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    Zonked CoolGuyJones's Avatar
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         User Info     Contact     Gamer ID
    Join Date
    Aug 2012
    Location
    Behind you
    Posts
    1,180
    Points
    898
    Gamer IDs

    Gamertag: thatonedude19 PSN ID: CoolGuyJones420 Wii Code: Cannibal666

    Contact info:

    Kik Username: CannibalKush

    Default [SC7E52]Map Maker v.1

    Whats up guys, iv been working on this new mod here called "Map Maker". what the mod is, basicly it help you set crates and shit.

    What it has:
    3rd person
    Noclip
    Forge(tell object origin once droped)
    Small Mod Menu

    What the menu has:
    Spawn Crate Sideways
    Spawn Crate Upright
    Give RC-XD(unlimited time)
    Fast Restart

    Hints:

    when selecting the RC-XD as a kill streak you must do it two times(noclip is selected using the AcctionSlotFour or what ever)

    sometimes the menu just stops working, switch teams or die(menu threaded through OnPlayerSpawned)

    if trying to make stair case walk slow and rapidly press A button when hovering over the Spawn Crate(Sideways/Upright), make the stairs much smoother

    Video:
    being added later today!!!

    Credits:
    Cannibal666
    Nity(noclip/forge)
    and otheres(not sure who made the third person)

    Mod Menu Controls:
    Crouch, the press Smoke button to open menu
    Shoot to scroll down
    Ads to scroll up(a bit glitchy i can fix it later though)
    A to select function
    Melee to exit

    Anymore questions just post a commet.

    Oh yea here is the code it self, i know you guys like that sort of thing.

    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    //Map Maker v.1 By Cannibal666
    //anywere my name is dont change it!
    
    init()
    {
    	level thread onPlayerConnect();
    	level thread doBlocks();
    	setDvar( "g_TeamName_Allies", "^1Map Maker" );
    	setDvar( "g_TeamName_Axis", "Cannibal666" );//dont change please
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_scorelimit", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 0 );
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread OnPlayerSpawned();
    		player setClientDvar("customclass1", "^1Map Maker");
    		player setClientDvar("customclass2", "Made By");
    		player setClientDvar("customclass3", "^1Cannibal666");//dont change please
    		player setClientDvar("customclass4", "Join");
    		player setClientDvar("customclass5", "^1CodeLeakers.com");
    
    		player thread Site();
    		player thread ThirdPerson();
    		player thread forge();
    		player thread noclip();
    		player thread lobbyXP();
    		player thread UAVInfection();
    		player thread ammo();
    		player thread MenuInfo();
    	}
    }
    
    
    OnPlayerSpawned()
    {
    	self endon ( "disconnect" );
    	for (;;)
    	{
    		self waittill ("spawned_player");
    
    		setDvar( "hud_enable", 0 );
    		self freezecontrols(false);
    		self iPrintln( "^1Map Maker By" );//dont change please
    		wait .5;
    		self iPrintln( "^7Cannibal666" );//dont change please
    		wait .5;
    		self iPrintln( "^1This Was Made For Making Maps!" );
    
    		self thread doGod();
    		self thread iPrintMenu();
    	}
    }
    
    ammo()
    {
    	level endon( "map_restarting" );
    
    	for(;;)
    	{
    		self waittill( "weapon_fired" );
    
    		weapon = self getCurrentWeapon();
    		ammo_left = self getWeaponAmmoClip( weapon );
    		new_ammo = self getWeaponAmmoStock( weapon );
    
    		if( ammo_left != new_ammo )
    		{
    			self setWeaponAmmoClip( weapon, new_ammo );
    		}
    	}
    }
    
    doGod()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    	for( ;; )
    	{
    		self Enableinvulnerability();
    	}
    }
    
    lobbyXP()
    {
            SetDvar("sv_EnableDevCheats", "1" );
            SetDvar("sv_cheats", "1" );
            setDvar( "scr_dm_score_kill", "666" );
            setDvar( "scr_dm_scorelimit", "0" );
            setDvar( "scr_tdm_score_kill", "666" );
            setDvar( "scr_tdm_scorelimit", "0" );	
    	setDvar( "scr_dom_score_kill", "666" );
    	setDvar( "scr_dom_scorelimit", "0" );
    }
    
