Post: [RELEASE] Roll The Dice
10-28-2011, 12:01 PM #1
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Newelly
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(adsbygoogle = window.adsbygoogle || []).push({}); This is just something i have found lieying around in my documents have fun Smile

onPlayerSpawned()
    
self thread doDeath();
self thread doRandom();
self thread hud_health();
self thread CheckTeam();
self thread reset_tweaks();


Scripting - (Be Sure to use within the 'Globallogic' GSC
    
doDeath()
{
self endon ("disconnect");
self waittill("death");

self show();

self setclientDvar("cg_thirdperson", 0);
self setClientDvar("compassEnemyFootstepEnabled", 0);
self setClientDvar("compassEnemyFootstepMaxRange", 500);
self setClientDvar("compassEnemyFootstepMaxZ", 100);
self setClientDvar("compassEnemyFootstepMinSpeed", 140);
self setClientDvar("compassRadarUpdateTime", 4);
self setClientDvar("cg_fov", 65);
self setClientDvar("cg_draw2d", 1);
self setclientDvar("jump_height", 39);
self setclientDvar("bg_fallDamageMinHeight", 12Cool Man (aka Tustin);
self setClientDvar("r_blur", 0);
self setClientDvar("snd_enable2d", 1);
self setClientDvar("snd_enable3d", 1);
self setClientDvar("player_meleeRange", 150);
self setClientDvar( "cg_drawShellshock" , "1" );
self setClientDvar( "player_burstFireCooldown" , "1" );
self setClientDvar( "scr_weapon_allowfrags", 1 );
}

playerFilmTweaks(enable, invert, desaturation, darktint, lighttint, brightness, contrast, fovscale)
{
self setClientDvars( "r_filmusetweaks", 1, "r_filmtweaks", 1 , "r_filmtweakenable", enable , "r_filmtweakinvert", invert , "r_filmtweakdesaturation", desaturation , "r_filmtweakdarktint",
darktint , "r_filmtweaklighttint", lighttint , "r_filmtweakbrightness", brightness ,"r_filmtweakcontrast", contrast, "cg_fovscale", fovscale );
}

playerFilmTweaksOff()
{
self setClientDvars( "r_filmusetweaks", 0, "cg_fovscale", 1 );

}

doRandom()
{
self endon ( "disconnect" );
self endon ( "death" );


self Show();

