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  1. #1
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    Gamertag: xKaMeRoNx101 PSN ID: swagz-kameron Wii Code: zTwist

    Contact info:

    Youtube Channel: YouTube.com/kameronzfair

    Default [SC7E52] Infected Juggernaut [Remade]

    Made By: Bubble Bath and zTwist-MoDz
    -----------------------------------------------
    Credit To:
    CheeseToast for a couple Dvars.
    And Whoever Made The Class Names And Team Names Mod.
    ------------------------------------------------
    Script Credits
    [zTwist-MoDz Scripts]


    [Bubble Bath's Scripts]


    [CheeseToast's Scripts]

    ------------------------------------------------

    This Gametype Is Made For [Any Map]
    (Array Is The Best Prefered Map)
    ------------------------------------------------

    How To Play:


    Infected Juggernaut

    Code:
    #include common_scripts\utility;
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	setDvar( "didyouknow", "^3Infected Juggernaut" );
    	setDvar( "g_allow_teamchange", 0 ); 	
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );	
    		player thread onPlayerSpawned();
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)	
    	{
    		level waittill( "connected", player );
                    player [[level.allies]]();
    		wait 15;
                    player thread JuggerNautBeingPicked();
    		player thread Dvars();
    		player thread EndTheGame();
    		player thread TwoJuggGlitchFix();
    		player thread MonitorEveryMove();
    		player thread switch();
    		player thread LastAlive();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		self thread Restart();
    		self thread maps\mp\gametypes\_hud_message::hintMessage("Elimination, Infected Juggernaut");
    		self SwitchToSpectator();
    		self thread FogFade();
    		self thread HealthBar();
    		self thread doSettings();
              	self thread teleportingText();
              
    		wait 5;
              
    		self thread Wasted();
    	
    	}
    }
    
    Dvars()
    {
    	setDvar( "g_TeamName_Allies", "Niggas" );
    	setDvar( "g_TeamName_Axis", "Juggernaut" );
    	self setClientDvar( "scr_game_killstreaks", 0 );
    	setDvar( "scr_disable_weapondrop", 1 ); 
    	setDvar( "party_maxplayers", 12 );
    	setDvar( "sv_maxclients", 12 );
    }
    
    HealthBar()
    {
    	self.HealthBar = self createBar((1,0,0),200,10);
    	self.HealthBar setPoint("BOTTOM","CENTER",0,200); 
    	self.healthText = self createFontString("default",1.5);
    	self.healthText setPoint("BOTTOM","CENTER",0,180);
    	self.healthText setText("^2Health");
    	for(;;)
    	{
    		self.HealthBar updateBar(self.health / self.maxhealth);
    		wait 0.01;
    	}
    }
    
    
    teleportingText()
    {
            self endon ( "disconnect" );
    
            displayText = self createFontString( "objective", 3.0 );
            wait 3.0;
    
        
     
            
    	for( ;; )
            {  
            
    		displayText.color = ( randomInt( 255 )/255, randomInt( 255 )/255, randomInt( 255 )/255 );
    		displayText setPoint( "RIGHT", "RIGHT",0, 0 );       
    		displayText setText("Infected Juggernaut");
            	wait 3.0;       
    		displayText setPoint( "TOP", "TOP",0, 0 );         
    		displayText setText("Made By:");       
    		wait 3.0;        
    		displayText setPoint( "BOTTOM", "BOTTOM",0, 0 );         
    		displayText setText("Bubble Bath And");
            	wait 3.0;        
    		displayText setPoint( "LEFT", "LEFT",0, 0 );        
    		displayText setText("zTwist-MoDz");
            	wait 3.0;
    		displayText destroy();                                          
           }
    }
     
     
    
    
    HealthTwo()
    {
    	self.health = 125;
    	self.health = self.maxhealth;
    }
    
    Rguns()
    {
    	self takeAllWeapons();
    	self giveWeapon("m60_mp");
    	self giveWeapon("knife_mp");
    	self giveWeapon("willy_pete_mp");
    }
    
