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WaW Patches And Codes I Huge List ** Updated
Posted:
WaW Patches And Codes I Huge List ** UpdatedPosted:
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
Hey TTG, So as you can tell this thread took me a while to make and i will continue to update it. If this post helps you out at all please post or thank the topic.
As you can see in this post you have a lot of different ISO patches and a huge codes list.
Hope you like the post and Enjoy
Older Patches
ibetreyy 1.5.3 Mod Menu --- [ Register or Signin to view external links. ]
Phoenix v2.5--- [ Register or Signin to view external links. ]
Venom 1.3.2--- [ Register or Signin to view external links. ]
Mikeeys Sky base--- [ Register or Signin to view external links. ]
CoolBunnyModz 3.9--- [ Register or Signin to view external links. ]
CoolBunnyModz 3.6--- [ Register or Signin to view external links. ]
Citius v1.2]--- [ Register or Signin to view external links. ]
Aok & HD Kenny v1.0--- [ Register or Signin to view external links. ]
Ninja Patch v1--- [ Register or Signin to view external links. ]
Infinity v1--- [ Register or Signin to view external links. ]
Bi-Winning v1--- [ Register or Signin to view external links. ]
Andrew 74 v3--- [ Register or Signin to view external links. ]
Interrupter v1.2--- [ Register or Signin to view external links. ]
IRaaTed Phoenix--- [ Register or Signin to view external links. ]
Newer Patches
Motion Flex v1--- [ Register or Signin to view external links. ]
Toxiicity v1--- [ Register or Signin to view external links. ]
[youtube]http://www.youtube.com/watch?v=z7hUSMkb1o4[/youtube
Pine Tree V2 (With GT Checks)--- [ Register or Signin to view external links. ]
Toxiicity v2--- [ Register or Signin to view external links. ]
[Still Need Video]
Motionflex v2.1--- [ Register or Signin to view external links. ]
__________________________________________________________________________________________________________
__________________________________________________________________________________________________________________
How To Iso Mod WaW
How to edit the text in a patch
Clean CF3 Menu Base
Color Codes
____________________________________________________________________________________________________
____________________________________________________________________________________________________
[size=24]Huge Codes List
Terminator
Unlock All
Scrolling Text
Gun Game
Skybase First Map
Blue Ping Bar
Infections
Shoot Power ups
Scrolling Instructions(edit text depending on patch)
Modded Points when you spawn
One in the chamber
Set Prestige according to clan tag
WunderWalter
Make it Snow
Gursh Device
Laser on Gun
Game Ending Nuke
Freeze Player
I Will Be Updating Soon, if you need help with anything PM Me
Last edited by KingModz ; edited 12 times in total
As you can see in this post you have a lot of different ISO patches and a huge codes list.
Hope you like the post and Enjoy
Older Patches
ibetreyy 1.5.3 Mod Menu --- [ Register or Signin to view external links. ]
Phoenix v2.5--- [ Register or Signin to view external links. ]
Venom 1.3.2--- [ Register or Signin to view external links. ]
Mikeeys Sky base--- [ Register or Signin to view external links. ]
CoolBunnyModz 3.9--- [ Register or Signin to view external links. ]
CoolBunnyModz 3.6--- [ Register or Signin to view external links. ]
Citius v1.2]--- [ Register or Signin to view external links. ]
Aok & HD Kenny v1.0--- [ Register or Signin to view external links. ]
Ninja Patch v1--- [ Register or Signin to view external links. ]
Infinity v1--- [ Register or Signin to view external links. ]
Bi-Winning v1--- [ Register or Signin to view external links. ]
Andrew 74 v3--- [ Register or Signin to view external links. ]
Interrupter v1.2--- [ Register or Signin to view external links. ]
IRaaTed Phoenix--- [ Register or Signin to view external links. ]
Newer Patches
Motion Flex v1--- [ Register or Signin to view external links. ]
Toxiicity v1--- [ Register or Signin to view external links. ]
[youtube]http://www.youtube.com/watch?v=z7hUSMkb1o4[/youtube
Pine Tree V2 (With GT Checks)--- [ Register or Signin to view external links. ]
Toxiicity v2--- [ Register or Signin to view external links. ]
[Still Need Video]
Motionflex v2.1--- [ Register or Signin to view external links. ]
__________________________________________________________________________________________________________________
How To Iso Mod WaW
