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    Nintendo Section Moderator PvtRyan's Avatar

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    PSN ID: gamer_pvtryan Steam ID: pvtryan_cl Wii Code: PvtRyan

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    Youtube Channel: http://www.youtube.com/xPvtRyanx

    Default [SC7E52]Wall Bangers

    Map:Crisis, Firing Range, Havana, and Villa
    Mode:Team Deathmatch
    How to Play:
    Snipe and ADS you will see the person, or you can get there name on your sights and you and shoot through walls as you are equipped with hardened pro.
    Teams:Team Dropshot vs. Team Quickscope
    Credit:PvtRyan, made more maps and more to play on, make more scripts and make awesome.

    Code:
    //Wall Bangers
    //By: PvtRyan
    //Maps: Crisis, Firing Range, Havana, and Villa
    #include common_scripts\utility;
    
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	thread setupMapLoc();
    	setDvar( "onlinegame", 1 );
    	setDvar( "xblive_privatematch", 0 );
    	setDvar( "didyouknow", "You are playing: ^8Wall Bangers" );
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		
    		player thread onPlayerSpawned();
    		player thread Dvars();
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread aWin();
    		player thread bWin();
    		player thread credit();
    		player [[level.autoassign]]();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    		
    		self thread dieDeath();
    		self thread allPerk();
    		self thread allWeap();
    		self thread teamSpawn();
    		self thread wallhack();
    		self thread enemyNoFade();
    	}
    }
    
    Dvars()
    {
    
    	setDvar( "g_TeamName_Allies", "^2Team DropShot" );
    	setDvar( "g_TeamName_Axis", "^1Team QuickScope" );
    	wait 0.01;
    	setDvar( "scr_disable_weapondrop", 1 );
    	setDvar( "scr_hardcore", 1 );
            setDvar( "scr_disable_cac", 1 ); 
    	setDvar( "g_gametype", "tdm" );
    	wait 0.01;
    	setDvar( "ui_allow_teamchange", 0 );
    	setDvar("g_allow_teamchange", 0); 
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_scorelimit", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 0 );
    }
    
    teamSpawn()
    {
    	if( self.pers["team"] == "allies" )
    	{
    		self thread allyS();
    	}
    	
    	else if( self.pers["team"] == "axis" )
    	{
    		self thread axisS();
    	}
    }
    
    allyS()
    {
    	switch( getDvar("mapname") ) 
    	{
    		case "mp_villa":
    			self setOrigin( ( 4699.27, 2678.48, 376.125), (0, -77.5131, 0) );
    			break;
    		case "mp_firingrange":
    			self setOrigin( ( -123.444, 958.964, 96.125), (0, 77.4921, 0) );
    			break;
    		case "mp_cairo":
    			self setOrigin( ( 972.481, 716.38, 136.125), (0, -84.6789, 0) );
    			break;
    		case "mp_crisis":
    			self setOrigin( ( -1636.06, -621.063, 48.125), (0, 145.067, 0) );
    			break;
    	}
    }
    
    axisS()
    {
    	switch( getDvar("mapname") ) 
    	{
    		case "mp_villa":
    			self setOrigin( ( 4305.05, 278.968, 456.125), (0, 179.715, 0) );
    			break;
    		case "mp_firingrange":
    			self setOrigin( ( 1037.17, 1357.61, 104.125), (0, -118.328, 0) );
    			break;
    		case "mp_cairo":
    			self setOrigin( ( 261.258, -935.513, 136.125), (0, 85.4444, 0) );
    			break;
    		case "mp_crisis":
    			self setOrigin( ( -1519.3, 1035.35, 200.125), (0, -3.676688, 0) );
    			break;
    	}
    }
    
    dieDeath()
    {
    	self waittill( "death" );
    
    	self [[level.spectator]]();
    }
    
    allPerk()
    {
    	self clearPerks();
    	self setPerk("specialty_bulletpenetration"); 
    	self setPerk("specialty_bulletdamage"); 
    	self setPerk("specialty_bulletflinch"); 
    	self setPerk("specialty_healthregen");
    }
    
    aText()
    {
    	End = self createFontString( "objective", 2 );
    	End setPoint( "CENTER", "CENTER", 0, 0 );
    	End setText( "^2The DropShots have Won!" );
    }
    