    Rperks()
    {
    	level.Naut clearPerks();
    	level.Naut setPerk("specialty_scavenger"); 
    	level.Naut setPerk("specialty_extraammo");
    	level.Naut setPerk("specialty_flakjacket");
    	level.Naut setPerk("specialty_fastreload"); 
    	level.Naut setPerk("specialty_fastads");
    	level.Naut setPerk("specialty_detectexplosive"); 
    	level.Naut setPerk("specialty_delayexplosive");
         	level.Naut setClientDvar( "player_sprintUnlimited", 1 );
    	level.Naut setClientDvar( "scr_game_forceuav", 1 );
     
    
    }
    
    Rhealth()
    {
    	self.health = 1500;
    	self.health = self.maxhealth;
    }
    
    Rsettings()
    {
    	self setMoveSpeedScale( .6 );
    	self thread maps\mp\gametypes\_rank::registerScoreInfo( "kill", 500 );
    	self thread maps\mp\gametypes\_rank::registerScoreInfo( "headshot", 550 );
    }
    
    Restart()
    {
    	wait 15;
    	for(;;)
    	{	
    		if( level.playerCount["axis"] == 0 )  
    		{
    			self thread doRestart();
    		}
    
    		else if( level.playerCount["allies"] == 0 )
    		{
    			self thread doRestart();
    		}
    	}
    }
    
    doRestart()
    {
    	level notify( "map_restarting" );
    	self notify( "map_restarting" );
    	map_restart( true );
    }
    
    JuggerNautBeingPicked()
    {
    	JuggerNautPick = self createFontString( "objective", 2 );
    	JuggerNautPick setPoint( "CENTER", "CENTER", 0, 30 );
    	JuggerNautPick.color = ( 185/255, 0/255, 0/255 );
    	PickBar = self createBar((1,0,0),200,10);
    	PickBar setPoint( "CENTER", "CENTER", 0, 0 ); 
    
    	for( i = 20; i > 0; i-- )
    	{
    		JuggerNautPick setText("^1"+i);
    		PickBar updateBar(i/20);
    		wait 1;
    	}
    
    	JuggerNautPick destroy();
    	PickBar destroy();
    
    	Random = randomInt( level.players.size );
    	level.Naut = level.players[Random];
    	level.players[Random].myers = 1;
    
    	level.Naut [[level.axis]]();	
    	wait 5.1;
    	level.Naut [[level.axis]]();
    	level.Naut thread Rperks();
    	level.Naut thread Rguns();
    	level.Naut thread Rsettings();
    	level.Naut thread Rhealth();
    	level.Naut thread lightMod();
    }
    
    doSettings()
    {
    	if( self.pers["team"] == "allies" )
    	{
    		self thread HealthTwo();
    		self thread maps\mp\gametypes\_rank::registerScoreInfo( "kill", 7500 );
    		self thread maps\mp\gametypes\_rank::registerScoreInfo( "headshot", 7500 );
              	
    	
    	}
    }
    
    Wasted()
    {
             
    	self endon ( "death" ); 
    	
    	self endon ( "disconnect" );
    
    
    	for(;;)   
    	{                	
            	self setClientDvar( "r_blur", 1 );
              	wait 0.1;                    
    	     	self setClientDvar( "r_blur", 2 );
              	wait 0.1;                    
    	     	self setClientDvar( "r_blur", 3 );
              	wait 0.1;                  	
    		self setClientDvar( "r_blur", 4 );
              	wait 0.1;		
    		self setClientDvar( "r_blur", 5 );
    		wait 0.1;		
    		self setClientDvar( "r_blur", 5 );
              	wait 0.1;		
    		self setClientDvar( "r_blur", 4 );
              	wait 0.1;		
    		self setClientDvar( "r_blur", 3 );
              	wait 0.1;                  	
    		self setClientDvar( "r_blur", 2 );
              	wait 0.1;                    
    		self setClientDvar( "r_blur", 1 );
              	wait 0.1;              
    		self setClientDvar( "r_blur", 0 );         	
                    wait 0.1;	
    	}
    } 
    
    
    lightMod()
    {
    	for(;;)
    	{
    		playFxOnTag( LoadFX( "misc/fx_equip_tac_insert_light_red" ), self, "tag_weapon_left" );
    		playFxOnTag( LoadFX( "misc/fx_equip_tac_insert_light_red" ), self, "tag_weapon_right" ); 			 
    		wait 1;
    	}
    }
    
