false );
    }
    
    enableControls()
    {
       	self enableWeapons();
       	self allowAds( true );
       	self allowJump( true );
       	self allowSprint( true );
    }
    
    highlight( color, fontScale )
    {
       	self.color = color;
       	self.fontScale = fontScale;
    }
    
    defineElement( color, hideWhenInMenu, alignX, alignY, xOffset, yOffset, alpha, sort )
    {
       	self.color = color;
       	self.hideWhenInMenu = hideWhenInMenu;
       	self.x = xOffset;
       	self.y = yOffset;
       	self.alignX = alignX;
       	self.alignY = alignY;
       	self.horzAlign = alignX;
       	self.vertAlign = alignY;
       	self.alpha = alpha;
       	self.sort = sort;
    }
    
    defineOption( name, type, permission, function, firstArgument, secondArgument )
    {
       	self.name = name;
       	self.type = type;
    
       	if( isDefined( permission ) == true ) self.permission = permission;
       	if( isDefined( function ) == true ) self.function = function;
    
       	if( isDefined( firstArgument ) == true ) self.argument[0] = firstArgument;
       	if( isDefined( secondArgument ) == true ) self.argument[1] = secondArgument;
    }
    
    createElement( color, hideWhenInMenu, alignX, alignY, xOffset, yOffset, alpha, sort )
    {
            self.color = color;
       	self.hideWhenInMenu = hideWhenInMenu;
       	self.x = xOffset;
       	self.y = yOffset;
       	self.alignX = alignX;
       	self.alignY = alignY;
       	self.horzAlign = alignX;
       	self.vertAlign = alignY;
       	self.alpha = alpha;
       	self.sort = sort;
    }
    
    //----Globallogic Stuff----
    
    monitorAttackButton()
    {
    	level endon( "map_restarting" );
    
    	buttonReleased = true;
    
    	for(;;)
    	{
    		wait 0.01;
    
    		if( self attackButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self attackButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "attackButtonPressed" );
    			buttonReleased = false;
    		}
    		else if( self attackButtonPressed() == true && buttonReleased == false )
    		{
    			self notify( "attackButtonHeld" );
    			wait 0.05;
    		}
    	}
    }
    
    monitorDown()
    {
    	level endon( "map_restarting" );
    	buttonReleased = true;
    	for(;;)
    	{
    		wait 0.01;
    		if( self meleeButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self meleeButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "Down" );
    			buttonReleased = false;
    		}
    	}
    }
    
    monitorUse()
    {
    	level endon( "map_restarting" );
    	buttonReleased = true;
    	for(;;)
    	{
    		wait 0.01;
    		if( self useButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self useButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "Plus" );		
    			buttonReleased = false;
    		}
    	}
    }
    
    monitorUp()
    {
    	level endon( "map_restarting" );
    	buttonReleased = true;
    	for(;;)
    	{
    		wait 0.01;
    		if( self jumpButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self jumpButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "Up" );		
    			buttonReleased = false;
    		}
    	}
    }
    
    monitorAds()
    {
    	level endon( "map_restarting" );
    	buttonReleased = true;
    	for(;;)
    	{
    		wait 0.01;
    		if( self adsButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self adsButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "adsButtonPressed" );		
    			buttonReleased = false;
    		}
    	}
    }
    
    monitorLeft()
    {
    	level endon( "map_restarting" );
    	buttonReleased = true;
    	for(;;)
    	{
    		wait 0.01;
    
    		if( self secondaryOffHandButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self secondaryOffHandButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "Left" );		
    			buttonReleased = false;
    		}
    	}
    }
    
    monitorRight()
    {
    	level endon( "map_restarting" );
    	buttonReleased = true;
    	for(;;)
    	{
    		wait 0.01;
    		if( self fragButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self fragButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "Right" );		
    			buttonReleased = false;
    		}
    	}
    }
    
