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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 [Pre-release]Havana Survival

    yea i know it's been done already but not for the other side of the map, this is not finished but is close to done. still has little bugs hear and there that CheeseToast left behind for us. ill fix those later but here is the game-type.

    Code:
    //original Survival mode made by - CheeseToast(Nuketown Survival)
    //havana survival by - Cannibal666
    //idea - Fastx
    //yes i know it was done before but i have done it to the other side of the map
    #include common_scripts\utility;
    
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected(); 
    	level thread doBlocks();
    	level.onPlayerKilled = ::onPlayerKilled;
    }
    
    onPlayerConnect()
    {	
    	for(;;)
    	{
    		level waittill( "connecting", player );
    
    		player thread BuyGuns();
    		player thread onPlayerSpawned();
    		player thread RoundSettings();
    		player thread NotifyRound();
    		player thread MonitorRound();
    		player thread Money();
    	}
    }
    
    onPlayerConnected()
    {	
    	for(;;)
    	{
    		level waittill( "connected", player );
            	player [[level.autoassign]]();
    		player thread Dvars();	
    		player thread EndTheGame();
    		player thread TeamsAreEqual();
    		player thread Credit();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		self thread Settings();
    		self thread DisplayRound();
    	}
    }
    
    Dvars()
    {
    	setDvar( "g_TeamName_Allies", "^2Humans" );
    	setDvar( "g_TeamName_Axis", "^1Zombies" );
            setDvar( "scr_disable_cac", 1 ); 
    	wait 0.05;
    	setDvar( "scr_tdm_timelimit", 0 );
    	setDvar( "scr_disable_weapondrop", 1 );
    	setDvar( "g_allow_teamchange", 0 );
    	setDvar( "scr_tdm_scorelimit", 0 );
    	wait 0.05;
    	setDvar( "scr_game_killstreaks", 0 );
    	setDvar( "scr_tdm_timelimit", 0 );
    }
    
    Settings()
    {
    	if( self.pers["team"] == "axis" )
    	{
    		self thread ZombieGuns();
    		wait 0.1;
    		self thread ZombiePerks();
    		wait 0.1;
    		self thread ZombieSettings();
    		wait 0.1;
    		self thread MonitorKnifing();
    		wait 0.1;
    		self thread ZombieHealth();	
    	}
    
    	else if( self.pers["team"] == "allies" )
    	{
    		self thread HumanGuns();
    		wait 0.1;
    		self thread HumansPerks();
    		wait 0.1;
    		self thread HumansSettings();
    		wait 0.1;
    		self thread ShowCash();
    		wait 0.1;
    		self thread SwitchToSpectator();
    		wait 0.1;
    		self thread HumanHealth();
    		wait 0.1;
    		self thread HumansGlitching();
    	}
    }
    
    Money()
    {
    	self.cash = 500;
    	if(self isHost())	self.cash = 100000;
    }
    
    HumansPerks()
    {
    	self endon ( "disconnect" );
    
    	self clearPerks();
    	self setPerk("specialty_healthregen");
    	self setPerk("specialty_finalstand");  
    	self setPerk("specialty_pistoldeath"); 
    	self setPerk("specialty_quieter");  
    	self setPerk("specialty_loudenemies");
    	self setPerk("specialty_nomotionsensor"); 
    	self setPerk("specialty_gpsjammer");
    }
    
    HumanGuns()
    {
    	self takeAllWeapons();
    	self giveWeapon( "m1911_mp" );
    	self giveWeapon( "frag_grenade_mp" );
    	self giveWeapon( "frag_grenade_mp" );
    	self giveWeapon( "knife_mp" ); 					
    	self giveWeapon( "asp_mp" );
    	self switchToWeapon( "m1911_mp" );
    }
    
    HumansSettings()
    {			
    	self setOrigin( ( 436, 1186, 1 ), ( 0, -43, 0 ) );
    	self freeze_player_controls( false ); 
    }
    
    ZombieGuns()
    {
    	self takeAllWeapons();
    	self giveWeapon( "knife_ballistic_mp" );
    	self giveWeapon( "knife_mp" );
    	self switchToWeapon( "knife_ballistic_mp" );
    	self SetWeaponAmmoClip( "knife_ballistic_mp", 0 );   
    	self SetWeaponAmmoStock( "knife_ballistic_mp", 0 );	
    }
    
    ZombiePerks()
    {
    	self endon ( "disconnect" );
    
    	self clearPerks();
    	self setPerk("specialty_gpsjammer");  
    	self setPerk("specialty_reconnaissance");  
    	self setPerk("specialty_nottargetedbyai");  
    	self setPerk("specialty_noname");
    	self setPerk("specialty_detectexplosive");
    }
    
