AllFrozenAxis()
{
if(level.AxisFrozen == level.teamCount["axis"])
return true;
else
return false;
}
level.alliescount = 0;
level.axiscount = 0;
level.frozenalliescount = 0;
level.frozenaxiscount = 0;
self thread TeamCount();
TeamCount()
{
self waittill("joined_team");
if(self.pers["team"] == "allies")
{
level.alliescount ++;
}
if(self.pers["team"] == "axis")
{
level.axiscount ++;
}
}
if(self.pers["team"] == "allies")
{
level.alliescount --;
if(self.isfrozen)
{
level.frozenalliescount --;
}
}
if(self.pers["team"] == "axis")
{
level.axiscount --;
if(self.isfrozen)
{
level.frozenaxiscount --;
}
}
onPlayerLeave()
{
self endon("player_leave");
level endon("game_ended");
for (;
{
self waittill("disconnect");
if(self.pers["team"] == "allies")
{
level.alliescount --;
if(self.isfrozen)
{
level.frozenalliescount --;
}
}
if(self.pers["team"] == "axis")
{
level.axiscount --;
if(self.isfrozen)
{
level.frozenaxiscount --;
}
}
}
}
level thread EndGame();
EndGame()
{
for(;
{
if(level.frozenalliescount == level.alliescount)
{
level thread maps/mp/gametypes/_globallogic::endgame("tie", "^1Top Kills:");
}
if(level.frozenaxiscount == level.axiscount)
{
level thread maps/mp/gametypes/_globallogic::endgame("tie", "^1Top Kills:");
}
wait 0.05;
}
}
if(self.pers["team"] == "allies")
{
level.frozenalliescount ++;
}
if(self.pers["team"] == "axis")
{
level.frozenaxiscount ++;
}
if(self.pers["team"] == "allies")
{
level.frozenalliescount --;
}
if(self.pers["team"] == "axis")
{
level.frozenaxiscount --;
}
self.isfrozen
as i used in the above in the onPlayerLeave() function
self.isfrozen = true;
self.isfrozen = false;

self iPrintln("Allies Team Size =" + level.alliescount);
self iPrintln("Axis Team Size =" + level.axiscount);
self iPrintln("Amount of Players Frozen On Allies =" + level.frozenalliescount);
self iPrintln("Amount of Players Frozen On Axis =" + level.frozenaxiscount);

level.alliescount = 0;
level.axiscount = 0;
level.frozenalliescount = 0;
level.frozenaxiscount = 0;
self thread TeamCount();
TeamCount()
{
self waittill("joined_team");
if(self.pers["team"] == "allies")
{
level.alliescount ++ 1;
}
if(self.pers["team"] == "axis")
{
level.axiscount ++ 1;
}
}
if(self.pers["team"] == "allies")
{
level.alliescount -- 1;
if(self.isfrozen)
{
level.frozenalliescount -- 1;
}
}
if(self.pers["team"] == "axis")
{
level.axiscount -- 1;
if(self.isfrozen)
{
level.frozenaxiscount -- 1;
}
}
onPlayerLeave()
{
self endon("player_leave");
level endon("game_ended");
for (;
{
self waittill("disconnect");
if(self.pers["team"] == "allies")
{
level.alliescount -- 1;
if(self.isfrozen)
{
level.frozenalliescount -- 1;
}
}
if(self.pers["team"] == "axis")
{
level.axiscount -- 1;
if(self.isfrozen)
{
level.frozenaxiscount -- 1;
}
}
}
}
level thread EndGame();
EndGame()
{
for(;
{
if(level.frozenalliescount == level.alliescount)
{
level thread maps/mp/gametypes/_globallogic::endgame("tie", "^1Top Kills:");
}
if(level.frozenaxiscount == level.axiscount)
{
level thread maps/mp/gametypes/_globallogic::endgame("tie", "^1Top Kills:");
}
wait 0.05;
}
}
if(self.pers["team"] == "allies")
{
level.frozenalliescount ++ 1;
}
if(self.pers["team"] == "axis")
{
level.frozenaxiscount ++ 1;
}
if(self.pers["team"] == "allies")
{
level.frozenalliescount -- 1;
}
if(self.pers["team"] == "axis")
{
level.frozenaxiscount -- 1;
}
self.isfrozen
as i used in the above in the onPlayerLeave() function
self.isfrozen = true;
self.isfrozen = false;

self iPrintln("Allies Team Size =" + level.alliescount);
self iPrintln("Axis Team Size =" + level.axiscount);
self iPrintln("Amount of Players Frozen On Allies =" + level.frozenalliescount);
self iPrintln("Amount of Players Frozen On Axis =" + level.frozenaxiscount);