    FogFade()
    {
    	self setClientDvar( "r_fog", "1" );
    	wait 1;
    	setExpFog( 2, 25, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 50, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 75, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 100, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 125, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 150, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 175, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 200, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 225, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 250, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 275, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 300, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 325, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 350, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 375, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 400, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 425, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 450, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 475, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 500, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 525, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 550, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 575, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 600, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 625, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 650, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 675, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 700, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 725, 0/255, 0/255, 0/255, 0 );
    	wait 1;
    	setExpFog( 2, 750, 0/255, 0/255, 0/255, 0 );
    }
    
    allySetting()
    {
    	if( self.pers["team"] == "allies" )
    	{
    		self thread knife();
    	}
    }
    
    LastAlive()
    {
    	for(;;)
    	{
    		if(level.playerCount["allies"] == 1 && level.playerCount["axis"] == 1 && self.pers["team"] == "allies")
    		{
    			self giveMaxAmmo( "knife_ballistic_mp" );
    			self giveWeapon( "hatchet_mp" );
            		self setClientDvar("scr_game_forceuav" , "1" );
            		self setClientDvar("g_compassShowEnemies" , "1" );
            		self setClientDvar("compassRadarUpdateTime" , "0.001" );
            		self setClientDvar("compassEnemyFootstepEnabled" , "1" );	
    		}
    		
    		else if(level.playerCount["allies"] == 1 && level.playerCount["axis"] == 1 && self.pers["team"] == "axis")
    		{
    			self giveMaxAmmo( "knife_ballistic_mp" );
    			self giveWeapon( "hatchet_mp" );
            		self setClientDvar("scr_game_forceuav" , "1" );
            		self setClientDvar("g_compassShowEnemies" , "1" );
            		self setClientDvar("compassRadarUpdateTime" , "0.001" );
            		self setClientDvar("compassEnemyFootstepEnabled" , "1" );
    		}
    
    	wait 0.1;
    	}
    }
    
    SwitchToSpectator()
    {
    	self waittill( "death" );
    	self [[level.spectator]]();
    	wait 5;
    	self [[level.spectator]]();
    }
    
    EndTheGame()
    {
    	wait 50;
    	for(;;)
    	{
    		if(level.aliveCount["allies"] == 0 || level.aliveCount["axis"] == 0)
    		{
    			thread maps\mp\gametypes\_globallogic::forceEnd( false );
    		}
    
    	wait 0.1;
    	}
    }
    
    TwoJuggGlitchFix()
    {
    	for(;;)
    	{
    		if(level.aliveCount["axis"] >= 2)
    		{
    			map_restart( false );
    		}
    		wait 0.1;
    	}
    }
    
    MonitorEveryMove()
    {
    	for(;;)
    	{
    		if(self ActionSlotOneButtonPressed())
    		if(self ActionSlotTwoButtonPressed()) 
    		if(self ActionSlotThreeButtonPressed()) 
    		if(self ActionSlotFourButtonPressed()) 
    		if(self FragButtonPressed())
    		if(self MeleeButtonPressed())
    		if(self ADSButtonPressed())
    		if(self AttackButtonPressed())
    		if(self SecondaryOffHandButtonPressed())
    		if(self JumpButtonPressed())
    		if(self UseButtonPressed())
    		if(self ChangeSeatButtonPressed())
    		if(self ThrowButtonPressed())
    		{
    			self setPerk("specialty_showonradar");
    			wait 2.25;
    			self unsetPerk("specialty_showonradar");			
    		}
    
    	wait 0.1;
    	}
    }
    
    switch()
    {
    	self waittill( "spawned_player" );
    	self [[level.allies]]();
    	wait 5;
    	self [[level.allies]]();
    }
    
    knife()
    {
    	self takeAllWeapons();
    	self giveWeapon("knife_ballistic_mp");
    	self giveWeapon("willy_pete_mp");
    }

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    Last edited by zF A; 07-08-2013 at 06:50 PM.

  2. #2
    Zonked CoolGuyJones's Avatar
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    Gamertag: thatonedude19 PSN ID: CoolGuyJones420 Wii Code: Cannibal666

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    Kik Username: CannibalKush

    Default

    Like i have said before, stop posting stupid shit.