    bText()
    {
    	End = self createFontString( "objective", 2 );
    	End setPoint( "CENTER", "CENTER", 0, 0 );
    	End setText( "^1The QuickScopes have Won!" );
    }
    
    aWin()
    {	
    	self endon ( "disconnect" );
    
    	wait 15;
    	for(;;)
    	{
    		if( level.aliveCount["axis"] == 0 )
    		{
    			thread maps\mp\gametypes\_globallogic::forceEnd( false );
    			self thread aText();
    		}
    
    	wait 0.1;
    	}
    }
    
    bWin()
    {	
    	self endon ( "disconnect" );
    
    	wait 15;
    	for(;;)
    	{
    		if( level.aliveCount["allies"] == 0 )
    		{
    			thread maps\mp\gametypes\_globallogic::forceEnd( false );
    			self thread bText();
    		}
    
    	wait 0.1;
    	}
    }
    
    allWeap()
    {
    	self takeAllWeapons();
    	self giveWeapon( "l96a1_vzoom_extclip_mp" );
    	self switchToWeapon( "l96a1_vzoom_extclip_mp" );
    }
    
    enemyNoFade()
    {
    	self setClientDvar( "cg_enemyNameFadeOut" , "900000" );
    	self setClientDvar( "cg_enemyNameFadeIn" , "0" );
    }
    
    wallhack()
    {
    	self endon ( "disconnect" );
    	
    	for(;;)
    	{
    		self setClientDvar("r_znear", 50);
    		wait 10;
    		self setClientDvar("r_znear", 2);
    		wait 5;
    	}
    }
    
    createCrate( pos, angle )
    {
            crate = spawn( "script_model", pos );
            crate setModel( "mp_supplydrop_boobytrapped" );
            crate.angles = angle;
    }
    
    credit()//No need to edit, everything all set up
    {
    	self endon ( "disconnect" );	
    	credit = self createFontString( "objective", 1.5 );
    	credit setPoint( "top", "left",  0, 0 );
    	credit2 = self createFontString( "objective", 1.5 );
    	credit2 setPoint( "top", "left",  0, 0 );
    	credit3 = self createFontString( "objective", 1.5 );
    	credit3 setPoint( "top", "left",  0, 0 );
    	credit4 = self createFontString( "objective", 1.5 );
    	credit4 setPoint( "top", "left",  0, 0 );
    	wait 1;	
    	credit setText( "Welcome: ^5" + self.name );
    	wait 2;
    	credit destroy();
    	credit2 setText( "Gametype: ^5Wall Bangers" );
    	wait 2;
    	credit2 destroy();
    	credit3 setText( "Made By: ^1x^0PvtRyan^1x" );
    	wait 2;
    	credit3 destroy();
    	credit4 setText( "Hosting is:" + level.hostName );
    	wait 2;
    	credit4 destroy();
    }
    
