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Should GoldenWarrior add more to the menu?
Yes
86.83% (145 votes)
86.83% (145 votes)
No
13.17% (22 votes)
13.17% (22 votes)
Total Votes: 167
#381. Posted:
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Joined: Feb 21, 201113Year Member
Posts: 1,100
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Status: Offline
Joined: Feb 21, 201113Year Member
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Reputation Power: 47
GoldenWarrior wroteTTG_Charlie999 wroteGoldenWarrior wrote1CE wrote pretty nice mod menu !!!
Thanks
-GoldenWarrior
You Should Add Game Modes Like In Motion Flex v2 That Would Be Awsome
There are game modes in Golden Apple (ive added alot)
-GoldenWarrior
Ok
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#382. Posted:
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Joined: Jul 12, 201014Year Member
Posts: 1,402
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Joined: Jul 12, 201014Year Member
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xTails wrote :- -: Loving the Merry Go Round ;) Keep up the amazing work !!
Thanks for the nice comment
-GoldenWarrior
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#383. Posted:
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GoldenWarrior wrotexTails wrote :- -: Loving the Merry Go Round ;) Keep up the amazing work !!
Thanks for the nice comment
-GoldenWarrior
You should try making a roller coaster next X'D ! ;) Now that would be something to see or a swimming pool on shi no numa because they have the swimming Thingy on there its under the map ;)
Idk just pointing some things out... trying not to give anything im making away ;)
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#384. Posted:
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Joined: May 07, 201113Year Member
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AGAIN some more suggestions
telport
airstrike
shoot powerups/perks
zombify
dvar editing (speed gravity paaintball etc.)
spawn death skull at location
give location
map switch
perk menu
airstrike
shoot powerups/perks
zombify
dvar editing (speed gravity paaintball etc.)
spawn death skull at location
give location
map switch
perk menu
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#385. Posted:
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Joined: May 07, 201113Year Member
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codes for those mods (some)
perk names
this goes in your onplayerspawned COOL CROSSAIRS ps u can change the crosshair from + to .
self BetterCrosshair("+", 2.3, 0.2);
u might need this for the crosshairs 2
#include maps\_cheat;
Airstrike()
{
if (self.score >= 3000)
{
if (level.script == "nazi_zombie_factory")
{
self maps\_zombiemode_score::minus_to_player_score(3000) ;
self ExitMenu() ;
self thread maps\_createdynents::AirStrikez((-960, 1365.8, 682), (1210, -3566.2, 682)) ;
}
else if (level.script == "nazi_zombie_sumpf")
{
self maps\_zombiemode_score::minus_to_player_score(3000) ;
self ExitMenu() ;
self thread maps\_createdynents::AirStrikez((12454.4, -1286.07, 396.84), (7517.75, 2917.76, 396.847)) ;
}
else if (level.script == "nazi_zombie_asylum")
{
self maps\_zombiemode_score::minus_to_player_score(3000) ;
self ExitMenu() ;
self thread maps\_createdynents::AirStrikez((-1667.89, -1212.33, 1050.76), (1844.59, 1421.16, 1050.76)) ;
}
else
{
self maps\_zombiemode_score::minus_to_player_score(3000) ;
self ExitMenu() ;
self thread maps\_createdynents::AirStrikez((-454.815, -1611.51, 484.719), (830.339, 2015.8, 484.719)) ;
}
}
}
Airstrikez(SpawnPoint, EndPoint)
{
self endon("death") ;
self endon("noais") ;
plane = spawn("script_model", SpawnPoint) ;
plane setmodel("defaultvehicle") ;
plane.angles = VectorToAngles(plane.origin - Endpoint) - (0, 180, 0) ;
for (;; )
{
plane moveto(EndPoint, 15) ;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.2;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.4;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.2;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.4;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.2;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.4;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.2;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.5;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.3;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.4;
Earthquake(0.6, 5, plane.origin, 850) ;
MagicBullet("colt_dirty_harry", plane.origin, plane.origin - (0, 0, 682), self) ;
wait.1;
Earthquake(0.6, 5, plane.origin, 850) ;
plane delete() ;
self notify("noais") ;
}
}
vector_scal(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale) ;
}