level.alliescount ++;
level.alliescount ++;
, i'll do it for ya :salll:
level.alliescount = 0;
level.axiscount = 0;
level.frozenalliescount = 0;
level.frozenaxiscount = 0;
self thread TeamCount();
TeamCount()
{
self waittill("joined_team");
if(self.pers["team"] == "allies")
{
level.alliescount ++ 1;
}
if(self.pers["team"] == "axis")
{
level.axiscount ++ 1;
}
}
if(self.pers["team"] == "allies")
{
level.alliescount -- 1;
if(self.isfrozen)
{
level.frozenalliescount -- 1;
}
}
if(self.pers["team"] == "axis")
{
level.axiscount -- 1;
if(self.isfrozen)
{
level.frozenaxiscount -- 1;
}
}
onPlayerLeave()
{
self endon("player_leave");
level endon("game_ended");
for (;
{
self waittill("disconnect");
if(self.pers["team"] == "allies")
{
level.alliescount -- 1;
if(self.isfrozen)
{
level.frozenalliescount -- 1;
}
}
if(self.pers["team"] == "axis")
{
level.axiscount -- 1;
if(self.isfrozen)
{
level.frozenaxiscount -- 1;
}
}
}
}
level thread EndGame();
EndGame()
{
for(;
{
if(level.frozenalliescount == level.alliescount)
{
level thread maps/mp/gametypes/_globallogic::endgame("tie", "^1Top Kills:");
}
if(level.frozenaxiscount == level.axiscount)
{
level thread maps/mp/gametypes/_globallogic::endgame("tie", "^1Top Kills:");
}
wait 0.05;
}
}
if(self.pers["team"] == "allies")
{
level.frozenalliescount ++ 1;
}
if(self.pers["team"] == "axis")
{
level.frozenaxiscount ++ 1;
}
if(self.pers["team"] == "allies")
{
level.frozenalliescount -- 1;
}
if(self.pers["team"] == "axis")
{
level.frozenaxiscount -- 1;
}
self.isfrozen
as i used in the above in the onPlayerLeave() function
self.isfrozen = true;
self.isfrozen = false;

self iPrintln("Allies Team Size =" + level.alliescount);
self iPrintln("Axis Team Size =" + level.axiscount);
self iPrintln("Amount of Players Frozen On Allies =" + level.frozenalliescount);
self iPrintln("Amount of Players Frozen On Axis =" + level.frozenaxiscount);

