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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
    1,581
    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[OFFICIAL-FINAL-FINISH]

    This is not a v2. This is the final making. This gametype is perfect to the point where if I alter it, I may just ruin it. I don't want to change anything so I am releasing it as it is. The video is long but that is because there is more to show and say then you could think. I thank everyone for there support and all. School is approaching and I wanted to release a really good gametype for everyone to see and play. The video shows how to win and the awesome features I added in here. I have included a file this time because this gametype is bigger then chaos dogs and I have it for single playing and the code to add to mod menus. Gametype works perfect, the prematch period works when you start the match for a second time. I recommend doing the single playing with the file because it works out.

    This thread is divided up in 5 sections.

    Origin - Where this Gametype all came up of.
    Credits - Who inspired and Was in my Lobby.
    Stats - Mode, Gametype, How to Play etc.
    DL - Download Link and Gametype Code
    Video - The Gameplay itself.




    [cspoil=Download]
    Download File Link: Hunger Games File
    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 play_hunger_games();
    }
    
    play_hunger_games()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
            thread setupMapLoc();
    	thread globVar();
    	thread randomSec();
    	thread randomSec2();
    	thread randomSec3();
    	thread randomSec4();
    	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();
    		player thread doCred();
    		player thread credit();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    
    		self thread allGuns();
    		self thread doDeath();
    		self thread Lobby_Rainbow();
    		self thread deplenishHealth();
    		self thread lostAllHealth();
    		self thread maxHealth();
    		self thread maxHealthNote();
    	}
    }
    
    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 -= 1;
    		wait 1;
    	}
    }
    
    lostAllHealth()
    {
    	for(;;)
    	{
    		if( self.health <= 1 )
    		{
    			self suicide();
    		}
    		wait 1;
    	}
    }
    
    Lobby_Rainbow()
    {
    	setDvar( "cg_overheadNamesMaxDist", "99999" );
    	setDvar( "cg_overheadNamesNearDist", "0" );
    	setDvar( "cg_overheadNamesSize", "2" );
    	setDvar( "cg_overheadIconSize", "1" );
    	setDvar( "cg_overheadNamesFarDist", "999" );
    	setDvar( "cg_overheadNamesFarScale", "0" );
    	wait 0.1;
    	setDvar( "cg_overheadNamesFont", "3" );
    	setDvar( "cg_enemyNameFadeIn" , "0" );
    	setDvar( "cg_drawThroughWalls" , "1" );
    	setDvar( "cg_enemyNameFadeOut" , "900000" );
    
    
    	for(;;)
    	{
    		setDvar( "cg_scoreboardMyColor", "1 1 0 0" );
    		setDvar( "cg_playerHighlightEnemyColor", "1 1 0 0" );
    		setDvar( "cg_overheadNamesGlow", "1 0 0 1" );
    		wait 0.5;
    		setDvar( "cg_scoreboardMyColor", "1 1 0 1" );
    		setDvar( "cg_playerHighlightEnemyColor", "1 0 1 0" );
    		setDvar( "cg_overheadNamesGlow", "1 0 1 0" );
    		wait 0.5;
    		setDvar( "cg_scoreboardMyColor", "1 1 1 0" );
    		setDvar( "cg_playerHighlightEnemyColor", "1 1 0 1" );
    		setDvar( "cg_overheadNamesGlow", "1 1 1 0" );
    		wait 0.5;
    		setDvar( "cg_scoreboardMyColor", "1 0 1 0" );
    		setDvar( "cg_playerHighlightEnemyColor", "1 1 1 0" );
    		setDvar( "cg_overheadNamesGlow", "1 1 0 1" );
    		wait 0.5;
    		setDvar( "cg_scoreboardMyColor", "1 0 0 1" );
    		setDvar( "cg_playerHighlightEnemyColor", "1 1 0 1" );
    		setDvar( "cg_overheadNamesGlow", "1 1 0 0" );
    		wait 0.5;
    		setDvar( "cg_scoreboardMyColor", "1 0 0 1" );
    		setDvar( "cg_playerHighlightEnemyColor", "1 1 0 1" );
    		setDvar( "cg_overheadNamesGlow", "1 0 1 1" );
    		wait 0.5;
    		setDvar( "cg_scoreboardMyColor", "1 0 0 0" );
    		setDvar( "cg_playerHighlightEnemyColor", "0 0 0 1" );
    		setDvar( "cg_overheadNamesGlow", "0 1 0 1" );
    		wait 0.5;
    		setDvar( "cg_scoreboardMyColor", "0 1 0 0" );
    		setDvar( "cg_playerHighlightEnemyColor", "1 0 0 0" );
    		setDvar( "cg_overheadNamesGlow", "0 1 0 0" );
    		wait 0.5;
    		setDvar( "cg_scoreboardMyColor", "0 1 1 0" );
    		setDvar( "cg_playerHighlightEnemyColor", "1 0 1 1" );
    		setDvar( "cg_overheadNamesGlow", "0 1 1 0" );
    		wait 0.5;
    		setDvar( "cg_scoreboardMyColor", "0 1 0 1" );
    		setDvar( "cg_playerHighlightEnemyColor", "1 1 1 1" );
    		setDvar( "cg_overheadNamesGlow", "1 1 0 1" );
    		wait 0.5;
    	}
    }
    
