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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]Kill Castro

    Map:Villa

    Mode:Team DeathMatch

    Max Amount of Players In Game: 4

    How to Play:
    As Castro: Kill the marines before they kill you.
    As Body Guards 1 & 2: Protect Castro and kill the Marines.
    As Marine: Open the doors and kill the Guards then Break into Castro's room and kill him.

    Bugs:Start the match and end it to to make the game work perfectly. I don't know why, but this just happens.

    Gametype:
    Code:
    //Kill Castro
    //By: PvtRyan
    //Teams: Castro vs. Marines
    #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();
    	thread pickCastro_body();
    	setDvar( "onlinegame", 1 );
    	setDvar( "xblive_privatematch", 0 );
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		
    		player thread onPlayerSpawned();
    		player thread doorSwitch();
    		player thread Dvars();
    		player [[level.allies]]();
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread gameEnd();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    
    		self thread allies();
    	}
    }
    
    Dvars()
    {
    	setDvar( "g_TeamName_Allies", "^2Marines" );
    	setDvar( "g_TeamName_Axis", "^3Castro" );
    	wait 0.01;
    	setDvar( "scr_disable_weapondrop", 1 );
    	setDvar( "scr_game_prematchperiod", 25 );
    	wait 0.01;
            setDvar( "scr_game_hardpoints", 0 );
            setDvar( "scr_game_killstreaks", 0 );
    	wait 0.01;
            setDvar( "scr_disable_cac", 1 );
    	setDvar( "g_gametype", "tdm" );
    	wait 0.01;
    	setDvar( "ui_allow_teamchange", 0 );
    	setDvar("g_allow_teamchange", 0);
    	wait 0.01;
    	setDvar( "scr_game_prematchperiod", 25 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_scorelimit", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 0 );
    }
    
    allies()
    {
    	if( self.pers["team"] == "allies" )
    	{
    		self thread allGuns();
    		wait 1;
    		self thread allyObj();
    		wait 20;
    		self thread death();
    	}
    }
    
    pickCastro_body()
    {
    	wait 18;
    	castro = RandomInt( level.players.size );
    	bodyGuard1 = RandomInt( level.players.size );
    	bodyGuard2 = RandomInt( level.players.size );
    
    	if( level.players[castro] == level.players[bodyGuard1] ) castro = randomInt( level.players.size );
    	else if( level.players[castro] == level.players[bodyGuard2] ) castro = randomInt( level.players.size );	
    	else if( level.players[bodyGuard1] == level.players[castro] ) bodyGuard1 = randomInt( level.players.size );
    	else if( level.players[bodyGuard1] == level.players[bodyGuard2] ) bodyGuard1 = randomInt( level.players.size );
    	else if( level.players[bodyGuard2] == level.players[castro] ) bodyGuard2 = randomInt( level.players.size );
    	else if( level.players[bodyGuard2] == level.players[bodyGuard1] ) bodyGuard2 = randomInt( level.players.size );
    
    	level.players[castro] thread yourCastro();
    	level.players[castro] notify( "axis_cast" );
    	level.players[bodyGuard1] thread yourBodyGuard1();
    	level.players[bodyGuard1] notify( "axis_cast" );
    	level.players[bodyGuard2] thread yourBodyGuard2();
    	level.players[bodyGuard2] notify( "axis_cast" );
    }
    
    allyObj()
    {
    	obj = self createFontString( "objective", 1.8 );
    	obj setPoint( "CENTER", "CENTER", 170, -170 );
    	obj setText( "Objective[^2Marines^7]:\nKill Castro and His Guards!" );
    	
    	for(;;)
    	{
    		self waittill( "axis_cast" );
    	
    		obj destroy();
    	}
    }
    
    bodyGuard1obj()
    {
    	obj = self createFontString( "objective", 1.8 );
    	obj setPoint( "CENTER", "CENTER", 170, -170 );
    	obj setText( "Objective[^3Body Guard 1^7]:\nKill the Marines\nand\nProtect Castro" );
    
