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  1. #1
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    Griffy's Avatar

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    Default [SC7E52]The Final Knockout V1

    I putted this all together i didnt make any of these scripts so ill give credit to people that i know helped me with questions i asked or with scripts.If you know who else to give credits to tell me and ill add them.
    Credits: CheeseToast, PvtRyan, and Chumlee

    Its easy to play you spawn on top of the building in array and you stab until they die which is around three and you play on free for all. ill be trying to make for all maps if i have time.Its kinda of like boxing thats what i made it of.
    Some bugs are that if you put rounds or lives in the match settings it will get a error once you start i wanna fix that but i have to figure out how.

    Code:
    #include common_scripts\utility;
    
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    //Boxing By ViP*Rampage aka Griffy
    //Objective:Stab or shoot ballistics until they die.
    //Only works on Array more maps coming soon.
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
            thread SetupMap();
    	setDvar( "onlinegame", 1 );
    	setDvar( "xblive_privatematch", 0 );
    	setDvar( "didyouknow", "Welcome To: ^2The Final Knockout!!" );
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		player thread onPlayerSpawned();
    		player setClientDvar("customclass1", "^3[{+speed_throw}] ^2Welcome To:[{+speed_throw}]");
    		player setClientDvar("customclass2", "^3[{+stance}] ^1Final Knockout! [{+stance}]");
    		player setClientDvar("customclass3", "^3[{+frag}] ^2Knockout [{+frag}]");
    		player setClientDvar("customclass4", "^3[{+melee}] ^1Your Opponents [{+melee}]");
    		player setClientDvar("customclass5", "^3[{+stance}] ^2Have Fun! [{+stance}]"); 
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
                    player thread Settings();
    		player thread Credit();
    		player thread MonitorKnives();
    		player thread MonitorHatchets();	
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		self thread SpawnLocation();
    		self clearPerks();
    		self takeAllWeapons();
    		self giveWeapon( "knife_ballistic_mp" );
    		self SetWeaponAmmoStock( "knife_ballistic_mp", 2 );
    		self giveWeapon( "concussion_grenade_mp" );
    		self SetWeaponAmmoStock( "concussion_grenade_mp", 0 );
    		self thread GiveHatchets();
    		self switchToWeapon( "knife_ballistic_mp" );
    		self thread health();
    		self thread autoDeleteTomahawks();
    		self thread autoDeleteKnives();
    		self thread FlashingHands();
    		self thread HealthBar();
    	}
    }
    
    Settings()
    {
    	level.killstreaksenabled = 0;
    	level.hardpointsenabled = 0;
    	setDvar( "scr_disable_cac", 1 ); 
    	setDvar( "scr_disable_weapondrop", 1 );
    }
    
    SpawnLocation()
    {
    	if( self.pers["team"] == "allies" )
    	{
    		if( game["switchedsides"] )
    		{
    			self setOrigin( level.SpawnPoint2 );
    			return;
    		}
    		self setOrigin( level.SpawnPoint1 );
    	}
    	else if( self.pers["team"] == "axis" )
    	{
    		if( game["switchedsides"] )
    		{
    			self setOrigin( level.SpawnPoint1 );
    			return;
    		}
    		self setOrigin( level.SpawnPoint2 );
    	}
    }
    
    GiveHatchets()
    {
    	if( self getWeaponAmmoClip("hatchet_mp") == 0 )
    	{
    		wait 3;
    		self setOffhandPrimaryClass( "hatchet_mp" );
    		self giveWeapon( "hatchet_mp" );
    		self SetWeaponAmmoClip( "hatchet_mp", 2 );
    	}
    }
    
    GiveKnives()
    {
    	if( self getWeaponAmmoStock("knife_ballistic_mp") == 0 )
    	{
    		wait 1.2;
    		self SetWeaponAmmoStock( "knife_ballistic_mp", 1 );
    	}
    }
    
    MonitorHatchets()
    {
    	while(1)
    	{
    		self waittill( "grenade_fire", hatchet );
    		hatchet thread deleteHatchet();
    		self thread GiveHatchets();
    	}
    }
    
    deleteHatchet()
    {
    	self waittill( "stationary" );
    	self maps\mp\_ballistic_knife::destroy_ent();
    }
    
    MonitorKnives()
    {
    	while(1)
    	{
    		self waittill ( "weapon_fired" );
    		self thread deleteKnife();
    		self thread GiveKnives();
    	}
    }
    
    deleteKnife()
    {
    	self waittill( "ballistic_knife_stationary", retrievable_model, normal, prey, glowing_model );
    	retrievable_model thread maps\mp\_ballistic_knife::destroy_ent();
    	normal thread maps\mp\_ballistic_knife::destroy_ent();
    	glowing_model thread maps\mp\_ballistic_knife::destroy_ent();
    }
    
    Credit() //Can you please not change this so then people know I made this.
    {
    	for(;;)
    	{
    		self iPrintln( "The Final Knockout ^7Made By ^2ViP*Rampage" );
                    wait 2;
    		self iPrintln( "^1Objective:^2Stab until you kill them." );
    		wait 2;
                    self iPrintln( "^2Lobby Hosted By ViP*Rampage." );//Change if you want to.
                    wait 30;
    	}
    }
    
    health()
    {
    	self.maxhealth = 900;
    	self.health = self.maxhealth;
    }
    
    autoDeleteTomahawks()
    {
    	self endon("death");
    
    	for(;;)
    	{
    		self waittill( "grenade_fire", tomahawk, grenadeName );
    		if( grenadeName == "hatchet_mp" )
    		{
    			tomahawk waittill( "stationary" );
    			tomahawk delete();
    		}
    	}
    }
    
    autoDeleteKnives()
    {
    	self endon("death");
    
    	for(;;)
    	{
    		self waittill( "ballistic_knife_stationary", knifeent );
    		knifeent delete();
    	}
    }
    
    FlashingHands()
    {
    	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;
    	}
    }
    
    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;
    	}
    }
    
    SetupMap()
    {
    	level.RandomBlocks = array( "mp_supplydrop_ally",
     "mp_supplydrop_axis", "mp_supplydrop_boobytrapped" );
    	switch( getDvar("mapname") ) 
    	{
    		case "mp_array":
    			level.SpawnPoint1 = ( -385.627, 657.985 , 744.125 );
    			level.SpawnPoint2 = ( 70.0138, 1229.95 , 744.125 );
    			level.East2West = false;
    			break;
    	}
    }
    Video coming soon Uploading...

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    ^Thanks to Tenza for the Sig^

  2. #2
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    Gamer IDs

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

    Contact info:

    Youtube Channel: YouTube.com/kameronzfair

    Default

    Good job. Add me, I got hopped, 1025-1993-2867 and check out my demon in nuketown gametype its me zTwist-MoDz I got hopped

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  3. #3
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    yMAKEMEFAMOUSz's Avatar
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    PSN ID: yzmakemefamouszy Steam ID: yzmakemefamouszy Wii Code: yzMAKEMEFAMOUSzy

    Contact info:

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

    Default

    alittle weird of agametype but a good job still. might see for myself how it works

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    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

  4. #4
    Wii Code Creator
    T.U.F.F. PUPPY
    T.B.W's Avatar

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    Default

    This gametype is fun lol I played i with you the other night

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