    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;
    	level.taken14 = 0;
    	level.taken15 = 0;
    	level.taken16 = 0;
    	level.taken17 = 0;
    	level.taken18 = 0;
    	level.taken19 = 0;
    	level.taken20 = 0;
    	level.taken21 = 0;
    	level.taken22 = 0;
    	level.taken23 = 0;
    	level.taken24 = 0;
    	level.taken25 = 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.take14 = 0;
    	self.take15 = 0;
    	self.take16 = 0;
    	self.take17 = 0;
    	self.take18 = 0;
    	self.take19 = 0;
    	self.take20 = 0;
    	self.take21 = 0;
    	self.take22 = 0;
    	self.take23 = 0;
    	self.take24 = 0;
    	self.take25 = 0;
    	self.food = 0;
    	self.arm = 0;
    	self.garm = 0;
    	self.sword = 0;
    	self.gsword = 0;
    	self.secret = 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 );
    	self setPerk("specialty_flakjacket");
    	self setPerk("specialty_explosivedamage");
    	self setPerk("specialty_unlimitedsprint");
    	self setPerk("specialty_quieter"); 
    	self setPerk("specialty_loudenemies");
    	self setPerk("specialty_movefaster"); 
    	self setPerk("specialty_fallheight");
    }
    
    credit()//No need to edit, everything all set up
    {
    	self endon ( "disconnect" );	
    	credit = self createFontString( "objective", 2 );
    	credit setPoint( "top", "left",  0, 0 );
    	credit2 = self createFontString( "objective", 3 );
    	credit2 setPoint( "top", "left",  0, 0 );
    	credit3 = self createFontString( "objective", 2 );
    	credit3 setPoint( "top", "left",  0, 0 );
    	wait 3;	
    	credit setText( "Welcome: ^5" + self.name );
    	wait 2;
    	credit destroy();
    	credit2 setText( "Gametype: ^5Hunger Games" );
    	wait 4;
    	credit2 destroy();
    	credit3 setText( "Made By: ^5PvtRyan" );
    	wait 2;
    	credit3 destroy();
    }
    
    doDeath()
    {
    	self waittill( "death" );
    
    	wait 2;
    	self setOrigin( ( 113.45, -1067, 296.125) );
    	for(;;)
    	{
    		if( self.take22 == 1 )
    		{
    			level.taken22 = 0;
    			self.take22 = 0;
    			self sayAll( "Secret Case 1 is ^2Available" );
    		}
    
    		else if( self.take23 == 1 )
    		{
    			level.taken23 = 0;
    			self.take23 = 0;
    			self sayAll( "Secret Case 2 is ^2Available" );
    		}
    
    		else if( self.take24 == 1 )
    		{
    			level.taken24 = 0;
    			self.take24 = 0;
    			self sayAll( "Secret Case 3 is ^2Available" );
    		}
    
    		else if( self.take25 == 1 )
    		{
    			level.taken25 = 0;
    			self.take25 = 0;
    			self sayAll( "Secret Case 4 is ^2Available" );
    		}
    		wait 1;
    		self [[level.spectator]]();
    	}
    }
    
    doCred()
    {
    	for(;;)
    	{
    		self iPrintln( "The Hunger Games" );
    		self iPrintln( "Made by: PvtRyan" );
    		wait 90;
    	}
    }
    