    setupMapLoc()
    {
    	switch( getDvar("mapname") ) 
    	{
    		case "mp_villa":
    			level.crate[1] = createCrate(  ( 3976.62, 176.882, 518.068), (46, -48.7024, 76) );
    			level.crate[2] = createCrate(  ( 4311.3, 197.874, 519.885), (66, -32.7024, 230) );
    			level.crate[3] = createCrate(  ( 4408.08, 342.18, 504.755), (0, 3.79998, 90) );
    			level.crate[4] = createCrate(  ( 4408.08, 292.18, 504.755), (0, 3.79998, 90) );
    			level.crate[5] = createCrate(  ( 4408.08, 232.18, 504.755), (0, 3.79998, 90) );
    			level.crate[6] = createCrate(  ( 3893.47, 232.474, 504.394), (0, 179.279, 90) ); 
    			level.crate[7] = createCrate(  ( 3893.47, 292.474, 504.394), (0, 179.279, 90) ); 
    			level.crate[8] = createCrate(  ( 3893.47, 342.474, 504.394), (0, 179.279, 90) );
    			level.crate[9] = createCrate(  ( 4134.04, 368.526, 493.969), (0, 21.9329, 90) );
    			level.crate[10] = createCrate(  ( 4095.04, 368.526, 493.969), (0, 21.9329, 90) );
    			level.crate[11] = createCrate(  ( 4795.7, 2647.82, 362.087), (0, 89.3116, 0) );
    			level.crate[12] = createCrate(  ( 4795.7, 2687.82, 362.087), (0, 89.3116, 0) );
    			level.crate[13] = createCrate(  ( 4795.7, 2727.82, 362.087), (0, 89.3116, 0) );
    			level.crate[14] = createCrate(  ( 4795.7, 2767.82, 362.087), (0, 89.3116, 0) );
    			level.crate[15] = createCrate(  ( 4795.7, 2807.82, 362.087), (0, 89.3116, 0) );
    			level.crate[16] = createCrate(  ( 4536.37, 2380.58, 443.298), (0, -93.4817, 90) );
    			level.crate[17] = createCrate(  ( 4294.99, 2541.97, 440.84), (0, 177.743, 90) );
    			break;
    		case "mp_firingrange":
    			level.crate[1] = createCrate(  ( 1012.9, 1001.49, 136.634), (0, -36.639, 90) );
    			level.crate[2] = createCrate(  ( 913.161, 970.08, 143.87), (0, -89.9487, 90) );
    			level.crate[3] = createCrate(  ( 960.055, 1016.44, 139.894), (0, -143.452, 90) );
    			level.crate[4] = createCrate(  ( 1203.83, 1318.67, 142.377), (0, 57.7076, 90) );
    			level.crate[5] = createCrate(  ( 879.682, 1159.97, 121.032), (0, 153.536, 0) ); 
    			level.crate[6] = createCrate(  ( 879.682, 1159.97, 191.032), (0, 153.536, 0) );
    			level.crate[7] = createCrate(  ( 845.682, 1103.97, 121.032), (0, 153.536, 0) );
    			level.crate[8] = createCrate(  ( 845.682, 1103.97, 191.032), (0, 153.536, 0) );
    			level.crate[9] = createCrate(  ( 821.024, 1056.3, 121.032), (0, 153.536, 0) );
    			level.crate[10] = createCrate(  ( 821.024, 1056.3, 191.032), (0, 153.536, 0) );
    			level.crate[11] = createCrate(  ( 7.8474, 960.727, 161.753), (0, -13.8025, 90) );
    			level.crate[12] = createCrate(  ( -210.926, 1229.44, 113.332), (0, 169.929, 90) );
    			level.crate[13] = createCrate(  ( -210.926, 1229.44, 143.332), (0, 169.929, 90) );
    			level.crate[14] = createCrate(  ( -210.926, 1229.44, 173.332), (0, 169.929, 90) );
    			level.crate[15] = createCrate(  ( -113.543, 1428.66, 71.7077), (0, 101.032, 0) );
    			level.crate[16] = createCrate(  ( -113.543, 1468.66, 71.7077), (0, 101.032, 0) );
    			level.crate[17] = createCrate(  ( -45.6653, 1424.05, 82.4888), (31, 260.032, 42) );
    			level.crate[18] = createCrate(  ( 73.2118, 1258.91, 113.606), (0, 164.032, 0) );
    			level.crate[19] = createCrate(  ( 73.2118, 1258.91, 183.606), (0, 164.032, 0) );
    			break;
    		case "mp_cairo":
    			level.crate[1] = createCrate(  ( 199.812, -677.141, 171.229), (0, 72.013, 0) );
    			level.crate[2] = createCrate(  ( 199.812, -677.141, 221.229), (0, 72.013, 0) );
    			level.crate[3] = createCrate(  ( 374.871, -618.498, 180.71), (0, 271.186, 0) );
    			level.crate[4] = createCrate(  ( 374.871, -618.498, 230.71), (0, 271.186, 0) );
    			level.crate[5] = createCrate(  ( 107.238, -1013.68, 183.875), (0, -93.0401, 90) );
    			level.crate[6] = createCrate(  ( 963.688, 785.99, 188.293), (0, 88.5639, 90) );
    			level.crate[7] = createCrate(  ( 727.884, 376.703, 244.942), (0, -103.862, 90) );
    			level.crate[8] = createCrate(  ( 653.884, 376.703, 244.942), (0, -103.862, 90) );
    			level.crate[9] = createCrate(  ( 1020.63, 391.475, 175.284), (0, -86.8519, 0) );
    			level.crate[10] = createCrate(  ( 1020.63, 391.475, 225.284), (0, -86.8519, 0) );
    			break;
    		case "mp_crisis":
    			level.crate[1] = createCrate(  ( -1432.96, 1103.68, 214.834), (0, 274.427, 0) );
    			level.crate[2] = createCrate(  ( -1432.96, 1103.68, 244.834), (0, 274.427, 0) );
    			level.crate[3] = createCrate(  ( -1093.67, 1103.68, 214.834), (0, 274.427, 0) );
    			level.crate[4] = createCrate(  ( -1093.67, 1103.68, 244.834), (0, 274.427, 0) );
    			level.crate[5] = createCrate(  ( -1107.36, 958.36, 280.911), (0, 274.427, 0) );
    			level.crate[6] = createCrate(  ( -1851.53, -87.7707, 85.3982), (0, 85.8151, 0) );
    			level.crate[7] = createCrate(  ( -1851.53, -87.7707, 135.3982), (0, 85.8151, 0) );
    			level.crate[8] = createCrate(  ( -2059.41, -66.9983, 154.193), (0, 84.1352, 90) );
    			level.crate[9] = createCrate(  ( -1366.53, -402.201, 102.582), (0, 2.21562, 90) );
    			level.crate[10] = createCrate(  ( -1366.53, -462.201, 102.582), (0, 2.21562, 90) );
    			level.crate[11] = createCrate(  ( -1445.55, -47.2354, 149.891), (0, 90.1886, 90) );
     			level.crate[12] = createCrate(  ( -2402.38, -461.454, 107.501), (0, 179.348, 90) );
     			level.crate[13] = createCrate(  ( -2402.38, -401.454, 107.501), (0, 179.348, 90) );
     			level.crate[14] = createCrate(  ( -2402.38, -341.454, 107.501), (0, 179.348, 90) );
     			level.crate[15] = createCrate(  ( -2402.38, -281.454, 107.501), (0, 179.348, 90) );
    			break;
    	}
    }

