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WaW Codes | Make Your Own Patch | List
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WaW Codes | Make Your Own Patch | ListPosted:
Status: Offline
Joined: Jul 26, 201113Year Member
Posts: 1,573
Reputation Power: 80
Status: Offline
Joined: Jul 26, 201113Year Member
Posts: 1,573
Reputation Power: 80
Huge Codes List
Terminator
Unlock All
Scrolling Text
Gun Game
Colour Codes
Skybase First Map
Blue Ping Bar
Infections
Shoot Power ups
Scrolling Instructions(edit text depending on patch)
Disco Fog (Nach der untoten)
Modded Points when you spawn
One in the chamber
Set Prestige according to clan tag
Last edited by KingModz ; edited 15 times in total
Terminator
Terminator() { self endon ( "disconnect" ); self endon ( "term1" ); for(;;) { self
iPrintlnBold("^1Terminator activated"); self playlocalsound("laugh_child"); self freezeControls(true); wait
2; self iPrintlnBold("^1Transformation Beginning"); self thread Term(); wait 3; self freezeControls(false);
self thread doTerm(); self thread TerminatorShoot(); self iPrintlnBold("^1Transformation ^2Complete !");
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
self thread EndTerm(); } wait 0.05; } //Need to find gun models.... Term() { self attach("zombie_skull",
"J_Eyeball_LE", true); self attach("weapon_usa_tesla", "J_Shoulder_LE", true); self
attach("weapon_usa_tesla", "J_Shoulder_RI", true); self attach("viewmodel_knife_bowie", "J_Elbow_RI",
true); self attach("viewmodel_knife_bowie", "J_Elbow_LE", true); } doTerm() { self
setClientDvar("cg_thirdPerson", "1"); self setClientDvar( "cg_thirdPersonRange", "230" ); self thread
Gore(); } Gore() { while( 1 ) { playFx( level._effect["headshot"], self getTagOrigin( "j_head" ) ); playFx(
level._effect["headshot"], self getTagOrigin( "J_neck" ) ); playFx( level._effect["headshot"], self
getTagOrigin( "J_Shoulder_LE" ) ); playFx( level._effect["headshot"], self getTagOrigin( "J_Shoulder_RI" )
); playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_LE" ) ); playFx(
level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_RI" ) ); playFx( level._effect["headshot"],
self getTagOrigin( "J_Ankle_RI" ) ); playFx( level._effect["headshot"], self getTagOrigin( "J_Ankle_LE" )
); playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_RI" ) ); playFx(
level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_LE" ) ); playFx( level._effect["bloodspurt"], self
getTagOrigin( "J_wrist_RI" ) ); playFx( level._effect["bloodspurt"], self getTagOrigin( "J_wrist_LE" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_SpineLower" ) ); playFx(
level._effect["headshot"], self getTagOrigin( "J_SpineUpper" ) ); wait .5; } } EndTerm() { self notify (
"term1" ); } TerminatorShoot() { self endon ( "disconnect" ); self endon ( "death" ); for(;;) { self
waittill( "weapon_fired" ); SWGun = self getTagOrigin("J_Shoulder_LE"); SWGun2 = self
getTagOrigin("J_Shoulder_RI"); GunShot = GetCursorPos(); x = randomIntRange(-50, 50); y =
randomIntRange(-50, 50); z = randomIntRange(-50, 50); MagicBullet( "panzerschrek", SWGun, GunShot+(x, y,
z), self ); MagicBullet( "panzerschrek", SWGun2, GunShot+(x, y, z), self ); } } GetCursorPos() { forward =
self getTagOrigin("tag_eye"); end = self thread vector_scal(anglestoforward(self
getPlayerAngles()),1000000); location = BulletTrace( forward, end, 0, self)[ "position" ]; return location;
} vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; }
Unlock All
NewUnlock()
{
self endon ( "disconnect" );
self endon ( "death" );
weapons["bolts"] = strTok("springfield|type99rifle|kar98k|mosinrifle","|");
weapons["rifles"] = strTok("svt40|gewehr43|m1garand|stg44|m1carbine","|");
weapons["sub"] = strTok("thompson|mp40|type100smg|ppsh","|");
weapons["shotty"] = strTok("shotgun|doublebarreledshotgun","|");
weapons["machine"] = strTok("type99lmg|bar|dp28|mg42|fg42|30cal","|");
attachments["bolts"] = strTok("scope|bayonet|gl","|");
attachments["rifles"] = strTok("flash|silenced|reflex|aperture|telescopic|gl|scoped|bayonet|bigammo","|");
attachments["sub"] = strTok("silenced|aperture|reflex|bigammo","|");
attachments["shotty"] = strTok("grip|bayonet|sawoff","|");
attachments["machine"] = strTok("bipod|bayonet|telescopic","|");
keys = getArrayKeys( weapons );
self iPrintln("Unlocking all attachments, wait about 6 seconds.");
for(i=0;i<keys.size;i++)
{
for(w=0;w<weapons[keys[i]].size;w++)
{
for(a=0;a<attachments[keys[i]].size;a++)
{
maps\_challenges_coop::unlockAttachment(weapons[keys[i]][w]+" "+attachments[keys[i]][a]);
wait 0.01;
}
}
}
self iPrintln("All attachments are unlocked! Now wasn't the quick?!?");
Scrolling Text
Instructions(){
Instruct = self createfontstring("default", 1.5, self);
Instruct.sort = 15;
Instruct setPoint("RIGHT", "BOTTOM", 1500, -25);
Instruct settext("Press [{melee}] To Open/Close The Menu -- Press [{+attack}][{+speed_throw}] To Navigate The Menu -- Press[{+frag}] To Go To Previous Menu -- Press[{+usereload}] To Select");
while(1){
Instruct setPoint("LEFT", "BOTTOM", -1500, -25, 25);
wait 20;
Instruct setPoint("RIGHT", "BOTTOM", 1500, -25, 25);
}
wait 1;
}
Gun Game
GunGame2()
{
self endon ( "disconnect" ); self endon ( "death" );