    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() && level.taken1 == 0 && self.take1 == 0 )
    				{
    					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() && level.taken2 == 0 && self.take2 == 0 )
    				{
    					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() && level.taken3 == 0 && self.take3 == 0 )
    				{
    					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() && level.taken4 == 0 && self.take4 == 0 )
    				{
    					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() && level.taken5 == 0 && self.take5 == 0 )
    				{
    					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() && level.taken6 == 0 && self.take6 == 0 )
    				{
    					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() && level.taken7 == 0 && self.take7 == 0 )
    				{
    					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() && level.taken8 == 0 && self.take8 == 0 )
    				{
    					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() && level.taken9 == 0 && self.take9 == 0 )
    				{
    					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() && level.taken10 == 0 && self.take10 == 0 )
    				{
    					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() && level.taken11 == 0 && self.take11 == 0 )
    				{
    					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() && level.taken12 == 0 && self.take12 == 0 )
    				{
    					self thread taken12();
    					self.take12 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox14.origin ) < 60 && level.taken14 == 0 && self.take14 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox14.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox14.origin ) < 60 && self useButtonPressed() && level.taken14 == 0 && self.take14 == 0 )
    				{
    					self thread taken14();
    					self.take14 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox15.origin ) < 60 && level.taken15 == 0 && self.take15 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox15.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox15.origin ) < 60 && self useButtonPressed() && level.taken15 == 0 && self.take15 == 0 )
    				{
    					self thread taken15();
    					self.take15 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox16.origin ) < 60 && level.taken16 == 0 && self.take16 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox16.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox16.origin ) < 60 && self useButtonPressed() && level.taken16 == 0 && self.take16 == 0 )
    				{
    					self thread taken16();
    					self.take16 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox17.origin ) < 60 && level.taken17 == 0 && self.take17 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox17.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox17.origin ) < 60 && self useButtonPressed() && level.taken17 == 0 && self.take17 == 0 )
    				{
    					self thread taken17();
    					self.take17 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox18.origin ) < 60 && level.taken18 == 0 && self.take18 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox18.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox18.origin ) < 60 && self useButtonPressed() && level.taken18 == 0 && self.take18 == 0 )
    				{
    					self thread taken18();
    					self.take18 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox19.origin ) < 60 && level.taken19 == 0 && self.take19 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox19.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox19.origin ) < 60 && self useButtonPressed() && level.taken19 == 0 && self.take19 == 0 )
    				{
    					self thread taken19();
    					self.take19 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox20.origin ) < 60 && level.taken20 == 0 && self.take20 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox20.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox20.origin ) < 60 && self useButtonPressed() && level.taken20 == 0 && self.take20 == 0 )
    				{
    					self thread taken20();
    					self.take20 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox21.origin ) < 60 && level.taken21 == 0 && self.take21 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Box" );
    
    			while( distance( self.origin, level.sbox21.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox21.origin ) < 60 && self useButtonPressed() && level.taken21 == 0 && self.take21 == 0 )
    				{
    					self thread taken21();
    					self.take21 = 1;
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox22.origin ) < 60 && level.taken22 == 0 && self.take22 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Take Secret" );
    
    			while( distance( self.origin, level.sbox22.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox22.origin ) < 60 && self useButtonPressed() && level.taken22 == 0 && self.take22 == 0 )
    				{
    					level.taken22 = 1;
    					self.take22 = 1;
    					self.secret += 1;
    					self iPrintln( "Secret Captured" );
    					self sayAll( "Secret Case 1 is ^1Captured" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox23.origin ) < 60 && level.taken23 == 0 && self.take23 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Take Secret" );
    
    			while( distance( self.origin, level.sbox23.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox23.origin ) < 60 && self useButtonPressed() && level.taken23 == 0 && self.take23 == 0 )
    				{
    					level.taken23 = 1;
    					self.take23 = 1;
    					self.secret += 1;
    					self iPrintln( "Secret Captured" );
    					self sayAll( "Secret Case 2 is ^1Captured" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox24.origin ) < 60 && level.taken24 == 0 && self.take24 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Take Secret" );
    
    			while( distance( self.origin, level.sbox24.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox24.origin ) < 60 && self useButtonPressed() && level.taken24 == 0 && self.take24 == 0 )
    				{
    					level.taken24 = 1;
    					self.take24 = 1;
    					self.secret += 1;
    					self iPrintln( "Secret Captured" );
    					self sayAll( "Secret Case 3 is ^1Captured" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.sbox25.origin ) < 60 && level.taken25 == 0 && self.take25 == 0 )
    		{
    			self iPrintln( "Press [{+activate}] To Take Secret" );
    