    	for(;;)
    	{
    		self waittill( "death" );
    	
    		obj destroy();
    	}
    }
    
    bodyGuard2obj()
    {
    	obj = self createFontString( "objective", 1.8 );
    	obj setPoint( "CENTER", "CENTER", 170, -170 );
    	obj setText( "Objective[^3Body Guard 2^7]:\nKill the Marines\nand\nProtect Castro" );
    
    	for(;;)
    	{
    		self waittill( "death" );
    	
    		obj destroy();
    	}
    }
    
    castroobj()
    {
    	obj = self createFontString( "objective", 1.8 );
    	obj setPoint( "CENTER", "CENTER", 170, -170 );
    	obj setText( "Objective[^1Castro^7]:\nWait till the Door Opens\nand Kill all the\nMarines to stay Safe!" );
    
    	for(;;)
    	{
    		self waittill( "death" );
    	
    		obj destroy();
    	}
    }
    
    allGuns()
    {
    	self iPrintln( "You're a Marine" );
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( "mp5k_mp" );
    	self giveWeapon( "knife_mp" );
    	self switchToWeapon( "mp5k_mp" );
    	self SetWeaponAmmoClip( "mp5k_mp", 60 );   
    	self SetWeaponAmmoStock( "mp5k_mp", 70 );
    }
    
    yourCastro()
    {
    	self [[level.axis]]();
    	self setOrigin( ( 2931.87, -58.3748, 492.125), ( 0, 0, 0 ) );
    	wait 1;
    	self iPrintln( "You're Castro" );
    	wait 1;
    	self takeAllWeapons();
    	self clearPerks();
    	wait 1;
    	self giveWeapon( "asp_mp" );
    	self giveWeapon( "knife_mp" );
    	self switchToWeapon( "asp_mp" );
    	self SetWeaponAmmoClip( "asp_mp", 25 );   
    	self SetWeaponAmmoStock( "asp_mp", 25 );
    	wait 1;
    	self thread castroobj();
    	wait 1;
    	self thread death();
    }
    
    yourBodyGuard1()
    {
    	self [[level.axis]]();
    	self setOrigin( (3583.95, -43.8918, 456.125), ( 0, 0, 0 ) );
    	wait 1;
    	self iPrintln( "You're a Body Guard" );
    	wait 1;
    	self takeAllWeapons();
    	self clearPerks();
    	wait 1;
    	self giveWeapon( "m16_mp" );
    	self giveWeapon( "knife_mp" );
    	self switchToWeapon( "m16_mp" );
    	self SetWeaponAmmoClip( "m16_mp", 30 );   
    	self SetWeaponAmmoStock( "m16_mp", 70 );
    	wait 1;
    	self thread bodyGuard1obj();
    	wait 1;
    	self thread death();
    }
    
    yourBodyGuard2()
    {
    	self [[level.axis]]();
    	self setOrigin( ( 3595.64, 168.024, 456.125), ( 0, 0, 0 ) );
    	wait 1;
    	self iPrintln( "You're a Body Guard" );
    	wait 1;
    	self takeAllWeapons();
    	self clearPerks();
    	wait 1;
    	self giveWeapon( "m16_mp" );
    	self giveWeapon( "knife_mp" );
    	self switchToWeapon( "m16_mp" );
    	self SetWeaponAmmoClip( "m16_mp", 30 );   
    	self SetWeaponAmmoStock( "m16_mp", 70 );
    	wait 1;
    	self thread bodyGuard2obj();
    	wait 1;
    	self thread death();
    }
    
    death()
    {
    	self waittill( "death" );
    
    	self [[level.spectator]]();
    }
    
    gameEnd()
    {
    	wait 20;
    	for(;;)
    	{
    		if( level.playerCount["allies"] == 0 || level.playerCount["axis"] == 0 )
    		{
    			wait 2;
    			level thread maps\mp\gametypes\_globallogic::forceEnd( false );
    		}
    		wait 0.1;
    	}
    	wait 0.1;
    }
    