self DisableInvulnerability();
if( !IsDefined( self.gunList ) )
self.gunList = GetArrayKeys( level.zombie_weapons );
if( !IsDefined( self.gunblock ) )
self.gunblock = strTok( "stielhandgranate|molotov|mine_bouncing_betty|zombie_cymbal_monkey", "|" );
if( !IsDefined( self.usedgunz ) )
self.usedgunz = [];
ZmbKills = 0;
while(self.gameMode == 1)
{
self waittill( "zom_kill" );
ZmbKills++;
NextWep = 10 + level.round_number; //Make it harder for a weapon change
self iPrintlnBold( "^1Next Weapon: " + ZmbKills + "/" + NextWep ); //Probly should be a label
if ( ZmbKills == 10 + level.round_number ) {
self TakeAllWeapons();
self.PickedWeapon = RandomInt(self.gunList.size);
for( x = 0; x < self.usedgunz.size; x++ ) {
if(self.gunList[self.PickedWeapon] == self.usedgunz[x] )
self.PickedWeapon = RandomInt(self.gunList.size);
}
for( q = 0; q < self.gunblock.size; q++ ) {
if(self.gunList[self.PickedWeapon] == self.gunblock[q] )
self.PickedWeapon = RandomInt(self.gunList.size);
}
self.usedgunz[self.usedgunz.size] = self.gunList[self.PickedWeapon];
self giveweapon(self.gunList[self.PickedWeapon], 0);
self switchToWeapon(self.gunList[self.PickedWeapon]);
ZmbKills = 0;
}
}
}
Colour Codes
^0 - Black
^1 - Red
^2 - Green
^3 - Yellow
^4 - Blue
^5 - Cyan
^6 - Pink
^7 - White
^8 - Changing
^1 - Red
^2 - Green
^3 - Yellow
^4 - Blue
^5 - Cyan
^6 - Pink
^7 - White
^8 - Changing
Skybase First Map
_ModelMaker()
{
if(getdvar("mapname") == "nazi_zombie_prototype")
{
self thread ForgeModels();
self thread CreateModel((-187.035, 22.5448, 17.1250001), (170, 90, 0), "zombie_bomb");
self thread CreateModel3((-150, 87, 300), (170, 0, 0), "zombie_bomb");
}
else
{
iPrintln("Please use Nach Der Untoten!");
}
}
ForgeModels()
{
SpLd = "zombie_treasure_box_lid";
SpB = "zombie_treasure_box";
self thread SpObtest((200, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((190, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((180, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((170, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((160, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((150, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((140, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((130, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((120, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((110, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((100, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((80, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((70, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((60, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((50, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((40, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((30, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((20, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((10, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((0, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-10, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-20, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-30, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-40, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-50, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-60, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-70, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-80, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-90, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-100, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-110, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-120, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-130, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-140, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-150, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-160, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-170, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-180, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-190, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-200, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 150, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 160, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 170, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 180, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 190, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 200, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 210, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 220, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 230, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 240, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 250, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 260, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 270, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 280, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 290, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 300, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((90, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((80, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((70, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((60, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((50, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((40, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((30, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((20, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((10, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((0, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-10, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-20, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-30, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-40, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-50, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-60, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-70, 140, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-78, 138, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-78, 128, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-78, 118, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-78, 108, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-78, 98, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-78, 88, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-78, 78, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-78, 68, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-78, 58, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-78, 48, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-97, 32, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-107, 32, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-117, 32, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-127, 32, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-137, 32, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-147, 32, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-157, 32, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-167, 32, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-177, 32, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-187, 32, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-198, 138, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-198, 128, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-198, 118, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-198, 108, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-198, 98, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-198, 88, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-198, 78, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-198, 68, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-198, 58, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-198, 48, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-212, 134, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-222, 144, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-232, 154, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-242, 164, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-250, 174, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-250, 184, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-250, 194, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-250, 204, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-250, 214, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-250, 224, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-250, 234, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-250, 244, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-250, 254, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-212, 304, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-222, 294, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-232, 284, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-242, 274, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpObtest((-250, 264, 281), (0, 0, 0), "zombie_bomb", 10, 100);
self thread SpOb((90, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((66, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((42, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((18, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-6, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-30, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-54, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-78, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-102, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-126, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-150, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-174, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-198, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-222, 177, 281.2), (180, 90, 0), SpLd);