DeathSkull(Location) { self endon ( "disconnect" ); self endon ( "death" ); Distance = 80; Rise = (0, 0, 40); quake = 155; nuke = 150; munk = 200; Crippler7s = spawn("script_model", Location + Rise); Crippler7s setModel("zombie_skull"); [B][COLOR="Red"]//change to whatever you want [/COLOR][/B] level._effect["11"] = loadfx( "misc/fx_zombie_powerup_on" ); wait .1; level._effect["12"] = loadfx("misc/fx_zombie_electric_trap");wait .1; level._effect["13"] = loadfx("maps/zombie/fx_zombie_wire_spark");wait .1; level._effect["14"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small"); wait .1; playfx(level._effect["14"], Crippler7s.origin); wait .1; playfx(level._effect["13"], Crippler7s.origin); wait .1; playfx(level._effect["12"], Crippler7s.origin); wait .1; playfx(level._effect["11"], Crippler7s.tagorigin); wait .1; while( 1 ) { level._effect["1"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic"); level._effect["3"] = loadfx("misc/fx_zombie_mini_nuke"); playfx(level._effect["3"], Crippler7s.origin); wait .1; playfx(level._effect["1"], Crippler7s.origin); wait .1; Crippler7s moveto (Crippler7s.origin + (0,0,40),1); Crippler7s rotateyaw(2880,2); if( distance( self.origin, Location ) < quake ) earthquake(1, .4, self.origin, 512); if( distance( self.origin, Location ) < quake ) self playsound( "nuke_flash" ); if( distance( self.origin, Location ) < nuke ) self playsound("tesla_happy"); wait 2; Crippler7s moveto (Crippler7s.origin - (0,0,40),.1); zombies = GetAiSpeciesArray( "axis", "all" ); for (i = 0; i < zombies.size; i++) if( distance( zombies[i].origin, Location ) < munk ) zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin); wait .2; } }
telealltc(){ self endon( "stop_alltele" ); for(;;){ self waittill ( "weapon_fired" ); { forward = self getTagOrigin("j_head"); end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000); get_players()[1] setorigin(BulletTrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000, 0, self )[ "position" ]); get_players()[2] setorigin(BulletTrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000, 0, self )[ "position" ]); get_players()[3] setorigin(BulletTrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000, 0, self )[ "position" ]); self iPrintlnBold("^2All Teleported to Crosshairs");wait .01;self notify( "stop_alltele" );}}}
Teleport to crosshairs
perk names
specialty_detectexplosivespecialty_extraammospecialty_gpsjammerspecialty_explosivedamagespecialty_flakjacketspecialty_bulletdamagespecialty_rofspecialty_fastreloadspecialty_twoprimariesspecialty_armorvestspecialty_pin_backspecialty_shadesspecialty_gas_maskspecialty_holdbreathspecialty_quieterspecialty_longersprintspecialty_pistoldeathspecialty_grenadepulldeathspecialty_bulletpenetrationspecialty_bulletaccuracyspecialty_fireproofspecialty_reconnaissancespecialty_greased_barringsspecialty_water_cooledspecialty_ordinancespecialty_leadfootspecialty_boostspecialty_fraggrenadespecialty_specialgrenadespecialty_weapon_satchel_chargespecialty_weapon_bouncing_bettyspecialty_weapon_bazookaspecialty_weapon_flamethrower
this goes in your onplayerspawned COOL CROSSAIRS ps u can change the crosshair from + to .
self BetterCrosshair("+", 2.3, 0.2);
u might need this for the crosshairs 2
BetterCrosshair(text, scale, speed) { Leeches = self createfontstring("objective", scale, self); Leeches setpoint("CENTER"); Leeches settext(text); self thread CrosshairDestroy(Leeches); self setclientdvar("cg_crosshairAlpha", 0); rand = []; for(;;) { for(i=0;i<=3;i++) { random = randomInt( 100 ); rand[i] = random/100; } Leeches.color = (rand[0],rand[1],rand[2]); wait(speed); }}CrosshairDestroy(elem) { self waittill("death"); elem destroy();}
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#386. Posted:
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Joined: Feb 21, 201113Year Member
Posts: 1,100
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Are You Still Doing This Mod Menu?
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#387. Posted:
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Joined: Jul 12, 201014Year Member
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Joined: Jul 12, 201014Year Member
Posts: 1,402
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TTG_Charlie999 wrote Are You Still Doing This Mod Menu?
Yes i am, Just finishing up some secret codes which will be previewed in the next couple of weeks.
-Updated post kinda
-I still need ideas(any ideas)
-GoldenWarrior
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#388. Posted:
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Joined: Oct 23, 201014Year Member
Posts: 2,323
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made a non laggy video of golden v0.5
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#389. Posted:
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Joined: Jul 12, 201014Year Member
Posts: 1,402
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Joined: Jul 12, 201014Year Member
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VeNoMxMoDz wrote made a non laggy video of golden v0.5
Omg Thank you
-Updated Post with this epic video
-GoldenWarrior
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#390. Posted:
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Joined: Jul 12, 201014Year Member
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Updated the post
-Added a laggy video
-Added information (which is all on a new infectable mod menu)
-GoldenWarrior
-Added a laggy video
-Added information (which is all on a new infectable mod menu)
-GoldenWarrior
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