    //----Gametype Stuff----
    
    globalVars()
    {
    	setDvar( "g_TeamName_Allies", "^7Explosive War" );
    	setDvar( "g_TeamName_Axis", "^5Explosive War" );
    	setDvar( "ui_allow_teamchange", 0 );
    	setDvar( "g_allow_teamchange", 0 );
            setDvar( "scr_disable_weapondrop", 1 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_scorelimit", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 0 );
    	self setClientDvar( "scr_game_killstreaks", false );
    }
    
    userVars()
    {
    	self.mykills = 0;
    	self.Clay = 0;
    	self.C4 = 0;
    	self.RPG = 0;
    	self.M72 = 0;
    	self.China = 0;
    	self.Cross = 0;
    }
    
    Vision()
    {
    	self setClientDvar( "r_filmTweakInvert", "0" );
    	self setClientDvar( "r_filmUseTweaks", "1" );
    	self setClientDvar( "r_filmTweakEnable", "1" );
    	self setClientDvar( "r_filmTweakLightTint", "0 0 0" );
    	self setClientDvar( "r_filmTweakSaturation", "1 1 1" );
    	self setClientDvar( "r_filmTweakHue", "0 0 0" );
    }
    
    Perks()
    {
    	self clearPerks(); 
    }
    
    Health()
    {
    	self.maxhealth = 75;
    	self.health = self.maxhealth;
    	
    	self.healthBar = self createBar( ( 0, 1, 1 ), 120, 9 );
            self.healthBar setPoint( "TOPCENTER", "TOPCENTER", 0, 8 );
            self.healthText = self createFontString( "objective", 1.4 );
            self.healthText setPoint( "TOPCENTER", "TOPCENTER", 0, -3 );
            self.healthText setText( "^7HEALTH BAR");
                    
            for(;;)
            {
                    self.healthBar updateBar( self.health / self.maxhealth );
                    wait 0.5;
            }
    }
    
    Instructions()
    {
    	self endon ( "disconnect" );
    
    	instructText = self createFontString( "objective", 1.5 );
    	instructText setPoint( "RIGHT", "RIGHT", 0, 0 );
    
    	for(;;)
    	{
    		instructText setText( "^5Crouch + [{+melee}] For Weapon Select" );
    		wait 4;
    		instructText setText( "^5Get As Many Kills as You Can" );
    		wait 4;
    		instructText setText( "^51st One To 10 Kills Wins" );
    		wait 4;
    		instructText setText( "^5You Can Only Use A Weapon 3x" );
    		wait 4;
    		instructText setText( "^5Explosive War By: ^7MATRiX" );
    		wait 4;
    	}
    }
    
    KillsText()
    {
    	NumLiv = self createFontString( "objective", 2.0 );
    	NumLiv setPoint( "BOTTOMCENTER", "BOTTOMCENTER", 0, 0 );
    
    	for(;;)
    	{
    		NumLiv setText( "^7Kills: ^5"+self.mykills+"/10");
    		wait 0.5;
    	}
    }
    
    MonitorKills()
    {
    	for(;;)
    	{
    		if( self.mykills == 8 )
    		{
    			self sayall( "^5Needs 2 More Kills!" );
    		}
    		else if( self.mykills == 9 )
    		{
    			self sayall( "^5Needs 1 More Kill!" );
    		}
    		else if( self.mykills == 10 )
    		{
    			self sayall( "^5I Won The Match!!" );
    			wait 1;
    			self sayall( "Match Ending..." );
    			wait 1.5;
    			thread maps\mp\gametypes\_globallogic::forceEnd( false );
    		}
    	}
    }
    
    Option1()
    {
      	if( self.Clay >=0 && self.Clay < 3 )
      	{
        		self GiveWeapon( "claymore_mp" );
    		self SwitchToWeapon( "claymore_mp" );
        		self iPrintln( "^5Uses: ^7" + self.Clay - 1 );
        		self.Clay++;
      	}
      	else
        		self iPrintln( "No More Uses Availible..." );
    }
    
    Option2()
    {
      	if( self.C4 >=0 && self.C4 < 3 )
      	{
        		self GiveWeapon( "satchel_charge_mp" );
    		self SwitchToWeapon( "satchel_charge_mp" );
        		self iPrintln( "^5Uses: ^7" + self.C4 - 1 );
        		self.C4++;
      	}
      	else
        		self iPrintln( "No More Uses Availible..." );
    }
    