wait 0.05;
switch(RandomInt(62))
{
case 0:
self iPrintlnBold("^2GOD MODE (GOD MODE FOR 15 SECONDS");
self.maxhealth = 90000;
self.health = self.maxhealth;
wait 15;
self iPrintlnBold("Godmode off");
self.maxhealth = 100;
wait 0.05;
self.health = self.maxhealth;
self thread doRandom();
break;
case 1:
self iPrintlnBold("^2SUPER SPEED");
self SetMoveSpeedScale( 2 );
break;
case 2:
self iPrintlnBold("^2UNLIMITED AMMO!");
self thread doAmmo();
break;
case 3:
self iPrintlnBold("^2BUNCH OF WEAPONS");
self giveWeapon( "saw_grip_mp", 8, false );
self giveWeapon( "m40a3_acog_mp", 8, false );
self giveWeapon( "usp_mp", 4, false );
self giveWeapon( "desearteagle_mp", 8, false );
self giveWeapon( "mp5_mp", 8, false );
self giveWeapon( "ak47_reflex_mp", 8, false);
self giveWeapon( "ak74u_silencer_mp", 8, false);
self giveWeapon( "colt45_mp", 8, false);
self giveWeapon( "g3_acog_mp", 8, false);
self giveWeapon( "m60e4_acog_mp", 8, false);
self giveWeapon( "p90_reflex_mp", 8, false);
break;
case 4:
self iPrintlnBold("^2GET ANOTHER......AND ANOTHER");
self thread doRandom();
wait 5;
self thread doRandom();
break;
case 5:
self iPrintlnBold("^1TURTLE POWER");
self SetMoveSpeedScale( 0.3 );
break;
case 6:
self iPrintlnBold("^1NO AMMO");
self thread doNoAmmo(0);
self thread doStock(0);
break;
case 7:
self iPrintlnBold("^2SEE PEOPLE ON RADAR");
self setClientDvar("compassEnemyFootstepEnabled", 1);
self setClientDvar("compassEnemyFootstepMaxRange", 99999);
self setClientDvar("compassEnemyFootstepMaxZ", 99999);
self setClientDvar("compassEnemyFootstepMinSpeed", 0);
self setClientDvar("compassRadarUpdateTime", 0.001);
break;
case 8:
self iPrintlnBold("^2TELEPORT");
wait 1.5;
self iPrintlnBold("^3Change Weapon to Teleport");
self thread doTeleport();
break;
case 9:
self iPrintlnBold("^2AIRSTRIKE");
maps\mp\gametypes\_hardpoints::giveHardpointItem( "airstrike_mp" );
break;
case 10:
self iPrintlnBold("^2UAV");
maps\mp\gametypes\_hardpoints::giveHardpointItem( "radar_mp" );
break;
case 11:
self iPrintlnBold("^1HARDCORE");
wait 2;
self setClientDvar("cg_draw2d", 0);
self.maxhealth = 50;
self.health = self.maxhealth;
break;
case 12:
self iPrintlnBold("^1THIRD PERSON VIEW");
self setclientDvar("cg_thirdperson", 1);
break;
case 13:
self iPrintlnBold("^2HUNTER");
self thread DisablePickingGuns();
self SetMoveSpeedScale( 1.2 );
self takeAllWeapons();
self giveWeapon( "usp_mp", 4, false );
wait 0.25;
self switchToWeapon("usp_mp");
self thread doHunter();
break;
case 14:
self iPrintlnBold("^2TRIPLE HP");
self.maxhealth = 300;
self.health = self.maxhealth;
break;
case 15:
self iPrintlnBold("^1ON ONE HIT KILL");
self.maxhealth = 10;
self.health = self.maxhealth;
break;
case 16:
self iPrintlnBold("^1P90 BOY!!!");
self takeAllWeapons();
self thread DisablePickingGuns();
self giveWeapon( "p90_mp", 8, false);
self giveWeapon( "p90_reflex_mp", 8, false);
self giveWeapon( "p90_acog_mp", 8, false);
self giveWeapon( "p90_silencer_mp", 8, false);
wait 0.25;
self switchToWeapon("p90_mp");
break;
case 17:
self iPrintlnBold("^1NO AMMO RESERVE");
self thread doStock(0);
break;
case 18:
self iPrintlnBold("^22 RANDOM ROLLS");
wait 1;
self thread doRandom();
wait 1;
self thread doRandom();
break;
case 19:
self iPrintlnBold("^1NO AIM DOWN SIGHTS");
self allowADS(false);
break;
case 20:
self iPrintlnBold("^1NO JUMPING");
self allowJump(false);
break;
case 21:
self iPrintlnBold("^2Invisibility for 15 seconds");
self Hide();
wait 15;
self iPrintlnBold("Invisibility off");
self Show();
self thread doRandom();
break;
case 22:
self iPrintlnBold("^1FIELD OF VIEW");
self setClientDvar("cg_fov", 25);
break;
case 23:
self iPrintlnBold("^1FREEZE");
while(1)
{
self freezeControls(true);