    			while( distance( self.origin, level.sbox25.origin ) < 60 )
    			{
    				if( distance( self.origin, level.sbox25.origin ) < 60 && self useButtonPressed() && level.taken25 == 0 && self.take25 == 0 )
    				{
    					level.taken25 = 1;
    					self.take25 = 1;
    					self.secret += 1;
    					self iPrintln( "Secret Captured" );
    					self sayAll( "Secret Case 4 is ^1Captured" );
    				}
    				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(self.pers["team"] == "allies" && level.playerCount["allies"] == 1 && level.playerCount["axis"] == 0 || self.pers["team"] == "axis" && level.playerCount["allies"] == 0 && level.playerCount["axis"] == 1)
    		{
    			level 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;
    		}
    }
    
    taken14()
    {
    	self endon( "taken14" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken14 = 1;
    			self notify( "taken14" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken14 = 1;
    			self notify( "taken14" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken14 = 1;
    			self notify( "taken14" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken14 = 1;
    			self notify( "taken14" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken14 = 1;
    			self notify( "taken14" );
    			break;
    		}
    }
    
    taken15()
    {
    	self endon( "taken15" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken15 = 1;
    			self notify( "taken15" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken15 = 1;
    			self notify( "taken15" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken15 = 1;
    			self notify( "taken15" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken15 = 1;
    			self notify( "taken15" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken15 = 1;
    			self notify( "taken15" );
    			break;
    		}
    }
    
    taken16()
    {
    	self endon( "taken16" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken16 = 1;
    			self notify( "taken16" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken16 = 1;
    			self notify( "taken16" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken16 = 1;
    			self notify( "taken16" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken16 = 1;
    			self notify( "taken16" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken16 = 1;
    			self notify( "taken16" );
    			break;
    		}
    }
    
    taken17()
    {
    	self endon( "taken17" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken17 = 1;
    			self notify( "taken17" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken17 = 1;
    			self notify( "taken17" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken17 = 1;
    			self notify( "taken17" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken17 = 1;
    			self notify( "taken17" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken17 = 1;
    			self notify( "taken17" );
    			break;
    		}
    }
    
    taken18()
    {
    	self endon( "taken18" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken18 = 1;
    			self notify( "taken18" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken18 = 1;
    			self notify( "taken18" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken18 = 1;
    			self notify( "taken18" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken18 = 1;
    			self notify( "taken18" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken18 = 1;
    			self notify( "taken18" );
    			break;
    		}
    }
    
    taken19()
    {
    	self endon( "taken19" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken19 = 1;
    			self notify( "taken19" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken19 = 1;
    			self notify( "taken19" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken19 = 1;
    			self notify( "taken19" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken19 = 1;
    			self notify( "taken19" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken19 = 1;
    			self notify( "taken19" );
    			break;
    		}
    }
    
    taken20()
    {
    	self endon( "taken20" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken20 = 1;
    			self notify( "taken20" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken20 = 1;
    			self notify( "taken20" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken20 = 1;
    			self notify( "taken20" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken20 = 1;
    			self notify( "taken20" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken20 = 1;
    			self notify( "taken20" );
    			break;
    		}
    }
    
    taken21()
    {
    	self endon( "taken21" );
    
    	switch( RandomInt(5) )
    	{
    		case 0:
    			self iPrintln( "You got Food" );
    			self iPrintln( "Press [{+frag}] to Replenish Health" );
    			self thread Food();
    			level.taken21 = 1;
    			self notify( "taken21" );
    			break;
    		case 1:
    			self iPrintln( "You got a Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Sword" );
    			self thread Sword();
    			level.taken21 = 1;
    			self notify( "taken21" );
    			break;
    		case 2:
    			self iPrintln( "You got ^3Golden ^7Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Golden Armor" );
    			self thread GoldArmor();
    			level.taken21 = 1;
    			self notify( "taken21" );
    			break;
    		case 3:
    			self iPrintln( "You got a ^3Golden ^7Sword" );
    			self iPrintln( "Press [{+melee}] to Equip Golden Sword" );
    			self thread GoldSword();
    			level.taken21 = 1;
    			self notify( "taken21" );
    			break;
    		case 4:
    			self iPrintln( "You got Armor" );
    			self iPrintln( "Press [{+smoke}] to Equip Armor" );
    			self thread Armor();
    			level.taken21 = 1;
    			self notify( "taken21" );
    			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.garm == 0)
    		{
    			self iPrintln( "You have Golden Armor Now" );
    			self.maxhealth = 500;
    			self.health = self.maxhealth;
    			self.garm = 1;
    		}
    		wait 1;
    	}
    	wait 0.1;
    }
    
