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  1. #1
    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]Scavenger Hunt

    Maps: Firing Range
    Mode: Free-For-All
    Teams: Hunters and Hunters
    Objective: Collect All 8 items to win the game
    Perks:
    All Briefcases: Gives you Third Person
    All RC-XDs: Gives you the speed of an RC-XD
    All Flags: Makes you flash Invisibility as a flag would normally be

    Code:
    //Scavenger Hunt
    //Made By: PvtRyan
    #include common_scripts\utility;
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	game["icons"]["axis"] = "perk_scavenger_pro";
    	setdvar( "g_TeamIcon_Axis", game["icons"]["axis"] );
    	game["icons"]["allies"] = "perk_scavenger_pro";
    	setdvar( "g_TeamIcon_Allies", game["icons"]["allies"] );
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	thread setupMapLoc();
    	setDvar( "onlinegame", 1 );
    	setDvar( "xblive_privatematch", 0 );
    	setDvar( "didyouknow", "You are playing: ^1Scavenger Hunt" );
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		
    		player thread onPlayerSpawned();
    		player thread pickUp();
    		player thread gameDvars();
    		player thread variables();
    		player [[level.autoassign]]();
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread credit();
    		player thread allFound();
    		player thread doReward();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    
    		self thread settings();
    		self thread objective();
    		self thread doNote();
    	}
    }
    
    variables()
    {
    	self.rcxdEquip = 0;
    	self.flagEquip = 0;
    	self.casesEquip = 0;
    	self.casesEquip3 = 0;
    	self.rcxdEquip2 = 0;
    	self.flagEquip3 = 0;
    	self.flagEquip2 = 0;
    	self.casesEquip2 = 0;
    	self.rcxd = 0;
    	self.flag = 0;
    	self.cases = 0;
    	self.item = 0;
    }
    
    objective()
    {
    	obj = self createFontString( "objective", 1.8 );
    	obj setPoint( "CENTER", "CENTER", 170, -170 );
    
    	for(;;)
    	{
    		obj setText( "\n\n\n\n\n\n\n\n\nObjective:\nFind All the Items in the^7\nScavenger Hunt^7\nItems Found " + self.item + "/8" );
    		wait 0.50;
    	}
    
    	self waittill( "game_e" );
    	obj destroy();
    }
    
    allFound()
    {
    	for(;;)
    	{
    		if( self.rcxdEquip == 1 && self.flagEquip == 1 && self.casesEquip3 == 1 && self.casesEquip == 1 && self.rcxdEquip2 == 1 && self.flagEquip2 == 1 && self.flagEquip3 == 1 && self.casesEquip2 == 1 )
    		{
    			self notify( "game_e" );
    			thread maps\mp\gametypes\_globallogic::endGame( self.pers["team"], self.name + " has conquered the scavenger hunt" );
    		}
    		wait 1;
    	}
    }
    
    gameDvars()
    {
    	setDvar( "g_TeamName_Allies", "Hunters" );
    	setDvar( "g_TeamName_Axis", "Hunters" );
    	wait 0.01;
    	setDvar( "scr_disable_weapondrop", 1 );
            setDvar( "scr_disable_cac", 1 ); 
            setDvar( "scr_game_prematchperiod", 10 );
    	setDvar( "g_gametype", "dm" );
    	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 );
    }
    
    settings()
    {
    	self.maxhealth = 10000;
    	self.health = self.maxhealth;
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( "knife_ballistic_mp" );
    	self switchToWeapon( "knife_ballistic_mp" );
    	self SetWeaponAmmoClip( "knife_ballistic_mp", 0 );
    	self SetWeaponAmmoStock( "knife_ballistic_mp", 0 );
    }
    
    credit()//No need to edit, everything all set up
    {
    	self endon ( "disconnect" );	
    	credit = self createFontString( "objective", 2.5 );
    	credit setPoint( "top", "left",  0, 0 );
    	credit2 = self createFontString( "objective", 2.5 );
    	credit2 setPoint( "top", "left",  0, 0 );
    	credit3 = self createFontString( "objective", 2.5 );
    	credit3 setPoint( "top", "left",  0, 0 );
    	credit4 = self createFontString( "objective", 2.5 );
    	credit4 setPoint( "top", "left",  0, 0 );
    	wait 1;	
    	credit setText( "Welcome: ^1" + self.name );
    	wait 2;
    	credit destroy();
    	credit2 setText( "Gametype: ^1Scavenger Hunt" );
    	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();
    }
    