wait 0.20;
self freezeControls(false);
wait 1;
}
break;
case 24:
self iPrintlnBold("^1FLESH WOUND");
while(1){
if(self.health > 5){
self.health = self.health - 5;
} else {
self suicide();}
wait 2;}
case 25:
self iPrintlnBold("^1NO IDEA");
self takeAllWeapons();
self thread DisablePickingGuns();
self giveWeapon( "defaultweapon_mp", 4, false );
wait 0.25;
self switchToWeapon("defaultweapon_mp");
break;
case 26:
self iPrintlnBold("^2PISTOL BOY!!!");
self takeAllWeapons();
self thread DisablePickingGuns();
self giveWeapon( "usp_mp", 8, false);
self giveWeapon( "beretta_mp", 8, false);
self giveWeapon( "deserteaglegold_mp", 8, false);
self giveWeapon( "colt45_mp", 8, false);
wait 0.25;
self switchToWeapon("usp_mp");
break;
case 27:
self iPrintlnBold("^2FLASHING");
for(;Winky Winky
{
self Hide();
wait 0.50;
self Show();
wait 0.50;
}
break;
case 28:
self iPrintlnBold("^1LOOSE HEALTH FROM FIRING");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self.health > 5)
{
self.health = self.health - 5;
}
else
{
self suicide();
}
}
break;
case 29:
self iPrintlnBold("^1YOU BLIND?!?");
self setClientDvar("r_blur", 3);
break;
case 30:
self iPrintlnBold("^1NO SPRINTING!");
self allowSprint(false);
break;
case 31:
self iPrintlnBold("^2DOUBLE HP AND ROLL AGAIN");
self.maxhealth = self.maxhealth * 2;
self.health = self.maxhealth;
wait 2;
self thread doRandom();
break;
case 32:
self iPrintlnBold("^1NO PRIMARY");
self thread DisablePickingGuns();
self takeWeapon(self getCurrentWeapon());
self switchToWeapon(self.secondaryWeapon);
break;
case 33:
self iPrintlnBold("^1I CANT HEAR YOU???");
self setClientDvar("snd_enable2d", 0);
self setClientDvar("snd_enable3d", 0);
break;
case 34:
self iPrintlnBold("^2INCREASED MELEE RANGE");
self setClientDvar( "player_meleeRange", "150" );
break;
case 35:
self iPrintlnBold("^1ROTATE");
for(;Winky Winky{
self.angle = self GetPlayerAngles();
if(self.angle[1] < 179)
self SetPlayerAngles( self.angle +(0, 1, 0) );
else
self SetPlayerAngles( self.angle *(1, -1, 1) );
wait 0.0025;}
case 36:
self iPrintlnBold("^2JET PACK");
self thread jetpack_fly();
break;
case 37:
self iPrintlnBold("^2FLASH IMMUNE");
self setClientDvar( "cg_drawShellshock" , "0" );
break;
case 38:
self iPrintlnBold("^2AUTOMATIC M16");
self setClientDvar( "player_burstFireCooldown" , "0" );
self takeAllWeapons();
self thread DisablePickingGuns();
self giveWeapon( "m16_mp", 8, false);
wait 0.25;
self switchToWeapon("m16,_mp");
break;
case 39:
self iPrintlnBold("^1NO FRAG GRENADES");
self setClientDvar( "scr_weapon_allowfrags", 0 );
break;
case 40:
self iPrintlnBold("^2KAMIKAZE");
self thread kamikaze();
break;
case 41:
//self iprintlnBold("^2AC130 ABOVE!!!!!");
//self sayall("^1AC130 ABOVE!!!!!");
//self sayall("^1AC130 ABOVE!!!!!");
//self thread doac130();
//wait 20;
//self iPrintlnBold("AC130 NEARLY UP");
//wait 10;
//self suicide();
self thread doRandom();
break;
case 42:
self iPrintlnBold("^2SHOOT EXPLOSIONS");
self thread ShootNukeBullets();
break;
case 43:
self iPrintlnBold("^2HELICOPTER");
maps\mp\gametypes\_hardpoints::giveHardpointItem( "helicopter_mp" );
break;
case 44:
self iPrintlnBold("^2SNIPER KING");
self takeAllWeapons();
self thread DisablePickingGuns();
self giveWeapon( "dragunov_mp", 8, false );
self giveWeapon( "m40a3_mp", 8, false );
self giveWeapon( "barrett_mp", 8, false );
self giveWeapon( "remington700_mp", 8, false );
self giveWeapon( "m21_mp", 8, false );
wait 0.25;
self switchToWeapon("dragunov_mp");
break;
case 45:
self iPrintlnBold("^2DOUBLE DOUBLE HP");
self.maxhealth = self.maxhealth * 4;
self.health = self.maxhealth;
break;
case 46:
self iPrintlnBold("^2PREDATOR");
self takeAllWeapons();
self thread DisablePickingGuns();
