Post: [Release] AsTy's Sniper Lobby (BO2/1.18/GSC)
10-08-2014, 12:02 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hello, everyone of NGU members.
I think I would like to publish today, since finally created a code of Sniper Lobby.
I think Sniper Lobby has been published already TsTy, but he would want to publish towards the Open Source this time.
Please check means because there is also a person of the video.


Movie:


Futures:
・Connecting, Joining Player is in Sniper Lobby
・4 Sniper Switching to Death
・4 Cheat Action & Charge time
・...etc


Source Code:
    
drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort)
{
hud = self createFontString(font, fontScale);
hud setText(text);
hud.x = x;
hud.y = y;
hud.color = color;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
return hud;
}
fadeAlphaChange(time, alpha)
{
self fadeOverTime(time);
self.alpha = alpha;
}

initNomalLobby()
{
foreach(player in level.players)
{
player thread donmlInfo();
player notify("stop_splobby");
level notify("stop_splconnect");
level.SniperLobbyOn = 0;
player thread cgmforceDeath();
player notify("cgm_forceDeath");
}
self iPrintlnbold("^3Changed ^6Nomal Lobby");
}
donmlInfo()
{
if (self.initnmlSawned == 0)
{
self.nmlInfo = self drawText("^3Changed ^6Nomal Lobby", "objective", 1.5, 0, 200, (1, 1, 1), 0, (1, 0, 0), 1, 1);
self.initnmlSawned = 1;
}
self.nmlInfo fadeAlphaChange(.5, 1);
wait 4;
self.nmlInfo fadeAlphaChange(.5, 0);
}
cgmforceDeath()
{
self waittill("cgm_forceDeath");
self suicide();
}

//===< Sniper Lobby >===

splconnect()
{
level endon("disconnect");
level endon("stop_splconnect");
for(;Winky Winky
{
level waittill("connecting", player);
player thread splspawned();
}
}
splspawned()
{
self waittill( "spawned_player" );
self thread dosplInfo();
self thread cgmforceDeath();
self notify("cgm_forceDeath");
self thread splCodeFlow();
self thread splCodeFlowNext();
}
initSniperLobby()
{
self thread doSniperLobby();
}
doSniperLobby()
{
if(level.SniperLobbyOn == 0)
{
level.SniperLobbyOn = 1;
level thread splconnect();
foreach(player in level.players)
{
player thread dosplInfo();
player thread cgmforceDeath();
player notify("cgm_forceDeath");
player thread splCodeFlow();
player thread splCodeFlowNext();
}
}
else
self iPrintlnbold("^3It has ^1already been activated^3.");