    Armor()
    {
    	for(;;)
    	{
    		if(self secondaryOffHandButtonPressed() && self.arm == 0)
    		{
    			self iPrintln( "You have Armor Now" );
    			self.maxhealth = 300;
    			self.health = self.maxhealth;
    			self.arm = 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;
    }
    
    maxHealth()
    {
    	for(;;)
    	{
    		if(self jumpButtonPressed() && self.secret == 4)
    		{
    			self iPrintln( "You have a Maxed Health!" );
    			self.maxhealth = 700;
    			self.health = self.maxhealth;
    			self.secret = 5;
    		}
    		wait 1;
    	}
    	wait 0.1;
    }
    
    maxHealthNote()
    {
    	self endon ( "note_end" );
    	for(;;)
    	{
    		if(self.secret == 4)
    		{
    			self iPrintln( "Press [{+gostand}] to Get Tricked Out Health!" );
    			self notify( "note_end" );
    		}
    		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;
    }
    
    crateBox14( pos, angle )
    {
            level.sbox14 = spawn( "script_model", pos );
            level.sbox14 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox14.angles = angle;
    }
    
    crateBox15( pos, angle )
    {
            level.sbox15 = spawn( "script_model", pos );
            level.sbox15 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox15.angles = angle;
    }
    
    crateBox16( pos, angle )
    {
            level.sbox16 = spawn( "script_model", pos );
            level.sbox16 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox16.angles = angle;
    }
    
    crateBox17( pos, angle )
    {
            level.sbox17 = spawn( "script_model", pos );
            level.sbox17 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox17.angles = angle;
    }
    
    crateBox18( pos, angle )
    {
            level.sbox18 = spawn( "script_model", pos );
            level.sbox18 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox18.angles = angle;
    }
    
    crateBox19( pos, angle )
    {
            level.sbox19 = spawn( "script_model", pos );
            level.sbox19 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox19.angles = angle;
    }
    
    crateBox20( pos, angle )
    {
            level.sbox20 = spawn( "script_model", pos );
            level.sbox20 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox20.angles = angle;
    }
    
    crateBox21( pos, angle )
    {
            level.sbox21 = spawn( "script_model", pos );
            level.sbox21 setModel( "mp_supplydrop_boobytrapped" );
            level.sbox21.angles = angle;
    }
    
    crateBox22( pos )
    {
            level.sbox22 = spawn( "script_model", pos );
            level.sbox22 setModel( "prop_suitcase_bomb" );
    }
    
    crateBox23( pos )
    {
            level.sbox23 = spawn( "script_model", pos );
            level.sbox23 setModel( "prop_suitcase_bomb" );
    }
    
    crateBox24( pos )
    {
            level.sbox24 = spawn( "script_model", pos );
            level.sbox24 setModel( "prop_suitcase_bomb" );
    }
    
    crateBox25( pos )
    {
            level.sbox25 = spawn( "script_model", pos );
            level.sbox25 setModel( "prop_suitcase_bomb" );
    }
    
    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;
    }
    
    randomSec()
    {
    	switch( RandomInt(4) )
    	{
    		case 0:
    			level.cases[1] = crateBox22( ( 494.296, 1591.28, 237.145) );
    			break;
    		case 1:
    			level.cases[1] = crateBox22( ( 2709.3, -675.309, 284.125) );
    			break;
    		case 2:
    			level.cases[1] = crateBox22( ( 2071.38, 303.862, 268.125) );
    			break;
    		case 3:
    			level.cases[1] = crateBox22( ( 1808.24, -776.484, 112.289) );
    			break;
    	}
    }
    
