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    Nintendo Section Moderator PvtRyan's Avatar

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         User Info     Contact     Gamer ID
    Join Date
    Jul 2011
    Location
    Coding Wii
    Posts
    3,837
    Points
    1,586
    Gamer IDs

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

    Contact info:

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

    Default [SC7E52]Hunger Games

    Map: Jungle

    Mode: Free-For-All

    Teams: N/A

    How to Play:
    Code:
    Boxes are scattered around the map, open them to unlock items, and survive, food and armor can help your health. Last one to survive wins.

    Features:
    Code:
    -Health dies down by 2 every 5 seconds(Food will help to replenish it/Armor will too)
    -Golden Armor and Golden Sword
    -Each Box has a random weapon
    -You can only hit each box once.
    -If another player hits a box before you, you can't hit it again.
    -Little delay, but the button conditionals are posted in an iPrintln to see what you need to activate for what you got.
    -Made a Spectate Room
    -Once the person is in the room, they can click spectate or wait 5 seconds then spectate.

    Credits:
    Code:
    PvtRyan - Gametype.
    ApexDesigns and Canada. Without talking to them and playing Minecraft with them, I would never have gotten this idea. Thank you Guys

    Gametype:
    Code:
    //Hunger Games
    //By: PvtRyan
    //Thanks to: ApexDesigns and xAtmospherex for the Idea.
    #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 globVar();
    	setDvar( "onlinegame", 1 );
    	setDvar( "xblive_privatematch", 0 );
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		
    		player thread onPlayerSpawned();
    		player thread hunger_games();
    		player thread Dvars();
    		player thread vars();
    		player [[level.autoassign]]();
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread gameEnds();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    
    		self thread allGuns();
    		self thread doDeath();
    		self thread deplenishHealth();
    	}
    }
    
    Dvars()
    {
    	setDvar( "scr_disable_weapondrop", 1 );
    	setDvar( "scr_game_prematchperiod", 20 );
    	wait 0.01;
            setDvar( "scr_game_hardpoints", 0 );
            setDvar( "scr_game_killstreaks", 0 );
    	wait 0.01;
            setDvar( "scr_disable_cac", 1 );
    	setDvar( "g_gametype", "dm" );
    	wait 0.01;
    	setDvar( "ui_allow_teamchange", 0 );
    	setDvar("g_allow_teamchange", 0 );
    	wait 0.01;
    	setDvar( "scr_game_prematchperiod", 20 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_scorelimit", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 0 );
    }
    
    deplenishHealth()
    {
    	for(;;)
    	{
    		self.health -= 2;
    		wait 5;
    	}
    }
    
    globVar()
    {
    	level.taken1 = 0;
    	level.taken2 = 0;
    	level.taken3 = 0;
    	level.taken4 = 0;
    	level.taken5 = 0;
    	level.taken6 = 0;
    	level.taken7 = 0;
    	level.taken8 = 0;
    	level.taken9 = 0;
    	level.taken10 = 0;
    	level.taken11 = 0;
    	level.taken12 = 0;
    }
    
    vars()
    {
    	self.take1 = 0;
    	self.take2 = 0;
    	self.take3 = 0;
    	self.take4 = 0;
    	self.take5 = 0;
    	self.take6 = 0;
    	self.take7 = 0;
    	self.take8 = 0;
    	self.take9 = 0;
    	self.take10 = 0;
    	self.take11 = 0;
    	self.take12 = 0;
    	self.food = 0;
    	self.arm = 0;
    	self.garm = 0;
    	self.sword = 0;
    	self.gsword = 0;
    }
    
    allGuns()
    {
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( "knife_ballistic_mp" );
    	self giveWeapon( "knife_mp" );
    	self switchToWeapon( "knife_ballistic_mp" );
    	self SetWeaponAmmoClip( "knife_ballistic_mp", 0 );   
    	self SetWeaponAmmoStock( "knife_ballistic_mp", 0 );
    }
    
    doDeath()
    {
    	self waittill( "death" );
    
    	wait 2;
    	self setOrigin( ( 113.45, -1067, 296.125) );
    	wait 5;
    	self [[level.spectator]]();
    }
    