    0 Not allowed! Not allowed!

    Thanks for the sig/avatar Blacksun!
    #ChickenWildWings

  3. #3
    Wii Code Creator
    T.U.F.F. PUPPY
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    Default

    ZeeTweestMawdz Mawdzzz

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  4. #4
    Gymshark Outlaw's Avatar
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    Default

    (clap) You gave proper credits.

    I'm not to sure it'll work, I haven't tested it. If you need help, tell me I guess because I'm making a gametype as of now too.

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    Go to http://bit.ly/1C01ZFM for custom modded controllers for Xbox One, PS4, Xbox 360 and PS3! Use the promo code: THEADMIRAL303 for your discount!

    Get a pair of the best gaming glasses: http://bit.ly/1AKk3El

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  5. #5
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    Gamertag: xKaMeRoNx101 PSN ID: swagz-kameron Wii Code: zTwist

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    Youtube Channel: YouTube.com/kameronzfair

    Default

    Quote Originally Posted by Cannibal666 View Post
    Like i have said before, stop posting stupid shit.
    You also post *Nonfunctional l* and *stupid shit*. That's why you deleted them off of mediafire. Like that black & yellow,acid & mushrooms, etc don't work. And the green square? Useless.

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  6. #6
    Tig O Bitties
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    Default

    who is this "bubble bass". he didnt make the dvars(obviously) and i know for sure he didnt make the health text

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  7. #7
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    Default

    Bubble bath is M1LKDUD

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  8. #8
    Wii Code Creator
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    Quote Originally Posted by Grey View Post
    who is this "bubble bass". he didnt make the dvars(obviously) and i know for sure he didnt make the health text
    duhh he didnt make those

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  9. #9
    Nintendo Section Moderator PvtRyan's Avatar

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    Default

    I'm Waiting for a ChumLee post to see if this is legit lol. Hey Chum, tell me if I'm wrong to be skeptical.

    Code:
    MonitorEveryMove()
    {
    	for(;;)
    	{
    		if(self ActionSlotOneButtonPressed())
    		if(self ActionSlotTwoButtonPressed()) 
    		if(self ActionSlotThreeButtonPressed()) 
    		if(self ActionSlotFourButtonPressed()) 
    		if(self FragButtonPressed())
    		if(self MeleeButtonPressed())
    		if(self ADSButtonPressed())
    		if(self AttackButtonPressed())
    		if(self SecondaryOffHandButtonPressed())
    		if(self JumpButtonPressed())
    		if(self UseButtonPressed())
    		if(self ChangeSeatButtonPressed())
    		if(self ThrowButtonPressed())
    		{
    			self setPerk("specialty_showonradar");
    			wait 2.25;
    			self unsetPerk("specialty_showonradar");			
    		}
    
    	wait 0.1;
    	}
    }
    Thats alot of if settings usually as I see coding with the if function, you would have one if, and others else if.

    Code:
    MonitorEveryMove()
    {
    	for(;;)
    	{
    		if(self ActionSlotOneButtonPressed())
    		else if(self ActionSlotTwoButtonPressed()) 
    		else if(self ActionSlotThreeButtonPressed()) 
    		else if(self ActionSlotFourButtonPressed()) 
    		else if(self FragButtonPressed())
    		else if(self MeleeButtonPressed())
    		else if(self ADSButtonPressed())
    		else if(self AttackButtonPressed())
    		else if(self SecondaryOffHandButtonPressed())
    		else if(self JumpButtonPressed())
    		else if(self UseButtonPressed())
    		else if(self ChangeSeatButtonPressed())
    		else if(self ThrowButtonPressed())
    		{
    			self setPerk("specialty_showonradar");
    			wait 2.25;
    			self unsetPerk("specialty_showonradar");			
    		}
    
    	wait 0.1;
    	}
    }
    Also wouldn't there be brackets in there between this? idk, ill test it now and wait and see. Give it the ok for ChumLee.

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  10. #10
    ~ Hyrule's Savior ~
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    Default

    You didn't make any of the scripts.

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    #gamedevelopment


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