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Should GoldenWarrior add more to the menu?

Yes
86.83% (145 votes)
No
13.17% (22 votes)

Total Votes: 167

#381. Posted:
TTG_Charlie999
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GoldenWarrior wrote
TTG_Charlie999 wrote
GoldenWarrior wrote
1CE 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
#382. Posted:
GoldenWarrior
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xTails wrote :- -: Loving the Merry Go Round ;) Keep up the amazing work !!


Thanks for the nice comment
-GoldenWarrior
#383. Posted:
xTails
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GoldenWarrior wrote
xTails 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 ;)
#384. Posted:
xRuNNAx
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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
#385. Posted:
xRuNNAx
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codes for those mods (some)
#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();}
#386. Posted:
TTG_Charlie999
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Are You Still Doing This Mod Menu?
#387. Posted:
GoldenWarrior
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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
#388. Posted:
VeNoMxMoDz
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made a non laggy video of golden v0.5
#389. Posted:
GoldenWarrior
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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
#390. Posted:
GoldenWarrior
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Updated the post
-Added a laggy video
-Added information (which is all on a new infectable mod menu)

-GoldenWarrior
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