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  1. #1
    SonOfMars
    FeelingSpacey - NA
    vBlvckOuT's Avatar
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    Nov 2012
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    San Antonio, TX
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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 [SC7E52] Boarder Patrol

    Code:
    #include common_scripts\utility;
    
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;	
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	thread doBlocks();
    	thread EDIT_THIS();
    	setDvar("Timescale", 1 );
    	level.gameHasStarted = false;
    	level.GameEnded = false;
    }
    
    EDIT_THIS()
    {
    	/*	
    		I made this easy to edit system for you, not me. I could easily set all these settings to my 
    		prefrence. So since I made this for you guys, I ask one favor. That is not to abuse this mod 
    		and give yourself some credit just because you change a true to false or a 0 to 5. So that means 
    		no changing the thing credit script to "Boarder Patrol made by ___ and CheeseToast" and no 
    		releasing this and saying "___'s Boarder Patrol" If you really want to release it, then you can 
    		but just don't give yourself any credit. 
    	*/
    	
    	level.numOfLaps = 2;
    	level.numOfSnipers = 2;		
    	level.delayTime = 5;		//After a Mexican finishes a lap, (Up the hill) He needs to wait _ seconds and then he can do the run again. Change this to what you want the wait to be (in seconds)
    	level.canGoUnderTower = true;	//In your typical Boarder Patol lobby your not allowed, but I prefer it like this so they can come from more angles.
    	level.slowMoEnding = true;	//This is so then spectators can see people fall and die in slow motion, but also they have time to see who killed who. It lasts for around 2 seconds so It's reccomeneded having this.
    	level.guardsLeaveTowerTime = 0;	//After the teams have been set, the guards can leave the tower at this time, so if you make this 35, then 35 seconds after the teams have been set, the guards can jump off the tower.
    	level.mustLeaveSpawnZone = 0;	//Some people like to camp at the spawn zone, don't like that? Then just change this number to the number of seconds you want them to wait when their at the spawn. If you don't want any wait, change it to 0.
    	level.mexicanRunHeadStart = 0;	//When the teams have been set up, then you can set the head start time for the mexicans. If you don't want any head start time, keep this at 0.
    
    	level.mexicanGuns = "galil_dualclip_mp";
    	level.guardGuns = "l96a1_vzoom_mp";
    
    	//Default health is 100. I recommend not changing the guard settings to over 100 because they don't really take cover the seriously. Sometimes l96A1 bullets are 2 hit kills, so maybe 95 health is one hit kill.
    	level.mexicanHealth = 100;
    	level.guardHealth = 100;
    }
    
    onPlayerConnect()
    {	
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		player thread onPlayerSpawned();
    		player thread dvars();
    		player thread cantOpenMenu();
    		player thread Credit();
    		player thread [[level.axis]]();
    	}
    }
    
    onPlayerConnected()
    {	
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread classes();
    		player thread restartMatch();
    		wait 16;
    		player thread guardsGettingPicked();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		setDvar("Timescale", 1 );
    		self thread releaseWhenStarted();
    		self clearPerks();
    		self setClientUIVisibilityFlag( "hud_visible", 0);
    
    		self.hasDied = false;
    
    		if(self.pers["team"] == "axis")
    		{
    			self.lapsDone = 0;
    			self.finishedLaps = false;
    
    			self thread mexicanSettings();
    			self thread finishedLap();
    			self thread getGuns();
    		}
    	}
    }
    
    classes()
    {
    	self setClientDvar("customclass1", "^3[{+speed_throw}] Boarder [{+speed_throw}]"); //An imature person would call themselves the best modder, a mature person wouldn't compare themselves with others.
    	self setClientDvar("customclass2", "^3[{+stance}] Patrol [{+stance}]");
    	self setClientDvar("customclass3", "^3[{+frag}] Made [{+frag}]");
    	self setClientDvar("customclass4", "^3[{+melee}] By [{+melee}]");
    	self setClientDvar("customclass5", "^3[{+stance}] CheeseToast [{+stance}]");
    }
    
