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  1. #1
    Nintendo Section Moderator PvtRyan's Avatar

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         User Info     Contact     Gamer ID
    Join Date
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    Location
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    Posts
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    Gamer IDs

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

    Contact info:

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

    Default [SC7E52]The Walking Dead

    Name: The Walking Dead
    Amount of Players: 1(Lags if you have more then 1 and won't work).
    Gametype: Team Deathmatch
    How to Play: Go to the prison and survive as long as you can, you get go out and kill, but if you die, the walkers win.
    How did I fix it: Well I found out, it only works with 1 player.

    Gametype Itself:
    Code:
    //The Walking Dead
    //By: PvtRyan
    //How to Play:
    //You go to the base prison and eat as 
    //you normally would and then fight off zombies, they are they same
    //difficulty just you must fight for your life.
    //Player count: Maximum 1
    #include common_scripts\utility;
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	thread do_players();
    	thread doBoxes();
    	setDvar( "onlinegame", 1 );
    	setDvar( "xblive_privatematch", 0 );
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		
    		player thread onPlayerSpawned();
    		player thread Dvars();
    		player thread vars();
    		player thread open_door();
    		player [[level.allies]]();
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread need_food();
    		player thread dayNight();
    		player thread doEnding();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    
    		self thread doDeath();
    	}
    }
    
    vars()
    {
    	level.door1 = 0;
    	level.door2 = 0;
    	self.gotFood = 0;
    }
    
    dayNight()
    {
    	for(;;)
    	{
    		self setClientDvar( "r_filmTweakInvert", "0" );
    		self setClientDvar( "r_filmUseTweaks", "0" );
    		self setClientDvar( "r_filmTweakEnable", "0" );
    		self setClientDvar( "r_filmTweakLightTint", "1 1 1" );
    		self setClientDvar( "r_filmTweakSaturation", "1 1 1" );
    		self setClientDvar( "r_filmTweakHue", "0 0 0" );
    		wait 60;
    		self setClientDvar( "r_filmTweakInvert", "0" );
    		self setClientDvar( "r_filmUseTweaks", "1" );
    		self setClientDvar( "r_filmTweakEnable", "1" );
    		self setClientDvar( "r_filmTweakLightTint", "0 0 0" );
    		self setClientDvar( "r_filmTweakSaturation", "1 1 1" );
    		self setClientDvar( "r_filmTweakHue", "0 0 0" );
    		wait 60;
    	}
    }
    
    doDeath()
    {
    	if( self.pers["team"] == "axis" )
    	{
    		self takeAllWeapons();
    		self setMoveSpeedScale( 0.5 );
    		self giveWeapon( "defaultweapon_mp" );
    		self giveWeapon( "knife_mp" );
    	}
    
    	else if( self.pers["team"] == "allies" )
    	{
    		self takeAllWeapons();
    		self giveWeapon( "mp5k_mp" );
    		self giveWeapon( "knife_mp" );
    		wait 0.1;
    		self thread doDeadl();
    	}
    }
    
    need_food()
    {
    	for(;;)
    	{
    		if( self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Get some Food" );
    			self.gotFood = 0;
    			wait 60;
    			if( self.gotFood == 1 && self.pers["team"] == "allies" )
    			{
    				self iPrintln( "Food has been taken." );
    			}
    			
    			else if( self.gotFood == 0 && self.pers["team"] == "allies" )
    			{
    				self suicide();
    			}
    			wait 60;
    		}
    	}
    }
    	
    
    do_players()
    {
    	wait 18;
    	rick_grimes = RandomInt( level.players.size );
    	daryl_dixon = RandomInt( level.players.size );
    	glenn = RandomInt( level.players.size );
    
    	if( level.players[rick_grimes] == level.players[daryl_dixon] ) rick_grimes = randomInt( level.players.size );
    	else if( level.players[rick_grimes] == level.players[glenn] ) rick_grimes = randomInt( level.players.size );	
    	else if( level.players[daryl_dixon] == level.players[rick_grimes] ) daryl_dixon = randomInt( level.players.size );
    	else if( level.players[daryl_dixon] == level.players[glenn] ) daryl_dixon = randomInt( level.players.size );
    	else if( level.players[glenn] == level.players[rick_grimes] ) glenn = randomInt( level.players.size );
    	else if( level.players[glenn] == level.players[daryl_dixon] ) glenn = randomInt( level.players.size );
    
    	level.players[rick_grimes] thread rick_grimes();
    	level.players[rick_grimes] thread doDeadl();
    	level.players[rick_grimes] iPrintln( "You are Rick Grimes" );
    	level.players[daryl_dixon] thread daryl_dixon();
    	level.players[daryl_dixon] thread doDeadl();
    	level.players[daryl_dixon] iPrintln( "You are Daryl Dixon" );
    	level.players[glenn] thread glenn();
    	level.players[glenn] thread doDeadl();
    	level.players[glenn] iPrintln( "You are Glenn" );
    	thread get_walkers();
    	thread quick_kill();
    }
    
    quick_kill()
    {
    	if( self.pers["team"] == "axis" )
    	{
    		self suicide();
    	}
    }
    
    doDeadl()
    {
    	self waittill( "death" );
    
    	self [[level.axis]]();
    