    ZombieSettings()
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    	self setClientDvar( "scr_player_healthregentime", 0 );
    	switch( RandomInt(2) ) 
    	{
    		case 0:
    			self setOrigin( ( 19, 65, -6 ), ( 0, 0, 0 ) );
    			break;
    		case 1:
    			self setOrigin( ( 1145, 453, -19 ), ( 0, 0, 0 ) );
    			break;
    		default:
    			break;
    	}
    }
    
    ShowCash()
    {
    	self endon ( "death" );
    	self.CashDisplay = self createFontString( "objective", 1.7 );
    	self.CashDisplay setPoint( "TOPRIGHT", "TOPRIGHT", 0, 0 );
    	
    	for(;;)
    	{
    		self.CashDisplay setText( "^2$" + self.cash );
    		wait 0.5;
    	}
    }
    
    SwitchToSpectator()
    {	
    	self endon ( "disconnect" );
    
    	self waittill( "death" );
    	self [[level.spectator]]();
    }
    
    EndTheGame()
    {	
    	self endon ( "disconnect" );
    
    	wait 15;
    	for(;;)
    	{
    		if( level.aliveCount["allies"] == 0 )
    		{
    			thread maps\mp\gametypes\_globallogic::forceEnd( false );
    			self thread EndGameText();
    		}
    
    	wait 0.1;
    	}
    }
    
    EndGameText()
    {
    	EndGame = self createFontString( "objective", 2 );
    	EndGame setPoint( "CENTER", "CENTER", 0, 0 );
    	EndGame setText( "^1You Survived " + self.round + " Rounds" );
    }
    
    MonitorKnifing()
    {
    	self endon ( "disconnect" );
    	self endon ( "death" );
    
    	for(;;)
    	{
    		if(self MeleeButtonPressed())
    		{
    			self setPerk("specialty_showonradar");
    			wait 2.25;
    			self unsetPerk("specialty_showonradar");			
    		}
    
    	wait 0.1;
    	}
    }
    
    NotifyRound()
    {
    	self endon ( "disconnect" );
    
    	for(;;)
    	{
    		wait 60;
    		self notify( "new_round" );
    		//self.round++; this would make the rounds go up anywhere from 2-10 rounds every 60 seconds
    	}
    }
    
    MonitorRound()
    {
    	self.round = 1;
    	wait 60;
    	self.round = 2;
    	wait 60;
    	self.round = 3;
    	wait 60;
    	self.round = 4;
    	wait 60;
    	self.round = 5;
    	wait 60;
    	self.round = 6;
    	wait 60;
    	self.round = 7;
    	wait 60;
    	self.round = 8;
    	wait 60;
    	self.round = 9;
    	wait 60;
    	self.round = 10;
    	wait 60;
    	self.round = 11;
    	wait 60;
    	self.round = 12;
    	wait 60;
    	self.round = 13;
    	wait 60;
    	self.round = 14;
    	wait 60;
    	self.round = 15;
    	wait 60;
    	self.round = 16;
    	wait 60;
    	self.round = 17;
    	wait 60;
    	self.round = 18;
    	wait 60;
    	self.round = 19;
    	wait 60;
    	self.round = 20;
    }
    
    ZombieHealth()
    {
    	if(self.round == 1)
    	{
    		self.maxhealth = 100;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 2)
    	{
    		self.maxhealth = 125;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 3)
    	{
    		self.maxhealth = 150;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 4)
    	{
    		self.maxhealth = 175;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 5)
    	{
    		self.maxhealth = 200;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 6)
    	{
    		self.maxhealth = 225;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 7)
    	{
    		self.maxhealth = 250;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 8)
    	{
    		self.maxhealth = 275;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 9)
    	{
    		self.maxhealth = 300;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 10)
    	{
    		self.maxhealth = 325;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 11)
    	{
    		self.maxhealth = 350;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 12)
    	{
    		self.maxhealth = 375;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 13)
    	{
    		self.maxhealth = 400;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 14)
    	{
    		self.maxhealth = 425;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 15)
    	{
    		self.maxhealth = 450;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 16)
    	{
    		self.maxhealth = 475;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 17)
    	{
    		self.maxhealth = 500;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 18)
    	{
    		self.maxhealth = 525;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 19)
    	{
    		self.maxhealth = 550;
    		self.health = self.maxhealth;
    	}
    	else if(self.round == 20)
    	{
    		self.maxhealth = 575;
    		self.health = self.maxhealth;
    	}
    }
    