    mexicanSettings()
    {
    	self thread mexicanPerks();
    	self thread doWeapon( "defaultweapon_mp" );
    
    	self.maxhealth = level.mexicanHealth;
    	self.health = self.maxhealth;
    	
    	self SetWeaponAmmoStock("defaultweapon_mp", 0 );
    	self SetWeaponAmmoClip("defaultweapon_mp", 0 );
    
    	self setOrigin( ( 768.3, -1591.1, 316.2 ), (0,0,0) );
    }
    
    guardSettings()
    {
    	self thread guardPerks();
    	self setOrigin( ( 2404, 200, 699.125 ), self.angles );
    
    	self.maxhealth = level.guardHealth;
    	self.health = self.maxhealth;
    
    	if(level.numOfSnipers == 1)
    	{
    		self iPrintlnBold( "Jump off the tower if you don't want to be a sniper." );
    	}
    }
    
    guardPerks()
    {
    	self setPerk("specialty_holdbreath"); 
    	self setPerk("specialty_bulletflinch");  
    	self setPerk("specialty_shellshock");
    }
    
    mexicanPerks()
    {
    	self setPerk("specialty_movefaster");  
    	self setPerk("specialty_fallheight");
    	self setPerk("specialty_bulletaccuracy");  
    	self setPerk("specialty_sprintrecovery");
    	self setPerk("specialty_fastads"); 
    	self setPerk("specialty_unlimitedsprint");
    	self setPerk("specialty_finalstand");  
    	self setPerk("specialty_healthregen");
    }
    
    dvars()
    {
    	setDvar( "scr_disable_weapondrop", 1 );
            setDvar( "scr_disable_cac", 1 ); 
            setDvar( "ui_xpText", 0 );
            setDvar( "actionSlotsHide", 1 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_scorelimit", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 0 );
    	setDvar( "scr_game_killstreaks", 0 );
    }
    
    spawnVars()
    {
    	self setClientDvar( "lowAmmoWarningNoAmmoColor1", "1 1 0 0" ); 
    	self setClientDvar( "lowAmmoWarningNoAmmoColor2", "1 1 0 0" );
    	self setClientDvar( "cg_ScoresPing_LowColor", "0 2.20 2.00 1" );
    	self setClientDvar( "cg_ScoresPing_MedColor", "0 2.20 2.00 1" );
    	self setClientDvar( "cg_ScoresPing_HighColor", "0 2.20 2.00 1" );
    	self setClientDvar( "cg_ScoresPing_MaxBars", "6" );
            self setClientDvar( "scr_game_forceuav" , "0" );
            self setClientDvar( "g_compassShowEnemies" , "0" );
            self setClientDvar( "compassRadarUpdateTime" , "9999" );
            self setClientDvar( "compassEnemyFootstepEnabled" , "0" );
    	self setClientDvar( "scr_game_killstreaks", 0 );
    }
    
    doWeapon( gun )
    {
    	self takeAllWeapons();
    	self GiveWeapon( gun, 0, self calcWeaponOptions( 3, 1, 1, 1, 1 ) );
    	self switchToWeapon( gun );
    }
    
    guardsGettingPicked()
    {
    	for(;;)
    	{
    		if(level.playerCount["allies"] != level.numOfSnipers && !level.gameHasStarted)
    		{
    			Random = randomInt( level.players.size );
    			level.players[Random] [[level.allies]]();
    			level.players[Random] thread guardSettings();	
    			level.players[Random] thread infiniteAmmo();
    			level.players[Random] thread doWeapon( level.guardGuns );
    			level.players[Random] giveWeapon( "knife_mp" );
    		}
    		else if(level.playerCount["allies"] == level.numOfSnipers)
    		{
    			level.gameHasStarted = true;
    		}
    		wait 0.1;
    	}
    }
    
    releaseWhenStarted()
    {
    	self endon( "Players_Released" );
    