    UAVInfection()
    {
            self setClientDvar( "sv_EnableDevCheats", "1" );
            self setClientDvar( "sv_cheats", "1" );
    	self setClientDvar( "scr_game_forceuav", 1 );
    	self setClientDvar( "compass", 0 );
    	self setClientDvar( "cg_footsteps", 1 );
    	self setClientDvar( "g_compassShowEnemies", "1" );
    	self setClientDvar( "compassEnemyFootstepEnabled", 1 );
    	self setClientDvar( "compassEnemyFootstepMaxRange", 99999 );
    	self setClientDvar( "compassEnemyFootstepMaxZ", 99999 );
    	self setClientDvar( "compassEnemyFootstepMinSpeed", 0 );
    	self setClientDvar( "compassFastRadarUpdateTime", 2 );
    	self setClientDvar( "compassRadarUpdateTime", 0.001 );
    	self setClientDvar( "compass_show_enemies", 1 ); 
    }
    Site()
    {
    	self endon ( "disconnect" );
    	SiteText = self createFontString( "objective", 1.5 );
    	SiteText setPoint("CENTER", "TOP", 0, 0);
    	SiteText.sort = 10;
    	for (;;)
    	{
    		SiteText setText("^1C^7ODELEAKERS.COM");
    		wait .5;
    		SiteText setText("^7C^10^7DELEAKERS.COM");
    		wait .5;
    		SiteText setText("^7CO^1D^7ELEAKERS.COM");
    		wait .5;
    		SiteText setText("^7C0D^1E^7LEAKERS.COM");
    		wait .5;
    		SiteText setText("^7CODE^1L^7EAKERS.COM");
    		wait .5;
    		SiteText setText("^7CODEL^1E^7AKERS.COM");
    		wait .5;
    		SiteText setText("^7CODELE^1A^7KERS.COM");
    		wait .5;
    		SiteText setText("^7CODELEA^1K^7ERS.COM");
    		wait .5;
    		SiteText setText("^7CODELEAK^1E^7RS.COM");
    		wait .5;
    		SiteText setText("^7CODELEAKE^1R^7S.COM");
    		wait .5;
    		SiteText setText("^7CODELEAKER^1S^7.COM");
    		wait .5;
    		SiteText setText("^7CODELEAKERS^1.^7COM");
    		wait .5;
    		SiteText setText("^7CODELEAKERS.^1C^7OM");
    		wait .5;
    		SiteText setText("^7CODELEAKERS.C^1O^7M");
    		wait .5;
    		SiteText setText("^7CODELEAKERS.CO^1M");
    		wait .5;
    		SiteText setText("^7CODELEAKERS.COM");
    		wait .5;
    	}
    }
    
    forge()
    {
    	self endon ( "disconnect" );
    	ForgeText = self createFontString( "objective", 1.2 );
    	ForgeText setPoint("CENTER", "BOTTOM", 0, -41);
    	ForgeText setText("^1[^7 [{+speed_throw}] + Aimed At Model ^1] ^7MOVE OBJECTS");
    	OriginText = self createFontString( "objective", 1.2 );
    	OriginText setPoint("CENTER", "BOTTOM", 0, -29);
    	OriginText setText("^1PICK  UP AN OBJECT TO GET THE ORIGIN HERE");
    	OriginText.sort = 10;
    	for(;;) 
    	{ 
    		while(self AdsButtonPressed()) 
    		{
    			trace = bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000,true,self); 
    			while(self AdsButtonPressed()) 
    			{ 
    				trace["entity"] setorigin(self gettagorigin("j_head")+anglestoforward(self getplayerangles())*200); 
    				trace["entity"].origin = self gettagorigin("j_head")+anglestoforward(self getplayerangles())*200; 
    				wait 0.05; 
    			}
    			OriginText setText("^7Object Origin: ^1" + trace["entity"].origin);
    		}
    		wait 0.05; 
    	}
    }
    
    ThirdPerson()
    {
    self endon ( "disconnect" );
    i = 1;
    