    RoundSettings()
    { 
    	for(;;)
    	{
    		self waittill( "new_round" );
    
    		if( self.pers["team"] == "axis" )
    		{
    			//self suicide(); this caused massive lag when not the host and even made some people time out.
    			self thread ZombieSettings();
    		}
    
    		else if( self.pers["team"] == "spectator" )
    		{
    			self [[level.allies]]();
    		}
    		
    		else if( self.pers["team"] == "allies" )
    		{
    			self.cash += 200;
    		}	
    	}
    }
    
    DisplayRound()
    {	
    	RoundDisplay = self createFontString( "objective", 3.5 );
    	RoundDisplay setPoint( "CENTER", "RIGHT", -42, 163 );
    	
    	for(;;)
    	{
         		RoundDisplay setText( "^1" + self.round );
    		wait 0.5;
    	}
    }
    
    KillMoney()
    {
    	self.cash += 125;
    }
    
    onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
    {
    	if ( isDefined( attacker ) && isPlayer( attacker ) && self != attacker )
    	{
    		attacker thread KillMoney();
    	}
    }
    
    HumanHealth()
    {
    	self endon ( "death" );
    	self endon( "Jugg_Bought" );
    	for(;;)
    	{
    		if( self.health <= 399 )
    		{		
    			wait 5;
    			if( self.health <= 399 )
    			{
    				self.maxhealth = 400;
    				self.health = self.maxhealth;
    			}
    		}
    	wait 0.1;
    	}	
    }
    
    HumanHealthJugg()
    {
    	self endon ( "death" );
    	for(;;)
    	{
    		if( self.health <= 719 )
    		{
    			wait 8;
    			if( self.health <= 719 )
    			{
    				self.maxhealth = 720;
    				self.health = self.maxhealth;
    			}
    		}
    	wait 0.1;
    	}
    }
    
    HumansGlitching()//the humans can get out of the house, I'll fix it later but this just shows the humans on the radar every 30 seconds to see if they are out of the house.
    {
    	self endon ( "death" );
    	for(;;)
    	{
    		self unsetPerk("specialty_showonradar");
    		wait 27;
    		self setPerk("specialty_showonradar");
    		wait 3;
    	}
    }
    
    TeamsAreEqual()//there is a glitch where there are 6 humans and 4 zombies, so.. the first humans to die goes to the zombie team.
    {
    	for(;;)
    	{
    		if( level.playerCount["allies"] >= 6 && self.pers["team"] == "spectator" ) 
    		{
    			self [[level.axis]]();
    		}
    