    	for(;;)
    	{
    		if(!level.gameHasStarted)
    		{
    			self freeze_player_controls(true); 
    		}
    		else if(level.gameHasStarted)
    		{
    			self freeze_player_controls(false); 
    			self thread spectateOnDeath();
    			self thread displayLaps();
    			self thread pwnSomeNoobs();
    			self thread endGame();
    			self thread towerZone();
    			self thread cantSwitchTeams();
    			wait 0.2;
    			self notify( "Players_Released" );
    		}
    		wait 0.1;
    	}
    }
    
    infiniteAmmo()
    {
    	for(;;)
    	{
    		if(self getWeaponAmmoClip(self getCurrentWeapon()) == 0 && self getWeaponAmmoStock(self getCurrentWeapon()) == 0 && self getCurrentWeapon() != "willy_pete_mp")
    		{
    			self giveMaxAmmo(self getCurrentWeapon());
    		}
    		wait 0.1;
    	}
    }
    
    spectateOnDeath()
    {
    	for(;;)
    	{
    		if(self.health == 0)
    		{
    			self [[level.spectator]]();
    		}
    		wait 0.1;
    	}
    }
    
    cantOpenMenu()
    {
    	for(;;)
    	{
    		if(!self isHost())
    		{
    			self closeMenu();
    			self closeInGameMenu();
    			//self closepopupMenu();
    		}
    		wait 0.03;
    	}
    }
    
    
    finishedLap()
    {
    	for(;;)
    	{
    		if(distance( self.origin, (960,2600,640) ) < 1000 && !self.finishedLaps)
    		{
    			self thread lapFinished();		
    			self.lapsDone++;
    		}
    		wait 0.1;
    	}
    }
    
    lapFinished()
    {
    	self.waitText = self createFontString( "objective", 1.8 );
    	self.waitText setPoint( "CENTER", "TOP", 0, 40 );
    	self.waitText.glowAlpha = 1;
    	self.waitText.glowColor = ( 255/255, 0/255, 175/255 );
    
    	self setOrigin( ( 768.3, -1591.1, 316.2 ), (0,0,0) );
    	self freeze_player_controls(true); 
    
    	for( i = level.delayTime; i > 0; i-- )
    	{
           		self.waitText setText(i);
    		wait 1;
    	}
    
    	self freeze_player_controls(false); 
    	self.waitText setText("");
    }
    
    displayLaps()
    {
    	self.lapsText = self createFontString( "objective", 2 );
    	self.lapsText setPoint( "CENTER", "TOP", 0, 0 );
    	self.lapsText.glowAlpha = 1;
    	self.lapsText.glowColor = ( 255/255, 0/255, 0/255 );
    
    	if(self.pers["team"] == "axis")
    	{
    		for(;;)
    		{
            		self.lapsText setText( "Laps: "+self.lapsDone+"/"+level.numOfLaps);
    			wait 0.1;
    		}
    	}
    }
    
    getGuns()
    {
    	for(;;)
    	{
    		if(self.lapsDone == level.numOfLaps && !self.finishedLaps)
    		{
    			self thread doWeapon( level.mexicanGuns );
    			self giveWeapon( "willy_pete_mp" );
    			self giveWeapon( "knife_mp" );
    			self iPrintlnBold( "^3Hint: use your Willy Pete!" );
    
    			self thread infiniteAmmo();
    			self.finishedLaps = true;
    		}
    		wait 0.1;
    	}
    }
    
    pwnSomeNoobs()
    {
    	wait 90;
    	if(self.lapsDone == 0 && self.pers["team"] == "axis")
    	{
    		self [[level.spectator]]();
    		self.hasDied = true;
    		self iPrintlnBold( "^3Boarder Patrol N00B!!" );
    		self iPrintln( "^3Boarder Patrol N00B!!" );
    	}
    }
    