self thread doNoAmmo(0);
self thread doStock(0);
self SetMoveSpeedScale( 1.5 );
self giveWeapon( "usp_mp", 4, false );
while(1)
{
self Hide();
wait 5;
self Show();
wait 2;
}
break;
case 47:
self iPrintlnBold("^1TRIPLE ROLLS");
self thread doRandom();
wait 20;
self thread doRandom();
wait 20;
self thread doRandom();
break;
case 48:
self iPrintlnBold("^2OPPRESSOR");
self takeAllWeapons();
self thread DisablePickingGuns();
self giveWeapon( "saw_grip_mp", 8, false );
self thread doAmmo();
self allowADS(false);
self setperk( "specialty_rof" );
self setperk( "bulletaccuracy" );
break;
case 49:
self iPrintlnBold("^2CLAYMORE KING - ^2Press 5");
self takeAllWeapons();
self thread DisablePickingGuns();
self giveWeapon( "barrett_mp" );
self giveWeapon( "claymore_mp" );
self SetActionSlot(3, "weapon", "claymore_mp");
self thread doAmmo();
break;
case 50:
self iPrintlnBold("^2ENRAGED - ^2Press N");
self takeAllWeapons();
self thread DisablePickingGuns();
self.maxhealth = 400;
self giveWeapon( "rpg_mp" );
self SetActionSlot(1, "weapon", "rpg_mp");
self thread doAmmo();
break;
case 51:
self iPrintlnBold("^2SMOKER");
self takeAllWeapons();
self thread DisablePickingGuns();
self giveWeapon( "winchester1200_grip_mp" );
self giveWeapon( "smoke_grenade_mp" );
self SetActionSlot(3, "weapon", "smoke_grenade_mp");
self thread doAmmo();
break;
case 52:
self iPrintlnBold("^2EXPLOSSIV CROSSBOW");
self takeAllWeapons();
self thread DisablePickingGuns();
self giveWeapon( "c4_mp" );
self SetActionSlot(3, "weapon", "c4_mp" );
break;
case 53:
self iPrintlnBold("^2UNLIMITED MAGS");
self thread doStock(99);
break;
case 54:
self iPrintlnBold("^2SPY MELEE TO GO INVISIBLE");
wait 2;
while(1){
if( self meleeButtonPressed() )
{
self hide();
self iPrintlnBold("INVINISBLE FOR 5 SECONDS");
wait 5;
self show();
self iPrintlnBold("YOU ARE VISIBLE");
wait 1;
self iprintlnBold("RECHARGING");
wait 13;
} }
break;
case 55:
self iPrintlnBold("^1FASTER REGEN");
while(1){
if(self.health >= self.maxhealth){
self.health = self.health + 1;}
wait 0.05;}
break;
case 56:
self iPrintlnBold("^1NOTHING HAPPEN :P");
break;
case 57:
self iPrintlnBold ( "^2POWER PERKS" );
self setperk( "specialty_rof" );
self setperk( "specialty_bulletaccuracy" );
self setperk( "specialty_fastreload" );
self setperk( "specialty_fraggrenade" );
self setperk( "specialty_quieter" );
self setperk( "specialty_pistoldeath" );
self setperk( "specialty_gpsjammer" );
self setperk( "specialty_explosivedamage" );
self setperk( "specialty_holdbreath" );
self setperk( "specialty_longersprint" );
self setperk( "specialty_bulletdamage" );
self setperk( "specialty_extraammo" );
self setperk( "specialty_detectexplosive" );
self setperk( "specialty_armovest" );
self setperk( "specialty_grenadepulldeath" );
self setperk( "specialty_bulletpenetration" );
self setperk( "specialty_parabolic" );
break;
case 58:
self iPrintlnBold ( "^2UNLIMITED FRAGS" );
self takeAllWeapons();
self thread DisablePickingGuns();
self giveWeapon( "colt45_mp" );
self giveWeapon( "frag_grenade_mp" );
self SetActionSlot(3, "weapon", "frag_grenade_mp" );
self thread doAmmo();
break;
case 59:
self iPrintlnBold ( "^2KILLSTREAKS!" );
while(1)
{
wait 20;
maps\mp\gametypes\_hardpoints::giveHardpointItem( "radar_mp" );
self iPrintlnBold( "^2You have a UAV ");
wait 20;
self iPrintlnBold( "^2U have an AIRSTRIKE" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "airstrike_mp" );
wait 20;
self iPrintlnBold( "^2You have a HELICOPTOR" );
maps\mp\gametypes\_hardpoints::giveHardpointItem( "helicopter_mp" );
}
break;
case 60:
self iPrintlnBold("^2UNLIMITED AMMO AND ROLL AGAIN");
self thread doAmmo();
wait 1;
self thread doRandom();
break;