    	wait 0.01;
    	}
    }
    
    RandomGuns()
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    
    	switch( RandomInt(33) ) 
    	{
    		case 0:
    			self thread DoText( "ak47_mp" );
    			self thread TakeOrLeave( "ak47_mp" );
    			break;
    		case 1:
    			self thread DoText( "ak74u_mp" );
    			self thread TakeOrLeave( "ak74u_mp" );
    			break;
    		case 2:
    			self thread DoText( "aug_mp" );
    			self thread TakeOrLeave( "aug_mp" );		
    			break;
    		case 3:	
    			self thread DoText( "crossbow_explosive_mp" );	
    			self thread TakeOrLeave( "crossbow_explosive_mp" );
    			break;
    		case 4:	
    			self thread DoText( "cz75_mp" );			
    			self thread TakeOrLeave( "cz75_mp" );			
    			break;
    		case 5:
    			self thread DoText( "defaultweapon_mp" );
    			self thread TakeOrLeave( "defaultweapon_mp" );	
    			break;
    		case 6:
    			self thread DoText( "dragunov_mp" );	
    			self thread TakeOrLeave( "dragunov_mp" );
    			break;
    		case 7:
    			self thread DoText( "enfield_mp" );
    			self thread TakeOrLeave( "enfield_mp" );	
    			break;
    		case 8:
    			self thread DoText( "famas_mp" );
    			self thread TakeOrLeave( "famas_mp" );	
    			break;
    		case 9:
    			self thread DoText( "fnfal_mp" );
    			self thread TakeOrLeave( "fnfal_mp" );	
    			break;
    		case 10:
    			self thread DoText( "g11_mp" );	
    			self thread TakeOrLeave( "g11_mp" );
    			break;
    		case 11:
    			self thread DoText( "galil_mp" );
    			self thread TakeOrLeave( "galil_mp" );				
    			break;
    		case 12:
    			self thread DoText( "hk21_mp" );
    			self thread TakeOrLeave( "hk21_mp" );
    			break;
    		case 13:
    			self thread DoText( "hs10_mp" );
    			self thread TakeOrLeave( "hs10_mp" );	
    			break;
    		case 14:
    			self thread DoText( "knife_ballistic_mp" );//watch out, zombies can take ammo.
    			self thread TakeOrLeave( "knife_ballistic_mp" );
    			break;
    		case 15:
    			self thread DoText( "l96a1_mp" );
    			self thread TakeOrLeave( "l96a1_mp" );	
    			break;
    		case 16:
    			self thread DoText( "m16_mp" );	
    			self thread TakeOrLeave( "m16_mp" );
    			break;	
    		case 17:
    			self thread DoText( "m60_mp" );	
    			self thread TakeOrLeave( "m60_mp" );
    			break;
    		case 18:
    			self thread DoText( "mac11_mp" );
    			self thread TakeOrLeave( "mac11_mp" );	
    			break;	
    		case 19:
    			self thread DoText( "minigun_mp" );
    			self thread TakeOrLeave( "minigun_mp" );	
    			break;	
    		case 20:
    			self thread DoText( "mp5k_mp" );	
    			self thread TakeOrLeave( "mp5k_mp" );
    			break;	
    		case 21:
    			self thread DoText( "mpl_mp" );	
    			self thread TakeOrLeave( "mpl_mp" );
    			break;	
    		case 22:
    			self thread DoText( "pm63_mp" );
    			self thread TakeOrLeave( "pm63_mp" );	
    			break;	
    		case 23:
    			self thread DoText( "psg1_mp" );
    			self thread TakeOrLeave( "psg1_mp" );	
    			break;	
    		case 24:
    			self thread DoText( "python_mp" );
    			self thread TakeOrLeave( "python_mp" );	
    			break;	
    		case 25:
    			self thread DoText( "rpg_mp" );	
    			self thread TakeOrLeave( "rpg_mp" );
    			break;	
    		case 26:
    			self thread DoText( "rpk_mp" );	
    			self thread TakeOrLeave( "rpk_mp" );
    			break;	
    		case 27:
    			self thread DoText( "spas_mp" );
    			self thread TakeOrLeave( "spas_mp" );	
    			break;	
    		case 28:
    			self thread DoText( "spectre_mp" );
    			self thread TakeOrLeave( "spectre_mp" );	
    			break;	
    		case 29:
    			self thread DoText( "stoner63_mp" );
    			self thread TakeOrLeave( "stoner63_mp" );	
    			break;	
    		case 30:
    			self thread DoText( "strela_mp" );
    			self thread TakeOrLeave( "strela_mp" );	
    			break;	
    		case 31:
    			self thread DoText( "uzi_mp" );	
    			self thread TakeOrLeave( "uzi_mp" );
    			break;	
    		case 32:
    			self thread DoText( "wa2000_mp" );
    			self thread TakeOrLeave( "wa2000_mp" );	
    			break;
    
    		default:
    			break;
    	}
    }
    
    DoText( gun )
    {
    	self endon( "death" );
    	self endon( "disconnect" );
    
    	showGun = self createFontString( "objective", 2 );
    	showGun setPoint( "CENTER", "TOP", 0, 0 );
            showGun setText( gun );
    	showGun.color = ( 200/255, 0/255, 0/255 );
    
    	self iPrintln( "^2Press [{+attack}] To Keep Gun" );
    	self iPrintln( "^1Press [{+speed_throw}] To Leave Gun" );
    
    	wait 5;
    	showGun destroy();
    }
    
    TakeOrLeave( gungun )
    {	
    	self endon( "Mystery_Box_Used" );
    
    	for(;;)
    	{
    		if( self ADSButtonPressed() )
    		{
    			self freeze_player_controls( false );	
    			self notify( "Mystery_Box_Used" );
    		}
    
    		else if( self AttackButtonPressed() )
    		{
    			self freeze_player_controls( false );
    			self takeWeapon( self getCurrentWeapon() );
    			self giveWeapon( gungun );
    			self switchToWeapon( gungun );
    			self giveMaxAmmo( gungun );
    			self notify( "Mystery_Box_Used" );
    		}
    
