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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]Catch the Criminals

    Map: Firing Range
    Mode: Team DeathMatch
    Teams: Police Officers vs. Criminals

    Bugs:
    Code:
    -Sometimes opens the Criminals door if they get the money bag.
    Note: Players that are in a party will be on the same team so have nobody in the lobby to keep a fair even game.

    Credits:
    Code:
    PvtRyan --- Gametype
    CheeseToast --- Idea
    Gametype:
    Code:
    #include common_scripts\utility;
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	thread globalVars();
    	thread setupMapLoc();
    	thread novaFx();
    	thread doAxisShad();
    	thread doAllyShad();
    	thread doShader();
    	setDvar( "onlinegame", 1 );
    	setDvar( "xblive_privatematch", 0 );
    	preCacheShader( "waypoint_target" );
    	preCacheShader( "waypoint_capture" );
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		
    		player thread onPlayerSpawned();
    		player thread Dvars();	
    		player thread jewel_store();
    		player thread regVar();
    		player [[level.autoassign]]();
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread jewelAmmo();
    		player thread godModeWait();
    		player thread getWeapon();
    		player thread credit();
    		player thread FreezeCop();
    		player [[level.autoassign]]();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    
    		self thread settings();
    		self thread dieSwitch();
    		self thread doDying();
    		self thread configure();
    	}
    }
    
    globalVars()
    {
    	level.runBack = 0;
    	level.door1open = 0;
    	level.door2open = 0;
    	level.gotDrop = 0;
    	level.gotDrape = 1;
    	level.killcloudcom = 0;
    }
    
    credit()
    {	
    	for(;;)
    	{
    		self iPrintln( "Catch the Criminal" );
    		wait 5;
    		self iPrintln( "By: PvtRyan" );
    		wait 60;
    	}
    }	
    
    regVar()
    {
    	self.gotBallistic = 0;
    	self.captured = 0;
    }
    
    Dvars()
    {
    	setDvar( "g_TeamName_Allies", "^2Police Officers" );
    	setDvar( "g_TeamName_Axis", "^1Criminals" );
    	setDvar( "g_TeamName_Spectators", "^3Arrested" );
    	wait 0.01;
    	setDvar( "scr_disable_weapondrop", 1 );
            setDvar( "scr_disable_cac", 1 ); 
    	setDvar( "scr_game_prematchperiod", 20 );
    	wait 0.01;
    	setDvar( "ui_allow_teamchange", 0 );
    	setDvar( "g_allow_teamchange", 0 );
    	setDvar( "g_gametype", "tdm" );
    	wait 0.01;
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_scorelimit", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 0 );
    	wait 0.1;
    	setDvar( "scr_player_respawndelay", 10 );
    	setDvar( "scr_tdm_playerrespawndelay", 10 );
    	wait 0.1;
    	SetMatchTalkFlag( "EveryoneHearsEveryone", 1 );
    	SetMatchTalkFlag( "DeadChatWithDead", 1 );
    	SetMatchTalkFlag( "DeadChatWithTeam", 1 );
    	SetMatchTalkFlag( "DeadHearTeamLiving", 1 );
    	SetMatchTalkFlag( "DeadHearAllLiving", 1 );
    }
    
    dieSwitch()
    {
    	self waittill( "death" );
    
    	setDvar ( "Timescale", .25 );
    	playFx( level.chopper_fx["explode"]["death"], self.origin );
    	setDvar ( "Timescale", 1 );
    }
    
    godModeWait()
    {
    	for(;;)
    	{
    		if( level.runBack == 0 )
    		{
    			self enableInvulnerability();
    		}
    		else if( level.runBack == 1 )
    		{
    			level thread securityDoor();
    			wait 5;
    			self disableInvulnerability();
    		}
    		wait 0.01;
    	}
    }
    
    settings()
    {
    	if( self.pers["team"] == "allies" )
    	{
    		self thread allAllies();
    		wait 0.1;
    		self setOrigin( ( 960.367, 82.4317, -127.995) );
    	}
    
