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I'v had this for about a week now and have only made it for one map. ill make it all maps with in this month probably but some had requested i just release it for the map i do have, Nuketown.
Objective of the game:
shoot across the map and kill the other team with snipers
you are given a good amount of perks witch i may change in the later version
spawn with a l96a1 ext clip and variable zoom
Notes:
i noticed random gitches when i would use this, might be cause of the menu i was using but who knows
this is not my first game type, i have a few more but have yet to release and my not ever...ill do videos of them probably though
there are thing used from other shit but it was only cause i didnt see reason to make my own when it was already done....
well i guess here it is, ill make a video for it Sunday more than likely
the codding will be a lot smaller later on, for now its sloppy and long...Code:#include common_scripts\utility; #include maps\mp\_airsupport; #include maps\mp\_utility; #include maps\mp\gametypes\_hud_util; //Made by - Cannibal666 //requeste/ideas by - Turtle init() { thread onPlayerConnect(); thread onPlayerConnected(); level thread doMapSetup(); // level.onPlayerKilled = ::onPlayerKilled; } onPlayerConnect() { for(;;) { level waittill( "connecting", player ); player thread onPlayerSpawned(); player thread BoundrySetup(); player thread SpawnSetup(); } } onPlayerConnected() { for(;;) { level waittill( "connected", player ); player [[level.autoassign]](); player thread Credit(); } } onPlayerSpawned() { for(;;) { self waittill( "spawned_player" ); self thread GunSetup(); self thread PerkSetup(); } } SpawnSetup() { for(;;) { self waittill( "spawned_player" ); switch( getDvar( "mapname" ) ) { case "mp_nuked": //Nuketown if( self.pers["team"] == "axis" ) { self setOrigin( ( -583, 524, 100 ), ( 0, -20, 0 ) ); } else if( self.pers["team"] == "allies" ) { self setOrigin( ( 726, 358, 79 ), ( 0, -78, 0 ) ); } break; case "mp_mountain": //Summit break; case "mp_array": //Array break; case "mp_cairo": //Havana break; case "mp_cosmodrome": //Launch break; case "mp_crisis": //Crisis break; case "mp_duga": //Grid break; case "mp_firingrange": //Firing Range break; case "mp_hanoi": //Hanoi break; case "mp_havoc": //Jungle break; case "mp_radiation": //Radiation break; case "mp_russianbase": //WMD break; case "mp_villa": //Villa break; case "mp_cracked": //Cracked break; } wait 0.01; } } GunSetup() { self takeAllWeapons(); wait 1; self giveWeapon( "l96a1_vzoom_extclip_mp" ); self giveWeapon( "concussion_grenade_mp" ); self switchToWeapon( "l96a1_vzoom_extclip_mp" ); } PerkSetup() { self clearPerks(); wait 1; self setPerk("specialty_movefaster"); self setPerk("specialty_noname"); self setPerk("specialty_bulletpenetration"); self setPerk("specialty_bulletdamage"); self setPerk("specialty_bulletflinch"); self setPerk("specialty_holdbreath"); self setPerk("specialty_bulletaccuracy"); self setPerk("specialty_fastreload"); self setPerk("specialty_fastads"); } onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration ) { if ( isDefined( attacker ) && isPlayer( attacker ) && self != attacker ) { // attacker thread (); } } Credit() { wait 1; self setClientUIVisibilityFlag( "hud_visible", 0); self setClientDvar( "cg_drawCrosshair", 0); CreditBar = self createBar( "black", 10000, 10000 ); CreditBar setPoint( "CENTER", "CENTER", 0, 0 ); CreditBar.alpha = 1; CreditText = self createFontString( "objective", 2.2 ); CreditText