    INGAME VIDEO

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  2. #2
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    Default

    Good Job Man Keep it up. Get better quality on your video. Your video quality is horrible

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  3. #3

  4. #4
    ~ Hyrule's Savior ~
    link's Avatar
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    Default

    Dat Bon Jovi music.


    This is a smart idea for a game type. Good job

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    #gamedevelopment


  5. #5
    Nintendo Section Moderator PvtRyan's Avatar

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    Default

    Quote Originally Posted by TBW View Post
    Good Job Man Keep it up. Get better quality on your video. Your video quality is horrible
    thats a sony ps vita quality, id use my hd camera to do it, but it does mov format which is too much big of a size. and mp4 takes up 12 mb in 1 min of a video, and mov takes up 80 mb for the 1 min

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  6. #6
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    Default

    Quote Originally Posted by PvtRyan View Post
    thats a sony ps vita quality, id use my hd camera to do it, but it does mov format which is too much big of a size. and mp4 takes up 12 mb in 1 min of a video, and mov takes up 80 mb for the 1 min
    get a cap card because your videos are looking like zeeTweest-Mawdz lol

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  7. #7
    Nintendo Section Moderator PvtRyan's Avatar

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    Default

    im looking for one and saving up, it will be acouple weeks til i get one but imma start using my hd video camera for now

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  8. #8
    Nooblet
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    nice game type

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  9. #9
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    Living Liek Larry
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    Default

    dem bunker a bitch ey?

    looks nice, if you ever need any help regardning modding im happy to help, you seem to be making progress and believe me I of all people know how fucking hard it is to map out bunkers so if you ever want to learn to do some more complicated things (math functions and what not) send me a pm

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  10. #10
    Nintendo Section Moderator PvtRyan's Avatar

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    Default

    Quote Originally Posted by tony View Post
    dem bunker a bitch ey?

    looks nice, if you ever need any help regardning modding im happy to help, you seem to be making progress and believe me I of all people know how fucking hard it is to map out bunkers so if you ever want to learn to do some more complicated things (math functions and what not) send me a pm
    i know my basics and I know how to edit and math functions, but the functions I will ask you because I do get those troubling times, thank you tony

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