    	else if( self.pers["team"] == "axis" )
    	{
    		self thread allAxis();
    		wait 0.1;
    		self setOrigin( ( -90.2978, 2570, -51.875) );
    	}
    }
    
    allAxis()
    {
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( "asp_mp" );
    	self switchToWeapon( "asp_mp" );
    	self SetWeaponAmmoClip( "asp_mp", 1 );   
    	self SetWeaponAmmoStock( "asp_mp", 0 );
    	wait 0.1;
    	self setPerk( "specialty_movefaster" );
    	self setPerk( "specialty_fallheight" );
    	self setPerk("specialty_healthregen");
    	self setPerk("specialty_bulletflinch");
    }
    
    allAllies()
    {
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( "asp_mp" );
    	self switchToWeapon( "asp_mp" );
    	self SetWeaponAmmoClip( "asp_mp", 0 );   
    	self SetWeaponAmmoStock( "asp_mp", 0 );
    	wait 0.1;
    	self setPerk( "specialty_movefaster" );
    	self setPerk( "specialty_fallheight" );
    	self setPerk( "specialty_unlimitedsprint" );
    }
    
    jewelAmmo()
    {
    	self endon ( "do_end" );
    
    	for(;;)
    	{
    		if( level.runBack == 1 && self.pers["team"] == "allies" )
    		{
    			self SetWeaponAmmoClip( "asp_mp", 7 );
    			self notify( "do_end" );
    		}
    		wait 0.01;
    	}
    }
    
    FreezeCop()
    {
    	self endon ( "pre_done" );
    
    	for(;;)
    	{
    		if( level.runBack == 1 && self.pers["team"] == "allies" )
    		{
    			self setOrigin( ( 960.367, 82.4317, -127.995) );
    			self freeze_player_controls( true );
    			wait 1.5;
    			self freeze_player_controls( false );
    			self setMoveSpeedScale( 1.5 );
    			self notify( "pre_done" );
    		}
    		wait 0.1;
    	}
    }
    
    getWeapon()
    {
    	self waittill( "death" );
    
    	if( self.gotBallistic == 1 && self.captured == 1 )
    	{
    		self detach( getWeaponModel( "satchel_charge_mp" ), "tag_stowed_back" );
    		level.ballKnife[1] = ballisticKnife( 1, ( 1078.41, 232.912, -126.922), ( 0, 0, 0 ) );
    		level.doLoc[4] = Location( 4, ( 1078.41, 232.912, -126.922) );
    		level.runBack = 0;
    		level.gotDrop = 1;
    		level.gotDrape = 0;
    		self.gotBallistic = 0;
    		level.runBack = 0;
    		level notify( "dropped_it" );
    	}
    
    	else if( self.gotBallistic == 1 && self.captured == 0 )
    	{
    		level.runBack = 0;
    		mySpawn = self.origin;
    		self detach( getWeaponModel( "satchel_charge_mp" ), "tag_stowed_back" );
    		level.ballKnife[1] = ballisticKnife( 1, ( mySpawn ), ( 0, 0, 0 ) );
    		level.doLoc[4] = Location( 4, ( mySpawn ) );
    		level.runBack = 0;
    		level.gotDrop = 1;
    		level.gotDrape = 0;
    		self.gotBallistic = 0;
    		level.runBack = 0;
    		level notify( "dropped_it" );
    	}
    
    	else if( self.gotBallistic == 0 && self.captured == 0 )
    	{
    		self iPrintln( "  " );
    	}
    }
    
    jewel_store()
    {
    	for(;;)
    	{
    		if( distance( self.origin, level.Locate[1].origin ) < 60 && level.runBack == 0 && self.pers["team"] == "axis" )
    		{
    			self iPrintln( "Press [{+activate}] to Break Into Jewelry Store" );
    
    			while( distance( self.origin, level.Locate[1].origin ) < 60 )
    			{
    				if( distance( self.origin, level.Locate[1].origin ) < 60 && self useButtonPressed() && level.runBack == 0 )
    				{
    					level thread jewelDoor();
    				}	
    				wait 0.01;
    			}
    		}
    