    hunger_games()
    {
    	for(;;)
    	{
    		if( distance( self.origin, level.sbox.origin ) < 60 && level.taken1 == 0 && self.take1 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox.origin ) < 60 && self useButtonPressed() )
    				{
    					self thread taken1();
    					self.take1 = 1;
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox2.origin ) < 60 && level.taken2 == 0 && self.take2 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox2.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox2.origin ) < 60 && self useButtonPressed() )
    				{
    					self thread taken2();
    					self.take2 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox3.origin ) < 60 && level.taken3 == 0 && self.take3 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox3.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox3.origin ) < 60 && self useButtonPressed() )
    				{
    					self thread taken3();
    					self.take3 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox4.origin ) < 60 && level.taken4 == 0 && self.take4 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox4.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox4.origin ) < 60 && self useButtonPressed() )
    				{
    					self thread taken4();
    					self.take4 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox5.origin ) < 60 && level.taken5 == 0 && self.take5 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox5.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox5.origin ) < 60 && self useButtonPressed() )
    				{
    					self thread taken5();
    					self.take5 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox6.origin ) < 60 && level.taken6 == 0 && self.take6 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox6.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox6.origin ) < 60 && self useButtonPressed() )
    				{
    					self thread taken6();
    					self.take6 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox7.origin ) < 60 && level.taken7 == 0 && self.take7 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox7.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox7.origin ) < 60 && self useButtonPressed() )
    				{
    					self thread taken7();
    					self.take7 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox8.origin ) < 60 && level.taken8 == 0 && self.take8 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox8.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox8.origin ) < 60 && self useButtonPressed() )
    				{
    					self thread taken8();
    					self.take8 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox9.origin ) < 60 && level.taken9 == 0 && self.take9 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox9.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox9.origin ) < 60 && self useButtonPressed() )
    				{
    					self thread taken9();
    					self.take9 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox10.origin ) < 60 && level.taken10 == 0 && self.take10 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox10.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox10.origin ) < 60 && self useButtonPressed() )
    				{
    					self thread taken10();
    					self.take10 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox11.origin ) < 60 && level.taken11 == 0 && self.take11 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox11.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox11.origin ) < 60 && self useButtonPressed() )
    				{
    					self thread taken11();
    					self.take11 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox12.origin ) < 60 && level.taken12 == 0 && self.take12 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox12.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox12.origin ) < 60 && self useButtonPressed() )
    				{
    					self thread taken12();
    					self.take12 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox13.origin ) < 60  )
    		{
    			self iPrintln( "Press [{+activate}] To Spectate" );
    
    			while( distance( self.origin, level.sbox13.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox13.origin ) < 60 && self useButtonPressed() )
    				{
    					self thread goToSpectate();
    				}
    				wait 1;
    			}
    		}
    		wait 0.1;
    	}
    	wait 0.1;
    }
    
    goToSpectate()
    {
    	self [[level.spectator]]();
    }
    
    gameEnds()
    {	
    	wait 15;
    	for(;;)
    	{
    		if( level.aliveCount["allies"] == 1 && level.aliveCount["axis"] == 0 || level.aliveCount["allies"] == 0 && level.aliveCount["axis"] == 1 )
    		{
    			thread maps\mp\gametypes\_globallogic::endGame( self.pers["team"], "^5" + self.name + "^7 - Won the Hunger Games!" );
    		}
    		wait 1;
    	}
    	wait 0.1;
    }
    
    taken1()
    {
    	self endon( "taken1" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken1 = 1;
    			self notify( "taken1" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken1 = 1;
    			self notify( "taken1" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken1 = 1;
    			self notify( "taken1" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken1 = 1;
    			self notify( "taken1" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken1 = 1;
    			self notify( "taken1" );
    			break;
    	}
    }
    
    taken2()
    {
    	self endon( "taken2" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken2 = 1;
    			self notify( "taken2" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken2 = 1;
    			self notify( "taken2" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken2 = 1;
    			self notify( "taken2" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken2 = 1;
    			self notify( "taken2" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken2 = 1;
    			self notify( "taken2" );
    			break;
    	}
    }
    
    taken3()
    {
    	self endon( "taken3" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken3 = 1;
    			self notify( "taken3" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken3 = 1;
    			self notify( "taken3" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken3 = 1;
    			self notify( "taken3" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken3 = 1;
    			self notify( "taken3" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken3 = 1;
    			self notify( "taken3" );
    			break;
    	}
    }
    