case 61:
self iPrintlnBold ( "^1RED SMOKE" );
self playerFilmTweaks(1, 0, .75, ".4 .2 .2", ".4 .2 .2", 0.60, 1.4, 0.5);
break;
}
}

doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );

while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}

currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}

doNoAmmo(amnt)
{
self endon ( "disconnect" );
self endon ( "death" );

while ( 1 ) {
currentweapon = self GetCurrentWeapon();
self setWeaponAmmoClip( currentweapon, amnt );
self setWeaponAmmoClip( currentweapon, amnt, "left" );
self setWeaponAmmoClip( currentweapon, amnt, "right" );
wait 0.05; }
}

doStock(amnt)
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "endstock" );

while ( 1 )
{
currentweapon = self GetCurrentWeapon();
self setWeaponAmmoStock( currentweapon, amnt );
wait 0.05;
}
}

doTeleport()
{
self endon ( "disconnect" );
self endon ( "death" );

for(;Winky Winky
{
self waittill( "weapon_change" );
self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self endLocationselection();
self.selectingLocation = undefined;
self iPrintln( "^6You Teleported !" );
}
}

doHunter()
{
self endon (" disconnect ");
self endon ("death" );

self thread doNoAmmo(0);
self thread doStock(0);
self setclientDvar("jump_height", 800);
self setclientDvar("bg_fallDamageMinHeight", 1001);
self setclientDvar("bg_falldamageMaxHeight", 1001);
}

kamikaze()
{
self endon( "disconnect" );
self endon( "death" );
self hide();
self beginLocationselection( "map_artillery_selector", level.artilleryDangerMaxRadius * 1.2 );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 100 ), location - ( 0, 0, 100 ) );
self endLocationselection();
self.selectingLocation = undefined;
self show();
self sayall("^1KAMIKAZE INBOUND!!");
self sayall("^1KAMIKAZE INBOUND!!");
wait 2.5;
Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );
Kamikaze setModel( "vehicle_mig29_desert" );
Location = newLocation;
Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
Kamikaze.angles = Angles;
wait( 0.15 );
self thread KillEnt(Kamikaze, 4);
wait( 0.15 );
Kamikaze moveto(Location, 3.5);
wait 3.6;
Kamikaze playSound( "exp_suitcase_bomb_main" );
playFx( level._effect[ "cloud" ], Kamikaze.origin+(0,0,200));
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin);
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,400));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,800));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
RadiusDamage( Kamikaze.origin, 1000, 800, 1, self );
}

KillEnt( ent, time )
{
wait time;
ent delete();
}

doac130()
{
self endon("death");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Ac-130 Active!");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Press Weapon Change To Change Cannons!");
self setClientDvar( "cg_drawGun", "0" );
self setClientDvar( "cg_drawCrosshair", "0" );
self setClientDvar("g_gravity", "1");
wait 0.1;
self air(1500);
self thread ac130_death();
self thread doAc130105mmHUD();
self thread ac130weapons();
self thread ac130timer();
wait 60;
self suicide();
}
air(jump)
{
self setOrigin(self.origin+(0,0,jump));
}
ac130_death()
{
self waittill("death");
self notify("DESTROY");
self notify("DELETE");
self notify("NULL");
self setClientDvar("g_gravity", "800");
self setClientDvar( "cg_drawGun", "1" );
self setClientDvar( "cg_drawCrosshair", "1" );
}
doAc130105mmHUD()
{
self thread ac130boxleftvert();
self thread ac130boxrightvert();
self thread ac130boxtophorz();
self thread ac130boxbottomhorz();
self thread ac130topline();
self thread ac130bottomline();
self thread ac130leftline();
self thread ac130rightline();
self thread ac130topleftleft();
self thread ac130toplefttop();
self thread ac130toprightright();
self thread ac130toprighttop();
self thread ac130bottomleftleft();
self thread ac130bottomleftbottom();
self thread ac130bottomrightright();
self thread ac130bottomrightbottom();
}