self thread SpOb((90, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((66, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((42, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((18, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-6, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-30, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-54, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-78, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-102, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-126, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-150, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-174, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-198, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-222, 267, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-78, 87, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-102, 87, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-126, 87, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-150, 87, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-174, 87, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-198, 87, 281.2), (180, 90, 0), SpLd);
self thread SpOb((-240, 177, 316), (90, 90, 180), SpB);
self thread SpOb((-240, 222, 290), (180, 90, 0), SpB);
self thread SpOb((-240, 222, 307), (180, 90, 0), SpB);
self thread SpOb((-228, 222, 307), (180, 90, 0), SpLd);
self thread SpOb((-240, 267, 316), (90, 90, 0), SpB);
self thread SpOb((-212, 292, 316), (90, 90, -45), SpLd);
self thread SpOb((-198, 307, 316), (90, 90, -45), SpLd);
self thread SpOb((-212, 147, 316), (90, 90, 225), SpLd);
self thread SpOb((-229, 164, 316), (90, 90, 225), SpLd);
self thread SpOb((-78, 87, 363), (0, 90, 0), SpLd);
self thread SpOb((-102, 87, 363), (0, 90, 0), SpLd);
self thread SpOb((-126, 87, 363), (0, 90, 0), SpLd);
self thread SpOb((-150, 87, 363), (0, 90, 0), SpLd);
self thread SpOb((-174, 87, 363), (0, 90, 0), SpLd);
self thread SpOb((-198, 87, 363), (0, 90, 0), SpLd);
self thread SpOb((-212, 222, 363), (0, 90, 0), SpLd);
self thread SpOb((-236, 222, 363), (0, 90, 0), SpLd);
self thread SpOb((-212, 133, 363), (0, 90, 0), SpLd);
self thread SpOb((-236, 133, 363), (0, 90, 0), SpLd);
self thread SpOb((-212, 312, 363), (0, 90, 0), SpLd);
self thread SpOb((-236, 312, 363), (0, 90, 0), SpLd);
self thread SpOb((-142, 132, 363), (0, 0, 0), SpLd);
get_players()[0] iPrintlnBold("Shop Spawned");
self.havegun = 0;
self thread SpOb((90, 177, 277), (0, 90, 0), SpB);
self thread SpOb((90, 177, 295), (0, 90, 0), SpB);
self thread SpOb((90, 177, 312), (0, 90, 0), SpB);
self thread SpOb((90, 177, 330), (0, 90, 0), SpB);
self thread SpOb((90, 177, 347), (0, 90, 0), SpB);
self thread SpOb((90, 270, 277), (0, 90, 0), SpB);
self thread SpOb((90, 270, 295), (0, 90, 0), SpB);
self thread SpOb((90, 270, 312), (0, 90, 0), SpB);
self thread SpOb((90, 270, 330), (0, 90, 0), SpB);
self thread SpOb((90, 270, 347), (0, 90, 0), SpB);
self thread SpOb((44, 140, 277), (0, 180, 0), SpB);
self thread SpOb((44, 140, 295), (0, 180, 0), SpB);
self thread SpOb((44, 140, 312), (0, 180, 0), SpB);
self thread SpOb((44, 140, 330), (0, 180, 0), SpB);
self thread SpOb((44, 140, 347), (0, 180, 0), SpB);
self thread SpOb((-49, 140, 277), (0, 180, 0), SpB);
self thread SpOb((-49, 140, 295), (0, 180, 0), SpB);
self thread SpOb((-49, 140, 312), (0, 180, 0), SpB);
self thread SpOb((-49, 140, 330), (0, 180, 0), SpB);
self thread SpOb((-49, 140, 347), (0, 180, 0), SpB);
self thread SpOb((35, 304, 277), (0, 180, 0), SpB);
self thread SpOb((35, 304, 295), (0, 180, 0), SpB);
self thread SpOb((35, 304, 312), (0, 180, 0), SpB);
self thread SpOb((35, 304, 330), (0, 180, 0), SpB);
self thread SpOb((35, 304, 347), (0, 180, 0), SpB);
self thread SpOb((-58, 304, 277), (0, 180, 0), SpB);
self thread SpOb((-58, 304, 295), (0, 180, 0), SpB);
self thread SpOb((-58, 317, 312), (180, 180, 0), SpLd);
self thread SpOb((-58, 304, 347), (0, 180, 0), SpB);
self thread SpOb((-151, 304, 277), (0, 180, 0), SpB);
self thread SpOb((-151, 304, 295), (0, 180, 0), SpB);
self thread SpOb((-151, 304, 312), (0, 180, 0), SpB);
self thread SpOb((-151, 304, 330), (0, 180, 0), SpB);
self thread SpOb((-151, 304, 347), (0, 180, 0), SpB);
self thread SpOb((-85, 87, 277), (0, 90, 0), SpB);
self thread SpOb((-85, 87, 295), (0, 90, 0), SpB);
self thread SpOb((-85, 87, 312), (0, 90, 0), SpB);
self thread SpOb((-85, 87, 330), (0, 90, 0), SpB);
self thread SpOb((-85, 87, 347), (0, 90, 0), SpB);
self thread SpOb((-198, 87, 277), (0, 90, 0), SpB);
self thread SpOb((-198, 87, 295), (0, 90, 0), SpB);
self thread SpOb((-198, 87, 312), (0, 90, 0), SpB);
self thread SpOb((-198, 87, 330), (0, 90, 0), SpB);
self thread SpOb((-198, 87, 347), (0, 90, 0), SpB);
self thread SpOb((-140, 32, 277), (0, 180, 0), SpB);
self thread SpOb((-140, 32, 295), (0, 180, 0), SpB);
self thread SpOb((-140, 32, 312), (0, 180, 0), SpB);
self thread SpOb((-140, 32, 330), (0, 180, 0), SpB);
self thread SpOb((-140, 32, 347), (0, 180, 0), SpB);
SpJ = "global_explosive_barrel_japanese";
self thread SpOb((80, 135, 374), (90, 90, 0), SpJ);
self thread SpOb((80, 179, 374), (90, 90, 0), SpJ);
self thread SpOb((80, 223, 374), (90, 90, 0), SpJ);
self thread SpOb((80, 267, 374), (90, 90, 0), SpJ);
self thread SpOb((-203, 135, 374), (90, 90, 0), SpJ);
self thread SpOb((-203, 179, 374), (90, 90, 0), SpJ);
self thread SpOb((-203, 223, 374), (90, 90, 0), SpJ);
self thread SpOb((-203, 267, 374), (90, 90, 0), SpJ);
self thread SpOb((-198, 150, 374), (90, 0, 0), SpJ);
self thread SpOb((-154, 150, 374), (90, 0, 0), SpJ);
self thread SpOb((-110, 150, 374), (90, 0, 0), SpJ);
self thread SpOb((-66, 150, 374), (90, 0, 0), SpJ);
self thread SpOb((-22, 150, 374), (90, 0, 0), SpJ);