    doorSwitch()
    {
    	for(;;)
    	{
    		if( distance( self.origin, level.Loc[1].origin ) < 60 && self.pers["team"] == "allies" && level.aliveCount["axis"] == 1 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Door" );
    
    			while( distance( self.origin, level.Loc[1].origin ) < 60 )
    			{
    				if( distance( self.origin, level.Loc[1].origin ) < 60 && self useButtonPressed() )
    				{
    					self thread openDoors();
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.Loc[2].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Open Door" );
    
    			while( distance( self.origin, level.Loc[2].origin ) < 60 )
    			{
    				if( distance( self.origin, level.Loc[2].origin ) < 60 && self useButtonPressed() )
    				{
    					self thread moveEntry1();
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.Loc[3].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Open Door" );
    
    			while( distance( self.origin, level.Loc[3].origin ) < 60 )
    			{
    				if( distance( self.origin, level.Loc[3].origin ) < 60 && self useButtonPressed() )
    				{
    					self thread moveEntry2();
    				}
    				wait 1;
    			}
    		}
    		wait 0.1;
    	}
    }
    
    openDoors()
    {
    	level.doorB[1] moveTo( ( 3478.56, -24.5541, 566.121), 2 );
    	level.doorB[2] moveTo( ( 3478.56, -24.5541, 566.121), 2 );
    	level.doorB[3] moveTo( ( 3478.56, -24.5541, 566.121), 2 );
    	wait 4;
    	level.doorB[1] moveTo( ( 3478.56, -24.5541, 476.121), 2 );//Castro's Door
    	level.doorB[2] moveTo( ( 3478.56, -24.5541, 506.121), 2 );
    	level.doorB[3] moveTo( ( 3478.56, -24.5541, 536.121), 2 );
    }
    
    moveEntry1()
    {
    	level.ebox1[1] moveTo( ( 2849.39, -157.821, 400.842), 2 );
    	level.ebox1[2] moveTo( ( 2849.39, -157.821, 400.842), 2 );
    	level.ebox1[3] moveTo( ( 2849.39, -157.821, 400.842), 2 );
    	level.ebox1[4] moveTo( ( 2849.39, -217.821, 400.842), 2 );
    	level.ebox1[5] moveTo( ( 2849.39, -217.821, 400.842), 2 );
    	level.ebox1[6] moveTo( ( 2849.39, -217.821, 400.842), 2 );
    	wait 4;
    	level.ebox1[1] moveTo( ( 2849.39, -157.821, 310.842), 2 );//Tropas Spawn
    	level.ebox1[2] moveTo( ( 2849.39, -157.821, 340.842), 2 );
    	level.ebox1[3] moveTo( ( 2849.39, -157.821, 370.842), 2 );
    	level.ebox1[4] moveTo( ( 2849.39, -217.821, 310.842), 2 );
    	level.ebox1[5] moveTo( ( 2849.39, -217.821, 340.842), 2 );
    	level.ebox1[6] moveTo( ( 2849.39, -217.821, 370.842), 2 );
    }
    
    moveEntry2()
    {
    	level.ebox2[1] moveTo( ( 4522.47, -241.457, 561.247), 2 );
    	level.ebox2[2] moveTo( ( 4522.47, -241.457, 561.247), 2 );
    	level.ebox2[3] moveTo( ( 4522.47, -241.457, 561.247), 2 );
    	wait 4;
    	level.ebox2[1] moveTo( ( 4522.47, -241.457, 471.247), 2 );//Single Door Entry
    	level.ebox2[2] moveTo( ( 4522.47, -241.457, 501.247), 2 );
    	level.ebox2[3] moveTo( ( 4522.47, -241.457, 531.247), 2 );
    }
    
    doorBox( num, pos, angle )
    {
            level.doorB[num] = spawn( "script_model", pos );
            level.doorB[num] setModel( "mp_supplydrop_boobytrapped" );
            level.doorB[num].angles = angle;	
    }
    