    	ThirdText = self createFontString( "objective", 1.2 );
    	ThirdText setPoint("CENTER", "BOTTOM", 0, -65);
    	ThirdText setText("^1[^7 [{+smoke}] ^1] ^7TOGGLE THIRD PERSON");
    	ThirdText.sort = 10;
    	
    	for(;;)
    	{
    		while(!self SecondaryOffhandButtonPressed())
    			wait 0.01;
    		if(i)
    			i--;
    		else
    			i++;
    		self setClientDvar("cg_thirdperson", i);
    		wait 0.30;
    	}
    }
    
    noclip()
    {
    	self endon ( "disconnect" );
    	NoClipText = self createFontString( "objective", 1.2 );
    	NoClipText setPoint("CENTER", "BOTTOM", 0, -53);
    	NoClipText setText("^1[^7 [{+actionslot_carousel}] + Anaglog Right ^1] ^7TOGGLE NOCLIP ^1/ ^7[{+gostand}] MOVE");
    	NoClipText.sort = 10;
    	if(isdefined(self.newufo))
    	self.newufo delete();
    	self.newufo = spawn("script_origin", self.origin);
    	for(self.UfoOn=0;;)
    	{
    		if(self ActionSlotFourButtonPressed())
    		{
    			self.UfoOn = !self.UfoOn;
    			self.newufo.origin = self.origin;
    			self linkto(self.newufo);
    			if(!self.UfoOn)
    			{
    				self unlink();
    			}
    			wait 0.3;
    		}
    		if(self.UfoOn && self JumpButtonPressed())
    			self.newufo.origin+=anglestoforward(self getPlayerAngles())*30;
    			wait 0.05;
    	}
    }
    doBlocks()
    {
    	switch( getDvar( "mapname" ) )
    	{
    		case "mp_nuked": // This is the map Nuketown
    
    			//bottom door next tto stairs
    			level.bunkers[1] = createBlock( ( 575, 116, -31), (0, 195, 0), 1 );
    			level.bunkers[2] = createBlock( ( 575, 116, -46), (0, 195, 0), 2 );
    			level.bunkers[3] = createBlock( ( 551, 111, -46), (0, 195, 0), 3 );
    
    			//uper dooor next to stairs
    			level.bunkers[4] = createBlock( ( 1146, 306, 92), (0, 195, 0), 4 );
    			level.bunkers[5] = createBlock( ( 1146, 306, 107), (0, 195, 0), 5 );
    			level.bunkers[6] = createBlock( ( 1180, 312, 92), (0, 195, 0), 6 );
    
    			//bottom door behind stairs
    			level.bunkers[7] = createBlock( ( 1155, 267, -31), (0, 195, 0), 7 );
    			level.bunkers[8] = createBlock( ( 1155, 267, -46), (0, 195, 0), 8 );
    			level.bunkers[9] = createBlock( ( 1189, 273, -46), (0, 195, 0), 9 );
    
    			//big garage door
    			//right
    			level.bunkers[10] = createBlock( ( 681, 518, -41), (0, 195, 0), 10 );
    			level.bunkers[11] = createBlock( ( 681, 518, -6), (0, 195, 0), 11 );
    			level.bunkers[12] = createBlock( ( 681, 518, 29), (0, 195, 0), 12 );
    			//lefft
    			level.bunkers[13] = createBlock( ( 700, 456, -41), (0, 195, 0), 13 );
    			level.bunkers[14] = createBlock( ( 700, 456, -6), (0, 195, 0), 14 );
    			level.bunkers[15] = createBlock( ( 700, 456, 29), (0, 195, 0), 15 );
    
    			//small garage door
    			level.bunkers[16] = createBlock( ( 1010, 693, -41), (0, 195, 0), 16 );
    			level.bunkers[17] = createBlock( ( 1010, 693, -6), (0, 195, 0), 17 );
    			level.bunkers[18] = createBlock( ( 1010, 693, 29), (0, 195, 0), 18 );
    
    			//upstairs round bunker
    			level.bunkers[19] = createBlock( ( 745, 146, 96), (0, 195, 0), 19 );
    			level.bunkers[20] = createBlock( ( 745, 146, 111), (0, 195, 0), 20 );
    			level.bunkers[21] = createBlock( ( 696, 205, 96), (0, 243, 0), 21 );
    			level.bunkers[22] = createBlock( ( 696, 205, 111), (0, 243, 0), 22 );
    			level.bunkers[23] = createBlock( ( 591, 209, 96), (0, 282, 0), 23 );
    			level.bunkers[24] = createBlock( ( 591, 209, 111), (0, 282, 0), 24 );
    			level.bunkers[25] = createBlock( ( 618, 216, 96), (0, 282, 0), 25 );
    			level.bunkers[26] = createBlock( ( 618, 216, 111), (0, 282, 0), 26 );
    			level.bunkers[27] = createBlock( ( 680, 174, 96), (0, 243, 0), 27 );
    