How to edit the text in a patch
Clean CF3 Menu Base
Color Codes
If you want to edit the text in a common.ff, look in the art.gsc
Green ^1
Red/Orange ^2
Lime Green ^3
Yellow ^4
Navy Blue ^5
Light Blue ^6
purple ^7
White/Default ^8
Black ^9
Green ^1
Red/Orange ^2
Lime Green ^3
Yellow ^4
Navy Blue ^5
Light Blue ^6
purple ^7
White/Default ^8
Black ^9
____________________________________________________________________________________________________
____________________________________________________________________________________________________
[size=24]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;
}
}
}
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;
}
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");
}
WunderWalter
#using_animtree("generic_human");
WunderWalfer()
{
self endon("death");
self giveWeapon("walther");
self switchToWeapon("walther");
for(;;)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "walther")
{
trace = bulletTrace(self getTagOrigin("tag_inhand"), self getTagOrigin("tag_inhand")+anglesToForward(self getPlayerAngles())*100000, true, self);
tesla = spawn("script_model", self getTagOrigin("tag_inhand"));
tesla setModel("tag_origin");
playFXOnTag(level._effect["tesla_bolt"], tesla, "tag_origin");
tesla moveTo(trace["position"], weaponFireTime("walther"));
entity = trace["entity"];
if(entity.damageyaw > 135 || entity.damageyaw <= -135) entity.deathanim = %death_explosion_run_B_v2;
else if(entity.damageyaw > 45 && entity.damageyaw <= 135) entity.deathanim = %death_explosion_run_L_v2;
else if(entity.damageyaw > -45 || entity.damageyaw <= 45) entity.deathanim = %death_explosion_run_F_v2;
else entity.deathanim = %death_explosion_run_R_v2;
entity animMode("nogravity");
entity doDamage(99999, self.origin, undefined, undefined, "pistolbullet");
wait weaponFireTime("walther");
tesla Delete();
}
}
}
Make it Snow
MakeItSnow()
{
self endon( "death" );
self endon( "disconnect" );
Snow = spawn( "script_model", self.origin );
Snow SetModel( "tag_origin" );
Snow.angles = ( -90, 0, 0 );
for( i = 0; i < 10; i++ )
{
PlayFxOnTag( level._effect["grain_test"], Snow, "tag_origin" );
}
for( ;; )
{
Snow.origin = self.origin;
wait .05;
}
}
Gursh Device
MakeItSnow()
{
self endon( "death" );
self endon( "disconnect" );
Snow = spawn( "script_model", self.origin );
Snow SetModel( "tag_origin" );
Snow.angles = ( -90, 0, 0 );
for( i = 0; i < 10; i++ )
{
PlayFxOnTag( level._effect["grain_test"], Snow, "tag_origin" );
}
for( ;; )
{
Snow.origin = self.origin;
wait .05;
}
}
Laser on Gun
ToggleLaser()
{
if( self.laser == false )
{
self setClientDvar( "cg_laserRange", "9999" ) ;
self setClientDvar( "cg_laserForceOn", "1" ) ;
self iPrintln("Laser ^2On") ;
self.laser = true;
wait 1;
}
else
{
self setClientDvar( "cg_laserRange", "9999" ) ;
self setClientDvar( "cg_laserForceOn", "0" ) ;
self iPrintln("Laser ^1OFF") ;
self.laser = false;
}
}
Game Ending Nuke
StartNuke()
{
self thread nukelocate() ;
self thread NukeButton() ;
}
NukeButton()
{
check = 65;
for (;; )
{
self waittill("weapon_change") ;
{
if (distance(self.origin, (-1650.94, -953.09, 92.9183)) < check)
{
self thread AllNuke() ;
}
}
}
wait 0.1;
}
AllNuke()
{
for (i = 0; i < get_players().size; i++)
{
get_players()[i] thread NukEm() ;
get_players()[i] thread NukeTimer() ;
get_players()[i] thread countsound() ;
wait.1;
}
}
countsound()
{
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
}
NukEm()
{
wait 6;
earthquake(1, .4, self.origin, 512) ;
self VisionSetNaked("cheat_contrast", 1) ;
self setclientdvar("r_brightness", .3) ;
wait.5;
earthquake(1, .4, self.origin, 512) ;
self SetClientDvar("timescale", ".3") ;
self playsound("nuke_flash") ;
self setclientdvar("r_brightness", 1) ;
wait.5;
earthquake(1, .4, self.origin, 512) ;
self setclientdvar("r_brightness", .4) ;
wait.5;
self setclientdvar("r_brightness", -.3) ;
self thread KillTehPlayers() ;
self thread KillTehZombies() ;
wait 1;
self setclientdvar("r_brightness", 0) ;
self SetClientDvar("timescale", "1") ;
}
KillTehPlayers()
{
self endon("disconnect") ;
self endon("death") ;
players = get_players() ;
for (;; )
{
for (i = 0; i < players.size; i++)
{
players[i] DoDamage(players[i].health + 1000, players[i].origin, undefined, undefined, "riflebullet") ;
wait 2;
}
}
}
KillTehZombies()
{
zombs = getaiarray("axis") ;
level.zombie_total = 0;
if (isDefined(zombs))
{