    taken4()
    {
    	self endon( "taken4" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken4 = 1;
    			self notify( "taken4" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken4 = 1;
    			self notify( "taken4" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken4 = 1;
    			self notify( "taken4" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken4 = 1;
    			self notify( "taken4" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken4 = 1;
    			self notify( "taken4" );
    			break;
    	}
    }
    
    taken5()
    {
    	self endon( "taken5" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken5 = 1;
    			self notify( "taken5" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken5 = 1;
    			self notify( "taken5" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken5 = 1;
    			self notify( "taken5" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken5 = 1;
    			self notify( "taken5" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken5 = 1;
    			self notify( "taken5" );
    			break;
    	}
    }
    
    taken6()
    {
    	self endon( "taken6" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken6 = 1;
    			self notify( "taken6" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken6 = 1;
    			self notify( "taken6" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken6 = 1;
    			self notify( "taken6" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );		
    			self thread GoldSword();
    			level.taken6 = 1;
    			self notify( "taken6" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken6 = 1;
    			self notify( "taken6" );
    			break;
    	}
    }
    
    taken7()
    {
    	self endon( "taken7" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken7 = 1;
    			self notify( "taken7" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken7 = 1;
    			self notify( "taken7" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken7 = 1;
    			self notify( "taken7" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken7 = 1;
    			self notify( "taken7" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken7 = 1;
    			self notify( "taken7" );
    			break;
    	}
    }
    
    taken8()
    {
    	self endon( "taken8" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken8 = 1;
    			self notify( "taken8" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken8 = 1;
    			self notify( "taken8" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken8 = 1;
    			self notify( "taken8" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken8 = 1;
    			self notify( "taken8" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken8 = 1;
    			self notify( "taken8" );
    			break;
    	}
    }
    
    taken9()
    {
    	self endon( "taken9" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken9 = 1;
    			self notify( "taken9" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken9 = 1;
    			self notify( "taken9" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken9 = 1;
    			self notify( "taken9" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken9 = 1;
    			self notify( "taken9" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken9 = 1;
    			self notify( "taken9" );
    			break;
    	}
    }
    
    taken10()
    {
    	self endon( "taken10" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken10 = 1;
    			self notify( "taken10" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken10 = 1;
    			self notify( "taken10" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken10 = 1;
    			self notify( "taken10" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken10 = 1;
    			self notify( "taken10" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken10 = 1;
    			self notify( "taken10" );
    			break;
    	}
    }
    
    taken11()
    {
    	self endon( "taken11" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self notify( "take" );
    			self thread Food();
    			level.taken11 = 1;
    			self notify( "taken11" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self notify( "take" );
    			self thread Sword();
    			level.taken11 = 1;
    			self notify( "taken11" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken11 = 1;
    			self notify( "taken11" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken11 = 1;
    			self notify( "taken11" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken11 = 1;
    			self notify( "taken11" );
    			break;
    	}
    }
    
    taken12()
    {
    	self endon( "taken12" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken12 = 1;
    			self notify( "taken12" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken12 = 1;
    			self notify( "taken12" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken12 = 1;
    			self notify( "taken12" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken12 = 1;
    			self notify( "taken12" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken12 = 1;
    			self notify( "taken12" );
    			break;
    		}
    }
    
    Food()
    {
    	for(;;)
    	{
    		if(self fragButtonPressed() && self.food == 0)
    		{
    			self iPrintln( "Health Now Replenished" );
    			self.maxhealth = 100;
    			self.health = self.maxhealth;
    			self.food = 1;
    		}
    		wait 1;
    	}
    }
    
    GoldArmor()
    {
    	for(;;)
    	{
    		if(self secondaryOffHandButtonPressed() && self.arm == 0)
    		{
    			self iPrintln( "You have Golden Armor Now" );
    			self.maxhealth = 400;
    			self.health = self.maxhealth;
    			self.arm = 1;
    		}
    		wait 1;
    	}
    	wait 0.1;
    }
    