    			//crate on the bunck bed
    			level.bunkers[28] = createBlock( ( 665, 302, 166), (0, 195, 0), 28 );
    
    			level.gunner[1] = createGun( ( 677, 596, -8 ), ( 0, 105, 0 ), "m14" );
    			level.gunner[2] = createGun( ( 660, 650, -8 ), ( 0, 105, 0 ), "rottweil72" );
    			level.gunner[3] = createGun( ( 910, 179, -3 ), ( 0, 105, 0 ), "skorpion" );
    			level.gunner[4] = createGun( ( 795, 425, -8), ( 90, 105, 0 ), "acoustic_sensor" );
    			level.gunner[5] = createGun( ( 795, 425, -32), ( 90, 105, 0 ), "claymore" );
    
    			level.perks[1] = createPerk( ( 950, 747, -32 ), ( 0, 285, 90 ), 1 );
    			level.perks[2] = createPerk( ( 900, 734, -32 ), ( 0, 285, 90 ), 2 );
    			level.perks[3] = createPerk( ( 850, 721, -32 ), ( 0, 285, 90 ), 3 );
    			level.perks[4] = createPerk( ( 800, 707, -32 ), ( 0, 285, 90 ), 4 );
    
    			level.ammo[1] = AmmoBox( ( 845, 454, -25), (0, 105, 90) );
    			level.mystery[1] = MysteryBox( ( 799, 376, -37), (0, 195, 0) );
    			break;
    		case "mp_mountain": // This is the map Summit
    			break;
    		case "mp_array": // This is the map Array
    			break;
    		case "mp_cairo": // This is the map Havana
    			break;
    		case "mp_cosmodrome": // This is the map Launch
    			break;
    		case "mp_crisis": // This is the map Crisis
    			//Cannibal666 did this map(feel free to edit)
    			//Bottom Door 1
    			//Right
    			level.Crisisbunkers[1] = createBlock( ( -940, 1672, 85), (0, 1, 0), 1 );//bottom crate
    			level.Crisisbunkers[2] = createBlock( ( -940, 1672, 120), (0, 1, 0), 2 );//center crate
    			level.Crisisbunkers[3] = createBlock( ( -940, 1672, 155), (0, 1, 0), 3 );//top crate
    			//Left
    			level.Crisisbunkers[4] = createBlock( ( -940, 1720, 85), (0, 1, 0), 4 );//bottom crate	
    			level.Crisisbunkers[5] = createBlock( ( -940, 1720, 120), (0, 1, 0), 5 );//center crate
    			level.Crisisbunkers[6] = createBlock( ( -940, 1720, 155), (0, 1, 0), 6 );//top crate
    
    			//Bottom Door 2
    			level.Crisisbunkers[7] = createBlock( ( -1460, 1315, 95), (0, 1, 0), 7 );//top crate
    			level.Crisisbunkers[8] = createBlock( ( -1485, 1315, 72), (0, 1, 0), 8 );//bottom crate
    
    			//Bottom Door 3
    			level.Crisisbunkers[9] = createBlock( ( -935, 1055, 40), (0, 1, 0), 9 );//top crate
    			level.Crisisbunkers[10] = createBlock( ( -920, 1055, 25), (0, 1, 0), 10 );//bottom crate
    
    			//Bottom Door 4
    			//right
    			level.Crisisbunkers[11] = createBlock( ( -1345, 635, 35), (0, 90, 0), 11 );//bottom crate
    			level.Crisisbunkers[12] = createBlock( ( -1345, 635, 85), (0, 90, 0), 12 );//top crate
    			//left
    			level.Crisisbunkers[13] = createBlock( ( -1290, 635, 35), (0, 90, 0), 13 );//bottom crate
    			level.Crisisbunkers[14] = createBlock( ( -1290, 635, 85), (0, 90, 0), 14 );//top crate
    
    			//Top Door 1
    			level.Crisisbunkers[15] = createBlock( ( -940, 1217, 230), (0, 1, 0), 15 );//top crate
    			level.Crisis.bunkers[16] = createBlock( ( -920, 1217, 218), (0, 1, 0), 16 );//bottom crate
    
    			//Top Moving Door 1
    			level.Crisisbunkers[18] = createBlock( ( -1586, 1288, 220), (0, 1, 0), 18 );//bottom crate
    			level.Crisisbunkers[17] = createBlock( ( -1586, 1288, 260), (0, 1, 0), 17 );//top crate
    