}
dosplInfo()
{
if (self.initsplSawned == 0)
{
self.splInfo = self drawText("^3Changed ^6Sniper Lobby", "objective", 1.5, 0, 200, (1, 1, 1), 0, (1, 0, 0), 1, 1);
self.initsplSawned = 1;
}
self.splInfo fadeAlphaChange(.5, 1);
wait 4;
self.splInfo fadeAlphaChange(.5, 0);
}
splCodeFlow()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
self waittill("spawned_player");
self thread givespWep();
self thread givespPerk();
self thread givespVision();
self thread dosplActInfo();
wait 3;
self thread splWelcome();
}
}
splCodeFlowNext()
{
self waittill("spawned_player");
self thread splMtrx();
self thread splMaxAmmo();
self thread splSpeedup();
self thread splTelep();
}
givespWep()
{
self takeallweapons();
if(self.splWepType == 0)
{
self giveweapon("ballista_mp");
self switchtoweapon("ballista_mp");
self givemaxammo("ballista_mp");
self giveweapon("fiveseven_mp");
self setWeaponAmmoStock("fiveseven_mp", 0);
self setWeaponAmmoClip("fiveseven_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 1;
}
else if(self.splWepType == 1)
{
self giveweapon("dsr50_mp");
self switchtoweapon("dsr50_mp");
self givemaxammo("dsr50_mp");
self giveweapon("judge_mp");
self setWeaponAmmoStock("judge_mp", 0);
self setWeaponAmmoClip("judge_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 2;
}
else if(self.splWepType == 2)
{
self giveweapon("svu_mp");
self switchtoweapon("svu_mp");
self givemaxammo("svu_mp");
self giveweapon("crossbow_mp");
self setWeaponAmmoStock("crossbow_mp", 0);
self setWeaponAmmoClip("crossbow_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 3;
}
else if(self.splWepType == 3)
{
self giveweapon("as50_mp");
self switchtoweapon("as50_mp");
self givemaxammo("as50_mp");
self giveweapon("870mcs_mp");
self setWeaponAmmoStock("870mcs_mp", 0);
self setWeaponAmmoClip("870mcs_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 0;
}
}
givespPerk()
{
self clearperks();
self setperk("specialty_additionalprimaryweapon");
self setperk("specialty_armorpiercing");
self setperk("specialty_bulletaccuracy");
self setperk("specialty_bulletdamage");
self setperk("specialty_bulletflinch");
self setperk("specialty_bulletpenetration");
self setperk("specialty_deadshot");
self setperk("specialty_delayexplosive");
self setperk("specialty_detectexplosive");
self setperk("specialty_disarmexplosive");
self setperk("specialty_earnmoremomentum");
self setperk("specialty_explosivedamage");
self setperk("specialty_extraammo");
self setperk("specialty_fallheight");
self setperk("specialty_fastads");
self setperk("specialty_fastequipmentuse");
self setperk("specialty_fastladderclimb");
self setperk("specialty_fastmantle");
self setperk("specialty_fastmeleerecovery");
self setperk("specialty_fastreload");
self setperk("specialty_fasttoss");
self setperk("specialty_fastweaponswitch");
self setperk("specialty_fireproof");
self setperk("specialty_flakjacket");
self setperk("specialty_flashprotection");
self setperk("specialty_grenadepulldeath");
self setperk("specialty_healthregen");
self setperk("specialty_holdbreath");
self setperk("specialty_longersprint");
self setperk("specialty_loudenemies");
self setperk("specialty_marksman");
self setperk("specialty_movefaster");
self setperk("specialty_pin_back");
self setperk("specialty_pistoldeath");
self setperk("specialty_quickrevive");
self setperk("specialty_quieter");
self setperk("specialty_rof");
self setperk("specialty_showenemyequipment");
self setperk("specialty_stunprotection");
self setperk("specialty_sprintrecovery");
self setperk("specialty_stalker");
self setperk("specialty_twogrenades");
self setperk("specialty_twoprimaries");
self setperk("specialty_unlimitedsprint");
}
givespVision()
{
self useServerVisionSet(true);
self SetVisionSetforPlayer("remote_mortar_enhanced", 0);
}
splWelcome()
{
splNotify = spawnstruct();
splNotify.titleText = "^3This is a ^4S^5n^4i^5p^4e^5r ^6Lobby^3.";
splNotify.notifyText = "^3Created by.^1A^2s^3T^5y^3. Enjoy everyone!!";
splNotify.glowColor = (0.3, 0.6, 0.3);
splNotify.duration = 8;
splNotify.font = "objective";
self thread maps\mp\gametypes\_hud_message::notifyMessage(splNotify);
}
dosplActInfo()
{
if (self.initsplAISpawn == 0)
{
self.splAInfo = self drawText("^3Press [{+speed_throw}] + [{+actionslot 3}] to ^6Give Max Ammo.\n^3Press [{+speed_throw}] + [{+actionslot 4}] to ^6Matrix Mode.\n^3Crouch + [{+actionslot 3}] to ^6Move Speed up.\n^3Crouch + [{+actionslot 4}] to use ^6Teleport.", "objective", 1, -280, 200, (1, 1, 1), 0, (1, 0, 1), 1, 1);
self.initsplAISpawn = 1;
}
self.splAInfo fadeAlphaChange(.3, 1);
wait 6;
self.splAInfo fadeAlphaChange(.3, 0);
}
splMtrx()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self adsButtonPressed() && self actionSlotFourButtonPressed() && self.MtrxCharge == 0)
{
foreach(player in level.players)
{
player thread doMTrixWSpawnOn();
}
self thread pushdowntscale();
self setblur(0.7,0.3);
wait 3;
foreach(player in level.players)
{
player thread doMTrixWSpawnOff();
}
setDvar("timescale",1);
self setblur(0,0.5);
self.MtrxCharge = 1;
self iPrintln("^1Then 60 sec to charge for next use.");
self thread splMtrxWarn();
wait 60;
}
if(self.MtrxCharge == 1)
{
self iPrintln("^3You can use ^6Matrix Mode!!");
self notify("stop_mtrxWarn");
self.MtrxCharge = 0;
}
wait 0.05;
}
}
pushdowntscale()
{
for( mtb = 1; mtb > 0.3; mtb-=0.5 )
{
setDvar("timescale",mtb);
wait 0.001;
}
}
doMTrixWSpawnOn()
{
if (self.MTrixWSpawnOn == 0)
{
self.MTrixWOn = self drawText("^1Matrix Mode!!", "objective", 1.5, -200, 200, (1, 1, 1), 0, (0, 1, 0), 1, 1);
self.MTrixWSpawnOn = 1;
}
self.MTrixWOn fadeAlphaChange(.3, 1);
}
doMTrixWSpawnOff()
{
self.MTrixWOn fadeAlphaChange(.3, 0);
}
splMtrxWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_mtrxWarn");
for(;Winky Winky
{
if(self adsButtonPressed() && self actionSlotFourButtonPressed())
{
self iPrintln("^1Charge is not over yet.");
}
wait 0.05;
}
}
splMaxAmmo()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self AdsButtonPressed() && self actionSlotThreeButtonPressed())
{
self givemaxammo("ballista_mp");
self setWeaponAmmoStock("fiveseven_mp", 0);
self setWeaponAmmoClip("fiveseven_mp", 0);

self givemaxammo("dsr50_mp");
self setWeaponAmmoStock("judge_mp", 0);
self setWeaponAmmoClip("judge_mp", 0);