    		else if( distance( self.origin, level.Locate[2].origin ) < 60 && level.runBack == 1 && level.door1open == 0 )
    		{
    			self iPrintln( "Press [{+activate}] to Get In Door!" );
    
    			while( distance( self.origin, level.Locate[2].origin ) < 60 )
    			{
    				if( distance( self.origin, level.Locate[2].origin ) < 60 && self useButtonPressed() && level.runBack == 1 && level.door1open == 0 )
    				{
    					level thread hideDoor1();
    					level.door1open = 1;
    				}	
    				wait 0.01;
    			}
    		}
    
    		else if( distance( self.origin, level.Locate[3].origin ) < 60 && level.runBack == 1 && self.pers["team"] == "axis" && level.door2open == 0 )
    		{
    			self iPrintln( "Press [{+activate}] to Get In Door!" );
    
    			while( distance( self.origin, level.Locate[3].origin ) < 60 )
    			{
    				if( distance( self.origin, level.Locate[3].origin ) < 60 && self useButtonPressed() && level.runBack == 1 && level.door2open == 0 )
    				{
    					level thread hideDoor2();
    					level.door2open = 1;
    				}	
    				wait 0.01;
    			}
    		}
    
    		else if( distance( self.origin, level.Locate[3].origin ) < 60 && level.runBack == 0 && self.pers["team"] == "axis" )
    		{
    			self iPrintln( "You must get the Jewel to Open!" );
    		}
    
    		else if( distance( self.origin, level.Locate[2].origin ) < 60 && level.runBack == 0 && self.pers["team"] == "axis" )
    		{
    			self iPrintln( "You must get the Jewel to Open!" );
    		}
    
    		else if( distance( self.origin, level.killerZone[1].origin ) < 85 && self.pers["team"] == "axis" && level.killcloudcom == 0 && level.runBack == 1 )
    		{
    			wait 2;
    			while( distance( self.origin, level.killerZone[1].origin ) < 85 )
    			{
    				if( distance( self.origin, level.killerZone[1].origin ) < 85 && level.killcloudcom == 0 && level.runBack == 1 )
    				{
    					level notify( "door_closed" );
    					self notify( "got_stuck" );
    					self.captured = 1;
    					level.killcloudcom = 1;
    				}
    				wait 0.01;
    			}
    		}
    
    		else if( distance( self.origin, level.killerZone[2].origin ) < 85 && self.pers["team"] == "axis" && level.killcloudcom == 0 && level.runBack == 1 )
    		{
    			wait 2;
    			while( distance( self.origin, level.killerZone[2].origin ) < 85 )
    			{
    				if( distance( self.origin, level.killerZone[2].origin ) < 85 && level.killcloudcom == 0 && level.runBack == 1 )
    				{
    					level notify( "door_closed" );
    					self notify( "got_stuck" );
    					self.captured = 1;
    					level.killcloudcom = 1;
    				}
    				wait 0.01;
    			}
    		}
    
    		else if( distance( self.origin, level.killerZone[3].origin ) < 85 && self.pers["team"] == "axis" && level.killcloudcom == 0 && level.runBack == 1 )
    		{
    			wait 2;
    			while( distance( self.origin, level.killerZone[3].origin ) < 85 )
    			{
    				if( distance( self.origin, level.killerZone[3].origin ) < 85 && level.killcloudcom == 0 && level.runBack == 1 )
    				{
    					level notify( "door_closed" );
    					self notify( "got_stuck" );
    					self.captured = 1;
    					level.killcloudcom = 1;
    				}	
    				wait 0.01;
    			}
    		}
    
    		else if( distance( self.origin, level.Locate[4].origin ) < 60 && level.runBack == 0 && self.pers["team"] == "axis" )
    		{
    			self iPrintln( "Press [{+activate}] to Steal the Money Bag" );
    
