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WaW Patches And Codes I Huge List ** Updated
Posted:

WaW Patches And Codes I Huge List ** UpdatedPosted:

KingModz
  • TTG Senior
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
[ Register or Signin to view external links. ]

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

____________________________________________________________________________________________________
____________________________________________________________________________________________________

[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:

Value (01-26-2012), GOODLUCKY17 (11-07-2011), joel69 (10-26-2011), Linx (10-24-2011)
#2. Posted:
PDF
  • TTG Senior
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Thanks Dude Thats Amazing Should Be A Sticky
#3. Posted:
KingModz
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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
#4. Posted:
KingModz
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vIPaCmAnSd wrote Thanks Dude Thats Amazing Should Be A Sticky


Thanks Man, I Hope it is
#5. Posted:
KingModz
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Hey Guys i added a whole lot more codes for you, Tell me what you think.
#6. Posted:
Rent_a_Lobby
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Thanks Should Be Sticky
#7. Posted:
KingModz
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Rent_a_Lobby wrote Thanks Should Be Sticky


Thanks Mate I Really Hope it gets One as a few people have said this = )
#8. Posted:
Linx
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Now This is a Great Post thx man

-Shuffle
#9. Posted:
KingModz
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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
#10. Posted:
KingModz
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Should i Post Menu Bases And Things To Improve the Post? i will also add Color Codes.
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