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Thread: [SC7E52] Hitman

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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] Hitman

    Mode: Team Deathmatch(Combat Training)
    Amount of Players: Max 12
    Map: Firing Range
    How to play You must first go to the game options and configure how many people will be on your team and how many enemies you will have. Then once you start you will be in a bank, the box behind you is the atm to which you can withdrawal your bank money for real money. If you want to see where everything is, click the spoiler below. Around the map you can get explosives, ammo, random killstreak etc. You get money by killing people(like a hitman) and it is automatically deposited in the bank money, and you must go to the atm to have the money on you. You die in the beginning so the 3ARCs lose all there weapons and have the default weapon. To win is to get a score of 50000.

    Gametype:
    Code:
    //Hitman
    //Made by: PvtRyan
    #include common_scripts\utility;
    
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	level.onPlayerKilled = ::onPlayerKilled;
    	thread doBoxes();
    	setDvar( "party_maxplayers", 12 );
    	setDvar( "sv_maxclients", 12 );
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    		
    		player thread onPlayerSpawned();
    		player thread Dvars();
    		player thread dvar();
    		player thread game_set();
    		player [[level.autoassign]]();
    		player thread bot_die();
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    		player thread money_display();
    		player thread bot_diff();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    	
    		self thread spawn_loc();
    	}
    }
    
    dvar()
    {
    	level.door1 = 0;
    	level.door2 = 0;
    	self.cash = 0;
    	self.bankcash = 0;
    }
    
    money_display()
    {
    	mon = self createFontString( "objective", 1.8 );
    	mon setPoint( "CENTER", "CENTER", 170, -170 );
    
    	for(;;)
    	{
    		mon setText( "Money: ^2$" + self.cash + "\n^7Bank Money: ^2$" + self.bankcash );
    		wait 0.1;
    	}
    }
    
    spawn_loc()
    {
    	if( self.pers[ "isBot" ] == false )
    	{
    		self setOrigin( ( 1877.06, 2230.36, -43.875) );
    		self thread weapons();
    	}
    	
    	else if( self.pers[ "isBot" ] == true )
    	{
    		self thread randomSpawn();
    		self thread botWeap();
    	}
    }
    
    bot_die()
    {
    	if( self.pers[ "isBot" ] == true )
    	{
    		wait 15;
    		self suicide();
    	}
    }
    
    randomSpawn()
    {
    	switch(RandomInt(4))
    	{
    		case 0:
    			self setOrigin( ( -1278.53, 976.87, -57.875) );
    			break;
    		case 1:
    			self setOrigin( ( -8.71105, 1276.66, 96.125) );
    			break;
    		case 2:
    			self setOrigin( ( 969.661, 1088.04, -47.875) );
    			break;
    		case 3:
    			self setOrigin( ( -211.347, -181.296, -126.019) );
    			break;
    	}
    }
    
    botWeap()
    {
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( "hatchet_mp" );
    	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 SetWeaponAmmoStock( "hatchet_mp", 2 );
    	self setPerk("specialty_fallheight");
    	self setPerk("specialty_unlimitedsprint");
    	self setPerk("specialty_longersprint");
    	self setPerk("specialty_movefaster");
    }
    
    weapons()
    {
    	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_fallheight");
    	self setPerk("specialty_unlimitedsprint");
    	self setPerk("specialty_longersprint");
    	self setPerk("specialty_movefaster");
    }
    