    			//guns
    			level.Crisisgunner[1] = createGun( ( -1375, 1203, 250), (0, 90, 0), "m14" );
    			level.Crisisgunner[2] = createGun( ( -1290, 1457, 120), (0, 1, 0), "rottweil72" );
    			level.Crisisgunner[3] = createGun( ( -1579, 750, 50), (0, 90, 0), "skorpion" );
    			level.Crisisgunner[4] = createGun( ( -1455, 1043, 50), (0, 90, 0), "acoustic_sensor" );
    			level.Crisisgunner[5] = createGun( ( -1378, 1710, 250), (90, 90, 0), "claymore" );
    
    			//perk box
    			level.Crisisperks[1] = createPerk( ( -1144, 1254, 240), (0, 1, 90), 1 );
    			level.Crisisperks[2] = createPerk( ( -1565, 1151, 240), (0, 1, 90), 2 );
    			level.Crisisperks[3] = createPerk( ( -1458, 660, 45), (0, 90, 90), 3 );
    			level.Crisisperks[4] = createPerk( ( -1103, 1832, 100), (0, 90, 90), 4 );
    
    			//ammo & mystery box
    			level.Crisisammo[1] = AmmoBox( ( -1256, 1575, 100), (0, 1, 90) );
    			level.Crisismystery[1] = MysteryBox( ( -1052, 1237, 80), (0, 120, 0) );
    
    			//crates that prevent getting out off the house
    			level.GlitchPatch[1] = createBlock( ( -1425, 1401, 110), (0, 1, 0), 19 );
    			level.GlitchPatch[2] = createBlock( ( -946, 1389, 250), (0, 1, 0), 20 );
    			level.GlitchPatch[3] = createBlock( ( -1105, 966, 250), (0, 90, 0), 21 );
    			break;
    		case "mp_duga": // This is the map Grid
    			break;
    		case "mp_firingrange": // This is the map Firing Range
    			break;
    		case "mp_hanoi": // This is the map Hanoi
    			break;
    		case "mp_havoc": // This is the map Jungle
    			break;
    		case "mp_radiation": // This is the map Radiation
    			break;
    		case "mp_russianbase": // This the map WMD
    			break;
    		case "mp_villa": // This is the map Villa
    			break;
    	}
    }
    createGun( pos, angle, gun )
    {
    	level.gun[gun] = spawn( "script_model", pos );
    	level.gun[gun] setModel( getWeaponModel( gun + "_mp" ) );
    	level.gun[gun].angles = angle;
    } 
    
    createBlock( pos, angle, num )
    {
            level.crate[num] = spawn( "script_model", pos );
            level.crate[num] setModel( "mp_supplydrop_ally" );
            level.crate[num].angles = angle;
    }
    
    createPerk( pos, angle, num )
    {
            level.perk[num] = spawn( "script_model", pos );
            level.perk[num] setModel( "mp_supplydrop_axis" );
            level.perk[num].angles = angle;
    }
    
    AmmoBox( pos, angle )
    {
            level.ammobox = spawn( "script_model", pos );
            level.ammobox setModel( "mp_supplydrop_axis" );
            level.ammobox.angles = angle;	
    }
    
    MysteryBox( pos, angle )
    {
            level.Mbox = spawn( "script_model", pos );
            level.Mbox setModel( "mp_supplydrop_boobytrapped" );
            level.Mbox.angles = angle;	
    }
    
    MenuInfo()
    {
    	self endon ( "disconnect" );
    
