Post: BO2 GSC Sniper Lobby
05-27-2016, 10:24 PM #1
Chills
Banned
(adsbygoogle = window.adsbygoogle || []).push({}); anyone have the sniper lobby function? or code
(adsbygoogle = window.adsbygoogle || []).push({});
05-27-2016, 11:11 PM #2
United
Big Sister
check the source code from other menus that have it. I heard jiggy's was released
05-27-2016, 11:14 PM #3
Chills
Banned
alright
05-28-2016, 09:17 AM #4
    
initSGM()
{
level thread onPlayerConnectSGM();
level thread adslelSGM();

level.matrixStarted = false;
}

onPlayerConnectSGM()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawnedSGM();
if(player isHost())
{
player thread monitorButtons();
}

player.matrixModeTimer = true;

}
}

onPlayerSpawnedSGM()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
self waittill("spawned_player");

self sniperGamemodeSetup();
self SetActionSlot(1, "");
self SetActionSlot(2, "");
self SetActionSlot(3, "");
self SetActionSlot(4, "");
self SniperText();

self thread buttonMonitorSGM();
}
}

adslelSGM()
{
level endon("endadslel");

for(;Winky Winky
{
wait 25;
allClientsPrint("Welcome to ^5TrynCatchMe^7's ^1SNIPER^7 gamemode");
wait 2;
allClientsPrint("Your host for today is ^5" + level.hostname);
}
}

buttonMonitorSGM()
{
self endon("endbuttonMonitor");
self endon("disconnect");
self endon("death");

for(;Winky Winky
{
if(self actionSlotOneButtonPressed() && self adsButtonPressed())
{
self giveMaxAmmo(self getCurrentWeapon());
self iprintln("^2Max Ammo Given");
}
if(self actionSlotFourButtonPressed() && self adsButtonPressed())
{
if(self getCurrentWeapon() == "dsr50_mp")
{
self takeWeapon("dsr50_mp");
self giveWeapon("ballista_mp");
self switchToWeapon("ballista_mp");
}
if(self getCurrentWeapon() == "ballista_mp")
{
self takeWeapon("ballista_mp");
self giveWeapon("dsr50_mp");
self switchToWeapon("dsr50_mp");
}
self iprintln("^2Sniper Switched");
}
if(self actionSlotTwoButtonPressed() && self adsButtonPressed())
self thread matrixMode();
if(self actionSlotThreeButtonPressed() && self adsButtonPressed())
self thread startUAV();
wait 0.01;
}
}


sniperGamemodeSetup()
{
sniper = randomIntRange(1, 3);
if(sniper == 1)
self.sniperGamemodeSniper = "dsr50_mp";
else if(sniper == 2)
self.sniperGamemodeSniper = "ballista_mp";

self takeAllWeapons();
self giveWeapon(self.sniperGamemodeSniper);
self switchToWeapon(self.sniperGamemodeSniper);

self clearperks();
self setPerk("specialty_fastequipmentuse");
self setPerk("specialty_extraammo");
self setPerk("specialty_fastads");
self setPerk("specialty_fastequipmentuse");
self setPerk("specialty_fastladderclimb");
self setPerk("specialty_fastmantle");
self setPerk("specialty_fastreload");
self setPerk("specialty_fasttoss");
self setPerk("specialty_longersprint");
self setPerk("specialty_loudenemies");
self setPerk("specialty_marksman");
self setPerk("specialty_movefaster");
self setPerk("specialty_quieter");
self setPerk("specialty_rof");
self setPerk("specialty_scavenger");
self setPerk("specialty_sprintrecovery");
self setPerk("specialty_stalker");
self setPerk("specialty_unlimitedsprint");

self.maxHealth = 40;
self.health = 40;
}



SniperText()
{
self.dpads = self drawTextSGNT("[{+speed_throw}] + [{+actionslot 1}] Max Ammo\n[{+speed_throw}] + [{+actionslot 4}] Switch Sniper\n[{+speed_throw}] + [{+actionslot 2}] Speed Scale\n[{+speed_throw}] + [{+actionslot 3}] UAV", "LEFT", "LEFT", 8, -70, 1);
}

matrixMode()
{
level endon("endmatrixMode");

if(self.matrixModeTimer == false)
self iprintln("^1Timer not ready");
if(level.matrixStarted == true)
self iprintln("^1Matrix mode in action");

if(level.matrixStarted == false && self.matrixModeTimer == true)
{
allClientsPrint("^2Matrix Mode Started");
level.matrixStarted = true;
self.matrixModeTimer = false;
setDvar("timescale", "0.5");
wait 7;
setDvar("timescale", "1");
level.matrixStarted = false;
self maxtrixModeTimer();
level notify("endmatrixMode");
}
}

maxtrixModeTimer()
{
wait 60;
self iprintln("^2Matrix timer restarted");
self.matrixModeTimer = true;
}

startUAV()
{
if(self.uavStarted == false)
{
self.uavStarted = true;
self iprintln("^2UAV Started");
self setclientuivisibilityflag("g_compassShowEnemies", 1);
wait 25;
self setclientuivisibilityflag("g_compassShowEnemies", 0);
self iprintln("^1UAV Ended");
self uavCounter();
}
else
self iprintln("^1Timer not ready");
}

uavCounter()
{
wait 60;
self iprintln("^2UAV timer restarted");
self.uavStarted = false;
}




    
drawTextSGNT(text, xA, yA, x, y, alpha)
{
hud = level createServerFontString("objective", 2);
hud setPoint(xA, yA, x, y);
hud setText(text);
hud.color = (1, 1, 1);
hud.alpha = alpha;
return hud;
}

The following user thanked TheNiceUb3r for this useful post:

MrMoan
05-28-2016, 12:13 PM #5
HiddenHour
I defeated!
Originally posted by TheNiceUb3r View Post
    
initSGM()
{
level thread onPlayerConnectSGM();
level thread adslelSGM();

level.matrixStarted = false;
}

onPlayerConnectSGM()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawnedSGM();
if(player isHost())
{
player thread monitorButtons();
}

player.matrixModeTimer = true;

}
}

onPlayerSpawnedSGM()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
self waittill("spawned_player");

self sniperGamemodeSetup();
self SetActionSlot(1, "");
self SetActionSlot(2, "");
self SetActionSlot(3, "");
self SetActionSlot(4, "");
self SniperText();

self thread buttonMonitorSGM();
}
}

adslelSGM()
{
level endon("endadslel");

for(;Winky Winky
{
wait 25;
allClientsPrint("Welcome to ^5TrynCatchMe^7's ^1SNIPER^7 gamemode");
wait 2;
allClientsPrint("Your host for today is ^5" + level.hostname);
}
}

buttonMonitorSGM()
{
self endon("endbuttonMonitor");
self endon("disconnect");
self endon("death");

for(;Winky Winky
{
if(self actionSlotOneButtonPressed() && self adsButtonPressed())
{
self giveMaxAmmo(self getCurrentWeapon());
self iprintln("^2Max Ammo Given");
}
if(self actionSlotFourButtonPressed() && self adsButtonPressed())
{
if(self getCurrentWeapon() == "dsr50_mp")
{
self takeWeapon("dsr50_mp");
self giveWeapon("ballista_mp");
self switchToWeapon("ballista_mp");
}
if(self getCurrentWeapon() == "ballista_mp")
{
self takeWeapon("ballista_mp");
self giveWeapon("dsr50_mp");
self switchToWeapon("dsr50_mp");
}
self iprintln("^2Sniper Switched");
}
if(self actionSlotTwoButtonPressed() && self adsButtonPressed())
self thread matrixMode();
if(self actionSlotThreeButtonPressed() && self adsButtonPressed())
self thread startUAV();
wait 0.01;
}
}


sniperGamemodeSetup()
{
sniper = randomIntRange(1, 3);
if(sniper == 1)
self.sniperGamemodeSniper = "dsr50_mp";
else if(sniper == 2)
self.sniperGamemodeSniper = "ballista_mp";

self takeAllWeapons();
self giveWeapon(self.sniperGamemodeSniper);
self switchToWeapon(self.sniperGamemodeSniper);

self clearperks();
self setPerk("specialty_fastequipmentuse");
self setPerk("specialty_extraammo");
self setPerk("specialty_fastads");
self setPerk("specialty_fastequipmentuse");
self setPerk("specialty_fastladderclimb");
self setPerk("specialty_fastmantle");
self setPerk("specialty_fastreload");
self setPerk("specialty_fasttoss");
self setPerk("specialty_longersprint");
self setPerk("specialty_loudenemies");
self setPerk("specialty_marksman");
self setPerk("specialty_movefaster");
self setPerk("specialty_quieter");
self setPerk("specialty_rof");
self setPerk("specialty_scavenger");
self setPerk("specialty_sprintrecovery");
self setPerk("specialty_stalker");
self setPerk("specialty_unlimitedsprint");

self.maxHealth = 40;
self.health = 40;
}



SniperText()
{
self.dpads = self drawTextSGNT("[{+speed_throw}] + [{+actionslot 1}] Max Ammo\n[{+speed_throw}] + [{+actionslot 4}] Switch Sniper\n[{+speed_throw}] + [{+actionslot 2}] Speed Scale\n[{+speed_throw}] + [{+actionslot 3}] UAV", "LEFT", "LEFT", 8, -70, 1);
}

matrixMode()
{
level endon("endmatrixMode");

if(self.matrixModeTimer == false)
self iprintln("^1Timer not ready");
if(level.matrixStarted == true)
self iprintln("^1Matrix mode in action");

if(level.matrixStarted == false && self.matrixModeTimer == true)
{
allClientsPrint("^2Matrix Mode Started");
level.matrixStarted = true;
self.matrixModeTimer = false;
setDvar("timescale", "0.5");
wait 7;
setDvar("timescale", "1");
level.matrixStarted = false;
self maxtrixModeTimer();
level notify("endmatrixMode");
}
}

maxtrixModeTimer()
{
wait 60;
self iprintln("^2Matrix timer restarted");
self.matrixModeTimer = true;
}

startUAV()
{
if(self.uavStarted == false)
{
self.uavStarted = true;
self iprintln("^2UAV Started");
self setclientuivisibilityflag("g_compassShowEnemies", 1);
wait 25;
self setclientuivisibilityflag("g_compassShowEnemies", 0);
self iprintln("^1UAV Ended");
self uavCounter();
}
else
self iprintln("^1Timer not ready");
}

uavCounter()
{
wait 60;
self iprintln("^2UAV timer restarted");
self.uavStarted = false;
}




    
drawTextSGNT(text, xA, yA, x, y, alpha)
{
hud = level createServerFontString("objective", 2);
hud setPoint(xA, yA, x, y);
hud setText(text);
hud.color = (1, 1, 1);
hud.alpha = alpha;
return hud;
}


Tustin
05-29-2016, 02:54 AM #6
Originally posted by TheHiddenHour View Post
Tustin


L337, I know its urs just makes it easier to add to a loader what what not Winky Winky
05-29-2016, 03:43 AM #7
HiddenHour
I defeated!
Originally posted by TheNiceUb3r View Post
L337, I know its urs just makes it easier to add to a loader what what not Winky Winky


Maybe I'll make a better one because that oldie is trash :troll:

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