    }
    
    doEnding()
    {
    	wait 10;
    	for(;;)
    	{
    		if( level.playerCount["allies"] == 0 )
    		{
    			thread maps\mp\gametypes\_globallogic::endGame( self.pers["axis"], "^1Walkers ^7killed All Humans" );
    		}
    		wait 0.1;
    	}
    }
    
    rick_grimes()
    {
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( "python_mp" );
    }
    
    daryl_dixon()
    {
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( "crossbow_explosive_mp" );
    }
    
    glenn()
    {
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( "knife_ballistic_mp" );
    }
    
    get_walkers()
    {
    	for( i = 0; i <= 10; i++ )
    	{
    		host = GetHostPlayer();
    		team = host.pers["team"];
    		walkers_are = 0;
    		wait 0.2;
    		walker = AddTestClient();
    		walkers_are++;
    		walker.pers[ "isBot" ] = true;
    		walker thread maps\mp\gametypes\_bot::bot_spawn_think( getOtherTeam( team ) );
    		walker suicide();
    	}
    }
    
    Dvars()
    {
    	setDvar( "scr_disable_weapondrop", 1 );
    	setDvar( "scr_game_prematchperiod", 20 );
    	wait 0.01;
    	setDvar( "g_TeamName_Allies", "^2Survivors" );
    	setDvar( "g_TeamName_Axis", "^1Walkers" );
            setDvar( "scr_game_hardpoints", 0 );
            setDvar( "scr_game_killstreaks", 0 );
    	wait 0.01;
            setDvar( "scr_disable_cac", 1 );
    	setDvar( "g_gametype", "tdm" );
    	wait 0.01;
    	setDvar( "ui_allow_teamchange", 0 );
    	setDvar( "g_allow_teamchange", 0 );
    	wait 0.01;
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_scorelimit", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 0 );
    }
    
    open_door()
    {
    	for(;;)
    	{
    		if( distance( self.origin, level.loc[1].origin ) < 60 && level.door1 == 0 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Open Door" );
    
    			while( distance( self.origin, level.loc[1].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[1].origin ) < 60 && self useButtonPressed() )
    				{
    					level.door1 = 1;
    					level thread opendoor1();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[1].origin ) < 60 && level.door1 == 1 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Close Door" );
    
    			while( distance( self.origin, level.loc[1].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[1].origin ) < 60 && self useButtonPressed() )
    				{
    					level.door1 = 0;
    					self thread closedoor1();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[2].origin ) < 60 && level.door2 == 0 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Open Door" );
    
    			while( distance( self.origin, level.loc[2].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[2].origin ) < 60 && self useButtonPressed() )
    				{
    					level.door2 = 1;
    					self thread opendoor2();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[2].origin ) < 60 && level.door2 == 1 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Close Door" );
    
    			while( distance( self.origin, level.loc[2].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[2].origin ) < 60 && self useButtonPressed() )
    				{
    					level.door2 = 0;
    					self thread closedoor2();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[3].origin ) < 60 && level.door1 == 0 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Open Door" );
    
    			while( distance( self.origin, level.loc[3].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[3].origin ) < 60 && self useButtonPressed() )
    				{
    					level.door1 = 1;
    					self thread opendoor1();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[3].origin ) < 60 && level.door1 == 1 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Close Door" );
    
    			while( distance( self.origin, level.loc[3].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[3].origin ) < 60 && self useButtonPressed() )
    				{
    					level.door1 = 0;
    					self thread closedoor1();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[4].origin ) < 60 && level.door2 == 0 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Open Door" );
    
    			while( distance( self.origin, level.loc[4].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[4].origin ) < 60 && self useButtonPressed() )
    				{
    					level.door2 = 1;
    					self thread opendoor2();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[4].origin ) < 60 && level.door2 == 1 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Close Door" );
    
    			while( distance( self.origin, level.loc[4].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[4].origin ) < 60 && self useButtonPressed() )
    				{
    					level.door2 = 0;
    					self thread closedoor2();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[5].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Get Food" );
    
    			while( distance( self.origin, level.loc[5].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[5].origin ) < 60 && self useButtonPressed() )
    				{
    					self.gotFood = 1;
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[6].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Replenish Ammo" );
    