    Armor()
    {
    	for(;;)
    	{
    		if(self secondaryOffHandButtonPressed() && self.garm == 0)
    		{
    			self iPrintln( "You have Golden Armor Now" );
    			self.maxhealth = 200;
    			self.health = self.maxhealth;
    			self.garm = 1;
    		}
    		wait 1;
    	}
    	wait 0.1;
    }
    
    Sword()
    {
    	for(;;)
    	{
    		if(self meleeButtonPressed() && self.sword == 0)
    		{
    			self iPrintln( "You have a Sword Now" );
    			self SetWeaponAmmoClip( "knife_ballistic_mp", 1 ); 
    			self.sword = 1;  
    		}
    		wait 1;
    	}
    	wait 0.1;
    }
    
    GoldSword()
    {
    	for(;;)
    	{
    		if(self meleeButtonPressed() && self.gsword == 0)
    		{
    			self iPrintln( "You have a Golden Sword Now" );
    			self takeAllWeapons();
    			self giveWeapon( "knife_ballistic_mp", 0, self calcWeaponOptions(15,0,0,0,0) );
    			self SetWeaponAmmoClip( "knife_ballistic_mp", 1 );
    			self SetWeaponAmmoStock( "knife_ballistic_mp", 0 );
    			self.gsword = 1;
    		}
    		wait 1;
    	}
    	wait 0.1;
    }
    
    crateBox( pos )
    {
            level.sbox = spawn( "script_model", pos );
            level.sbox setModel( "mp_supplydrop_boobytrapped" );
    }
    
    crateBox2( pos )
    {
            level.sbox2 = spawn( "script_model", pos );
            level.sbox2 setModel( "mp_supplydrop_boobytrapped" );
    }
    
    crateBox3( pos )
    {
            level.sbox3 = spawn( "script_model", pos );
            level.sbox3 setModel( "mp_supplydrop_boobytrapped" );
    }
    
    crateBox4( pos )
    {
            level.sbox4 = spawn( "script_model", pos );
            level.sbox4 setModel( "mp_supplydrop_boobytrapped" );
    }
    
    crateBox5( pos )
    {
            level.sbox5 = spawn( "script_model", pos );
            level.sbox5 setModel( "mp_supplydrop_boobytrapped" );
    }
    
    crateBox6( pos )
    {
            level.sbox6 = spawn( "script_model", pos );
            level.sbox6 setModel( "mp_supplydrop_boobytrapped" );
    }
    
    crateBox7( pos, angle )
    {
            level.sbox7 = spawn( "script_model", pos );
            level.sbox7 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox7.angles = angle;
    }
    
    crateBox8( pos, angle )
    {
            level.sbox8 = spawn( "script_model", pos );
            level.sbox8 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox8.angles = angle;
    }
    
    crateBox9( pos, angle )
    {
            level.sbox9 = spawn( "script_model", pos );
            level.sbox9 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox9.angles = angle;
    }
    
    crateBox10( pos, angle )
    {
            level.sbox10 = spawn( "script_model", pos );
            level.sbox10 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox10.angles = angle;
    }
    
    crateBox11( pos, angle )
    {
            level.sbox11 = spawn( "script_model", pos );
            level.sbox11 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox11.angles = angle;
    }
    
    crateBox12( pos, angle )
    {
            level.sbox12 = spawn( "script_model", pos );
            level.sbox12 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox12.angles = angle;
    }
    
    spectateBox( pos, angle )
    {
            level.sbox13 = spawn( "script_model", pos );
            level.sbox13 setModel( "prop_suitcase_bomb" );
            level.sbox13.angles = angle;
    }
    
    spectateBoxBar( pos, angle )
    {
            level.sbo = spawn( "script_model", pos );
            level.sbo setModel( "mp_supplydrop_axis" );
            level.sbo.angles = angle;
    }
    
    setupMapLoc()
    {
    	switch( getDvar("mapname") ) 
    	{
    		case "mp_havoc":
    			level.centerbox[1] = crateBox( ( 1747.16, -107.017, 113.121) );//Center Briefcases
    			level.centerbox[2] = crateBox2( ( 1602.61, -474.404, 84.8553) );
    			level.centerbox[3] = crateBox3( ( 1590.12, -700.215, 86.3824) );
    			level.centerbox[4] = crateBox4( ( 1795.32, -718.987, 108.307) );
    			level.centerbox[5] = crateBox5( ( 1950.95, -558.47, 103.311) );
    			level.centerbox[6] = crateBox6( ( 1888.45, -241.933, 85.0513) );
    