    Dvars()
    {
    	setDvar( "scr_disable_weapondrop", 1 );
    	wait 0.01;
    	setDvar( "g_TeamName_Allies", "^2Hitman" );
    	setDvar( "g_TeamName_Axis", "^1Hitman" );
            setDvar( "scr_hardpoint_allowartillery", "0" );
            setDvar( "scr_hardpoint_allowauto_turret", "0" );
            setDvar( "scr_hardpoint_allowcounteruav", "0" );
            setDvar( "scr_hardpoint_allowmortar", "0" );
            setDvar( "scr_hardpoint_allowradar", "0" );
            setDvar( "scr_hardpoint_allowsupply", "0" );
            setDvar( "scr_hardpoint_allowuav", "0" );
    	wait 0.01;
            setDvar( "scr_disable_cac", 1 );
            setDvar( "scr_hardpoint_allowartillery", 0 );
            setDvar( "scr_hardpoint_allowauto_turret", 0 );
            setDvar( "scr_hardpoint_allowcounteruav", 0 );
            setDvar( "scr_hardpoint_allowmortar", 0 );
            setDvar( "scr_hardpoint_allowradar", 0 );
            setDvar( "scr_hardpoint_allowsupply", 0 );
            setDvar( "scr_hardpoint_allowuav", 0 );
    	wait 0.01;
    	setDvar( "ui_allow_teamchange", "0" );
    	setDvar( "g_allow_teamchange", "0" );
    	wait 0.01;
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_scorelimit", 50000 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 0 );
    }
    
    bot_diff()
    {
    	for(;;)
    	{
    		setDvar( "bot_difficulty", "easy" );
    		setDvar( "bot_difficulty", "recruit" );
    		wait 30;
    		setDvar( "bot_difficulty", "normal" );
    		setDvar( "bot_difficulty", "regular" );
    		wait 30;
    		setDvar( "bot_difficulty", "hardend" );
    		setDvar( "bot_difficulty", "hard" );
    		wait 30;
    		setDvar( "bot_difficulty", "veteran" );
    		wait 30;
    	}
    }
     
    money_inc()
    {
    	self.bankcash += 50;
    }
    
    onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
    {
    	if ( isDefined( attacker ) && isPlayer( attacker ) && self != attacker )
    	{
    		attacker thread money_inc();
    	}
    }
    
    game_set()
    {
    	for(;;)
    	{
    		if( distance( self.origin, level.loc[1].origin ) < 60 && level.door1 == 0 && self.pers[ "isBot" ] == false )
    		{
    			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[1].origin ) < 60 && level.door1 == 1 && self.pers[ "isBot" ] == false )
    		{
    			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() )
    				{
    					self thread closedoor1();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[2].origin ) < 60 && level.door2 == 0 && self.pers[ "isBot" ] == false )
    		{
    			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[2].origin ) < 60 && level.door2 == 1 && self.pers[ "isBot" ] == false )
    		{
    			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() )
    				{
    					self thread closedoor2();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[3].origin ) < 60 && level.door1 == 0 && self.pers[ "isBot" ] == false )
    		{
    			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() )
    				{
    					self thread opendoor1();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[3].origin ) < 60 && level.door1 == 1 && self.pers[ "isBot" ] == false )
    		{
    			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 closedoor1();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[4].origin ) < 60 && level.door2 == 0 && self.pers[ "isBot" ] == false )
    		{
    			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() )
    				{
    					self thread opendoor2();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[4].origin ) < 60 && level.door2 == 1 && self.pers[ "isBot" ] == false )
    		{
    			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 closedoor2();
    				}	
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.explosiv["sticky_grenade"].origin ) < 60 && self.pers[ "isBot" ] == false )
    		{
    			self iPrintln( "Press [{+activate}] To Buy A Semtex [^2$50^7]" );
    
    			while( distance( self.origin, level.explosiv["sticky_grenade"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 100)
    				{
    					self.cash -= 50;
    					self giveWeapon( "sticky_grenade_mp" );
    					self switchToWeapon( "sticky_grenade_mp" );
    					self giveMaxAmmo( "sticky_grenade_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 99 )
    				{
    					self iPrintln( "You do not have enough money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.explosiv["rpg"].origin ) < 60 && self.pers[ "isBot" ] == false )
    		{
    			self iPrintln( "Press [{+activate}] To Buy A RPG(^2$300^7)" );
    