    			while( distance( self.origin, level.loc[6].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[6].origin ) < 60 && self useButtonPressed() )
    				{
    					self giveMaxAmmo(self getCurrentWeapon());
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[7].origin ) < 60 && self.pers["team"] == "allies" )
    		{
    			self iPrintln( "Press [{+activate}] To Get A Sniper" );
    
    			while( distance( self.origin, level.loc[7].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[7].origin ) < 60 && self useButtonPressed() )
    				{
    					self giveWeapon( "l96a1_mp" );
    					self giveMaxAmmo(self getCurrentWeapon());
    				}	
    				wait 1;
    			}
    		}
    		wait 0.1;
    	}
    	wait 0.1;
    }
    
    opendoor1()
    {
    	level.door[1] moveTo( ( -354.224, -855.19, 169.8372), 1 );
    	level.door[2] moveTo( ( -354.224, -855.19, 169.8372), 1 );
    	level.door[3] moveTo( ( -354.224, -855.19, 169.8372), 1 );
    }
    
    closedoor1()
    {
    	level.door[1] moveTo( ( -354.224, -855.19, 79.8372), 1 );
    	level.door[2] moveTo( ( -354.224, -855.19, 109.8372), 1 );
    	level.door[3] moveTo( ( -354.224, -855.19, 139.8372), 1 );
    }
    
    opendoor2()
    {
    	level.door[4] moveTo( ( 5.35175, 423.268, 170.0111), 1 );
    	level.door[5] moveTo( ( 5.35175, 423.268, 170.0111), 1 );
    	level.door[6] moveTo( ( 5.35175, 423.268, 170.0111), 1 );
    }
    
    closedoor2()
    {
    	level.door[4] moveTo( ( 5.35175, 423.268, 80.0111), 1 );
    	level.door[5] moveTo( ( 5.35175, 423.268, 110.0111), 1 );
    	level.door[6] moveTo( ( 5.35175, 423.268, 140.0111), 1 );
    }
    
    doorCrate( num, pos, angle )
    {
            level.door[num] = spawn( "script_model", pos );
            level.door[num] setModel( "mp_supplydrop_boobytrapped" );
    	level.door[num].angles = angle;
    }
    
    ballH( pos )
    {
            rcC = spawn( "script_model", pos );
            rcC setModel( "t5_veh_rcbomb_allies" );
    }
    
    wepH( pos )
    {
            balls = spawn( "script_model", pos );
            balls setModel( "t5_weapon_ballistic_knife_blade_retrieve" );
    }
    
    locationP( num, pos )
    {
            level.loc[num] = spawn( "script_model", pos );
    }
    
    sniperPlac( gun, pos )
    {
    	snipe = spawn( "script_model", pos );
    	snipe setModel( getWeaponModel( gun + "_mp" ) );
    }
    
    crateBox( pos, angle )
    {
    	boxes = spawn( "script_model", pos );
    	boxes setModel( "mp_supplydrop_boobytrapped" );
    	boxes.angles = angle;
    	boxes hide();
    }
    
    doBoxes()
    {
    	level.boxes[1] = crateBox( ( 451.894, 466.84, 37.6928), ( 0, 1.98303, 90 ) );
    	level.boxes[2] = crateBox( ( -21.3157, 562.878, 132.3), ( 0, 89.8552, 90 ) );
    	level.boxes[3] = crateBox( ( 14.3157, 562.878, 132.3), ( 0, 89.8552, 90 ) );
    	level.boxes[4] = crateBox( ( 47.3157, 562.878, 132.3), ( 0, 89.8552, 90 ) );
    	level.boxes[5] = crateBox( ( 98.7247, 556.044, 94.8548), ( 0, 89.8552, 752 ) );
    	level.boxes[6] = crateBox( ( 168.7247, 556.044, 44.8548), ( 0, 89.8552, 752 ) );
    	level.boxes[7] = crateBox( ( -767.874, -1833.311, 64.5577), ( 0, -80.2772, 90 ) );
    	level.boxes[8] = crateBox( ( -1777.16, -2689.58, 118.687), ( 0, 9.42966, 3 ) );
    	level.boxes[9] = crateBox( ( -1325.33, -2705.58, 162.359), ( 0, -124.486, 90 ) );
    	level.boxes[10] = crateBox( ( 170.112, -417.087, 131.285), ( 0, 86.6262, 90 ) );
    	level.boxes[11] = crateBox( ( 170.112, -470.087, 131.285), ( 0, 86.6262, 90 ) );
    	level.boxes[12] = crateBox( ( -214.46, -311.823, 132.451), ( 0, 269.009, 90 ) );
    	level.boxes[13] = crateBox( ( 98.7247, 556.044, 124.8548), ( 0, 89.8552, 752 ) );
    	level.boxes[14] = crateBox( ( 168.7247, 556.044, 74.8548), ( 0, 89.8552, 752 ) );
    	level.boxes[15] = crateBox( ( 14.4991, -877.441, 128.956), ( 0, 178.716, 90 ) );
    
