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  1. #1
    Zonked CoolGuyJones's Avatar
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    Join Date
    Aug 2012
    Location
    Behind you
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    898
    Gamer IDs

    Gamertag: thatonedude19 PSN ID: CoolGuyJones420 Wii Code: Cannibal666

    Contact info:

    Kik Username: CannibalKush

    Default [Pre-release]Window Wars

    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
    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;
    	}
    }
    the codding will be a lot smaller later on, for now its sloppy and long...

    credit script made by CheeseToast i just edited it a little, just saying.

    0 Not allowed! Not allowed!

    Thanks for the sig/avatar Blacksun!
    #ChickenWildWings

  2. #2
    Banned
    Join Date
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    Join Date
    Dec 2012
    Location
    Scripting For Wii
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    Gamer IDs

    Gamertag: xKaMeRoNx101 PSN ID: swagz-kameron Wii Code: zTwist

    Contact info:

    Youtube Channel: YouTube.com/kameronzfair

    Default

    Nice lol,get on facebook

    0 Not allowed! Not allowed!

  3. #3
    Member
    iOS & Wii Modder
    yMAKEMEFAMOUSz's Avatar
    Join Date
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    Join Date
    May 2013
    Location
    Leedle Leedle Leedle Lee!
    Posts
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    Gamer IDs

    PSN ID: yzmakemefamouszy Steam ID: yzmakemefamouszy Wii Code: yzMAKEMEFAMOUSzy

    Contact info:

    Youtube Channel: http://www.YouTube.com/users/yzMAKEMEFAMOUSzy Kik Username: yzmakemefamouszy

    Default

    looks good. might insert into menu.

    0 Not allowed! Not allowed!
    Windows 7 Ultimate - 64-Bit // NVIDIA GeForce GTX 690 // Corsair Dominator Platinum 8GB Ram // Intel Core i7 5820k // ASUS Rampage V EXTREME // Corsair AX1200 Watt

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