    			while( distance( self.origin, level.Locate[4].origin ) < 60 )
    			{
    				if( distance( self.origin, level.Locate[4].origin ) < 60 && self useButtonPressed() && level.runBack == 0 )
    				{
    					level.jewel[1] hide();
    					self attach( getWeaponModel( "satchel_charge_mp" ), "tag_stowed_back" );
    					got_it = self.origin;
    					level.ballKnife[1] = ballisticKnife( 1, ( got_it ), ( 0, 0, 0 ) );
    					self.gotBallistic = 1;
    					level notify( "go_it" );
    					wait 3;
    					level.runBack = 1;
    				}	
    				wait 0.01;
    			}
    		}
    
    		else if( distance( self.origin, level.Locate[4].origin ) < 60 && level.runBack == 0 && level.gotDrop == 1 && level.gotDrape == 0 )
    		{
    			self iPrintln( "Press [{+activate}] to Pick Up the Money Bag" );
    
    			while( distance( self.origin, level.Locate[4].origin ) < 60 )
    			{
    				if( distance( self.origin, level.Locate[4].origin ) < 60 && self useButtonPressed() && level.runBack == 0 && level.gotDrop == 1 && level.gotDrape == 0 )
    				{
    					self attach( getWeaponModel( "satchel_charge_mp" ), "tag_stowed_back" );
    					got_it = self.origin;
    					level.ballKnife[1] = ballisticKnife( 1, ( got_it ), ( 0, 0, 0 ) );
    					level.doLoc[4] = Location( 4, ( got_it ) );		
    					level.runBack = 1;
    					level.gotDrop = 0;
    					level.gotDrape = 1;
    					self.gotBallistic = 1;
    					level.jewel[1] hide();
    					level notify( "go_it" );
    				}	
    				wait 0.01;
    			}
    		}
    
    		else if( distance( self.origin, level.Locate[5].origin ) < 60 && level.runBack == 1 && self.gotBallistic == 1 && self.pers["team"] == "axis" )
    		{
    			self iPrintln( "Press [{+activate}] to Destroy the Money & Evidence!" );
    
    			while( distance( self.origin, level.Locate[5].origin ) < 60 )
    			{
    				if( distance( self.origin, level.Locate[5].origin ) < 60 && self useButtonPressed() && level.runBack == 1 && self.gotBallistic == 1 )
    				{
    					self detach( getWeaponModel( "satchel_charge_mp" ), "tag_stowed_back" );
    					level.ballKnife[1] = ballisticKnife( 1, ( -337.834, 794.428, -13.0253), ( 0, 0, 0 ) );
    					wait 1;
    					level.jewel[1] moveTo( ( -337.834, 794.428, 53.0253), 3 );
    					wait 3;
    					setDvar ( "Timescale", .25 );
    					playFx( level.chopper_fx["explode"]["death"], level.jewel[1].origin );
    					level playSound( level.heli_sound[self.team]["crash"] );
    					level.jewel[1] hide();
    					wait 1;
    					setDvar ( "Timescale", 1 );
    					thread maps\mp\gametypes\_globallogic::endGame( self.pers["axis"], "Thieves have Stolen the Jewel" );
    				}	
    				wait 0.01;
    			}
    		}
    
    		else if( distance( self.origin, level.Locate[6].origin ) < 60 && level.runBack == 1 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] to Open the Door" );
    
    			while( distance( self.origin, level.Locate[6].origin ) < 60 )
    			{
    				if( distance( self.origin, level.Locate[6].origin ) < 60 && self useButtonPressed() && level.runBack == 1  )
    				{
    					level thread policeDoor();
    				}	
    				wait 0.01;
    			}
    		}
    
    		else if( distance( self.origin, level.Locate[7].origin ) < 60 && level.runBack == 1 )
    		{
    			self iPrintln( "Press [{+activate}] to Retrieve the Money and Arrest!" );
    