for (i = 0; i < zombs.size; i++)
{
zombs[i] dodamage(zombs[i].health * 5000, (0, 0, 0), self) ;
wait 0.05;
}
}
}
NukeTimer()
{
self endon("nukecount_done") ;
hud69 = newHudElem() ;
hud69.foreground = true;
hud69.sort = 1;
hud69.hidewheninmenu = false;
hud69.alignX = "middle";
hud69.alignY = "left";
hud69.horzAlign = "middle";
hud69.vertAlign = "left";
hud69.x = 40;
hud69.y = 175;
hud69.alpha = 1;
hud69.fontscale = 2.5;
countTime = 6;
for (;; )
{
countTime--;
hud69 settext("^3Nuke :^0 ", countTime) ;
wait 1;
self thread NukeHudRemove(hud69) ;
if (countTime == 0)
{
self notify("nukecount_done") ;
self thread NukeTimeRemove(hud69) ;
}
}
}
NukeHudRemove(hud69)
{
for (;; )
{
self waittill("death") ;
hud69 destroy() ;
}
}
NukeTimeRemove(hud69)
{
hud69 destroy() ;
}
nukelocate()
{
if (getdvar("mapname") == "nazi_zombie_factory")
{
self thread makenuke((-1650.94, -953.09, 92.9183)) ;
self thread nukehint((-1650.94, -953.09, 92.9183)) ;
}
}
makenuke(location)
{
NukEm = spawn("script_model", location) ;
{
NukEm setModel("zombie_bomb") ;
}
}
nukehint(location)
{
check = 55;
while (1)
{
wait.1;
if (distance(self.origin, location) < 55)
{
self iPrintlnBold("^3Press [{weapnext}] To Start Nuke") ;
wait 6;
}
}
}
Freeze Player
toggle_freezeC(playernum)
{
k = playernum;
players = get_players() ;
if (players[k].freezeC == false)
{
players[k].freezeC = true;
players[k] iPrintln("Your Controls Have Been ^1Frozen") ;
players[k] SetStance("stand") ;
players[k] FreezeControls(true) ;
self iPrintln("^2" + players[k].playername + "'s ^7Controls Have Been ^1Frozen") ;
}
else
{
players[k].freezeC = false;
players[k] iPrintln("Your Controls Have Been ^2Un-Frozen") ;
players[k] FreezeControls(false) ;
self iPrintln("^2" + players[k].playername + "'s ^7Controls Have Been ^2Un-Frozen") ;
}
}
I Will Be Updating Soon, if you need help with anything PM Me
Last edited by KingModz ; edited 12 times in total
The following 4 users thanked KingModz for this useful post:
#2. Posted:
Status: Offline
Joined: Feb 06, 201113Year Member
Posts: 1,305
Reputation Power: 58
Thanks Dude Thats Amazing Should Be A Sticky
- 1useful
- 1not useful
#3. Posted:
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
I Know there is a sticky about this already but this post will have just codes in, and i will be updating everytime i get new ones.
Glad you liked it
Glad you liked it
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#4. Posted:
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
vIPaCmAnSd wrote Thanks Dude Thats Amazing Should Be A Sticky
Thanks Man, I Hope it is
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#5. Posted:
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
Hey Guys i added a whole lot more codes for you, Tell me what you think.
- 0useful
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#6. Posted:
Status: Offline
Joined: May 28, 201113Year Member
Posts: 128
Reputation Power: 4
Status: Offline
Joined: May 28, 201113Year Member
Posts: 128
Reputation Power: 4
Thanks Should Be Sticky
- 0useful
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#7. Posted:
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
Rent_a_Lobby wrote Thanks Should Be Sticky
Thanks Mate I Really Hope it gets One as a few people have said this = )
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#8. Posted:
Status: Offline
Joined: Apr 08, 201113Year Member
Posts: 3,113
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Status: Offline
Joined: Apr 08, 201113Year Member
Posts: 3,113
Reputation Power: 6535
Now This is a Great Post thx man
-Shuffle
-Shuffle
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#9. Posted:
Status: Offline
Joined: Jul 26, 201113Year Member
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Reputation Power: 80
Status: Offline
Joined: Jul 26, 201113Year Member
Posts: 1,573
Reputation Power: 80
Shuffle wrote Now This is a Great Post thx man
-Shuffle
im Glad it helped you out, if there is anyway you think i could improve the post, then please let me know.
Thanks
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#10. Posted:
Status: Offline
Joined: Jul 26, 201113Year Member
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Status: Offline
Joined: Jul 26, 201113Year Member
Posts: 1,573
Reputation Power: 80
Should i Post Menu Bases And Things To Improve the Post? i will also add Color Codes.
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