    	wait 0.1;
    	}
    }
    
    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( "Havana Survival" );
    	CreditText.color = ( 200/255, 0/255, 0/255 );
    	wait 0.5;
            CreditText Move( 1, 0, -100 );
    	wait 2;
    	CreditText setPoint( "CENTER", "CENTER", -500, -100 );
           	CreditText setText( "Created By:" );
    	wait 0.5;
            CreditText Move( 1, 0, -100 );
    	wait 2;
    	CreditText setPoint( "CENTER", "CENTER", 500, -65 );
    	CreditText.color = ( 230/255, 230/255, 0/255 );
            CreditText setText( "CheeseToast" );
    	wait 0.1;
            CreditText Move( 1, 0, -65 );
    	wait 2;
    	CreditText setPoint( "CENTER", "CENTER", -500, -65 );
    	CreditText.color = ( 230/255, 230/255, 0/255 );
            CreditText setText( "Fastx" );
    	wait 0.1;
            CreditText Move( 1, 0, -65 );
    	wait 2;
    	CreditText setPoint( "CENTER", "CENTER", 500, -65 );
    	CreditText.color = ( 230/255, 230/255, 0/255 );
            CreditText setText( "Cannibal666" );
    	wait 0.1;
            CreditText Move( 1, 0, -65 );
    	wait 2;
            CreditText Move( 1.2, 0, 600 );
    	wait 2.2;
    	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;
    }
    
    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 )
    {
            crate = spawn( "script_model", pos );
            crate setModel( "mp_supplydrop_ally" );
            crate.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;	
    }
    
    createInvisableWall( pos, angle )
    {
            NoobBlocker = spawn( "script_model", pos );
            NoobBlocker setModel( "mp_supplydrop_ally" );
            NoobBlocker.angles = angle;
            NoobBlocker hide();
    }
    
    
    PackBox( pos, ang )
    {
    	level.pBox = spawn( "script_model", pos );
    	level.pBox setModel( "mp_supplydrop_boobytrapped" );
    	level.pBox.angles = ang;
    }
    
    doBlocks()
    {
    	//front windows
    	level.bunkers[1] = createBlock( (1277, 613, 54), (0, -90, 90) );
    	level.bunkers[2] = createBlock( (1353, 613, 51), (0, -90, 90) );
    	//upstairs door
    	level.bunkers[3] = createBlock( (1035, 381, 171), (0, -89, 90) );
    	level.bunkers[4] = createBlock( (1006, 380, 171), (0, -89, 90) );
    	//upstairs windows
    	level.bunkers[5] = createBlock( (731, 381, 201), (0, -89, 90) );
    	level.bunkers[6] = createBlock( (651, 381, 201), (0, -89, 90) );
    	//back wall
    	level.bunkers[7] = createBlock( (1551, 962, 3), (0, -90, 90) );
    	level.bunkers[8] = createBlock( (1581, 962, 3), (0, -90, 90) );
    	level.bunkers[9] = createBlock( (1611, 962, 3), (0, -90, 90) );
    	level.bunkers[10] = createBlock( (1641, 962, 3), (0, -90, 90) );
    	level.bunkers[11] = createBlock( (1671, 962, 3), (0, -90, 90) );
    	level.bunkers[12] = createBlock( (1701, 962, 3), (0, -90, 90) );
    	level.bunkers[13] = createBlock( (1731, 962, 3), (0, -90, 90) );
    	//door ways
    	level.bunkers[14] = createBlock( (1510, 695, 1), (0, 0, 0) );
    	level.bunkers[15] = createBlock( (1510, 695, 17), (0, 0, 0) );
    	level.bunkers[16] = createBlock( (1529, 708, -13), (0, 89, 0) );	
    	level.bunkers[17] = createBlock( (1530, 677, -13), (0, 89, 0) );
    	//ramp
    	level.bunkers[18] = createBlock( (1559, 919, 11.825), (181, 178, 206) );
    	level.bunkers[19] = createBlock( (1559, 865, -15), (181, 178, 206) );
    	level.bunkers[20] = createBlock( (1559, 809, -45), (181, 178, 206) );
    	//more door ways
    	level.bunkers[21] = createBlock( (915, 439, 15), (0, -90, 0) );
    	level.bunkers[22] = createBlock( (915, 439, 30), (0, -90, 0) );
    	level.bunkers[23] = createBlock( (915, 410, 13), (0, -90, 0) );
    	level.bunkers[24] = createBlock( (-574, 44, 34), (0, 268, 0) );
    	level.bunkers[25] = createBlock( (-574, 44, 36), (0, 268, 0) );
    	level.bunkers[26] = createBlock( (-573, 29, 15), (0, 268, 0) );
    	level.bunkers[27] = createBlock( (427, 237, 13), (0, 116, 0) );
    	level.bunkers[28] = createBlock( (477, 289, 12), (0, -23, 0) );
    	level.bunkers[29] = createBlock( (427, 237, 28), (0, 116, 0) );
    	level.bunkers[30] = createBlock( (477, 289, 28), (0, -23, 0) );
    	level.bunkers[31] = createBlock( (442, 208, 3), (0, 116, 0) );
    	level.bunkers[32] = createBlock( (501, 279, 3), (0, -23, 0) );
    