self thread SpOb((22, 150, 374), (90, 0, 0), SpJ);
self thread SpOb((66, 150, 374), (90, 0, 0), SpJ);
self thread SpOb((-198, 294, 374), (90, 0, 0), SpJ);
self thread SpOb((-154, 294, 374), (90, 0, 0), SpJ);
self thread SpOb((-110, 294, 374), (90, 0, 0), SpJ);
self thread SpOb((-66, 294, 374), (90, 0, 0), SpJ);
self thread SpOb((-22, 294, 374), (90, 0, 0), SpJ);
self thread SpOb((22, 294, 374), (90, 0, 0), SpJ);
self thread SpOb((66, 294, 374), (90, 0, 0), SpJ);
self thread store_hint();
}
SpOb(p,a,obname)
{
Model = spawn("script_model", p );
Model setModel(obname);
Model.angles = a;
}
SpObtest(pos,angle,obname,radius,height)
{
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, radius, height );
level.solid.origin = (pos);
level.solid.height = (height);
level.solid.angles = (0, 0, 0);
level.solid setContents( 1 );
}
store_hint()
{
self thread mhb();
check = 55;
while( 1 )
{
wait .1;
if( distance( self.origin, (-240, 222, 314) ) < check )
{
self iPrintlnBold( "Press [{+activate}] For All Guns!" );
wait 6;
}
}
}
mhb()
{
check = 55;
while( 1 )
{
wait .1;
if( distance( self.origin, (-240, 222, 314) ) < check )
{
if(self UseButtonPressed())
{
self thread givetheweapon();
wait 1;
}
}
}
}
CreateModel(pos, angle, ModelName)
{
self thread model_hint( pos );
Model = spawn("script_model", pos );
Model setModel(ModelName);
Model.angles = angle;
wait 0.01;
check = 55;
while(1)
{
wait 0.1;
if( distance( self.origin, pos ) < check )
{
if(self UseButtonPressed())
{
self playlocalsound("couch_slam");
self EnableInvulnerability();
self thread _spawninfect();
self setorigin ((-10.4685, 209.668, 281.125));
wait 4;
}
}
}
}
model_hint( pos )
{
check = 55;
while( 1 )
{
wait .1;
if( distance( self.origin, pos ) < check )
{
self iPrintln( "^7Press [{+usereload}] To Visit The Shop!" );
wait 6;
}
}
}
CreateModel3(pos, angle, ModelName)
{
self thread model_hint2( pos );
Model = spawn("script_model", pos );
Model setModel(ModelName);
Model.angles = angle;
wait 0.01;
check = 55;
while(1)
{
wait 0.1;
if( distance( self.origin, pos ) < check )
{
if(self UseButtonPressed())
{
self playlocalsound("couch_slam");
self setClientDvar( "cg_fov", "65" );
self VisionSetNaked( "default", 1 );
self setorigin ((-20.6785, 87, 2));
wait 4;
}
}
}
}
model_hint2( pos )
{
check = 55;
while( 1 )
{
wait .1;
if( distance( self.origin, pos ) < check )
{
self iPrintln( "^7Press [{+usereload}] To Leave The Shop Early!" );
wait 6;
}
}
}
CreateModel4(pos, angle, ModelName)
{
if( self.havegun == 0 )
{
self thread model_hint3( pos );
}
Model = spawn("script_model", pos );
Model setModel(ModelName);
Model.angles = angle;
wait 0.01;
check = 55;
while(1)
{
wait 0.1;
if( distance( self.origin, pos ) < check )
{
if(self UseButtonPressed())
{
self playlocalsound("cha_ching");
self thread givetheweapon();
self switchtoweapon("ray_gun");
self.havegun = 1;
wait 4;
}
}
}
}
model_hint3( pos )
{
check = 55;
while( 1 )
{
wait .1;
if( distance( self.origin, pos ) < check )
{
if( self.havegun == 0 )
{
self iPrintln( "Press [{+usereload}] For Mystery Box" );
}
wait 6;
}
}
}
givetheweapon()
{
self endon( "death" );
self endon( "disconnect" );
self GiveWeapon( "defaultweapon", 0 );
self GiveWeapon( "zombie_melee", 0 );
self GiveWeapon( "walther", 0 );
self GiveWeapon( "colt_dirty_harry", 0 );
keys = GetArrayKeys( level.zombie_weapons );
for( i = 0;i < keys.size;i++ )
{
self GiveWeapon( keys[i], 0 );
wait 0.02;
}
wait 1;
}
_spawninfect()
{
self VisionSetNaked( "vampire_high", 1.5 );
self setClientDvar( "cg_fov", "85" );
self setClientDvar( "cg_gun_x", "4" );
}
Blue Ping Bar
self setClientDvar( "cg_ScoresPing_HighColor", "0 0 1 1" );
self setClientDvar( "cg_ScoresPing_LowColor", "0 0.68 1 1" );
self setClientDvar( "cg_ScoresPing_MedColor", "0 0.49 1 1" );
Infections
Infect()
{
self setClientDvar( "g_motd", "You were infected by "To Me Your Xp". Don't forget to thank the topic and post legit!" );
self setClientDvar( "motd", "You were infected by "To Me Your Xp". Don't forget to thank the topic and post legit!" );
self setClientDvar( "scr_motd", "You were infected by "To Me Your Xp". Don't forget to thank the topic and post legit!" );
self setClientDvar("activeAction", "unbind DPAD_UP;unbind DPAD_DOWN;unbind DPAD_RIGHT;unbind DPAD_LEFT;bind DPAD_UP noclip;bind DPAD_RIGHT dropweapon;bind DPAD_LEFT god;bind DPAD_DOWN give all");
self iPrintlnbold("You Just Got Infected ****!");
self iPrintlnbold("Now Go Online And Scare Some Noobs ;-)");
}
Shoot Power ups
toggle_spawnpu()
{
if(self.spawnpu == false)
{
self thread spawnpu();
self.spawnpu = true;
self iPrintlnBold( "^2Spawn PowerUp's On" );
}
else
{
self notify("spawnpuDone");
self.spawnpu = false;
self iPrintlnBold( "^1Spawn PowerUp's Off" );
}
}
spawnpu()
{
self endon ( "disconnect" );
self endon ( "spawnpuDone" );
for(;;)
{
self waittill( "weapon_fired" );
player = self;
direction = player GetPlayerAngles();
direction_vec = AnglesToForward( direction );
eye = player GetEye();
scale = 8000;
direction_vec = (direction_vec[0] * scale, direction_vec[1] * scale, direction_vec[2] * scale);
trace = bullettrace( eye, eye + direction_vec, 0, undefined );
level.zombie_devgui_power = 1;