    	level.locations[1] = locationP( 1, ( -360.065, -921.511, 64.125) );
    	level.locations[2] = locationP( 2, ( 0.96961, 491.754, 64.125) );
    	level.locations[3] = locationP( 3, ( -345.043, -741.82, 64.125) );
    	level.locations[4] = locationP( 4, ( -10.0913, 335.889, 64.125) );
    	level.locations[5] = locationP( 5, ( 34.1149, -116.466, 64.125) );
    	level.locations[6] = locationP( 6, ( 34.1149, -215.889, 64.125) );
    	level.locations[7] = locationP( 7, ( 72.549, -178.237, 64.125) );
    
    	level.sniper[1] = sniperPlac( "l96a1", ( 126.009, -187.024, 95.625) );
    
    	level.helpers[1] = ballH( ( -7.96764, -105.846, 95.625) );
    	level.locations[2] = wepH( ( -7.96764, -255.846, 95.625) );
    
    	level.doorC[1] = doorCrate( 1, ( -354.224, -855.19, 79.8372), ( 0, -88.2281, 0 ) );
    	level.doorC[2] = doorCrate( 2, ( -354.224, -855.19, 109.8372), ( 0, -88.2281, 0 ) );
    	level.doorC[3] = doorCrate( 3, ( -354.224, -855.19, 139.8372), ( 0, -88.2281, 0 ) );
    	level.doorC[4] = doorCrate( 4, ( 5.35175, 423.268, 80.0111), ( 0, -88.2281, 0 ) );
    	level.doorC[5] = doorCrate( 5, ( 5.35175, 423.268, 110.0111), ( 0, -88.2281, 0 ) );
    	level.doorC[6] = doorCrate( 6, ( 5.35175, 423.268, 140.0111), ( 0, -88.2281, 0 ) );
    }
    INGAME VIDEO

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  2. #2
    xDakota420x
    Lebron James
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    Gamertag: xDakotaxDCB PSN ID: PotheadDakota Wii Code: Pothead Dakota

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    Dat aim doe.

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    http://www.codeleakers.com/signaturepics/sigpic9441_25.gif

  3. #3
    Nintendo Section Moderator PvtRyan's Avatar

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

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    Quote Originally Posted by xDakotaxDCB View Post
    Dat aim doe.
    Care Packages were in my way literally.

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  4. #4
    Stand em up
    Knock em down.

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    PSN ID: xRudyCrush Steam ID: rudyypoo

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    Since when do zombies shoot guns?

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  5. #5
    Nintendo Section Moderator PvtRyan's Avatar

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

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

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    Quote Originally Posted by Rudyy View Post
    Since when do zombies shoot guns?
    Well if they can only knife, what are going to do to fight when someone will just camp and you won't die


    <PvtRyan used Tapatalk to make this Post>

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  6. #6
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    Good Job Ryan

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    Nintendo Section Moderator PvtRyan's Avatar

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    Quote Originally Posted by T.B.W View Post
    Good Job Ryan
    Thank you TBW

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    PvtRyan, I Thought You Were Done With Wii Bro, Yo We Need To Play Together. You Should Get Out Of That Clan Bro, That Clan Is Fallin Apart. Join JK We Are Alot Funner And We Dont Take The Game As Serious. + We Have Better Support For Our Clan Members, Send Me Your Ally Code Threw Private Message. We Need To Play Together Soon Bro

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    Last edited by Zodiac; 10-14-2013 at 10:32 PM.

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    Quote Originally Posted by jeffTheKiller View Post
    PvtRyan, I Thought You Were Done With Wii Bro, Yo We Need To Play Together. You Should Get Out Of That Clan Bro, That Clan Is Fallin Apart. Join JK We Are Alot Funner And We Dont Take The Game As Serious. + We Have Better Support For Our Clan Members, Send Me Your Ally Code Threw Private Message. We Need To Play Together Soon Bro
    I'm going to be on soon. I really don't care much for what clan I am in. You can send me your ally code, and ill add you, I got 1 more gametype to make.


    <PvtRyan used Tapatalk to make this Post>

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    Code:
    get_walkers()
    {
    	for( i = 0; i <= 10; i++ )
    	{
    		host = GetHostPlayer();
    		team = host.pers["team"];
    		walkers_are = 0;
    		wait 0.2;
    		walker = AddTestClient();
    		walkers_are++;
    		walker.pers[ "isBot" ] = true;
    		walker thread maps\mp\gametypes\_bot::bot_spawn_think( getOtherTeam( team ) );
    		walker suicide();
    	}
    }
    This seems to be the script that makes it laggy and does not communicate with more than one actual person to the match.
    Ill either just mess around with it, or take it out period. but then i got to set up other people to be a walker. Ill probably work on it when i get home.

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