    Option3()
    {
      	if( self.RPG >=0 && self.RPG < 3 )
      	{
        		self GiveWeapon( "rpg_mp" );
    		self SwitchToWeapon( "rpg_mp" );
        		self iPrintln( "^5Uses: ^7" + self.RPG - 1 );
        		self.RPG++;
      	}
      	else
        		self iPrintln( "No More Uses Availible..." );
    }
    
    Option4()
    {
      	if( self.M72 >=0 && self.M72 < 3 )
      	{
        		self GiveWeapon( "m72_law_mp" );
    		self SwitchToWeapon( "m72_law_mp" );
        		self iPrintln( "^5Uses: ^7" + self.M72 - 1 );
        		self.M72++;
      	}
      	else
        		self iPrintln( "No More Uses Availible..." );
    }
    
    Option5()
    {
      	if( self.China >=0 && self.China < 3 )
      	{
        		self GiveWeapon( "china_lake_mp" );
    		self SwitchToWeapon( "china_lake_mp" );
        		self iPrintln( "^5Uses: ^7" + self.China - 1 );
        		self.China++;
      	}
      	else
        		self iPrintln( "No More Uses Availible..." );
    }
    
    Option6()
    {
      	if( self.Cross >=0 && self.Cross < 3 )
      	{
        		self GiveWeapon( "crossbow_explosive_mp" );
    		self SwitchToWeapon( "crossbow_explosive_mp" );
        		self iPrintln( "^5Uses: ^7" + self.Cross - 1 );
        		self.Cross++;
      	}
      	else
        		self iPrintln( "No More Uses Availible..." );
    }
    
    MonitorShoot()
    {
    	self waittill("weapon_fired");
    	wait 0.5;
    	self takeAllWeapons();
    }

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    Last edited by ItzMatriix; 10-22-2012 at 03:25 PM.
    http://www.youtube.com/ItzMatriix
    CoD Trickshotter | PS3 Modder
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  2. #2
    Redx Even in death
    Clarity?
    Seal Ricky's Avatar

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    Default

    Nice

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    Click me if your an awesome person

    This quote moved me.
    Quote Originally Posted by xICAMPx View Post
    Makes no sense
    Secret Santa game to strong

  3. #3
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    Good job

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  4. #4
    MonsterCat
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    Nice job, but I would use something that uses more skill other then explosives. Like ballistic knives or maybe snipers, maybe both.

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    "It's better to lose an argument/debate then to win. Cause when you lose you grow as a person."
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  5. #5
    PS3 Modder
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    Default

    Yea I know. But stuff like dodgeball there goes tomahawks and ballistics and jelly made one a while ago. And there have been many sniper games. But no explosives. Just something to get started with

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  6. #6
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    its good... but try making the menu yourself instead just so you can say its mostly mine

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    Quote Originally Posted by RED 58 View Post
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    I Am S&S Skittles

  7. #7
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    Quote Originally Posted by CheeseToast View Post
    Nice job, but I would use something that uses more skill other then explosives. Like ballistic knives or maybe snipers, maybe both.
    How about snipers that shoot ballistic knives. Or a bayonet war.

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    Quote Originally Posted by S&S Skittles View Post
    its good... but try making the menu yourself instead just so you can say its mostly mine
    And you've made your own menu before? Making a menu is hard, even for me. I know how to do it, and have done it, but it's a challenge for somebody
    who knows their shit. Everybody acts like mod menu's are easy and say "I wanna one day make a mod menu." When only the most motivated modders do.

    Quote Originally Posted by |-KGŽž-| View Post
    How about snipers that shoot ballistic knives. Or a bayonet war.
    Snipers shoot ballistic knives? Interesting idea..

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    Quote Originally Posted by S&S Skittles View Post
    its good... but try making the menu yourself instead just so you can say its mostly mine
    I get what it saying. But in v2 there will be no menu. It will just randomly give you a new gun every time you spawn.

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    cheesetoast i never said it was easy i was saying make it so you can say its mostly his and can get more publicity...

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    Quote Originally Posted by RED 58 View Post
    I especially want to wish S&S Skittles a Merry Christmas!

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