    entryBox1( num, pos, angle )
    {
            level.ebox1[num] = spawn( "script_model", pos );
            level.ebox1[num] setModel( "mp_supplydrop_boobytrapped" );
            level.ebox1[num].angles = angle;	
    }
    
    doorLoc( origin, num )
    {
    	level.Loc[num] = spawn( "script_model", origin );
    }
    
    entryBox2( num, pos, angle )
    {
            level.ebox2[num] = spawn( "script_model", pos );
            level.ebox2[num] setModel( "mp_supplydrop_boobytrapped" );
            level.ebox2[num].angles = angle;	
    }
    
    crateBox( pos, angle )
    {
            level.sbox = spawn( "script_model", pos );
            level.sbox setModel( "mp_supplydrop_boobytrapped" );
            level.sbox.angles = angle;
    }
    
    crateBox1( pos, angle )
    {
            level.sbox1 = spawn( "script_model", pos );
            level.sbox1 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox1.angles = angle;
    }
    
    setupMapLoc()
    {
    	switch( getDvar("mapname") ) 
    	{
    		case "mp_villa":
    			level.doDoors[1] = doorBox( 1, ( 3478.56, -24.5541, 476.121), ( 0, 3.8141, 0 ) );//Castro's Door
    			level.doDoors[2] = doorBox( 2, ( 3478.56, -24.5541, 506.121), ( 0, 3.8141, 0 ) );
    			level.doDoors[3] = doorBox( 3, ( 3478.56, -24.5541, 536.121), ( 0, 3.8141, 0 ) );
    
    			level.doEntry1[1] = entryBox1( 1, ( 2849.39, -157.821, 310.842), ( 0, 182.814, 0 ) );//Tropas Spawn
    			level.doEntry1[2] = entryBox1( 2, ( 2849.39, -157.821, 340.842), ( 0, 182.814, 0 ) );
    			level.doEntry1[3] = entryBox1( 3, ( 2849.39, -157.821, 370.842), ( 0, 182.814, 0 ) );
    			level.doEntry1[4] = entryBox1( 4, ( 2849.39, -217.821, 310.842), ( 0, 182.814, 0 ) );
    			level.doEntry1[5] = entryBox1( 5, ( 2849.39, -217.821, 340.842), ( 0, 182.814, 0 ) );
    			level.doEntry1[6] = entryBox1( 6, ( 2849.39, -217.821, 370.842), ( 0, 182.814, 0 ) );
    
    			level.doEntry2[1] = entryBox2( 1, ( 4522.47, -241.457, 471.247), ( 0, 180.475, 0 ) );//Single Door Entry
    			level.doEntry2[2] = entryBox2( 2, ( 4522.47, -241.457, 501.247), ( 0, 180.475, 0 ) );
    			level.doEntry2[3] = entryBox2( 3, ( 4522.47, -241.457, 531.247), ( 0, 180.475, 0 ) );
    
    			level.Oper[1] = doorLoc( ( 3535.59, -29.1521, 456.125 ), 1 );
    			level.Oper[1] = doorLoc( ( 2802.66, -174.614, 296.125 ), 2 );
    			level.Oper[1] = doorLoc( ( 4611.45, -238.148, 456.125 ), 3 );
    
    			level.crate1[1] = crateBox1( ( 2835.03, 106.276, 501.545), ( 0, 179.409, 0 ) );			
    			level.crate1[2] = crateBox1( ( 2835.03, 106.276, 531.545), ( 0, 179.409, 0 ) );	
    