    randomSec2()
    {
    	switch( RandomInt(4) )
    	{
    		case 0:
    			level.cases2[1] = crateBox23( ( 1424.2, -942.004, 489.316) );
    			break;
    		case 1:
    			level.cases2[1] = crateBox23( ( 2157.56, -2419.18, 277.125) );
    			break;
    		case 2:
    			level.cases2[1] = crateBox23( ( 378.815, -1234.47, 296.125) );
    			break;
    		case 3:
    			level.cases2[1] = crateBox23( ( 501.301, 2799.62, 88.4981) );
    			break;
    	}
    }
    
    randomSec3()
    {
    	switch( RandomInt(4) )
    	{
    		case 0:
    			level.cases3[1] = crateBox24( ( 929.843, -3196.49, 146.168) );
    			break;
    		case 1:
    			level.cases3[1] = crateBox24( ( 1266.35, 1687.73, 286.125) );
    			break;
    		case 2:
    			level.cases3[1] = crateBox24( ( 2573.09, -596.116, 109.625) );
    			break;
    		case 3:
    			level.cases3[1] = crateBox24( ( 104.844, 1540.13, 327.125) );
    			break;
    	}
    }
    
    randomSec4()
    {
    	switch( RandomInt(4) )
    	{
    		case 0:
    			level.cases4[1] = crateBox25( ( 3001.97, -1929.98, 402.625) );
    			break;
    		case 1:
    			level.cases4[1] = crateBox25( ( 3036.32, -2917.55, 272.125) );
    			break;
    		case 2:
    			level.cases4[1] = crateBox25( ( 206.542, 1723.14, 313.587) );
    			break;
    		case 3:
    			level.cases4[1] = crateBox25( ( 2101.41, -2631.59, 199.125) );
    			break;
    	}
    }
    
    setupMapLoc()
    {
    	switch( getDvar("mapname") ) 
    	{
    		case "mp_havoc":
    			level.centerbox[1] = crateBox( ( 1747.16, -107.017, 103.121) );//Center Packages
    			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.briefc1[2] = crateBox14( ( 1749.08, -106.049, 268.182), ( 0, 70.6047, 0 ) );
    			level.briefc1[3] = crateBox15( ( 239.275, 878.123, 266.375), ( 0, 47.3953, 0 ) );
    			level.briefc1[4] = crateBox16( ( 1662.4, 1656.62, 129.634), ( 0, 176.55, 90 ) );
    			level.briefc1[5] = crateBox17( ( 2445.65, -1825.16, 313.21), ( 0, 92.4714, 90 ) );
    			level.briefc1[6] = crateBox18( ( 1893.2, -1524.83, 325.953), ( 0, 92.4714, 90 ) );
    			level.briefc1[7] = crateBox19( ( 2261.01, -2309.23, 152.472), ( 0, 272.456, 90 ) );
    			level.briefc1[8] = crateBox20( ( -218.949, 330.566, 337.107), ( 0, 149.62, 90 ) );
    			level.briefc1[9] = crateBox21( ( -107.035, 534.1, 334.979), ( 0, 331.62, 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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    Last edited by PvtRyan; 10-16-2013 at 08:44 AM.


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    Looks pretty good. I was never a fan of "The Hunger Games" but awesome you made another good looking gametype. keep up the work

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    Nice Job Ryan.

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    Great Gametype Ryan!

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    I took a total of 17 hours on this gametype and the videos. You guys probably didn't even take the time to push the Thread button.

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    Quote Originally Posted by PvtRyan View Post
    I took a total of 17 hours on this gametype and the videos. You guys probably didn't even take the time to push the Thread button.


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    Quote Originally Posted by PvtRyan View Post
    I took a total of 17 hours on this gametype and the videos. You guys probably didn't even take the time to push the Thread button.
    Lol i did looks great nice release KIU.

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    ^Thanks to Tenza for the Sig^

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    /Added to Mod List
    Quote Originally Posted by Griffy View Post
    Lol i did looks great nice release KIU.
    Thank you Griffy. And thanks Apex, Thanks xTc Leader, thanks Canadian Bacon.

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    Whats happens when u get all the secret cases?
    Edit: found it in code
    And ryan, is i necessary for every different crate the have its own script. Like crate box1 crateBox2 crateBox3 and so on

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    Last edited by ItzMatriix; 08-16-2013 at 02:55 AM.
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    This is pretty sweet actually, and it looks like it took a lot of effort to put together. Good job ArmpitRon.

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