    pickUp()
    {
    	for(;;)
    	{
    		if( distance( self.origin, level.obj.origin ) < 60 && self.rcxdEquip == 0 )
    		{
    			while( distance( self.origin, level.obj.origin ) < 60 )
    			{
    				if( distance( self.origin, level.obj.origin ) < 60 )
    				{
    					self thread rcxdEquip();
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.obj1.origin ) < 60 && self.flagEquip == 0 )
    		{
    			while( distance( self.origin, level.obj1.origin ) < 60 )
    			{
    				if( distance( self.origin, level.obj1.origin ) < 60 )
    				{
    					self thread flagEquip();
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.obj2.origin ) < 60 && self.flagEquip3 == 0 )
    		{
    			while( distance( self.origin, level.obj2.origin ) < 60 )
    			{
    				if( distance( self.origin, level.obj2.origin ) < 60 )
    				{
    					self thread flagEquip3();	
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.obj3.origin ) < 60 && self.casesEquip == 0 )
    		{
    			while( distance( self.origin, level.obj3.origin ) < 60 )
    			{
    				if( distance( self.origin, level.obj3.origin ) < 60 )
    				{
    					self thread casesEquip();
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.obj4.origin ) < 60 && self.casesEquip3 == 0 )
    		{
    			while( distance( self.origin, level.obj4.origin ) < 60 )
    			{
    				if( distance( self.origin, level.obj4.origin ) < 60 )
    				{
    					self thread casesEquip3();
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.obj5.origin ) < 60 && self.rcxdEquip2 == 0 )
    		{
    			while( distance( self.origin, level.obj5.origin ) < 60 )
    			{
    				if( distance( self.origin, level.obj5.origin ) < 60 )
    				{
    					self thread rcxdEquip2();
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.obj6.origin ) < 60 && self.casesEquip2 == 0 )
    		{
    			while( distance( self.origin, level.obj6.origin ) < 60 )
    			{
    				if( distance( self.origin, level.obj6.origin ) < 60 )
    				{
    					self thread casesEquip2();				
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.obj7.origin ) < 60 && self.flagEquip2 == 0 )
    		{
    			while( distance( self.origin, level.obj7.origin ) < 60 )
    			{
    				if( distance( self.origin, level.obj7.origin ) < 60 )
    				{
    					self thread flagEquip2();			
    				}
    				wait 1;
    			}
    		}
    		wait 0.1;
    	}
    }
    
    casesEquip2()
    {	
    	if( self.casesEquip2 == 0 )
    	{
    		self.casesEquip2 = 1;
    		self.item += 1;
    		self.cases += 1;
    		self iPrintln("Briefcases Captured " + self.cases + "/3" );
    		self sayAll( "Got " + self.item + "/8 items." );
    	}
    }
    
    rcxdEquip2()
    {
    	if( self.rcxdEquip2 == 0 )
    	{
    		self.rcxdEquip2 = 1;
    		self.item += 1;
    		self.rcxd += 1;
    		self iPrintln("RC-XD Captured " + self.rcxd + "/2" );
    		self sayAll( "Got " + self.item + "/8 items." );
    	}
    }
    
    casesEquip3()
    {
    	if( self.casesEquip3 == 0 )
    	{
    		self.casesEquip3 = 1;
    		self.item += 1;
    		self.cases += 1;
    		self iPrintln("Briefcases Captured " + self.cases + "/3" );
    		self sayAll( "Got " + self.item + "/8 items." );
    	}
    }
    
    casesEquip()
    {
    	if( self.casesEquip == 0 )
    	{
    		self.casesEquip = 1;
    		self.item += 1;
    		self.cases += 1;
    		self iPrintln("Briefcases Captured " + self.cases + "/3" );
    		self sayAll( "Got " + self.item + "/8 items." );
    	}
    }
    
    flagEquip3()
    {
    	if( self.flagEquip3 == 0 )
    	{
    		self.flagEquip3 = 1;
    		self.item += 1;
    		self.flag += 1;
    		self iPrintln("Flag Captured " + self.flag + "/3" );
    		self sayAll( "Got " + self.item + "/8 items." );
    	}
    }
    