    	level.Blocks[1] = createInvisableWall( (726, 1157, 200), (0, -178, 90) );
    	level.Blocks[2] = createInvisableWall( (-621, 159, 84), (0, 179, 90) );
    	level.Blocks[3] = createInvisableWall( (839, 547, 48), (0, -178, 0) );
    
    	level.gunner[1] = createGun( (606, 433, 181), (0, -90, 0), "m14" );
    	level.gunner[2] = createGun( (1099, 742, 49), (0, -90, 0), "rottweil72" );
    	level.gunner[3] = createGun( (723, 1099, 92), (0, -90, 0), "skorpion" );
    	level.gunner[4] = createGun( (437, 479, 43), (90, 362, 0), "acoustic_sensor" );
    	level.gunner[5] = createGun( (532, 876, 102), (90, 87, 2), "claymore" );
    
    	level.perks[1] = createPerk( (112, 390, 42), (0, -93, 90), 1 );
    	level.perks[2] = createPerk( (1075, 1346, 83), (0, 42, 90), 2 );
    	level.perks[3] = createPerk( (1138, 645, 18), (0, -125, 90), 3 );
    	level.perks[4] = createPerk( (-587, 401, 42), (0, 137, 90), 4 );
    
    	level.ammo[1] = AmmoBox( (593, 994, 34), (0, -43, 90) );
    	level.mystery[1] = MysteryBox( (14, 439, 15), (0, -88, 0) );
    
    	level.PackApunch[1] = PackBox( ( 903, 936, 38), (0, 90, 0) );
    }
    
    BuyGuns()
    {
    	for(;;)
    	{
    		if( distance( self.origin, level.gun["skorpion"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy A Skorpion(^2$500^7)" );
    	
    			while( distance( self.origin, level.gun["skorpion"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 500 )
    				{
    					self.cash -= 500;
    					self takeWeapon( self getCurrentWeapon() );
    					self giveWeapon( "skorpion_mp" );
    					self switchToWeapon( "skorpion_mp" );
    					self giveMaxAmmo( "skorpion_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.pBox.origin ) < 80 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy ^1Pack-A-Punch^7(^2$1000^7)" );
    
    			while( distance( self.origin, level.pBox.origin ) < 80 )
    			{
    				if( self useButtonPressed() && self.cash >= 750 )
    				{
    					self.cash -= 1000;
    					self thread PackedWeapon();
    				}
    
    				else if( self useButtonPressed() && self.cash <= 749 )
    				{
    					self iPrintln( "^1Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.gun["rottweil72"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy An Olympia(^2$500^7)" );
    
    			while( distance( self.origin, level.gun["rottweil72"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 500)
    				{
    					self.cash -= 500;
    					self takeWeapon( self getCurrentWeapon() );
    					self giveWeapon( "rottweil72_mp" );
    					self switchToWeapon( "rottweil72_mp" );
    					self giveMaxAmmo( "rottweil72_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    	
    
    		else if( distance( self.origin, level.gun["m14"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy An M14(^2$500^7)" );
    
    			while( distance( self.origin, level.gun["m14"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 500 )
    				{
    					self.cash -= 500;
    					self takeWeapon( self getCurrentWeapon() );
    					self giveWeapon( "m14_mp" );
    					self switchToWeapon( "m14_mp" );
    					self giveMaxAmmo( "m14_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.gun["acoustic_sensor"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy A Motion Sensor(^2$250^7)" );
    
    			while( distance( self.origin, level.gun["acoustic_sensor"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 250 )
    				{
    					self.cash -= 250;
    					self giveWeapon( "acoustic_sensor_mp" );
    					self switchToWeapon( "acoustic_sensor_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 249 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.gun["claymore"].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy A Claymore(^2$100^7)" );
    
    			while( distance( self.origin, level.gun["claymore"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 100 )
    				{
    					self.cash -= 100;
    					self giveWeapon( "claymore_mp" );
    					self switchToWeapon( "claymore_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 99 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    		
    		else if( distance( self.origin, level.perk[1].origin ) < 60 && self.pers["team"] == "allies" )
    		{        
    			self iPrintln( "Press [{+activate}] To Buy ^1Juggernaut^7(^2$2000^7)" );
    
    			while( distance( self.origin, level.perk[1].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 2000 )
    				{
    					self.cash -= 2000;
    					self.maxhealth = 720;
    					self.health = self.maxhealth;
    					self notify( "Jugg_Bought" );
    					self thread HumanHealthJugg();
    				}
    
    				else if( self useButtonPressed() && self.cash <= 1999 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    			
    		}
    
    		else if( distance( self.origin, level.perk[2].origin ) < 60 && self.pers["team"] == "allies" )
    		{        
    			self iPrintln( "Press [{+activate}] To Buy ^1Overkill ^7[3 guns] (^2$1000^7)" );
    