    			while( distance( self.origin, level.explosiv["rpg"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 300)
    				{
    					self.cash -= 300;
    					self giveWeapon( "rpg_mp" );
    					self switchToWeapon( "rpg_mp" );
    					self giveMaxAmmo( "rpg_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 299 )
    				{
    					self iPrintln( "You do not have enough money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.explosiv["crossbow_explosive"].origin ) < 60 && self.pers[ "isBot" ] == false )
    		{
    			self iPrintln( "Press [{+activate}] to buy a Crossbow(^2$400^7)" );
    
    			while( distance( self.origin, level.explosiv["crossbow_explosive"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 400)
    				{
    					self.cash -= 400;
    					self giveWeapon( "crossbow_explosive_mp" );
    					self switchToWeapon( "crossbow_explosive_mp" );
    					self giveMaxAmmo( "crossbow_explosive_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 399 )
    				{
    					self iPrintln( "You do not have enough money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.explosiv["china_lake"].origin ) < 60 && self.pers[ "isBot" ] == false )
    		{
    			self iPrintln( "Press [{+activate}] to buy a China Lake(^2$600^7)" );
    
    			while( distance( self.origin, level.explosiv["china_lake"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 600)
    				{
    					self.cash -= 600;
    					self giveWeapon( "china_lake_mp" );
    					self switchToWeapon( "china_lake_mp" );
    					self giveMaxAmmo( "china_lake_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 599 )
    				{
    					self iPrintln( "You do not have enough money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.explosiv["satchel_charge"].origin ) < 60 && self.pers[ "isBot" ] == false )
    		{
    			self iPrintln( "Press [{+activate}] to buy C4(^2$250^7)" );
    
    			while( distance( self.origin, level.explosiv["satchel_charge"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 250)
    				{
    					self.cash -= 250;
    					self giveWeapon( "satchel_charge_mp" );
    					self switchToWeapon( "satchel_charge_mp" );
    					self giveMaxAmmo( "satchel_charge_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 249 )
    				{
    					self iPrintln( "You do not have enough money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.explosiv["claymore"].origin ) < 60 && self.pers[ "isBot" ] == false )
    		{
    			self iPrintln( "Press [{+activate}] to buy a Claymore(^2$100^7)" );
    
    			while( distance( self.origin, level.explosiv["claymore"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 100)
    				{
    					self.cash -= 100;
    					self giveWeapon( "claymore_mp" );
    					self switchToWeapon( "claymore_mp" );
    					self giveMaxAmmo( "claymore_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 99 )
    				{
    					self iPrintln( "You do not have enough money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.explosiv["m202_flash"].origin ) < 60 && self.pers[ "isBot" ] == false )
    		{
    			self iPrintln( "Press [{+activate}] to buy a Grim Reaper(^2$1000^7)" );
    
    			while( distance( self.origin, level.explosiv["m202_flash"].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 1000)
    				{
    					self.cash -= 1000;
    					self giveWeapon( "m202_flash_mp" );
    					self switchToWeapon( "m202_flash_mp" );
    					self giveMaxAmmo( "m202_flash_mp" );
    				}
    
    				else if( self useButtonPressed() && self.cash <= 999 )
    				{
    					self iPrintln( "You do not have enough money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.killstreakR.origin ) < 60 && self.pers[ "isBot" ] == false )
    		{
    			self iPrintln( "Press [{+activate}] to buy a Random Kill Strike(^2$1500^7)" );
    
    			while( distance( self.origin, level.killstreakR.origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 1500)
    				{
    					self.cash -= 1500;
    					self thread randomKillS();
    				}
    
    				else if( self useButtonPressed() && self.cash <= 1499 )
    				{
    					self iPrintln( "You do not have enough money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[5].origin ) < 60 && self.pers[ "isBot" ] == false )
    		{
    			self iPrintln( "Press [{+activate}] to buy a Ammo(^2$150^7)" );
    
    			while( distance( self.origin, level.loc[5].origin ) < 60 )
    			{
    				if( self useButtonPressed() && self.cash >= 150)
    				{
    					self.cash -= 150;
    					self giveMaxAmmo(self getCurrentWeapon());
    				}
    
    				else if( self useButtonPressed() && self.cash <= 149 )
    				{
    					self iPrintln( "You do not have enough money" );
    				}
    				wait 1;
    			}
    		}
    