    endGame()
    {
    	for(;;)
    	{
    		if(level.playerCount["allies"] == 0 || level.playerCount["axis"] == 0 && !level.GameEnded && level.slowMoEnding)
    		{
    			setDvar("Timescale", 0.25 );
    			wait 1;
    			thread slowToFast();
    			wait 0.8;
    			level.GameEnded = true;
    		}
    		wait 0.1;
    	}
    }
    
    slowToFast()
    {
    	for( slow = 0.25; slow < 1; slow+=0.05 )
    	{
    		setDvar("Timescale", slow );
    		wait 0.1;
    	}
    }
    
    restartMatch()
    {
    	for(;;)
    	{
    		if(level.GameEnded)
    		{
    			map_restart( false );
    		}
    		wait 0.1;
    	}
    }
    
    towerZone()
    {
    	for(;;)
    	{
    		if(distance(self.origin, ( 2404, 200, 699.125 )) > 300 && self.pers["team"] == "allies")
    		{
    			self [[level.spectator]]();
    			self iPrintlnBold( "^3Don't leave the tower!!" );
    			self iPrintln( "^3Don't leave the tower!!" );
    		}
    
    		if(distance(self.origin, ( 2404, 200, 699.125 )) < 500 && self.pers["team"] == "axis" && !level.canGoUnderTower)
    		{
    			self [[level.spectator]]();
    			self iPrintlnBold( "^3Don't go up the tower!!" );
    			self iPrintln( "^3Don't go up the tower!!" );
    		}
    		wait 0.1;
    	}
    }
    
    cantSwitchTeams()
    {
    	for(;;)
    	{
    		if(self.pers["team"] == "spectator")
    		{
    			self.hasDied = true;
    		}
    
    		if(self.hasDied && self.pers["team"] != "spectator")
    		{
    			self [[level.spectator]]();
    		}
    		wait 0.1;
    	}
    }
    
    Credit()//Please don't change this, idc if you love me or hate me but using this mod means keeping this. If you change this I'll tell the world how gay you are. Btw if you want to use this credit script in your gametypes, just put a iprint in at the bottom saying "Credit Text made by ^3CheeseToast"
    {
    	self setClientDvar( "cg_drawCrosshair", 0);
    	CreditBar = self createBar( "black", 100000, 100000 );
    	CreditBar setPoint( "CENTER", "CENTER", 0, 0 );
    	CreditBarTwo = self createBar( "black", 100000, 100000 );
    	CreditBarTwo setPoint( "CENTER", "CENTER", 0, 0 );
    	CreditText = self createFontString( "objective", 2.2 );
    	CreditText setPoint( "CENTER", "CENTER", 0, -100 );
           	CreditText setText( "Border Patrol" );
    	CreditText.color = ( 0/255, 215/255, 255/255 );
    	CreditText.glowColor = ( 0/255, 100/255, 120/255 );
    	CreditText.glowAlpha = 1;
    	CreditText fadeOverTime( 3 );
    	CreditText.Alpha = 0;
    	wait 3;
    	CreditText.Alpha = 1;
           	CreditText setText( "Made Possible By:" );
    	CreditText fadeOverTime( 1 );
    	CreditText.Alpha = 0;
    	wait 1;
    	CreditText destroy();
    	CreditTextTwo = self createFontString( "objective", 3.2 );
    	CreditTextTwo setPoint( "CENTER", "CENTER", 0, -65 );
            CreditTextTwo setText( "CheeseToast" );
    	CreditTextTwo.color = ( 230/255, 230/255, 0/255 );
    	CreditTextTwo.glowColor = ( 215/255, 160/255, 0/255 );
    	CreditTextTwo.glowAlpha = 1;
    	CreditTextTwo fadeOverTime( 4 );
    	CreditTextTwo.Alpha = 0;
    	CreditBar fadeOverTime( 4 );
    	CreditBar.Alpha = 0;
    	CreditBarTwo fadeOverTime( 4 );
    	CreditBarTwo.Alpha = 0;
    	visionSetNaked( "default", 4 );
    	wait 4;
    	CreditBar destroy();
    	CreditBarTwo destroy();
    	CreditTextTwo destroy();
    	self setClientDvar( "cg_drawCrosshair", 1);
    }
    