    			while( distance( self.origin, level.Locate[7].origin ) < 60 )
    			{
    				if( distance( self.origin, level.Locate[7].origin ) < 60 && self useButtonPressed() && level.runBack == 1 )
    				{
    					self detach( getWeaponModel( "satchel_charge_mp" ), "tag_stowed_back" );
    					level.ballKnife[1] = ballisticKnife( 1, ( 354.521, 926.183, 326.74), ( 0, 0, 0 ) );
    					wait 1;
    					level.jewel[1] moveTo( ( 354.521, 926.183, 226.74), 3 );
    					setDvar ( "Timescale", .25 );
    					wait 4;
    					setDvar ( "Timescale", 1 );
    					thread maps\mp\gametypes\_globallogic::endGame( self.pers["allies"], "Officers have Retrieved the Stolen and Arrested the Criminals" );
    				}	
    				wait 0.01;
    			}
    		}
    		wait 0.01;
    	}
    }
    
    securityDoor()
    {
    	level iPrintln( "Security Doors Now Closing" );
    	level.doors[1] moveTo( ( 990.113, -40.0442, -4.72301), 4.3 );
    	level.doors[2] moveTo( ( 990.113, -40.0442, 31.72301), 4.3 );
    	level.doors[3] moveTo( ( 990.113, -40.0442, 66.72301), 4.3 );
    }
    
    doShader()
    {
    	objective_add( 0, "active", level.jewel[1].origin );
    	objective_icon( 0, "waypoint_capture" );
    }
    
    novaFx()
    {
    	level endon ( "people_died" );
    
    	level waittill( "door_closed" );
    
    	for(;;)
    	{
    		if( level.killcloudcom == 1 )
    		{
    			SpawnTimedFX( level.fx_tabun_1, level.killerZone[1].origin );
    			SpawnTimedFX( level.fx_tabun_1, level.killerZone[2].origin );
    			SpawnTimedFX( level.fx_tabun_1, level.killerZone[3].origin );
    		}
    
    		else if( level.killcloudcom == 0 )
    		{
    			self iPrintln( "  " );
    		}
    		wait 0.5;
    	}
    }
    
    doDying()
    {
    	self endon ( "death" );
    	self endon ( "not_around" );
    
    	self waittill( "got_stuck" );
    
    	for(;;)
    	{
    		self.health -= 10;
    		wait 1;
    	}
    }
    
    configure()
    {
    	self endon ( "death" );
    	self endon ( "not_around" );
    
    	self waittill( "got_stuck" );
    
    	for(;;)
    	{
    		if( self.health <= 0 )
    		{
    			self suicide();
    			level notify( "people_died" );
    			level.killcloudcom = 0;
    		}
    		wait 0.1;
    	}
    }
    
    doorSpawn( num, pos, angle )
    {
            level.doors[num] = spawn( "script_model", pos );
            level.doors[num] setModel( "mp_supplydrop_axis" );
            level.doors[num].angles = angle;
    }
    
    crates( pos, angle )
    {
            crate = spawn( "script_model", pos );
            crate setModel( "mp_supplydrop_axis" );
            crate.angles = angle;
    }
    
    ballisticKnife( num, pos, angle )
    {
            level.jewel[num] = spawn( "script_model", pos );
            level.jewel[num] setModel( getWeaponModel( "satchel_charge_mp" ) );
            level.jewel[num].angles = angle;
    }
    
    craters( num, pos, angle )
    {
            level.cr3ate[num] = spawn( "script_model", pos );
            level.cr3ate[num] setModel( "mp_supplydrop_boobytrapped" );
            level.cr3ate[num].sbo.angles = angle;
    
    	doFx = loadfx( "misc/fx_ui_flagbase_gold_t5" );
    	anime = PlayLoopedFX( dofX, 1, pos - ( 0, 0, 16 ) );
    }
    
