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    Nintendo Section Moderator PvtRyan's Avatar

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

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    Default [SC7E52]The Hunger Game

    This is like the hunger games but different, this is a single player survival game that you can play by yourself. It helps if you have no allies online.
    Map: Nuketown
    Mode: Free-For-All
    How to play: Look for the key(ballistic knife), capture it then run to one of the doors and open it and run to the fridge, once you eat, you will win.
    Amount of players: 1
    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 randomKey();
    	thread doBoxes();
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		
    		player thread onPlayerSpawned();
    		player thread Dvars();
    		player thread dvar();
    		player thread game_set();
    		player [[level.allies]]();
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread need_food_water();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    	
    		self thread weapons();	
    	}
    }
    
    dvar()
    {
    	level.key = 0;
    }
    
    weapons()
    {
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( "knife_ballistic_mp" );
    	self giveWeapon( "knife_mp" );
    }
    
    need_food_water()
    {
    	wait 15;
    	for(;;)
    	{
    		if( self.health <= 0 )
    		{
    			thread maps\mp\gametypes\_globallogic::endGame( self.pers["axis"], "You have died from hunger!" );
    		}
    
    		self.health -= 1;
    		wait 1;
    	}
    }
    
    Dvars()
    {
    	setDvar( "scr_disable_weapondrop", 1 );
    	wait 0.01;
    	setDvar( "g_TeamName_Allies", "^2Survivors" );
            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_" + getDvar( "g_gametype" ) + "_scorelimit", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 0 );
    }
    
    game_set()
    {
    	for(;;)
    	{
    		if( distance( self.origin, level.loc[1].origin ) < 60 && level.key == 1 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Door" );
    
    			while( distance( self.origin, level.loc[1].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[1].origin ) < 60 && self useButtonPressed() )
    				{
    					self thread opendoor1();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[2].origin ) < 60 && level.key == 1 )
    		{
    			self iPrintln( "Press [{+activate}] To Open Door" );
    
    			while( distance( self.origin, level.loc[2].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[2].origin ) < 60 && self useButtonPressed() )
    				{
    					self thread opendoor2();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[3].origin ) < 60 && level.key == 1 )
    		{
    			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() )
    				{
    					self thread opendoor3();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[4].origin ) < 60 && level.key == 1 )
    		{
    			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() )
    				{
    					self thread opendoor4();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[5].origin ) < 60 && level.key == 1 )
    		{
    			self iPrintln( "Press [{+activate}] To Eat and Drink" );
    
    			while( distance( self.origin, level.loc[5].origin ) < 60 )
    			{
    				if( distance( self.origin, level.loc[5].origin ) < 60 && self useButtonPressed() )
    				{
    					thread maps\mp\gametypes\_globallogic::endGame( self.pers["allies"], "You have survived against hunger" );
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.wep.origin ) < 60 )
    		{
    			self iPrintln( "Press [{+activate}] To Obtain Key" );
    
    			while( distance( self.origin, level.wep.origin ) < 60 )
    			{
    				if( distance( self.origin, level.wep.origin ) < 60 && self useButtonPressed() )
    				{
    					level.key = 1;
    					self iPrintln( "Obtained the key" );
    				}	
    				wait 1;
    			}
    		}
    		wait 0.1;
    	}
    	wait 0.1;
    }
    
    opendoor1()
    {
    	level.box[1] moveTo( ( 585.481, 113.939, 50.5189), 1 );
    	level.box[2] moveTo( ( 585.481, 113.939, 50.5189), 1 );
    	level.box[3] moveTo( ( 585.481, 113.939, 50.5189), 1 );
    }
    
    opendoor2()
    {
    	level.box[4] moveTo( ( 981.443, 485.579, 50.5189), 1 );
    	level.box[5] moveTo( ( 981.443, 485.579, 50.5189), 1 );
    	level.box[6] moveTo( ( 981.443, 485.579, 50.5189), 1 );
    }
    
    opendoor3()
    {
    	level.box[7] moveTo( ( 1156.06, 267.008, 50.5189), 1 );
    	level.box[8] moveTo( ( 1156.06, 267.008, 50.5189), 1 );
    	level.box[9] moveTo( ( 1156.06, 267.008, 50.5189), 1 );
    }
    
    opendoor4()
    {
    	level.box[10] moveTo( ( 1073.39, 206.753, 185.2381), 1 );
    	level.box[11] moveTo( ( 1073.39, 206.753, 185.2381), 1 );
    	level.box[12] moveTo( ( 1073.39, 206.753, 185.2381), 1 );
    }
    
    wepP( pos )
    {
            level.wep = spawn( "script_model", pos );
            level.wep setModel( "t5_weapon_ballistic_knife_blade_retrieve" );
    }
    
    locationP( num, pos )
    {
            level.loc[num] = spawn( "script_model", pos );
    }
    
    crateBox( num, pos, angle )
    {
    	level.box[num] = spawn( "script_model", pos );
    	level.box[num] setModel( "mp_supplydrop_boobytrapped" );
    	level.box[num].angles = angle;
    }
    