    			level.crate[1] = crateBox( ( 4068.23, 357.555, 311.978), ( 0, 88.4475, 0 ) );//Barriers
    			level.crate[2] = crateBox( ( 4068.23, 357.555, 341.978), ( 0, 88.4475, 0 ) );	
    			level.crate[3] = crateBox( ( 4068.23, 357.555, 371.978), ( 0, 88.4475, 0 ) );	
    			level.crate[4] = crateBox( ( 4138.23, 357.555, 311.978), ( 0, 88.4475, 0 ) );
    			level.crate[5] = crateBox( ( 4138.23, 357.555, 341.978), ( 0, 88.4475, 0 ) );	
    			level.crate[6] = crateBox( ( 4138.23, 357.555, 371.978), ( 0, 88.4475, 0 ) );	
    			level.crate[7] = crateBox( ( 4549.81, -134.786, 313.115), ( 0, 360.998, 0 ) );
    			level.crate[8] = crateBox( ( 4549.81, -134.786, 343.115), ( 0, 360.998, 0 ) );
    			level.crate[9] = crateBox( ( 4549.81, -134.786, 373.115), ( 0, 360.998, 0 ) );	
    			level.crate[10] = crateBox( ( 4549.81, -84.786, 313.115), ( 0, 360.998, 0 ) );
    			level.crate[11] = crateBox( ( 4549.81, -84.786, 343.115), ( 0, 360.998, 0 ) );
    			level.crate[12] = crateBox( ( 4549.81, -84.786, 373.115), ( 0, 360.998, 0 ) );
    			level.crate[13] = crateBox( ( 4145.23, 376.763, 470.338), ( 0, 446.654, 0 ) );
    			level.crate[14] = crateBox( ( 4145.23, 376.763, 500.338), ( 0, 446.654, 0 ) );
    			level.crate[15] = crateBox( ( 4145.23, 376.763, 530.338), ( 0, 446.654, 0 ) );
    			level.crate[16] = crateBox( ( 4075.23, 376.763, 470.338), ( 0, 446.654, 0 ) );
    			level.crate[17] = crateBox( ( 4075.23, 376.763, 500.338), ( 0, 446.654, 0 ) );
    			level.crate[18] = crateBox( ( 4075.23, 376.763, 530.338), ( 0, 446.654, 0 ) );
    			break;
    	}
    }
    INGAME VIDEO....This video was Special

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    Last edited by PvtRyan; 08-13-2013 at 06:11 PM. Reason: Spacing


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  2. #2
    ~ Hyrule's Savior ~
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    Default

    Perfect time to release this. That fucking old pervert.


    Good job.

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    #gamedevelopment


  3. #3
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    There are more than one Castro's.
    Bug?

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  4. #4
    ~ Hyrule's Savior ~
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    Default

    Quote Originally Posted by Canada View Post
    There are more than one Castro's.
    Bug?
    There's two guards as well protecting Castro.

    0 Not allowed! Not allowed!
    #gamedevelopment


  5. #5
    Nintendo Section Moderator PvtRyan's Avatar

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    Default

    Quote Originally Posted by Canada View Post
    There are more than one Castro's.
    Bug?
    The team is Castro.
    You have Castro, Body Guard 1 and Body Guard 2.
    If you read the top description you would know that. And thank you Slink.

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  6. #6
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    Default

    Quote Originally Posted by PvtRyan View Post
    The team is Castro.
    You have Castro, Body Guard 1 and Body Guard 2.
    If you read the top description you would know that. And thank you Slink.
    Oh, I completely Missed that.
    Nice Job.

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  7. #7
    Member Geoffroy Larue's Avatar
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    Default

    Good job Ryan

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  8. #8
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    Default

    add more people to the marines and set a century gun at the top of the stairs (owned by whoever castro would be incase you are wondering who would get the kill.)

    Just a suggestion

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    Quote Originally Posted by Iced View Post
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    He may not have a soul but he still has a brain. Unlike Russ who has neither.

  9. #9
    Nintendo Section Moderator PvtRyan's Avatar

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    Quote Originally Posted by RED 58 View Post
    add more people to the marines and set a century gun at the top of the stairs (owned by whoever castro would be incase you are wondering who would get the kill.)

    Just a suggestion
    Marines can go up to 7 players. and good idea.

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  10. #10
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    Quote Originally Posted by PvtRyan View Post
    Marines can go up to 7 players. and good idea.
    im really concidering downloading blackops again and playing it for old times sake

    since im lazy and dont fellike redownloading all the tools on my new computer could you host for me one day?

    I may as well get some fun in before the servers shut down for good

    regardless good mmod

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