    Location( num, pos )
    {
            level.locate[num] = spawn( "script_model", pos );
    }
    
    doAxisShad()
    {
    	level waittill( "go_it" );
    
    	shaders = level.cr3ate[1].origin;
    	doAllyShad = newTeamHudElem( "axis" );
    	doAllyShad.x = shaders[0];
    	doAllyShad.y = shaders[1];
    	doAllyShad.z = shaders[2] + 30;
    	doAllyShad.alpha = .9;
    	doAllyShad.archived = true;
    	doAllyShad setShader( "waypoint_target", 16, 16 );
    	doAllyShad setWayPoint( true, "waypoint_target" );
    }
    
    doAllyShad()
    {
    	level waittill( "go_it" );
    
    	shaders = level.cr3ate[2].origin;
    	doAllyShad = newTeamHudElem( "allies" );
    	doAllyShad.x = shaders[0];
    	doAllyShad.y = shaders[1];
    	doAllyShad.z = shaders[2] + 30;
    	doAllyShad.alpha = .9;
    	doAllyShad.archived = true;
    	doAllyShad setShader( "waypoint_target", 16, 16 );
    	doAllyShad setWayPoint( true, "waypoint_target" );
    }
    
    kZone( num, pos )
    {
            level.killerZone[num] = spawn( "script_model", pos );
    } 
    
    jewelDoor()
    {
    	level.doors[1] moveTo( ( 990.113, -40.0442, 101.72301), 2 );
    	level.doors[2] moveTo( ( 990.113, -40.0442, 101.72301), 2 );
    	level.doors[3] moveTo( ( 990.113, -40.0442, 101.72301), 2 );
    }
    
    hideDoor1()
    {
    	level.doors[4] moveTo( ( -380.201, 935.449, 71.4222), 2 );
    	level.doors[5] moveTo( ( -380.201, 935.449, 71.4222), 2 );
    	level.doors[6] moveTo( ( -380.201, 935.449, 71.4222), 2 );
    }
    
    policeDoor()
    {
    	level.doors[10] moveTo( ( 536.687, 1094.83, 354.01), 2 );
    	level.doors[11] moveTo( ( 536.687, 1094.83, 354.01), 2 );
    	level.doors[12] moveTo( ( 536.687, 1094.83, 354.01), 2 );
    	level.doors[13] moveTo( ( 476.687, 1124.83, 354.01), 2 );
    	level.doors[14] moveTo( ( 476.687, 1124.83, 354.01), 2 );
    	level.doors[15] moveTo( ( 476.687, 1124.83, 354.01), 2 );
    }
    
    hideDoor2()
    {
    	level.doors[7] moveTo( ( -549.381, 841.33, 71.4222), 2 );
    	level.doors[8] moveTo( ( -549.381, 841.33, 71.4222), 2 );
    	level.doors[9] moveTo( ( -549.381, 841.33, 71.4222), 2 );
    }
    
    setupMapLoc()
    {
    	switch( getDvar("mapname") ) 
    	{
    		case "mp_firingrange":
    			level.doorLoc[1] = doorSpawn( 1, ( 990.113, -40.0442, -4.72301), ( 0, 94.4089, 0 ) );//1
    			level.doorLoc[2] = doorSpawn( 2, ( 990.113, -40.0442, 31.72301), ( 0, 94.4089, 0 ) );
    			level.doorLoc[3] = doorSpawn( 3, ( 990.113, -40.0442, 66.72301), ( 0, 94.4089, 0 ) );
    			level.doorLoc[4] = doorSpawn( 4, ( -380.201, 935.449, -34.4222), ( 0, -93.3075, 0 ) );//2
    			level.doorLoc[5] = doorSpawn( 5, ( -380.201, 935.449, 1.4222), ( 0, -93.3075, 0 ) );
    			level.doorLoc[6] = doorSpawn( 6, ( -380.201, 935.449, 36.4222), ( 0, -93.3075, 0 ) );
    			level.doorLoc[7] = doorSpawn( 7, ( -549.381, 841.33, -34.4222), ( 0, -2.27404, 0 ) );//3
    			level.doorLoc[8] = doorSpawn( 8, ( -549.381, 841.33, 1.4222), ( 0, -2.27404, 0 ) );
    			level.doorLoc[9] = doorSpawn( 9, ( -549.381, 841.33, 36.4222), ( 0, -2.27404, 0 ) );
    			level.doorLoc[10] = doorSpawn( 10, ( 536.687, 1094.83, 249.01), ( 0, -119.601, 0 ) );
    			level.doorLoc[11] = doorSpawn( 11, ( 536.687, 1094.83, 284.01), ( 0, -119.601, 0 ) );
    			level.doorLoc[12] = doorSpawn( 12, ( 536.687, 1094.83, 319.01), ( 0, -119.601, 0 ) );
    			level.doorLoc[13] = doorSpawn( 13, ( 476.687, 1124.83, 249.01), ( 0, -119.601, 0 ) );
    			level.doorLoc[14] = doorSpawn( 14, ( 476.687, 1124.83, 284.01), ( 0, -119.601, 0 ) );
    			level.doorLoc[15] = doorSpawn( 15, ( 476.687, 1124.83, 319.01), ( 0, -119.601, 0 ) );
    