    randomKey()
    {
    	switch( RandomInt(10) )
    	{
    		case 0:
    			level.keyloc[1] = wepP( ( 655.141, 307.231, 147.125) );
    			break;
    		case 1:
    			level.keyloc[2] = wepP( ( -221.662, -419.448, -60.5257) );
    			break;
    		case 2:
    			level.keyloc[3] = wepP( ( -840.579, 26.1739, -56.875) );
    			break;
    		case 3:
    			level.keyloc[4] = wepP( ( -727.953, 555.893, -19.875) );
    			break;
    		case 4:
    			level.keyloc[5] = wepP( ( -1009.15, 434.935, 79.125) );
    			break;
    		case 5:
    			level.keyloc[6] = wepP( ( -551.574, 527.778, 100.125) );
    			break;
    		case 6:
    			level.keyloc[7] = wepP( ( -586.91, 880.855, -63.8751) );
    			break;
    		case 7:
    			level.keyloc[8] = wepP( ( -1858.72, 368.119, -64.4152) );
    			break;
    		case 8:
    			level.keyloc[9] = wepP( ( -1405.53, -1.13203, -63.875) );
    			break;
    		case 9:
    			level.keyloc[10] = wepP( ( 1473.19, 566.249, -27.875) );
    			break;
    	}
    }
    
    doBoxes()
    {
    	level.location[1] = locationP( 1, ( 548.571, 101.547, -64.8622) );
    	level.location[2] = locationP( 2, ( 973.551, 496.657, -56.875) );
    	level.location[3] = locationP( 3, ( 1197.15, 272.782, -57.875) );
    	level.location[4] = locationP( 4, ( 1059.47, 246.654, 79.125) );
    	level.location[5] = locationP( 5, ( 966.727, 149.928, -56.875) );
    
    	level.boxes[1] = crateBox( 1, ( 585.481, 113.939, -40.5189), ( 0, 10.7317, 0 ) );
    	level.boxes[2] = crateBox( 2, ( 585.481, 113.939, -10.5189), ( 0, 10.7317, 0 ) );
    	level.boxes[3] = crateBox( 3, ( 585.481, 113.939, 20.5189), ( 0, 10.7317, 0 ) );
    	level.boxes[4] = crateBox( 4, ( 981.443, 485.579, -40.5189), ( 0, 105.732, 0 ) );
    	level.boxes[5] = crateBox( 5, ( 981.443, 485.579, -10.5189), ( 0, 105.732, 0 ) );
    	level.boxes[6] = crateBox( 6, ( 981.443, 485.579, 20.5189), ( 0, 105.732, 0 ) );
    	level.boxes[7] = crateBox( 7, ( 1156.06, 267.008, -40.5189), ( 0, 374.732, 0 ) );
    	level.boxes[8] = crateBox( 8, ( 1156.06, 267.008, -10.5189), ( 0, 374.732, 0 ) );
    	level.boxes[9] = crateBox( 9, ( 1156.06, 267.008, 20.5189), ( 0, 374.732, 0 ) );
    	level.boxes[10] = crateBox( 10, ( 1073.39, 206.753, 95.2381), ( 0, 464.732, 0 ) );
    	level.boxes[11] = crateBox( 11, ( 1073.39, 206.753, 125.2381), ( 0, 464.732, 0 ) );
    	level.boxes[12] = crateBox( 12, ( 1073.39, 206.753, 155.2381), ( 0, 464.732, 0 ) );
    }
    INGAME VIDEO

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  2. #2
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    Default

    Short gameplay for one person , anyways good job Keep up the Fantastic work !

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  3. #3
    Nintendo Section Moderator PvtRyan's Avatar

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    Default

    Thank you, much appreciated.!

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  4. #4
    L33TGamer
    Taste The Rainbow
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    Default

    nice idea for the gametype im sure its fun, would like to try it if i still played wii, keep it up.

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    Quote Originally Posted by RED 58 View Post
    I especially want to wish S&S Skittles a Merry Christmas!

    I Am S&S Skittles

  5. #5
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    good job nigga

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  6. #6
    Nintendo Section Moderator PvtRyan's Avatar

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    Thanks skittles and thanks T.B.W, wii usually helps me brush up on different c++ commands, it helps when working on an Arduino.

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  7. #7
    Nooblet

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    I know im wayyyy late but i just saw this looking through the wii/mods thread, i like the idea. maybe make it more challenging, like a puzzle? add more barriers/keys etc i wouldnt mind editing that to be a longer gameplay. But great concept, dont believe ive seen anything like it before, so original def a + bro!

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  8. #8
    Nintendo Section Moderator PvtRyan's Avatar

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    sure man go ahead, im working on my wii coding right now, ill get back into mods alittle later maybe by wednesday.

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  9. #9
    ~ Hyrule's Savior ~
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    Ryan is the boss when it comes to making Gametypes.

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    #gamedevelopment


  10. #10
    Nintendo Section Moderator PvtRyan's Avatar

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    Quote Originally Posted by link View Post
    Ryan is the boss when it comes to making Gametypes.
    you are such a flatter :p

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