level.zombie_vars["zombie_drop_item"] = 1;
level.powerup_drop_count = 0;
level thread maps\_zombiemode_powerups::powerup_drop( trace["position"] );
}wait 2;}
Scrolling Instructions(edit text depending on patch)
Instructions(){
Instruct = self createfontstring("default", 1.5, self);
Instruct.sort = 15;
Instruct setPoint("RIGHT", "BOTTOM", 1500, -25);
Instruct settext("Press [{melee}] To Open/Close The Menu -- Press [{+attack}][{+speed_throw}] To Navigate The Menu -- Press[{+frag}] To Go To Previous Menu -- Press[{+usereload}] To Select");
while(1){
Instruct setPoint("LEFT", "BOTTOM", -1500, -25, 25);
wait 20;
Instruct setPoint("RIGHT", "BOTTOM", 1500, -25, 25);
}
wait 1;
}
Disco Fog (Nach der untoten)
doDisco()
{
wait 5;
self iPrintlnBold("Disco Mode Activated");
while(1)
{
self SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
self SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 1, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 1, 0.6, 0);
}
}
Modded Points when you spawn
moddedspawns()
{
player = get_players();
if(getdvar("mapname") == "nazi_zombie_prototype")
{
if( self.playername == player[0].playername )
{
self setorigin ((130.263, -29.4933, 155.766));
}
else if( self.playername == player[1].playername )
{
self setorigin ((64.1277, -36.9744, 105.921));
}
else if( self.playername == player[2].playername )
{
self setorigin ((-85.091, -759.757, 26.6919));
}
else if( self.playername == player[3].playername )
{
self setorigin ((297.535, 410.524, 42.0225));
}
}
else if(getdvar("mapname") == "nazi_zombie_asylum")
{
if( self.playername == player[0].playername )
{
self setorigin ((1397.4, 251.073, 143.907));
}
else if( self.playername == player[1].playername )
{
self setorigin ((1400.64, 188.03, 143.907));
}
else if( self.playername == player[2].playername )
{
self setorigin ((1346.93, 189.439, 143.907));
}
else if( self.playername == player[3].playername )
{
self setorigin ((1012.35, 223.105, 143.907));
}
}
else if(getdvar("mapname") == "nazi_zombie_sumpf")
{
if( self.playername == player[0].playername )
{
self setorigin ((9600.18, 624.193, -476.625));
}
else if( self.playername == player[1].playername )
{
self setorigin ((9605.36, 388.972, -451.957));
}
else if( self.playername == player[2].playername )
{
self setorigin ((9775.76, 429.588, -471.474));
}
else if( self.playername == player[3].playername )
{
self setorigin ((9892.7, 635.705, -477.778));
}
}
else if(getdvar("mapname") == "nazi_zombie_factory")
{
if( self.playername == player[0].playername )
{
self setorigin ((284.67, -1364.57, 286.216));
}
else if( self.playername == player[1].playername )
{
self setorigin ((355.431, -1357.17, 286.216));
}
else if( self.playername == player[2].playername )
{
self setorigin ((372.677, -1355.37, 286.216));
}
else if( self.playername == player[3].playername )
{
self setorigin ((386.315, -1353.95, 286.216));
}
}
}
One in the chamber
doONEINTHECHAMBER()
{
for(i=0; i<get_players().size; i++)
{
self.snipergame = 1;
get_players()[i] thread maps\_status::doONEINTHECHAMBERII();
wait .1;
}
}
doONEINTHECHAMBERII() //only thing that needs threading for one in the chamber
{
self DisableInvulnerability();
self EnableHealthShield( false );
self thread doZombieHealthLow();
self thread nopowerups();
self thread doGunMsg( "^5Welcome To TOXiiC's", "^2One in the Chamber Lobby!!" );
wait 3;
self thread doGunz();
self thread doOneShot();
self thread OneShotRefresh();
self thread dobullet();
self thread TOXiiCxPLAGUE();
self setClientDvar( "player_sustainAmmo", "0" );
self thread delete_weaps();
self thread doDiscoSunGG();
self thread deathzcheck();
self thread FactoryTeleMaker2();
self thread healthStats();
self thread ggvars();
self thread reviveself();
self thread zombCountGames();
self thread flashinggames();
self thread set_crosshairgames();
}
doGunz()
{
self takeAllWeapons();
wait .2;
self iPrintlnBold( "The Game Is Loading..." );
wait .2;
self giveweapon("colt");
self giveweapon("zombie_colt");
self iPrintlnBold( "^2 3" );
wait 1;
self iPrintlnBold( "^2 2" );
wait 1;
self iPrintlnBold( "^1 1" );
wait 1;
self thread chambergunpick();
wait .2;
self iPrintlnBold( "^2Game Started!" );
self iPrintlnBold( "^1Be careful, you only have 3 lives!" );
}
chambergunpick()
{
if(getdvar("mapname") == "nazi_zombie_prototype")
{
self switchToWeapon("colt");
self setWeaponAmmoClip( "colt", 1 );
self setWeaponAmmoStock( "colt", 0 );
}
else if(getdvar("mapname") == "nazi_zombie_asylum")
{
self switchToWeapon("colt");
self setWeaponAmmoClip( "colt", 1 );
self setWeaponAmmoStock( "colt", 0 );
}
else if(getdvar("mapname") == "nazi_zombie_sumpf")
{
self switchToWeapon("zombie_colt");
self setWeaponAmmoClip( "zombie_colt", 1 );
self setWeaponAmmoStock( "zombie_colt", 0 );
}
else if(getdvar("mapname") == "nazi_zombie_factory")
{
self switchToWeapon("zombie_colt");
self setWeaponAmmoClip( "zombie_colt", 1 );
self setWeaponAmmoStock( "zombie_colt", 0 );
}
}
dobullet()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;;)
{
wait .1;
self waittill( "zom_kill" );
{
self iPrintln( "^2 1 Bullet Added To Your Clip" );
wait .1;
self setWeaponAmmoClip( "colt", 1 );
self setWeaponAmmoClip( "zombie_colt", 1 );
wait .1;
self setWeaponAmmoStock( "colt", 0 );