    flagEquip()
    {
    	if( self.flagEquip == 0 )
    	{
    		self.flagEquip = 1;
    		self.item += 1;
    		self.flag += 1;
    		self iPrintln("Flag Captured " + self.flag + "/3" );
    		self sayAll( "Got " + self.item + "/8 items." );
    	}
    }
    
    rcxdEquip()
    {
    	if( self.rcxdEquip == 0 )
    	{
    		self.rcxdEquip = 1;
    		self.item += 1;
    		self.rcxd += 1;
    		self iPrintln("RC-XD Captured " + self.rcxd + "/2" );
    		self sayAll( "Got " + self.item + "/8 items." );
    	}
    }
    
    flagEquip2()
    {
    	if( self.flagEquip2 == 0 )
    	{
    		self.flagEquip2 = 1;
    		self.item += 1;
    		self.flag += 1;
    		self iPrintln("Flag Captured " + self.flag + "/3" );
    		self sayAll( "Got " + self.item + "/8 items." );
    	}
    }
    
    doReward()
    {
    	self thread allFlag();
    	wait 0.1;
    	self thread allBrief();
    	wait 0.1;
    	self thread allRCXD();
    }
    
    doNote()
    {
    	if( self.flag == 3 )
    	{
    		self iPrintln("All Flags Found!");
    		self iPrintln("Your as Invisible as a Flag");
    	}
    	else if( self.cases == 3 )
    	{	
    		self iPrintln("All Briefcases Found!");
    		self iPrintln("You get Third Person!");
    	}
    	else if( self.rcxd == 3 )
    	{
    		self iPrintln("All RC-XDs Found!");
    		self iPrintln("You move like an RC-XD");
    	}
    }
    
    allFlag()
    {
    	for(;;)
    	{
    		if( self.flag == 3 )
    		{
    			self thread blink();
    		}
    		wait 1;
    	}
    }
    
    blink()
    {
    	for(;;)
    	{
    		self hide();
    		wait 1;
    		self show();
    		wait 1;
    	}
    }
    
    
    allBrief()
    {
    	for(;;)
    	{
    		if( self.cases == 3 )
    		{
    			self setClientDvar( "cg_thirdperson", 1 );
    		}
    		wait 1;
    	}
    }
    
    allRCXD()
    {
    	for(;;)
    	{
    		if( self.rcxd == 2 )
    		{
    			self setMoveSpeedScale( 1.3 );
    		}
    		wait 1;
    	}
    }
    
    
    createMask( pos )
    {
    	level.obj = spawn( "script_model", pos );
    	level.obj setModel( "t5_veh_rcbomb_allies" );
    }
    
    createMask1( pos )
    {
    	level.obj1 = spawn( "script_model", pos );
    	level.obj1 setModel( "mp_flag_neutral" );
    }
    
    createMask2( pos )
    {
    	level.obj2 = spawn( "script_model", pos );
    	level.obj2  setModel( "mp_flag_neutral" );
    }
    
    createMask3( pos )
    {
    	level.obj3 = spawn( "script_model", pos );
    	level.obj3 setModel( "prop_suitcase_bomb" );
    }
    
    createMask4( pos )
    {
    	level.obj4 = spawn( "script_model", pos );
    	level.obj4 setModel( "prop_suitcase_bomb" );
    }
    
    createMask5( pos )
    {
    	level.obj5 = spawn( "script_model", pos );
    	level.obj5 setModel( "t5_veh_rcbomb_allies" );
    }
    
    createMask6( pos )
    {
    	level.obj6 = spawn( "script_model", pos );
    	level.obj6 setModel( "prop_suitcase_bomb" );
    }
    
    createMask7( pos )
    {
    	level.obj7 = spawn( "script_model", pos );
    	level.obj7  setModel( "mp_flag_neutral" );
    }
    
    setupMapLoc()
    {
    	switch( getDvar("mapname") ) 
    	{
    		case "mp_firingrange":
    			level.scavenger[1] = createMask( ( 1225.62, 1331.05, -47.9875) );
    			level.scavenger[2] = createMask1( ( 203.747, -196.038, -127.875) );
    			level.scavenger[3] = createMask2( ( -39.1658, 1365.93, -53.875) );
    			level.scavenger[4] = createMask3( ( -258.255, 1809.64, 59.375) );
    			level.scavenger[5] = createMask4( ( 1732.2, 2274.72, -39.89654) );
    			level.scavenger[6] = createMask5( ( 1087.38, 2079.96, -54.8696) );
    			level.scavenger[7] = createMask6( ( 1198.37, 1597.17, 92.125) );
    			level.scavenger[8] = createMask7( ( 1064.61, 1762.32, 31.125) );
    			break;
    	}
    }
    INGAME VIDEO