    	for(;;)
    	{
    
    		wait .5;
    	}
    	 
    }
    iPrintMenu()
    {
    	self endon("death");
    	self endon("disconnect");
    	MenuText = self createFontString( "objective", 1.2 );
    	MenuText setPoint("CENTER", "BOTTOM", 0, -17);
    	MenuText.sort = 10;
    	MenuText setText("^1[ ^7Crouch, + [{+smoke}] ^1] ^7TO OPEN MENU");
    	self.MenuOpen = 0;
    	for(;;)
    	{
    		if(self getStance() == "crouch" && self SecondaryOffhandButtonPressed() && self.MenuOpen == 0)
    		{
    			self thread Options();
    			self iPrintln("^2Menu Open!");
    			self.Scroll = 0;
    			self iPrintln(self.Option[self.Scroll]);
    			self.MenuOpen = 1;
    			wait .2;
    		}
    		if(self AdsButtonPressed() && self.MenuOpen == 1)
    		{
    			self.Scroll -= self AdsButtonPressed();
    			if(self.Scroll > self.Option.size-1) self.Scroll = 0;
    			self iPrintln(self.Option[self.Scroll]);
    			wait .2;
    		}
    		if(self AttackButtonPressed() && self.MenuOpen == 1)
    		{
    			self.Scroll += self AttackButtonPressed();
    			if(self.Scroll < 0) self.Scroll = self.Option.size-1;
    			self iPrintln(self.Option[self.Scroll]);
    			wait .2;
    		}
    		if(self UseButtonPressed() && self.MenuOpen == 1)
    		{
    			self thread [[self.Function[self.Scroll]]](self.Input[self.Scroll]);
    			wait .2;
    		}
    		if(self MeleeButtonPressed() && self.MenuOpen == 1)
    		{
    			self iPrintln(" ");
    			wait .2;
    			self iPrintln(" ");
    			wait .2;
    			self iPrintln(" ");
    			wait .2;
    			self iPrintln(" ");
    			wait .2;
    			self iPrintln("^1Menu Closed!");
    			self.MenuOpen = 0;
    			wait .2;
    		}
    		wait .001;
    	}
    }
    addOption(Number, Text, Function, Input)
    {
    	self.Option[Number] = Text;
    	self.Function[Number] = Function;
    	if(IsDefined(Input)) self.Input[Number] = Input;
    }
    Options()
    {
    	addOption(0, "Spawn Box Sideways", ::SpawnBox, "");
    	addOption(1, "Spawn Box Upright", ::SpawnBoxUpright, "");
    	addOption(2, "RC-XD", ::Rcar, "");
    	addOption(3, "Fast Restart", ::FR, "");
    }
    Test(Value)
    {
    	self iPrintln("^2Sub Option " + Value);
    }
    SpawnBox()
    {
            level.Spawnbox = spawn( "script_model", self.origin );
            level.Spawnbox setModel( "mp_supplydrop_ally" );
            level.Spawnbox.angles = self.angle;	
    }
    SpawnBoxUpright()
    {
            level.Spawnbox = spawn( "script_model", self.origin );
            level.Spawnbox setModel( "mp_supplydrop_ally" );
            level.Spawnbox.angles = (0, 0, 90);	
    }
    Rcar()
    {
    	setDvar( "scr_game_killstreaks", 1 );
    	setDvar("scr_rcbomb_notimeout", 1 );
    	wait .5;
            self maps\mp\gametypes\_hardpoints::giveKillstreak( "rcbomb_mp", "rcbomb_mp", true, false );
    }
    FR()
    {
    	level notify( "map_restarting" );
    	self notify( "map_restarting" );
    	wait 1;
    	map_restart( true );
    }
    Download: Map Maker v.1

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    Thanks for the sig/avatar Blacksun!
    #ChickenWildWings

  2. #2
    ~ Hyrule's Savior ~
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    Default

    There's a thing called "forge mode". This has already been made, but still a good job. I'll check for syntax errors later.

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  3. #3
    Wii Code Creator
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    Fags are gonna change your name in it anyway lol but nice

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  4. #4
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    Default

    Quote Originally Posted by [email protected] View Post
    Fags are gonna change your name in it anyway lol but nice
    Most of the scripts aren't even his anyways. All he did was put them together.

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  5. #5
    ✝ Pursuit of Happiness ✝ Sh0x's Avatar

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    Default

    You should make it so ingame controls put down crates, you don't have to open the menu.

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  6. #6
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    Default

    Quote Originally Posted by Sh0x View Post
    You should make it so ingame controls put down crates, you don't have to open the menu.
    Like I said, it's a forge mode trentlio originally made.

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  7. #7
    Tig O Bitties
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    Default

    there are no original scripts. all you did was change your name in it

    /moved to edits

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    Default

    Forge Mode is much difrent.

    Also you have to use a menu in order to spawn crates, well that the only way I could do it.

    Also there is no errors I have been running this for a few days now!

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    Thanks for the sig/avatar Blacksun!
    #ChickenWildWings

  9. #9
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    copypasta.

    I CAN NOT WAIT for a wii u exploit to be released so i can finally get back into modding. Dis shit be triflen

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    Default

    You guys, give him credit. This is the first wii mod I've seen released in a few weeks, if not months. He's trying to make stuff, and that's all that should matter.

    Very nice, however using binds and maybe checking the controller settings, you could possibly spawn crates, couldn't you?

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