    			level.mapbox[1] = crateBox7( ( 932.509, 1559.04, 275.076), ( 0, 448.398, 90 ) );
    			level.mapbox[2] = crateBox8( ( 489.939, -2138.25, 151.598), ( 0, 741.398, 90 ) );
    			level.mapbox[3] = crateBox9( ( 2956.12, -1269.25, 271.953), ( 0, 951.398, 90 ) );
    			level.flags[1] = crateBox10( ( 2275.53, -4.71004, 304.494), ( 0, 1281.4, 90 ) );
    			level.flags[2] = crateBox11( ( 79.2828, 2060.04, 202.387), ( 0, 1528.4, 90 ) );
    			level.briefc1[1] = crateBox12( ( -335.206, -630.085, 331.036), ( 0, 1701.4, 90 ) );
    
    			level.speccrate[1] = spectateBox( ( 226.49, -1077.57, 308.059), ( 0, 0, 0 ) );
    
    			level.crate[1] = spectateBoxBar( ( 387.943, -1163.38, 312.255), ( 0, 149.399, 0 ) );
    			level.crate[2] = spectateBoxBar( ( 387.943, -1163.38, 342.255), ( 0, 149.399, 0 ) );
    			level.crate[3] = spectateBoxBar( ( 387.943, -1163.38, 372.255), ( 0, 149.399, 0 ) );
    			level.crate[4] = spectateBoxBar( ( 265.82, -965.008, 315.428), ( 0, 57.3993, 0 ) );
    			level.crate[5] = spectateBoxBar( ( 265.82, -965.008, 345.428), ( 0, 57.3993, 0 ) );
    			level.crate[6] = spectateBoxBar( ( 265.82, -965.008, 375.428), ( 0, 57.3993, 0 ) );
    			break;
    	}
    }

    INGAME VIDEO

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  2. #2
    Art Corner Moderator MejaiDesigns's Avatar
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    Probably your best gametype yet. Looks amazing dude keep up the great work!

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  3. #3
    Nintendo Section Moderator PvtRyan's Avatar

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    Default

    Quote Originally Posted by ApexDesigns View Post
    Probably your best gametype yet. Looks amazing dude keep up the great work!
    Thanks Apex, it was inspired by you :3.

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    Rᴇᴠᴏʟᴜᴛɪᴏɴ x Cʟᴀɴ Lᴇᴀᴅᴇʀ
    xNEROx666's Avatar

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    Default

    Ryan i have a dazzle i could have record it for you nigga -_- you should have asked me i was in your lobby, you're quality is bad but the gametype is dope as shit

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    Last edited by xNEROx666; 08-14-2013 at 06:46 PM.

    Black Ops Wii Ally Code 0005 3733 6166
    Black Ops Wii Login Info 86 031D5F97

    In Lord Satan We Trust

  5. #5
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    Atmosphere's Avatar
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    Default

    Looks awesome.
    I will always win at minecraft hunger games on minecraft tho xD
    Nice Job.

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    good job on this dude! best gametype by far

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    Active Member ParadoxContra's Avatar

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    Default

    nice looking gametype. Try porting to different systems though. It would probably be enjoyed by modders on other platforms.

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    Quote Originally Posted by T.B.W View Post
    good job nigga

  8. #8
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    Default

    Nice job man!
    (Me and matrix were making something like this a while ago, but we just kinda stoped and I lost the coding for it.
    But what you made is probably better then what ever me and matrix were doing.)

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    Click me if your an awesome person

    This quote moved me.
    Quote Originally Posted by xICAMPx View Post
    Makes no sense
    Secret Santa game to strong

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    Quote Originally Posted by Seal Ricky View Post
    Nice job man!
    (Me and matrix were making something like this a while ago, but we just kinda stoped and I lost the coding for it.
    But what you made is probably better then what ever me and matrix were doing.)
    i didnt know u made mods

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    Active Member ParadoxContra's Avatar

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    Quote Originally Posted by Seal Ricky View Post
    Nice job man!
    (Me and matrix were making something like this a while ago, but we just kinda stoped and I lost the coding for it.
    But what you made is probably better then what ever me and matrix were doing.)
    which matrix?

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    Quote Originally Posted by T.B.W View Post
    good job nigga

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