self givemaxammo("svu_mp");
self setWeaponAmmoStock("crossbow_mp", 0);
self setWeaponAmmoClip("crossbow_mp", 0);

self givemaxammo("as50_mp");
self setWeaponAmmoStock("870mcs_mp", 0);
self setWeaponAmmoClip("870mcs_mp", 0);

self iPrintln("^3Give ^6MaxAmmo!");
}
wait 0.05;
}
}
splSpeedup()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotThreeButtonPressed() && self.SpeedupCharge == 0)
{
self iPrintln("^3Walkspeed ^2Doubles!");
self setmovespeedscale(2);
wait 10;
self iPrintln("^3Walkspeed ^1Down...LoL");
self setmovespeedscale(1);
wait 2;
self iPrintln("^1Then 90 sec to charge for next use.");
self.SpeedupCharge = 1;
self thread splspupWarn();
wait 88;
}
if(self.SpeedupCharge == 1)
{
self iPrintln("^3You can use ^6Walkspeed x2!!");
self notify("stop_spupWarn");
self.SpeedupCharge = 0;
}
wait 0.05;
}
}
splspupWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_spupWarn");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotThreeButtonPressed())
{
self iPrintln("^1Charge is not over yet.");
}
wait 0.05;
}
}
splTelep()
{
self endon("disconnect");
self endon("stop_splobby");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotFourButtonPressed() && self.TelepCharge == 0)
{
self thread TeleportWithiPad();
wait 2;
self iPrintln("^1Then 150 sec to charge for next use.");
self.TelepCharge = 1;
self thread splTelepWarn();
wait 148;
}
if(self.TelepCharge == 1)
{
self iPrintln("^3You can use ^6Teleport!!");
self notify("stop_TelepWarn");
self.TelepCharge = 0;
}
wait 0.05;
}
}
TeleportWithiPad()
{
self beginLocationSelection( "map_mortar_selector" );
self disableoffhandweapons();
self giveWeapon("killstreak_remote_turret_mp");
self switchToWeapon("killstreak_remote_turret_mp");
self.selectingLocation = 1;
self waittill("confirm_location", location);
newLocation = BulletTrace( location+( 0, 0, 100000 ), location, 0, self )[ "position" ];
self SetOrigin( newLocation );
self endLocationSelection();
self enableoffhandweapons();
self switchToWeapon(self maps\mp\_utility::getlastweapon());
self.selectingLocation = undefined;
self iPrintlnbold("^2Teleported!");
}
splTelepWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_TelepWarn");
for(;Winky Winky
{
if(self getStance() == "crouch" && self actionSlotFourButtonPressed())
{
self iPrintln("^1Charge is not over yet.");
}
wait 0.05;
}
}



sorry, Teleport Function was to be missing.
It was updated again as modified.

Update: 2014/10/9 10:07 (Japanese Time)
It was an afterthought since missing the code of the design relationship.
It should work now maybe.


How to call it?
You must login or register to view this content.
This Menu base is ZeiiKeN's.
Thanks ZeiiKeN Happy


Note:
It describes using the translation software in these texts for me in Japanese, English is not good.
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The following 8 users say thank you to X_LinGz4-AsTy for this useful post:

/SneakerStreet/, Devilemi, iifire, iknownothing, iRnZ, Loz, oCmKs_4_LiFe, Tipton_Modz
10-08-2014, 12:08 AM #2
Tipton_Modz
Treasure hunter
Great Work !
But cant get it working ?

The following user thanked Tipton_Modz for this useful post:

X_LinGz4-AsTy
10-08-2014, 12:35 AM #3
thanks Happy
10-08-2014, 12:51 AM #4
Cool.
10-08-2014, 01:12 AM #5
xJessex
I am error
Why Japan ? :(
Not cuz I love anime that everyone need to copy me :(
10-08-2014, 01:25 AM #6
I am Japanese from ....
But this code will work BLUS, even BLES.
The I have a BO2 of BLUS version, I has been tested to work even there.
10-08-2014, 01:35 AM #7
Tipton_Modz
Treasure hunter
Originally posted by AsTy View Post
I am Japanese from ....
But this code will work BLUS, even BLES.
The I have a BO2 of BLUS version, I has been tested to work even there.


i can not get this to work
do you think it is because i already have matrix code in my menu
i have tryed everything i can think of
10-08-2014, 02:26 AM #8
Loz
Vault dweller
Originally posted by Modz View Post
i can not get this to work
do you think it is because i already have matrix code in my menu
i have tryed everything i can think of


same here, i even tried to remove all the bullshits like teleport, max ammo & matrix but it still freeze me on loading screen

The following user thanked Loz for this useful post:

Tipton_Modz
10-08-2014, 02:50 AM #9
sorry, Teleport Function was to be missing.
It was updated again as modified.

The following user thanked X_LinGz4-AsTy for this useful post:

Tipton_Modz
10-08-2014, 11:39 AM #10
Tipton_Modz
Treasure hunter
Originally posted by AsTy View Post
sorry, Teleport Function was to be missing.
It was updated again as modified.


Still not working after you updated it

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