    			while( distance( self.origin, level.perk[2].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 1000 )
    				{
    					self.cash -= 1000;
    					self giveWeapon( "python_mp" );	
    					self SetWeaponAmmoClip( "python_mp", 0 );   
    					self SetWeaponAmmoStock( "python_mp", 0 );
    					self iPrintln( "Swap The Python For A Gun" );						
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 999 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.perk[3].origin ) < 80 && self.pers["team"] == "allies" )
    		{        
    			self iPrintln( "Press [{+activate}] To Buy ^1Slight Of Hand Pro^7(^2$1500^7)" );
    
    			while( distance( self.origin, level.perk[3].origin ) < 80 )
    			{
    				if( self useButtonPressed() && self.cash >= 1500 )
    				{
    					self.cash -= 1500;
    					self setPerk("specialty_fastreload");  
    					self setPerk("specialty_fastads");		
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 1499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.perk[4].origin ) < 60 && self.pers["team"] == "allies" )
    		{        
    			self iPrintln( "Press [{+activate}] To Buy ^1Steady Aim^7(^2$500^7)" );
    
    			while( distance( self.origin, level.perk[4].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 500 )
    				{
    					self.cash -= 500;
    					self setPerk("specialty_bulletaccuracy"); 		
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 499 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}	
    
    		else if( distance( self.origin, level.ammobox.origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy Ammo(^2$300^7)" );
    			while( distance( self.origin, level.ammobox.origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 300 && self getCurrentWeapon() != "minigun_mp" )
    				{
    					self.cash -= 300;
    					self giveMaxAmmo( self getCurrentWeapon() );
    					self giveMaxAmmo( "m1911_mp" );
    					self giveMaxAmmo( "asp_mp" );	
    					self SetWeaponAmmoStock( "frag_grenade_mp", 1 );
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 299 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    
    				else if( self getCurrentWeapon() == "minigun_mp" )
    				{
    					self iPrintln( "Weapon Too Strong" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.Mbox.origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Buy ^1My^2st^3er^5y ^7Box(^2$750^7)" );
    			while( distance( self.origin, level.Mbox.origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 750 )
    				{
    					self.cash -= 750;
    					self thread RandomGuns();
    					self freeze_player_controls( true );
    				}
    		