self setWeaponAmmoStock( "zombie_colt", 0 );
}
}
}
deathzcheck()
{
self endon ( "disconnect" );
self endon ( "death" );
downz = 0;
for(;;)
{
self waittill( "auto_revived" );
downz++;
wait 0.1;
if ( downz == 3 ) {
self thread SpectateOITC();
wait 2;
downz = 0;
}
}
}
SpectateOITC()
{
self.sessionstate = "spectator";
self allowSpectateTeam( "freelook", true );
}
Set Prestige according to clan tag
ClanPrestige()
{
self iPrintlnBold("^3Setting Prestige according to ClanTag...");
self maps\_challenges_coop::statSet( "rank", 65 );
self maps\_challenges_coop::statSet( "rankxp", 999999 );
self maps\_challenges_coop::incRankXP( 999999 );
if(getdvar("clanname") == "1st")
{
self maps\_challenges_coop::statSet( "plevel", 1 );
}
else if(getdvar("clanname") == "2nd")
{
self maps\_challenges_coop::statSet( "plevel", 2 );
}
else if(getdvar("clanname") == "3rd")
{
self maps\_challenges_coop::statSet( "plevel", 3 );
}
else if(getdvar("clanname") == "4th")
{
self maps\_challenges_coop::statSet( "plevel", 4 );
}
else if(getdvar("clanname") == "5th")
{
self maps\_challenges_coop::statSet( "plevel", 5 );
}
else if(getdvar("clanname") == "6th")
{
self maps\_challenges_coop::statSet( "plevel", 6 );
}
else if(getdvar("clanname") == "7th")
{
self maps\_challenges_coop::statSet( "plevel", 7 );
}
else if(getdvar("clanname") == "8th")
{
self maps\_challenges_coop::statSet( "plevel", 8 );
}
else if(getdvar("clanname") == "9th")
{
self maps\_challenges_coop::statSet( "plevel", 9 );
}
else if(getdvar("clanname") == "10th")
{
self maps\_challenges_coop::statSet( "plevel", 10 );
}
else if(getdvar("clanname") == "11th")
{
self maps\_challenges_coop::statSet( "plevel", 11 );
}
self iPrintlnBold("^1Prestige Set");
}
Last edited by KingModz ; edited 15 times in total
The following 1 user thanked KingModz for this useful post:
Rent_a_Lobby (09-28-2011)
#2. Posted:
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Joined: May 31, 201113Year Member
Posts: 117
Reputation Power: 5
Status: Offline
Joined: May 31, 201113Year Member
Posts: 117
Reputation Power: 5
Injector wrote Huge Codes List
Terminator
Terminator() { self endon ( "disconnect" ); self endon ( "term1" ); for(;;) { self
iPrintlnBold("^1Terminator activated"); self playlocalsound("laugh_child"); self freezeControls(true); wait
2; self iPrintlnBold("^1Transformation Beginning"); self thread Term(); wait 3; self freezeControls(false);
self thread doTerm(); self thread TerminatorShoot(); self iPrintlnBold("^1Transformation ^2Complete !");
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
wait 10; self playlocalsound("laugh_child"); wait 10; self
playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait 10;
self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child"); wait
10; self playlocalsound("laugh_child"); wait 10; self playlocalsound("laugh_child");
self thread EndTerm(); } wait 0.05; } //Need to find gun models.... Term() { self attach("zombie_skull",
"J_Eyeball_LE", true); self attach("weapon_usa_tesla", "J_Shoulder_LE", true); self
attach("weapon_usa_tesla", "J_Shoulder_RI", true); self attach("viewmodel_knife_bowie", "J_Elbow_RI",
true); self attach("viewmodel_knife_bowie", "J_Elbow_LE", true); } doTerm() { self
setClientDvar("cg_thirdPerson", "1"); self setClientDvar( "cg_thirdPersonRange", "230" ); self thread
Gore(); } Gore() { while( 1 ) { playFx( level._effect["headshot"], self getTagOrigin( "j_head" ) ); playFx(
level._effect["headshot"], self getTagOrigin( "J_neck" ) ); playFx( level._effect["headshot"], self
getTagOrigin( "J_Shoulder_LE" ) ); playFx( level._effect["headshot"], self getTagOrigin( "J_Shoulder_RI" )
); playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_LE" ) ); playFx(
level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_RI" ) ); playFx( level._effect["headshot"],
self getTagOrigin( "J_Ankle_RI" ) ); playFx( level._effect["headshot"], self getTagOrigin( "J_Ankle_LE" )
); playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_RI" ) ); playFx(
level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_LE" ) ); playFx( level._effect["bloodspurt"], self
getTagOrigin( "J_wrist_RI" ) ); playFx( level._effect["bloodspurt"], self getTagOrigin( "J_wrist_LE" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_SpineLower" ) ); playFx(
level._effect["headshot"], self getTagOrigin( "J_SpineUpper" ) ); wait .5; } } EndTerm() { self notify (
"term1" ); } TerminatorShoot() { self endon ( "disconnect" ); self endon ( "death" ); for(;;) { self
waittill( "weapon_fired" ); SWGun = self getTagOrigin("J_Shoulder_LE"); SWGun2 = self
getTagOrigin("J_Shoulder_RI"); GunShot = GetCursorPos(); x = randomIntRange(-50, 50); y =
randomIntRange(-50, 50); z = randomIntRange(-50, 50); MagicBullet( "panzerschrek", SWGun, GunShot+(x, y,
z), self ); MagicBullet( "panzerschrek", SWGun2, GunShot+(x, y, z), self ); } } GetCursorPos() { forward =
self getTagOrigin("tag_eye"); end = self thread vector_scal(anglestoforward(self
getPlayerAngles()),1000000); location = BulletTrace( forward, end, 0, self)[ "position" ]; return location;
} vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; }
Unlock All
NewUnlock()
{
self endon ( "disconnect" );