    		else if( distance( self.origin, level.loc[6].origin ) < 60 && self.pers[ "isBot" ] == false )
    		{
    			self iPrintln( "Press [{+activate}] to buy take out Money" );
    
    			while( distance( self.origin, level.loc[6].origin ) < 60 )
    			{
    				if( self useButtonPressed())
    				{
    					self.cash += self.bankcash;
    					wait 0.5;
    					self.bankcash = 0;
    				}
    				wait 1;
    			}
    		}
    		wait 0.1;
    	}
    	wait 0.1;
    }
    
    opendoor1()
    {
    	level.door[1] moveTo( ( 1863.37, 1928.76, 61.2599), 1 );
    	level.door[2] moveTo( ( 1863.37, 1928.76, 61.2599), 1 );
    	level.door[3] moveTo( ( 1863.37, 1928.76, 61.2599), 1 );
    	level.door1 = 1;
    }
    
    closedoor1()
    {
    	level.door[1] moveTo( ( 1863.37, 1928.76, -29.2599), 1 );
    	level.door[2] moveTo( ( 1863.37, 1928.76, 1.2599), 1 );
    	level.door[3] moveTo( ( 1863.37, 1928.76, 31.2599), 1 );
    	level.door1 = 0;
    }
    
    opendoor2()
    {
    	level.door[4] moveTo( ( 1761.09, 2488.54, 63.928), 1 );
    	level.door[5] moveTo( ( 1761.09, 2488.54, 63.928), 1 );
    	level.door[6] moveTo( ( 1761.09, 2488.54, 63.928), 1 );
    	level.door2 = 1;
    }
    
    closedoor2()
    {
    	level.door[4] moveTo( ( 1761.09, 2488.54, -27.928), 1 );
    	level.door[5] moveTo( ( 1761.09, 2488.54, 3.928), 1 );
    	level.door[6] moveTo( ( 1761.09, 2488.54, 33.928), 1 );
    	level.door2 = 0;
    }
    
    bankBox( pos, angle )
    {
    	level.boxb = spawn( "script_model", pos );
    	level.boxb setModel( "mp_supplydrop_ally" );
    	level.boxb.angles = angle;
    	objective_add( 0, "active", level.boxb.origin );
    	objective_icon( 0, "compass_supply_drop_green" );
    }
    
    randomKillS()
    {
    	self giveWeapon( "briefcase_bomb_mp" );
    	self switchToWeapon( "briefcase_bomb_mp" );
    	wait 1;
    	self iPrintlnBold("Choosing Killstreak...");
    	wait 2.5;
    	switch(RandomInt(4))
    	{
    		case 0:
    			self maps\mp\gametypes\_hardpoints::giveKillstreak( "airstrike_mp", "airstrike_mp", true, false );//Rolling Thunder
    			self takeWeapon( "briefcase_bomb_mp" );
    			break;
    		case 1:
    			self maps\mp\gametypes\_hardpoints::giveKillstreak( "helicopter_comlink_mp", "helicopter_comlink_mp", true, false );//Attack Helicopter
    			self takeWeapon( "briefcase_bomb_mp" );
    			break;
    		case 2:
    			self maps\mp\gametypes\_hardpoints::giveKillstreak( "rcbomb_mp", "rcbomb_mp", true, false );//RC-XD
    			self takeWeapon( "briefcase_bomb_mp" );
    			break;
    		case 3:
    			self maps\mp\gametypes\_hardpoints::giveKillstreak( "napalm_mp", "napalm_mp", true, false );//Napalm Strike
    			self takeWeapon( "briefcase_bomb_mp" );
    			break;
    	}
    }
    
    ammoBox( pos, angle )
    {
    	level.boxr = spawn( "script_model", pos );
    	level.boxr setModel( "mp_supplydrop_axis" );
    	level.boxr.angles = angle;
    }
    