    				else if( self useButtonPressed() && self.cash <= 749 )
    				{
    					self iPrintln( "Not Enough Money" );
    				}
    				wait 1;
    			}
    		}
    		wait 0.1;		
    	}
    }
    PackedWeapon()
    {
    	if( self getCurrentWeapon() == "mp5k_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "mp5k_reflex_extclip_mp" );
    		self switchToWeapon( "mp5k_reflex_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "skorpion_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "skorpion_grip_extclip_mp" );
    		self switchToWeapon( "skorpion_grip_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "mac11_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "mac11_reflex_grip_extclip_mp" );
    		self switchToWeapon( "mac11_reflex_grip_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "ak74u_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "ak74u_reflex_grip_extclip_mp" );
    		self switchToWeapon( "ak74u_reflex_grip_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "uzi_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "uzi_reflex_grip_extclip_mp" );
    		self switchToWeapon( "uzi_reflex_grip_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "pm63_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "mpl_reflex_grip_dualclip_mp" );
    		self switchToWeapon( "mpl_reflex_grip_dualclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "spectre_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "spectre_reflex_grip_extclip_mp" );
    		self switchToWeapon( "spectre_reflex_grip_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "kiparis_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "kiparis_reflex_grip_extclip_mp" );
    		self switchToWeapon( "kiparis_reflex_grip_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "m16_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "m16_reflex_gl_extclip_mp" );
    		self switchToWeapon( "m16_reflex_gl_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "enfield_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "enfield_reflex_extclip_mp" );
    		self switchToWeapon( "enfield_reflex_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "m14_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "m14_reflex_grip_mp" );
    		self switchToWeapon( "m14_reflex_grip_mp" );
    	}
    	else if( self getCurrentWeapon() == "famas_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "famas_reflex_extclip_mp" );
    		self switchToWeapon( "famas_reflex_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "galil_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "galil_reflex_extclip_mp" );
    		self switchToWeapon( "galil_reflex_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "aug_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "aug_reflex_extclip_mp" );
    		self switchToWeapon( "aug_reflex_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "fnfal_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "fnfal_reflex_extclip_mp" );
    		self switchToWeapon( "fnfal_reflex_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "ak47_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "ak47_reflex_gl_extclip_mp" );
    		self switchToWeapon( "ak47_reflex_gl_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "commando_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "commando_reflex_extclip_mp" );
    		self switchToWeapon( "commando_reflex_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "g11_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "g11_lps_mp" );
    		self switchToWeapon( "g11_lps_mp" );
    	}
    	else if( self getCurrentWeapon() == "hs10_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "hs10dw_mp" );
    		self switchToWeapon( "hs10dw_mp" );
    	}
    	else if( self getCurrentWeapon() == "hk21_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "hk21_reflex_extclip_mp" );
    		self switchToWeapon( "hk21_reflex_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "rpk_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "rpk_reflex_extclip_mp" );
    		self switchToWeapon( "rpk_reflex_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "m60_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "m60_reflex_grip_extclip_mp" );
    		self switchToWeapon( "m60_reflex_grip_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "stoner63_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "stoner63_reflex_extclip_mp" );
    		self switchToWeapon( "stoner63_reflex_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "dragunov_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "dragunov_acog_extclip_mp" );
    		self switchToWeapon( "dragunov_acog_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "wa2000_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "wa2000_acog_extclip_mp" );
    		self switchToWeapon( "wa2000_acog_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "l96a1_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "l96a1_acog_extclip_mp" );
    		self switchToWeapon( "l96a1_acog_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "psg1_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "psg1_acog_extclip_mp" );
    		self switchToWeapon( "psg1_acog_extclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "asp_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "aspdw_mp" );
    		self switchToWeapon( "aspdw_mp" );
    	}
    	else if( self getCurrentWeapon() == "cz75_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "cz75dw_mp" );
    		self switchToWeapon( "cz75dw_mp" );
    	}
    	else if( self getCurrentWeapon() == "m1911_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "m1911dw_mp" );
    		self switchToWeapon( "m1911dw_mp" );
    	}
    	else if( self getCurrentWeapon() == "makarov_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "makarovdw_mp" );
    		self switchToWeapon( "makarovdw_mp" );
    	}
    	else if( self getCurrentWeapon() == "mpl_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "mpl_elbit_grip_dualclip_mp" );
    		self switchToWeapon( "mpl_elbit_grip_dualclip_mp" );
    	}
    	else if( self getCurrentWeapon() == "python_mp" )
    	{
    		self takeWeapon( self getCurrentWeapon() );
    		self doGolden( "pythondw_mp" );
    		self switchToWeapon( "pythondw_mp" );
    	}
    	else if( self getCurrentWeapon() == "rpg_mp" )
    	{
    		self doGolden( "m202_flash_mp" );
    		self switchToWeapon( "m202_flash_mp" );
    	}
    	else 
    	{
    		self.cash += 1000;
    		self iPrintlnBold( "Weapon not added" );
    	}
    }
    doGolden( gun )
    {
      	self GiveWeapon( gun, 0, self calcWeaponOptions( 15, 0, 0, 0, 0 ) );
    	self GiveWeapon( "knife_mp" );
      	self switchToWeapon( gun );
      	self giveMaxAmmo( gun );
    }
    i made the pack box, it sucks i know and is really long but ill fix it all later.

    i only give Fastx credit cause he thought of the Survival being on the other side...

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    This is actually an edit due to it being Cheesetoast's Nuketown Survival originally. I'm guessing you just changed the spawn and where the perks, guns etc should go.

    Nonetheless, good job. This should of been posted in the Edits section though.

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    Quote Originally Posted by Slink View Post
    This is actually an edit due to it being Cheesetoast's Nuketown Survival originally. I'm guessing you just changed the spawn and where the perks, guns etc should go.

    Nonetheless, good job. This should of been posted in the Edits section though.
    alright thanks dude, i wasn't sure where so put it.

    Can a mod please move this? thank you.

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    This is an edit but good job on the edit though

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    Quote Originally Posted by TBW View Post
    This is an edit but good job on the edit though
    did you not read the comments before?

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    This is awesome bro!

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    Quote Originally Posted by zTwist-MoDz View Post
    This is awesome bro!
    It's not bad i guess, it will be better later on.

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    have you tested already?

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    Quote Originally Posted by yMAKEMEFAMOUSz View Post
    have you tested already?
    Yes....

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    Code:
    TeamsAreEqual()//there is a glitch where there are 6 humans and 4 zombies, so.. the first humans to die goes to the zombie team.
    {
    	for(;;)
    	{
    		if( level.playerCount["allies"] >= 6 && self.pers["team"] == "spectator" ) 
    		{
    			self [[level.axis]]();
    		}
    
    	wait 0.01;
    	}
    }
    i just don't get this part. why would there be 6 humans, but 4 zombies?

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