Post: [Scirpit] - Random Weapon Box!
08-24-2011, 04:51 PM #1
Correy
I'm the Original
(adsbygoogle = window.adsbygoogle || []).push({}); solid box model, co-ordinated on Vacent.. in the center garden.

Precache These
    
precacheModel( "com_plasticcase_green_big" );
level.circle=loadfx("misc/ui_pickup_unavailable");


Thread this
    
self thread Correy();


now, i made this initially for Hawkins zombies add on, a project which will come to you soon.. but if you want to add it here's hawkins version.
    
Correy(){
//For Testing===
//self.score = 500;
//self.score = 400;
//===============
self endon("disconnect");
O = (-28.6744, -317.408, -47.875);
wait 2;
B = spawn("script_model", O);
B setModel("com_plasticcase_green_big");
B Solid();
self thread CA(B);
g = SpawnFx(level.circle, O);
TriggerFX(g);
self thread CA(g);
W = spawn("script_model", B.origin);
W Solid();
for (;Winky Winky {
for (i = 0; i < level.players.size; i++) {
P = level.players[i];
wait 0.01;
R = distance(B.origin, P.origin);
if (R < 90)
{
if(self.score <= 500)
{
P setLowerMessage("Press ^3[{+usereload}]^7 for Random Weapon");
if (P UseButtonPressed())
{
wait 0.1;
if (P UseButtonPressed())
{
P clearLowerMessage(1);
wait .5;
RW = "";
i = randomint(75);
j = randomint(6);
cur = self getCurrentWeapon();
RW = level.weaponList[i];
W setModel(getWeaponModel(RW, j));
W MoveTo(B.origin + (0, 0, 50), 2);
wait 1.5;
if (P GetWeaponsListPrimaries().size > 1) P giveWeapon(RW, j);
if (P GetWeaponsListPrimaries().size > 1) P TakeWeapon(cur); P giveWeapon(RW, j);
P switchToWeapon(RW, j);
P playsound("oldschool_pickup");
wait 1;
W MoveTo(B.origin, 0.5);
wait 1;
W setModel("");
wait 2;
self.score -= 500;
}
}
}
else if (self.score > 500)
{
P setLowerMessage("You Don't Hane Enough Points To Purchase This Item");
if (P UseButtonPressed())
{
self iPrintln("^1Not Enough Cash");
}
wait 3;
P clearLowerMessage(1);
}
}
else {
p clearLowerMessage(1);
}
}
}
}

CA(vc){for(;Winky Winky{self waittill("stoph");vc delete();}}


Normal Version without score system.
    
Correy(){
self endon("disconnect");
O = (-28.6744, -317.408, -47.875);
wait 2;
B = spawn("script_model", O);
B setModel("com_plasticcase_beige_big");
B Solid();
self thread CA(B);
g = SpawnFx(level.circle, O);
TriggerFX(g);
self thread CA(g);
W = spawn("script_model", B.origin);
W Solid();
for (;Winky Winky {
for (i = 0; i < level.players.size; i++) {
P = level.players[i];
wait 0.01;
R = distance(B.origin, P.origin);
if (R < 90)
{
P setLowerMessage("Press ^3[{+usereload}]^7 for Random Weapon");
if (P UseButtonPressed())
{
wait 0.1;
if (P UseButtonPressed())
{
P clearLowerMessage(1);
wait .5;
RW = "";
i = randomint(75);
j = randomint(6);
cur = self getCurrentWeapon();
RW = level.weaponList[i];
W setModel(getWeaponModel(RW, j));
W MoveTo(B.origin + (0, 0, 50), 2);
wait 1.5;
if (P GetWeaponsListPrimaries().size > 1) P giveWeapon(RW, j);
if (P GetWeaponsListPrimaries().size > 1) P TakeWeapon(cur); P giveWeapon(RW, j);
P switchToWeapon(RW, j);
P playsound("oldschool_pickup");
wait 1;
W MoveTo(B.origin, 0.5);
wait 1;
W setModel("");
wait 2;
}
}
}
}
else {
p clearLowerMessage(1);
}
}
}
}

CA(vc){for(;Winky Winky{self waittill("stoph");vc delete();}}


i coded these for vacent in the center, so change the co-ordinates as you wish.

thanks to, unkn0wn for initial code, Blackstorm for Converting, Vader for editing and posting and me for re-Editing
(adsbygoogle = window.adsbygoogle || []).push({});

The following 5 users say thank you to Correy for this useful post:

.Andy, cadpimp1289, Diddles2Fresshh, oO-GKUSH-Oo, Uk_ViiPeR
09-05-2011, 10:32 PM #11
Originally posted by Correy View Post
add it into the _rank.gsc, where you see them at the top.. just stick it in there


thanks for info, but cant find it, i only have precacheString in my rank gsc .. oO

can u do it 4 me when i send u my patch?
pls..Yes
09-05-2011, 10:37 PM #12
Correy
I'm the Original
Originally posted by sniipezZ View Post
thanks for info, but cant find it, i only have precacheString in my rank gsc .. oO

can u do it 4 me when i send u my patch?
pls..Yes


thats what i said, the rank lmfao :p
09-05-2011, 10:43 PM #13
Originally posted by Correy View Post
thats what i said, the rank lmfao :p


hää? lol ,, I have to stick it in to Init() or what lol ^^
like this

    
init()
{
[COLOR="#B22222"]precacheModel( "com_plasticcase_green_big" );
level.circle=loadfx("misc/ui_pickup_unavailable");[/COLOR]
level.scoreInfo = [];
level.xpScale = getDvarInt( "scr_xpscale" );
setDvar("lobbytype","menu");
level.rankTable = [];
precacheShader("white");
precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
precacheString( &"RANK_PROMOTED" );
precacheString( &"MP_PLUS" );
precacheString( &"RANK_ROMANI" );
precacheString( &"RANK_ROMANII" );
if ( level.teamBased )
{


????? ^^
09-05-2011, 10:59 PM #14
Correy
I'm the Original
Originally posted by sniipezZ View Post
hää? lol ,, I have to stick it in to Init() or what lol ^^
like this

    
init()
{
[COLOR="#B22222"]precacheModel( "com_plasticcase_green_big" );
level.circle=loadfx("misc/ui_pickup_unavailable");[/COLOR]
level.scoreInfo = [];
level.xpScale = getDvarInt( "scr_xpscale" );
setDvar("lobbytype","menu");
level.rankTable = [];
precacheShader("white");
precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
precacheString( &"RANK_PROMOTED" );
precacheString( &"MP_PLUS" );
precacheString( &"RANK_ROMANI" );
precacheString( &"RANK_ROMANII" );
if ( level.teamBased )
{


????? ^^


yes mate, thats perfect.
09-05-2011, 11:22 PM #15
Originally posted by Correy View Post
yes mate, thats perfect.

ROFLMFAO i'm so stupid lool
thnx for help mate (;

u can help me with Amandas build prison code?
lol ^^

---------- Post added at 06:22 PM ---------- Previous post was at 06:05 PM ----------

Originally posted by Correy View Post
yes mate, thats perfect.


Ok i realy dont know what i do wrong i got a Bad Syntax error now-.-

thats what i did:
    
precache moddel:
init()
{
precacheModel( "com_plasticcase_green_big" );
level.circle=loadfx("misc/ui_pickup_unavailable");
level.scoreInfo = [];
level.xpScale = getDvarInt( "scr_xpscale" );
setDvar("lobbytype","menu");
level.rankTable = [];
precacheShader("white");
precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
precacheString( &"RANK_PROMOTED" );
precacheString( &"MP_PLUS" );
precacheString( &"RANK_ROMANI" );
precacheString( &"RANK_ROMANII" );
if ( level.teamBased )
{

My gsc:
[CODE]
Correy()
{
self endon("disconnect");
O = (-28.6744, -317.408, -47.875);
wait 2;
B = spawn("script_model", O);
B setModel("com_plasticcase_beige_big");
B Solid();
self thread CA(B);
g = SpawnFx(level.circle, O);
TriggerFX(g);
self thread CA(g);
W = spawn("script_model", B.origin);
W Solid();
for (;Winky Winky {
for (i = 0; i < level.players.size; i++) {
P = level.players[i];
wait 0.01;
R = distance(B.origin, P.origin);
if (R < 90)
{
P setLowerMessage("Press ^3[{+usereload}]^7 for Random Weapon");
if (P UseButtonPressed())
{
wait 0.1;
if (P UseButtonPressed())
{
P clearLowerMessage(1);
wait .5;
RW = "";
i = randomint(75);
j = randomint(6);
cur = self getCurrentWeapon();
RW = level.weaponList[i];
W setModel(getWeaponModel(RW, j));
W MoveTo(B.origin + (0, 0, 50), 2);
wait 1.5;
if (P GetWeaponsListPrimaries().size > 1) P giveWeapon(RW, j);
if (P GetWeaponsListPrimaries().size > 1) P TakeWeapon(cur); P giveWeapon(RW, j);
P switchToWeapon(RW, j);
P playsound("oldschool_pickup");
wait 1;
W MoveTo(B.origin, 0.5);
wait 1;
W setModel("");
wait 2;
}
}
}
}
else {
p clearLowerMessage(1);
}
}
}
}
CA(vc){for(;Winky Winky{self waittill("stoph");vc delete();}}


My Menu:
self addoption(M ,"Random Weapon Box",::Correy);

-.-
[/CODE]
10-15-2011, 10:39 PM #16
MaCi3k94MoMH
Bounty hunter
if u need recorder add BillyJoeShaver on ps3 i have HDPVR .. im bored id ; love to record some hacks Smile

The following user thanked MaCi3k94MoMH for this useful post:

Correy
10-20-2011, 06:39 PM #17
dose this show the gun model or just give you a random weapon ?
10-20-2011, 07:08 PM #18
Originally posted by IELIITEMODZX View Post
dose this show the gun model or just give you a random weapon ?
It's the one that TheUnkn0wn wrote for his Juggy Zombies from MW2.
It shows the model and then gives the weapon. The problem is that because of the way COD4 counts players it doesn't really work very well in online games. It works perfectly in private games though.
12-09-2011, 11:25 PM #19
Originally posted by Correy View Post
solid box model, co-ordinated on Vacent.. in the center garden.