    doorOpen( num, pos, angle )
    {
    	level.door[num] = spawn( "script_model", pos );
    	level.door[num] setModel( "mp_supplydrop_boobytrapped" );
    	level.door[num].angles = angle;
    }
    
    locationP( num, pos )
    {
            level.loc[num] = spawn( "script_model", pos );
    }
    
    explosIves( pos, expo )
    {
    	level.explosiv[expo] = spawn( "script_model", pos + ( 0, 0, 30 )  );
    	level.explosiv[expo] setModel( getWeaponModel( expo + "_mp" ) );
    
    	game_effect = loadfx( "misc/fx_ui_flagbase_gold_t5" );
    	animation = PlayLoopedFX( game_effect, 1, pos );
    }
    
    killsBox( pos )
    {
    	level.killstreakR = spawn( "script_model", pos );
    	level.killstreakR setModel( "prop_suitcase_bomb" );
    }
    
    doBoxes()
    {
    	level.location[1] = locationP( 1, ( 1862.85, 1876.05, -47.2995) );
    	level.location[2] = locationP( 2, ( 1684.23, 2486.4, -41.2555) );
    	level.location[3] = locationP( 3, ( 1860.48, 1994.05, -43.875) );
    	level.location[4] = locationP( 4, ( 1808.65, 2489.47, -43.875) );
    	level.location[5] = locationP( 5, ( -355.243, -301.607, -123.875) );//Ammo Box
    	level.location[6] = locationP( 6, ( 2057, 2184.38, -43.875) );//Bank Box
    
    	level.exP[1] = explosIves( ( 870.778, 1029.43, 94.125), "sticky_grenade" );
    	level.exP[2] = explosIves( ( 843.383, -72.593, -21.875), "rpg" );
    	level.exP[3] = explosIves( ( -850.533, 1560.9, -56.4335), "crossbow_explosive" );
    	level.exP[4] = explosIves( ( 450.124, 2247.26, -7.875), "china_lake" );
    	level.exP[5] = explosIves( ( 464.624, 1016.15, 193.125), "satchel_charge" );
    	level.exP[6] = explosIves( ( 131.197, 2628.1, -51.875), "claymore" );
    	level.exP[7] = explosIves( ( -130.102, 982.412, 96.125), "m202_flash" );
    
    	level.boxes[1] = bankBox( ( 2101.57, 2161.9, -9.75153), ( 0, 230.015, 90) );
    	level.boxes[2] = doorOpen( 1, ( 1863.37, 1928.76, -29.2599), ( 0, 88.277, 0) );
    	level.boxes[3] = doorOpen( 2, ( 1863.37, 1928.76, 1.2599), ( 0, 88.277, 0) );
    	level.boxes[4] = doorOpen( 3, ( 1863.37, 1928.76, 31.2599), ( 0, 88.277, 0) );
    	level.boxes[5] = doorOpen( 4, ( 1761.09, 2488.54, -27.928), ( 0, 0.176178, 0) );
    	level.boxes[6] = doorOpen( 5, ( 1761.09, 2488.54, 3.928), ( 0, 0.176178, 0) );
    	level.boxes[7] = doorOpen( 6, ( 1761.09, 2488.54, 33.928), ( 0, 0.176178, 0) );
    	level.boxes[8] = ammoBox( ( -387.181, -351.509, -90.2916), ( 0, 147.36, 90) );
    	level.boxes[9] = killsBox( ( -339.737, 810.792, -47.875) );
    }
    INGAME VIDEO

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  2. #2
    115 expert
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    You made? Not bad. Glad to see something from you.

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    Thanks Cpt. Yeah I made this yesterday, and finally finalized it today with a video.

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    Quote Originally Posted by PvtRyan View Post
    Thanks Cpt. Yeah I made this yesterday, and finally finalized it today with a video.
    Good job PvtRyan! Heshowed this to me and it was sick. Nice job KIU.

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    Hacking Site: ExposedCodes

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    Damn! Nice job man. Wish I could play again.

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    good job my nigga. Keep it up

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    Nintendo Section Moderator PvtRyan's Avatar

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    Thanks everyone.

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