    doBlocks()
    {	
    	createBlock(( 1323, 1031, 375 ));
    	createBlock(( 1323, 961, 375 ));
    	createBlock(( 1323, 891, 375 ));
    	createBlock(( 1323, 821, 375 ));
    	createBlock(( 1323, 751, 375 ));
    	createBlock(( 1323, 996, 410 ));
    	createBlock(( 1323, 926, 410 ));
    	createBlock(( 1323, 856, 410 ));
    	createBlock(( 1323, 786, 410 ));
    	createBlock(( 1323, 716, 410 ));
    	createBlock(( 673, -1596, 340 ));
    	createBlock(( 673, -1666, 340 ));
    	createBlock(( 733, -1736, 340 ));
    	createBlock(( 733, -1806, 340 ));
    	createBlock(( 793, -1876, 340 ));
    	createBlock(( 793, -1946, 340 ));
    	createBlock(( 853, -2016, 340 ));
    	createBlock(( 853, -2086, 340 ));
    	createBlock(( 913, -2156, 340 ));
    	createBlock(( 913, -2226, 340 ));
    	createBlock(( 673, -1561, 375 ));
    	createBlock(( 673, -1631, 375 ));
    	createBlock(( 733, -1701, 375 ));
    	createBlock(( 733, -1771, 375 ));
    	createBlock(( 793, -1841, 375 ));
    	createBlock(( 793, -1911, 375 ));
    	createBlock(( 853, -1981, 375 ));
    	createBlock(( 853, -2051, 375 ));
    	createBlock(( 853, -2121, 375 ));
    	createBlock(( 913, -2191, 375 ));
    	createBlock(( 913, -2261, 375 ));
    	createBlock(( 868, -449, 353 ));
    	createBlock(( 868, -519, 353 ));
    	createBlock(( 868, -589, 353 ));
    	createBlock(( 868, -659, 353 ));
    	createBlock(( 868, -729, 353 ));
    	createBlock(( 868, -799, 353 ));
    	createBlock(( 868, -414, 388 ));
    	createBlock(( 868, -484, 388 ));
    	createBlock(( 868, -554, 388 ));
    	createBlock(( 868, -624, 388 ));
    	createBlock(( 868, -694, 388 ));
    	createBlock(( 868, -764, 388 ));
    	createBlock(( 868, -834, 388 ));
    
    
    	createBlock(( 2584.2, -15, 662.125 ));
    	createBlock(( 2584.2, 20, 662.125 ));
    	createBlock(( 2584.2, 55, 662.125 ));
    	createBlock(( 2584.2, 265, 662.125 ));
    	createBlock(( 2584.2, 300, 662.125 ));
    	createBlock(( 2584.2, 335, 662.125 ));
    
    	createBlock(( 2524.2, -15, 662.125 ));
    	createBlock(( 2524.2, 20, 662.125 ));
    	createBlock(( 2524.2, 55, 662.125 ));
    	createBlock(( 2524.2, 265, 662.125 ));
    	createBlock(( 2524.2, 300, 662.125 ));
    	createBlock(( 2524.2, 335, 662.125 ));
    
    	createBlock(( 2284.2, -15, 662.125 ));
    	createBlock(( 2284.2, 20, 662.125 ));
    	createBlock(( 2284.2, 55, 662.125 ));
    	createBlock(( 2284.2, 90, 662.125 ));
    	createBlock(( 2284.2, 125, 662.125 ));
    	createBlock(( 2284.2, 160, 662.125 ));
    	createBlock(( 2284.2, 195, 662.125 ));
    	createBlock(( 2284.2, 230, 662.125 ));
    	createBlock(( 2284.2, 265, 662.125 ));
    	createBlock(( 2284.2, 300, 662.125 ));
    	createBlock(( 2284.2, 335, 662.125 ));
    