Precache These
    
precacheModel( "com_plasticcase_green_big" );
level.circle=loadfx("misc/ui_pickup_unavailable");


Thread this
    
self thread Correy();


now, i made this initially for Hawkins zombies add on, a project which will come to you soon.. but if you want to add it here's hawkins version.
    
Correy(){
//For Testing===
//self.score = 500;
//self.score = 400;
//===============
self endon("disconnect");
O = (-28.6744, -317.408, -47.875);
wait 2;
B = spawn("script_model", O);
B setModel("com_plasticcase_green_big");
B Solid();
self thread CA(B);
g = SpawnFx(level.circle, O);
TriggerFX(g);
self thread CA(g);
W = spawn("script_model", B.origin);
W Solid();
for (;Winky Winky {
for (i = 0; i < level.players.size; i++) {
P = level.players[i];
wait 0.01;
R = distance(B.origin, P.origin);
if (R < 90)
{
if(self.score <= 500)
{
P setLowerMessage("Press ^3[{+usereload}]^7 for Random Weapon");
if (P UseButtonPressed())
{
wait 0.1;
if (P UseButtonPressed())
{
P clearLowerMessage(1);
wait .5;
RW = "";
i = randomint(75);
j = randomint(6);
cur = self getCurrentWeapon();
RW = level.weaponList[i];
W setModel(getWeaponModel(RW, j));
W MoveTo(B.origin + (0, 0, 50), 2);
wait 1.5;
if (P GetWeaponsListPrimaries().size > 1) P giveWeapon(RW, j);
if (P GetWeaponsListPrimaries().size > 1) P TakeWeapon(cur); P giveWeapon(RW, j);
P switchToWeapon(RW, j);
P playsound("oldschool_pickup");
wait 1;
W MoveTo(B.origin, 0.5);
wait 1;
W setModel("");
wait 2;
self.score -= 500;
}
}
}
else if (self.score > 500)
{
P setLowerMessage("You Don't Hane Enough Points To Purchase This Item");
if (P UseButtonPressed())
{
self iPrintln("^1Not Enough Cash");
}
wait 3;
P clearLowerMessage(1);
}
}
else {
p clearLowerMessage(1);
}
}
}
}

CA(vc){for(;Winky Winky{self waittill("stoph");vc delete();}}


Normal Version without score system.
    
Correy(){
self endon("disconnect");
O = (-28.6744, -317.408, -47.875);
wait 2;
B = spawn("script_model", O);
B setModel("com_plasticcase_beige_big");
B Solid();
self thread CA(B);
g = SpawnFx(level.circle, O);
TriggerFX(g);
self thread CA(g);
W = spawn("script_model", B.origin);
W Solid();
for (;Winky Winky {
for (i = 0; i < level.players.size; i++) {
P = level.players[i];
wait 0.01;
R = distance(B.origin, P.origin);
if (R < 90)
{
P setLowerMessage("Press ^3[{+usereload}]^7 for Random Weapon");
if (P UseButtonPressed())
{
wait 0.1;
if (P UseButtonPressed())
{
P clearLowerMessage(1);
wait .5;
RW = "";
i = randomint(75);
j = randomint(6);
cur = self getCurrentWeapon();
RW = level.weaponList[i];
W setModel(getWeaponModel(RW, j));
W MoveTo(B.origin + (0, 0, 50), 2);
wait 1.5;
if (P GetWeaponsListPrimaries().size > 1) P giveWeapon(RW, j);
if (P GetWeaponsListPrimaries().size > 1) P TakeWeapon(cur); P giveWeapon(RW, j);
P switchToWeapon(RW, j);
P playsound("oldschool_pickup");
wait 1;
W MoveTo(B.origin, 0.5);
wait 1;
W setModel("");
wait 2;
}
}
}
}
else {
p clearLowerMessage(1);
}
}
}
}

CA(vc){for(;Winky Winky{self waittill("stoph");vc delete();}}


i coded these for vacent in the center, so change the co-ordinates as you wish.

thanks to, unkn0wn for initial code, Blackstorm for Converting, Vader for editing and posting and me for re-Editing


skript compile error (Bad Syntax) -.-

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