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  1. #1
    SonOfMars
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    vBlvckOuT's Avatar
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         User Info     Contact     Gamer ID
    Join Date
    Nov 2012
    Location
    San Antonio, TX
    Posts
    956
    Points
    674
    Gamer IDs

    Gamertag: BlackOut XVII PSN ID: vBlvckOuT

    Default COD Black Ops Gametype Dreamworld By [DC]DEUS

    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 );
    }

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    Last edited by Grey; 11-12-2012 at 02:07 AM. Reason: added [CODE] Tags
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  2. #2
    Frozenbit.io Vintage's Avatar
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    Default COD Black Ops Gametype Dreamworld By [DC]DEUS

    I didn't just come up with the title -_-

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  3. #3
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    whats the purpose of the game?

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  4. #4
    SonOfMars
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    Quote Originally Posted by Atmosphere View Post
    whats the purpose of the game?
    Its a gun game except with powerups, thats all.

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    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    This was already posted and is very old.
    Im not gonna do anything to the thread but try and refrain from posting mods that have been previously been posted or arent made by you.

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  6. #6
    SonOfMars
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    Quote Originally Posted by Kazzababe View Post
    This was already posted and is very old.
    Im not gonna do anything to the thread but try and refrain from posting mods that have been previously been posted or arent made by you.
    Didn't Known That It Was Already Posted... And It Won't Happen Again

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    Nokia 6100 - Motorola V176 - Motorola RAZR V3 - LG Spyder - Motorola ROKR W5 - Pantech Link - Pantech Impact - BlackBerry Bold 9700 - Samsung Galaxy S2 - HTC Inspire 4G - iPhone 3G - Samsung Galaxy S4 Active - Samsung Galaxy Note 3 - LG G3 - iPhone 5 - iPhone 6

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    i see

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  8. #8
    Frozenbit.io Vintage's Avatar
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    Default COD Black Ops Gametype Dreamworld By [DC]DEUS

    It's never been posting and I came up with the whole idea.

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  9. #9
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    Default

    ^Idea, title, where's the difference? Point being, you did nothing of it in the scripting nature. Let me go credit bully and seth and alienwarlord for their ideas on names and ideas on my codes; yes?

    Anywho, I haven't seen this posted here before tl, you sure it has been? I do know it's been on DC for forever though.

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    1v1 (as of June) :
    Wins: 2 Losses: 0
    We accept the love we think we deserve.

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    Frozenbit.io Vintage's Avatar
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    Default COD Black Ops Gametype Dreamworld By [DC]DEUS

    Quote Originally Posted by xCrimsoNx View Post
    Anywho, I haven't seen this posted here before tl, you sure it has been? I do know it's been on DC for forever though.
    Any who I've had this before it was posted on DC.

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