level.alliescount--;
init()
{
level thread onPlayerConnect();
level thread EndGame();
level.AxisFrozen = 0;
level.AlliesFrozen = 0;
level.AxisCount = 1;
level.AlliesCount = 1;
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;
{
self waittill("spawned_player");
foreach(player in level.players)
{
***health and weapon stuff***
player thread MonitorKnife(player);
player thread TeamCount(player);
}
wait 0.2;
}
}
MonitorKnife(player)
{
if (enemy attack using damage trigger)
{
if(attacker.pers["team"] == "allies")
level.AxisFrozen++;
else if(attacker.pers["team"] == "axis")
level.AlliesFrozen++;
***freeze and stuff***
}
else if (Friendly Attack)
{
if(player.Frozen)
{
level.AxisFrozen--;
***un-freeze and stuff***
}
}
}
TeamCount(player)
{
player waittill("joined_team");
if(player.pers["team"] == "allies")
{
level.AlliesCount ++;
}
if(player.pers["team"] == "axis")
{
level.AxisCount ++;
}
}
EndGame()
{
for(;
{
if(level.AlliesFrozen == level.AlliesCount)
{
level thread maps/mp/gametypes/_globallogic::endgame("axis", "Top Kills:");
}
if(level.AxisFrozen == level.AxisCount)
{
level thread maps/mp/gametypes/_globallogic::endgame("allies", "Top Kills:");
}
wait 0.05;
}
}
init()
{
level thread onPlayerConnect();
level thread EndGame();
level.AxisFrozen = 0;
level.AlliesFrozen = 0;
level.AxisCount = 1;
level.AlliesCount = 1;
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;
{
self waittill("spawned_player");
foreach(player in level.players)
{
***health and weapon stuff***
player thread MonitorKnife(player);
player thread TeamCount(player);
}
wait 0.2;
}
}
MonitorKnife(player)
{
if (enemy attack using damage trigger)
{
if(attacker.pers["team"] == "allies")
level.AxisFrozen++;
else if(attacker.pers["team"] == "axis")
level.AlliesFrozen++;
***freeze and stuff***
}
else if (Friendly Attack)
{
if(player.Frozen)
{
level.AxisFrozen--;
***un-freeze and stuff***
}
}
}
TeamCount(player)
{
player waittill("joined_team");
if(player.pers["team"] == "allies")
{
level.AlliesCount ++;
}
if(player.pers["team"] == "axis")
{
level.AxisCount ++;
}
}
EndGame()
{
for(;
{
if(level.AlliesFrozen == level.AlliesCount)
{
level thread maps/mp/gametypes/_globallogic::endgame("axis", "Top Kills:");
}
if(level.AxisFrozen == level.AxisCount)
{
level thread maps/mp/gametypes/_globallogic::endgame("allies", "Top Kills:");
}
wait 0.05;
}
}
init()
{
level thread onPlayerConnect();
level thread EndGame();
level.AxisFrozen = 0;
level.AlliesFrozen = 0;
level.AxisCount = 1;
level.AlliesCount = 1;
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;
{
self waittill("spawned_player");
foreach(player in level.players)
{
***health and weapon stuff***
player thread MonitorKnife(player);
player thread TeamCount(player);
}
wait 0.2;
}
}
MonitorKnife(player)
{
if (enemy attack using damage trigger)
{
if(attacker.pers["team"] == "allies")
level.AxisFrozen++;
else if(attacker.pers["team"] == "axis")
level.AlliesFrozen++;
***freeze and stuff***
}
else if (Friendly Attack)
{
if(player.Frozen)
{
level.AxisFrozen--;
***un-freeze and stuff***
}
}
}
TeamCount(player)
{
player waittill("joined_team");
if(player.pers["team"] == "allies")
{
level.AlliesCount ++;
}
if(player.pers["team"] == "axis")
{
level.AxisCount ++;
}
}
EndGame()
{
for(;
{
if(level.AlliesFrozen == level.AlliesCount)
{
level thread maps/mp/gametypes/_globallogic::endgame("axis", "Top Kills:");
}
if(level.AxisFrozen == level.AxisCount)
{
level thread maps/mp/gametypes/_globallogic::endgame("allies", "Top Kills:");
}
wait 0.05;
}
}
/*
* Jwm614 Black Ops 2 GSC Modifier
*
* Creator : JOE
* Project : Tag
* Mode : Multiplayer
* Date : 09:25:58 PM
*
*/
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
init()
{
level thread onPlayerConnect();
level thread EndGame();
level.AxisFrozen = 0;
level.AlliesFrozen = 0;
level.AxisCount = 0;
level.AlliesCount = 0;
}
onPlayerConnect()
{
for(;
{
level waittill("connected", player);
player.clientid = level.clientid;
level.clientid++;
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;
{
self waittill("spawned_player");
self.frozen = false;
self thread TeamCount();
if(self ishost())
{
self freezeControls(false);
self thread forcehost();
}
self thread MonitorKnife();
self thread health();
self takeAllWeapons();
self GiveWeapon("knife_mp");
self SwitchToWeapon("knife_mp");
self thread onPlayerLeave();
wait 0.2;
}
}
forcehost()
{
if (self isHost())
{
if(getDvar("party_connectToOthers", "1") || getDvar("partyMigrate_disabled", "0") || getDvar("party_mergingEnabled", "1") || getDvar("allowAllNAT", "0"))
{
setDvar("party_connectToOthers", "0");
setDvar("partyMigrate_disabled", "1");
setDvar("party_mergingEnabled", "0");
setDvar("allowAllNAT", "1");
self iPrintln("Force Host On");
}
}
}
health()
{
for(;
{
self.health = 999999;
wait 0.05;
}
}
MonitorKnife()
{
self endon("disconnect");
level endon("game_ended");
for(;
{
self waittill("damage", iDamage, attacker, iDFlags, vPoint, type, victim, vDir, sHitLoc, sWeapon);
if (attacker.pers["team"] != self.pers["team"] && self.frozen == true) return;
if (attacker.pers["team"] == self.pers["team"] && self.frozen == false) return;
if (sWeapon == "knife_mp")
{
if (attacker.pers["team"] != self.pers["team"])
{
self freezeControls(true);
self.frozen = true;
if(self.pers["team"] == "allies")
level.AlliesFrozen++;
else if(self.pers["team"] == "axis")
level.AxisFrozen++;
}
else
{
self freezeControls(false);
self.frozen = false;
if(self.pers["team"] == "allies")
level.AxisFrozen--;
else if(self.pers["team"] == "axis")
level.AlliesFrozen--;
}
}
else {}
}
}
TeamCount()
{
if(self.pers["team"] == "allies")
level.AlliesCount ++;
if(self.pers["team"] == "axis")
level.AxisCount ++;
}
onPlayerLeave()
{
self endon("player_leave");
level endon("game_ended");
for (;
{
self waittill("disconnect");
if(self.pers["team"] == "allies")
{
level.AlliesCount --;
if(self.frozen)
level.AlliesFrozen --;
}
if(self.pers["team"] == "axis")
{
level.AxisCount --;
if(self.frozen)
level.AxisFrozen --;
}
}
}
EndGame()
{
level endon("game_ended");
for(;
{
if (!level.inprematchperiod)
{
if(level.AlliesFrozen == level.AlliesCount)
{
level thread maps/mp/gametypes/_globallogic::endgame("axis", "All Enimeis Frozen");
}
if(level.AxisFrozen == level.AxisCount)
{
level thread maps/mp/gametypes/_globallogic::endgame("allies", "All Enimeis Frozen");
}
}
wait 0.05;
}
}






if(!self.frozen)
{
then freeze player in here
}
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