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  2. #2
    Suicidal Thoughts
    Atmosphere's Avatar
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    Gamertag: xINSTANT CRUSHx Steam ID: xatmospherex

    Default

    Nice gametype bro!

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  3. #3
    I agree. MatthewH's Avatar
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    Add it so the locations of each item randomize and then you're good to go!

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  4. #4
    Nintendo Section Moderator PvtRyan's Avatar

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    Default

    Quote Originally Posted by Coldfire202 View Post
    Add it so the locations of each item randomize and then you're good to go!
    not hard but then it would need more locations and would take out more work. If so I'll make it in a v2 which I will work on tonight and also add a fun script.

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    Quote Originally Posted by Coldfire202 View Post
    Add it so the locations of each item randomize and then you're good to go!
    This.

    But in the video it seems that you struggle to run correctly haha

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  6. #6
    Nintendo Section Moderator PvtRyan's Avatar

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    Quote Originally Posted by Beaver View Post
    This.

    But in the video it seems that you struggle to run correctly haha
    lol its because I'm playing as my computer being the screen to record it, lol usually i look at my tv.

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  7. #7
    I agree. MatthewH's Avatar
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    Yeah, just make it so that each item is randomly placed inside the map through a predetermined list of coordinates or something, but have a good amount so that you can't remember all the locations. Also add more items/perks.
    Throw in some roll the dice aspects like Sitrep with show you 1, or more, random items for 5 seconds. Super Speed. 1 mag of pistol ammo, with pistol. Turtle speed. Seeing enemy. Making yourself invisible for 30 seconds. Etc. Things that will make the game more interesting.

    Maybe throw in some rounds.
    1st round = 8 items
    2nd round = 12 items
    3rd round = 20 items
    Total items 40.

    Whoever has most at end of the three rounds wins.

    Instead of the 3 items like flags, RC-XDs, and briefcases. Use things like C4 (if possible), a gun on the wall (if possible), air drop crates, etc.

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  8. #8
    Nintendo Section Moderator PvtRyan's Avatar

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    Default

    Quote Originally Posted by Coldfire202 View Post
    Yeah, just make it so that each item is randomly placed inside the map through a predetermined list of coordinates or something, but have a good amount so that you can't remember all the locations. Also add more items/perks.
    Throw in some roll the dice aspects like Sitrep with show you 1, or more, random items for 5 seconds. Super Speed. 1 mag of pistol ammo, with pistol. Turtle speed. Seeing enemy. Making yourself invisible for 30 seconds. Etc. Things that will make the game more interesting.

    Maybe throw in some rounds.
    1st round = 8 items
    2nd round = 12 items
    3rd round = 20 items
    Total items 40.

    Whoever has most at end of the three rounds wins.

    Instead of the 3 items like flags, RC-XDs, and briefcases. Use things like C4 (if possible), a gun on the wall (if possible), air drop crates, etc.
    Good suggestions. But the way to set all of it will add confusion to all the scripting I have now, I'm adding difficulty levels. You will see a v2 tomorrow. I used what I have because they are much harder to find. The locations are what I'm fixing, Doing an RCXD on the wall may happen but drop crate is going to be so noticeable.

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  9. #9
    I agree. MatthewH's Avatar
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    Quote Originally Posted by PvtRyan View Post
    Good suggestions. But the way to set all of it will add confusion to all the scripting I have now, I'm adding difficulty levels. You will see a v2 tomorrow. I used what I have because they are much harder to find. The locations are what I'm fixing, Doing an RCXD on the wall may happen but drop crate is going to be so noticeable.
    Round one should be somewhat easy xD

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  10. #10
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    nice gametype my nigga... Good Job

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