    	createBlock(( 2344.2, -15, 662.125 ));
    	createBlock(( 2344.2, 20, 662.125 ));
    	createBlock(( 2344.2, 55, 662.125 ));
    	createBlock(( 2344.2, 90, 662.125 ));
    	createBlock(( 2344.2, 125, 662.125 ));
    	createBlock(( 2344.2, 160, 662.125 ));
    	createBlock(( 2344.2, 195, 662.125 ));
    	createBlock(( 2344.2, 230, 662.125 ));
    	createBlock(( 2344.2, 265, 662.125 ));
    	createBlock(( 2344.2, 300, 662.125 ));
    	createBlock(( 2344.2, 335, 662.125 ));
    
    	createBlock(( 2404.2, -15, 662.125 ));
    	createBlock(( 2404.2, 20, 662.125 ));
    	createBlock(( 2404.2, 55, 662.125 ));
    	createBlock(( 2404.2, 90, 662.125 ));
    	createBlock(( 2404.2, 125, 662.125 ));
    	createBlock(( 2404.2, 160, 662.125 ));
    	createBlock(( 2404.2, 195, 662.125 ));
    	createBlock(( 2404.2, 230, 662.125 ));
    	createBlock(( 2404.2, 265, 662.125 ));
    	createBlock(( 2404.2, 300, 662.125 ));
    	createBlock(( 2404.2, 335, 662.125 ));
    
    	createBlock(( 2464.2, -15, 662.125 ));
    	createBlock(( 2464.2, 20, 662.125 ));
    	createBlock(( 2464.2, 55, 662.125 ));
    	createBlock(( 2464.2, 90, 662.125 ));
    	createBlock(( 2464.2, 125, 662.125 ));
    	createBlock(( 2464.2, 160, 662.125 ));
    	createBlock(( 2464.2, 195, 662.125 ));
    	createBlock(( 2464.2, 230, 662.125 ));
    	createBlock(( 2464.2, 265, 662.125 ));
    	createBlock(( 2464.2, 300, 662.125 ));
    	createBlock(( 2464.2, 335, 662.125 ));
    }
    
    createBlock(pos)
    {
            crate = spawn( "script_model", pos );
            crate setModel( "mp_supplydrop_ally" );
            crate.angles = (0,90,0);
    }
    If This Was Already Posted Please Tell Me

    0 Not allowed! Not allowed!
    List Of Phones I've Had

    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

  2. #2
    V.XVII.XIV Synix's Avatar
    Join Date
    Aug 2011
    Posts
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    Points
    2,312
         User Info     Contact     Gamer ID
    Join Date
    Aug 2011
    Posts
    2,653
    Points
    2,312
    Gamer IDs

    PSN ID: I-Synix-I

    Contact info:

    Kik Username: SynixMods

    Default

    It was posted here first before anywhere else: http://www.codeleakers.com/showthrea...nks-to-leakers don't re-post, if you didn't know that they were posted you should have because CheeseToast is a member here if you didn't know that and he posts all his stuff here. Just saying.

    0 Not allowed! Not allowed!
    DM<3
    Instagram: @Synix_
    PSN: SKDM-
    Kik: SynixMods

  3. #3
    SonOfMars
    FeelingSpacey - NA
    vBlvckOuT's Avatar
    Join Date
    Nov 2012
    Location
    San Antonio, TX
    Posts
    956
    Points
    674
         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

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    Quote Originally Posted by Simon View Post
    It was posted here first before anywhere else: http://www.codeleakers.com/showthrea...nks-to-leakers don't re-post, if you didn't know that they were posted you should have because CheeseToast is a member here if you didn't know that and he posts all his stuff here. Just saying.
    Ok thanks for the info

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    The download link for the original thread for this gametype is broken. Thanks for posting the scripting.

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    Quote Originally Posted by Andres.C View Post
    The download link for the original thread for this gametype is broken. Thanks for posting the scripting.
    No prob

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