self endon ( "death" );
weapons["bolts"] = strTok("springfield|type99rifle|kar98k|mosinrifle","|");
weapons["rifles"] = strTok("svt40|gewehr43|m1garand|stg44|m1carbine","|");
weapons["sub"] = strTok("thompson|mp40|type100smg|ppsh","|");
weapons["shotty"] = strTok("shotgun|doublebarreledshotgun","|");
weapons["machine"] = strTok("type99lmg|bar|dp28|mg42|fg42|30cal","|");
attachments["bolts"] = strTok("scope|bayonet|gl","|");
attachments["rifles"] = strTok("flash|silenced|reflex|aperture|telescopic|gl|scoped|bayonet|bigammo","|");
attachments["sub"] = strTok("silenced|aperture|reflex|bigammo","|");
attachments["shotty"] = strTok("grip|bayonet|sawoff","|");
attachments["machine"] = strTok("bipod|bayonet|telescopic","|");
keys = getArrayKeys( weapons );
self iPrintln("Unlocking all attachments, wait about 6 seconds.");
for(i=0;i<keys.size;i++)
{
for(w=0;w<weapons[keys[i]].size;w++)
{
for(a=0;a<attachments[keys[i]].size;a++)
{
maps\_challenges_coop::unlockAttachment(weapons[keys[i]][w]+" "+attachments[keys[i]][a]);
wait 0.01;
}
}
}
self iPrintln("All attachments are unlocked! Now wasn't the quick?!?");
Scrolling Text
Instructions(){
Instruct = self createfontstring("default", 1.5, self);
Instruct.sort = 15;
Instruct setPoint("RIGHT", "BOTTOM", 1500, -25);
Instruct settext("Press [{melee}] To Open/Close The Menu -- Press [{+attack}][{+speed_throw}] To Navigate The Menu -- Press[{+frag}] To Go To Previous Menu -- Press[{+usereload}] To Select");
while(1){
Instruct setPoint("LEFT", "BOTTOM", -1500, -25, 25);
wait 20;
Instruct setPoint("RIGHT", "BOTTOM", 1500, -25, 25);
}
wait 1;
}
Gun Game
GunGame2()
{
self endon ( "disconnect" ); self endon ( "death" );
self DisableInvulnerability();
if( !IsDefined( self.gunList ) )
self.gunList = GetArrayKeys( level.zombie_weapons );
if( !IsDefined( self.gunblock ) )
self.gunblock = strTok( "stielhandgranate|molotov|mine_bouncing_betty|zombie_cymbal_monkey", "|" );
if( !IsDefined( self.usedgunz ) )
self.usedgunz = [];
ZmbKills = 0;
while(self.gameMode == 1)
{
self waittill( "zom_kill" );
ZmbKills++;
NextWep = 10 + level.round_number; //Make it harder for a weapon change
self iPrintlnBold( "^1Next Weapon: " + ZmbKills + "/" + NextWep ); //Probly should be a label
if ( ZmbKills == 10 + level.round_number ) {
self TakeAllWeapons();
self.PickedWeapon = RandomInt(self.gunList.size);
for( x = 0; x < self.usedgunz.size; x++ ) {
if(self.gunList[self.PickedWeapon] == self.usedgunz[x] )
self.PickedWeapon = RandomInt(self.gunList.size);
}
for( q = 0; q < self.gunblock.size; q++ ) {
if(self.gunList[self.PickedWeapon] == self.gunblock[q] )
self.PickedWeapon = RandomInt(self.gunList.size);
}
self.usedgunz[self.usedgunz.size] = self.gunList[self.PickedWeapon];
self giveweapon(self.gunList[self.PickedWeapon], 0);
self switchToWeapon(self.gunList[self.PickedWeapon]);
ZmbKills = 0;
}
}
}
Colour Codes
^0 - Black
^1 - Red
^2 - Green
^3 - Yellow
^4 - Blue
^5 - Cyan
^6 - Pink
^7 -[color=black Color] White[/color]
^8 - [color=blue]Changing[/color]
GOOD POST BRAD KEEP IT UP TO DATE
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#3. Posted:
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Joined: Jul 26, 201113Year Member
Posts: 1,573
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Status: Offline
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Posts: 1,573
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What do you think of the post so far?
i am still working on it.
i am still working on it.
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#4. Posted:
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Status: Offline
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ok so i have added a lot more codes and i will be adding more.
i hope this helps you if you want to make your own patch
i hope this helps you if you want to make your own patch
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#5. Posted:
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Joined: Sep 26, 201113Year Member
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can u inv me plz
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#6. Posted:
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Has This Helped anyone?
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#7. Posted:
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Status: Offline
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Are These Actally Useful To Anybody?
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#8. Posted:
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Yes this is very useful.
What program should I use for these though?
What program should I use for these though?
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#9. Posted:
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Xtcy- wrote Yes this is very useful.
What program should I use for these though?
You add Them In To Your Mod Menu Base
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#10. Posted:
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Status: Offline
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You use FFViewer to add codes
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