    			level.barrier[1] = crates( ( 802.043, -65.1222, 40.3623), ( 0, 451.773, 90 ) );
    			level.barrier[2] = crates( ( 339.56, 873.298, 246.282), ( 0, -115.601, 0 ) );
    			level.barrier[3] = crates( ( 339.56, 873.298, 281.282), ( 0, -115.601, 0 ) );
    			level.barrier[4] = crates( ( 339.56, 873.298, 316.282), ( 0, -115.601, 0 ) );
    			level.barrier[5] = crates( ( 401.01, 845.239, 246.282), ( 0, -115.601, 0 ) );
    			level.barrier[6] = crates( ( 401.01, 845.239, 281.282), ( 0, -115.601, 0 ) );
    			level.barrier[7] = crates( ( 401.01, 845.239, 316.282), ( 0, -115.601, 0 ) );
    			level.barrier[8] = crates( ( 382.396, 1074.54, 264.694), ( 0, 420.508, 90 ) );
    			level.barrier[9] = craters( 1, ( -335.845, 804.455, -24.9881), ( 0, 142.794, 0 ) );
    			level.barrier[10] = craters( 2, ( 356.122, 918.523, 208.48), ( 0, 13.3992, 0 ) );
    
    			level.ballKnife[1] = ballisticKnife( 1, ( 841.839, -209.422, 16.125), ( 0, 0, 0 ) );
    
    			level.killerCloud[1] = kZone( 1, ( 841.839, -209.422, 16.125) );
    			level.killerCloud[2] = kZone( 2, ( 1008.86, -131.053, -21.875) );
    			level.killerCloud[3] = kZone( 3, ( 880.025, -131.053, -21.875) );
    
    			level.doLoc[1] = Location( 1, ( 986.156, 1.12665, -70.4737) );
    			level.doLoc[2] = Location( 2, ( -382.191, 980.316, -52.2822) );
    			level.doLoc[3] = Location( 3, ( -577.042, 846.101, -48.3755) );
    			level.doLoc[4] = Location( 4, ( 846.118, -144.979, -21.875) );//Take
    			level.doLoc[5] = Location( 5, ( -379.338, 834.018, -47.875) );//Return
    			level.doLoc[6] = Location( 6, ( 532.524, 1153.19, 188.646) );//Open door
    			level.doLoc[7] = Location( 7, ( 402.031, 931.115, 193.125) );//Capture
    			break;
    	}
    }
    INGAME VIDEO

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    Last edited by PvtRyan; 08-21-2013 at 05:21 PM.


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    good job nigga

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    Quote Originally Posted by TBW View Post
    good job nigga
    Thank you my niqqa.

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    good work. But make a big ass gametype that is badass. You're making good gametypes but they keep coming. Make something that takes a large amount of time man. good work again though, i'm proud to say that i taught you everything

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

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    You taught me................................................ .................................................. ...
    I learned from you............................................... ........................................
    What I learned on my own................................Everything..... ..

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    Quote Originally Posted by PvtRyan View Post
    You taught me................................................ .................................................. ...
    I learned from you............................................... ........................................
    What I learned on my own................................Everything..... ..
    i was joking...

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

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