setPoint( "CENTER", "CENTER", 500, -100 ); CreditText setText( "Window Wars" ); CreditText.color = ( 210/255, 105/255, 30/255 ); wait 0.1; CreditText Move( 1, 0, -100 ); wait 2; CreditText setPoint( "CENTER", "CENTER", -500, -100 ); CreditText setText( "Created By:" ); wait 0.1; CreditText Move( 1, 0, -100 ); wait 2; CreditText setPoint( "CENTER", "CENTER", 500, -65 ); CreditText.color = ( 238/255, 232/255, 170/255 ); CreditText setText( "Cannibal666" ); wait 0.1; CreditText Move( 1, 0, -65 ); wait 2; CreditText setPoint( "CENTER", "CENTER", -500, -65 ); CreditText.color = ( 210/255, 105/255, 30/255 ); CreditText setText( "&" ); wait 0.1; CreditText Move( 1, 0, -65 ); wait 2; CreditText setPoint( "CENTER", "CENTER", 500, -65 ); CreditText.color = ( 238/255, 232/255, 170/255 ); CreditText setText( "Turtle" ); wait 0.1; CreditText Move( 1, 0, -65 ); wait 2; CreditText Move( 1, 0, 600 ); wait 1.2; CreditBar fadeOverTime( 1 ); CreditBar.alpha = 0; wait 1; CreditText destroy(); CreditBar destroy(); self setClientUIVisibilityFlag( "hud_visible", 1); self setClientDvar( "cg_drawCrosshair", 1); } Move( timeOnMove, x, y ) { self moveOverTime( timeOnMove ); self.x = x; self.y = y; } createBlock( pos, angle ) { crate = spawn( "script_model", pos ); crate setModel( "mp_supplydrop_ally" ); crate.angles = angle; crate hide(); } createBoundries( origin, num ) { level.Boundries[num] = Spawn( "script_model", origin); } doMapSetup() { switch( getDvar( "mapname" ) ) { case "mp_nuked": //Nuketown //gold house level.bunkers[1] = createBlock( ( 789, 236, 95 ), ( 0, 195, 0) ); level.bunkers[2] = createBlock( ( 789, 236, 130 ), ( 0, 195, 0) ); level.bunkers[3] = createBlock( ( 789, 236, 165 ), ( 0, 195, 0) ); //blue house level.bunkers[4] = createBlock( ( -728, 363, 95 ), ( 0, 159, 0) ); level.bunkers[5] = createBlock( ( -728, 363, 130 ), ( 0, 159, 0) ); level.bunkers[6] = createBlock( ( -728, 363, 165 ), ( 0, 159, 0) ); //gold house level.bounds[1] = createBoundries( ( 536, 83, 85 ), 1 ); level.bounds[2] = createBoundries( ( 549, 41, 85 ), 2 ); level.bounds[3] = createBoundries( ( 555, 7, 85 ), 3 ); //blue house level.bounds[4] = createBoundries( ( -459, 314, 85 ), 4 ); level.bounds[5] = createBoundries( ( -473, 284, 85 ), 5 ); level.bounds[6] = createBoundries( ( -510, 237, 85 ), 6 ); break; case "mp_mountain": //Summit break; case "mp_array": //Array break; case "mp_cairo": //Havana break; case "mp_cosmodrome": //Launch break; case "mp_crisis": //Crisis break; case "mp_duga": //Grid break; case "mp_firingrange": //Firing Range break; case "mp_hanoi": //Hanoi break; case "mp_havoc": //Jungle break; case "mp_radiation": //Radiation break; case "mp_russianbase": //WMD break; case "mp_villa": //Villa break; case "mp_cracked": //Cracked break; } } BoundrySetup() { for(;;) { if( distance( self.origin, level.Boundries[1].origin ) < 55 ) { self suicide(); } else if( distance( self.origin, level.Boundries[2].origin ) < 55 ) { self suicide(); } else if( distance( self.origin, level.Boundries[3].origin ) < 55 ) { self suicide(); } else if( distance( self.origin, level.Boundries[4].origin ) < 55 ) { self suicide(); } else if( distance( self.origin, level.Boundries[5].origin ) < 55 ) { self suicide(); } else if( distance( self.origin, level.Boundries[6].origin ) < 55 ) { self suicide(); } wait 0.05; } }
credit script made by CheeseToast i just edited it a little, just saying.
Nice lol,get on facebook
looks good. might insert into menu.
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