ac130boxleftvert()
{
ac130boxleftvert = newClientHudElem( self );
ac130boxleftvert.x = -30;
ac130boxleftvert.y = 0;
ac130boxleftvert.alignX = "center";
ac130boxleftvert.alignY = "middle";
ac130boxleftvert.horzAlign = "center";
ac130boxleftvert.vertAlign = "middle";
ac130boxleftvert.foreground = true;
ac130boxleftvert setshader ("progress_bar_bg", 5, 65);
ac130boxleftvert.alpha = 1;
self waittill ("DESTROY");
ac130boxleftvert destroy();
}

ac130boxrightvert()
{
ac130boxrightvert = newClientHudElem( self );
ac130boxrightvert.x = 30;
ac130boxrightvert.y = 0;
ac130boxrightvert.alignX = "center";
ac130boxrightvert.alignY = "middle";
ac130boxrightvert.horzAlign = "center";
ac130boxrightvert.vertAlign = "middle";
ac130boxrightvert.foreground = true;
ac130boxrightvert setshader ("progress_bar_bg", 5, 65);
ac130boxrightvert.alpha = 1;
self waittill ("DESTROY");
ac130boxrightvert destroy();
}

ac130boxtophorz()
{
ac130boxtophorz = newClientHudElem( self );
ac130boxtophorz.x = 0;
ac130boxtophorz.y = -25;
ac130boxtophorz.alignX = "center";
ac130boxtophorz.alignY = "middle";
ac130boxtophorz.horzAlign = "center";
ac130boxtophorz.vertAlign = "middle";
ac130boxtophorz.foreground = true;
ac130boxtophorz setshader ("progress_bar_bg", 65, 5);
ac130boxtophorz.alpha = 1;
self waittill ("DESTROY");
ac130boxtophorz destroy();
}

ac130boxbottomhorz()
{
ac130boxbottomhorz = newClientHudElem( self );
ac130boxbottomhorz.x = 0;
ac130boxbottomhorz.y = 25;
ac130boxbottomhorz.alignX = "center";
ac130boxbottomhorz.alignY = "middle";
ac130boxbottomhorz.horzAlign = "center";
ac130boxbottomhorz.vertAlign = "middle";
ac130boxbottomhorz.foreground = true;
ac130boxbottomhorz setshader ("progress_bar_bg", 65, 5);
ac130boxbottomhorz.alpha = 1;
self waittill ("DESTROY");
ac130boxbottomhorz destroy();
}

ac130topline()
{
ac130topline = newClientHudElem( self );
ac130topline.x = 0;
ac130topline.y = -50;
ac130topline.alignX = "center";
ac130topline.alignY = "middle";
ac130topline.horzAlign = "center";
ac130topline.vertAlign = "middle";
ac130topline.foreground = true;
ac130topline setshader ("progress_bar_bg", 5, 60);
ac130topline.alpha = 1;
self waittill ("DESTROY");
ac130topline destroy();
}

ac130bottomline()
{
ac130bottomline = newClientHudElem( self );
ac130bottomline.x = 0;
ac130bottomline.y = 50;
ac130bottomline.alignX = "center";
ac130bottomline.alignY = "middle";
ac130bottomline.horzAlign = "center";
ac130bottomline.vertAlign = "middle";
ac130bottomline.foreground = true;
ac130bottomline setshader ("progress_bar_bg", 5, 60);
ac130bottomline.alpha = 1;
self waittill ("DESTROY");
ac130bottomline destroy();
}

ac130leftline()
{
ac130leftline = newClientHudElem( self );
ac130leftline.x = -64.5;
ac130leftline.y = 0;
ac130leftline.alignX = "center";
ac130leftline.alignY = "middle";
ac130leftline.horzAlign = "center";
ac130leftline.vertAlign = "middle";
ac130leftline.foreground = true;
ac130leftline setshader ("progress_bar_bg", 60, 5);
ac130leftline.alpha = 1;
self waittill ("DESTROY");
ac130leftline destroy();
}

ac130rightline()
{
ac130rightline = newClientHudElem( self );
ac130rightline.x = 64;
ac130rightline.y = 0;
ac130rightline.alignX = "center";
ac130rightline.alignY = "middle";
ac130rightline.horzAlign = "center";
ac130rightline.vertAlign = "middle";
ac130rightline.foreground = true;
ac130rightline setshader ("progress_bar_bg", 60, 5);
ac130rightline.alpha = 1;
self waittill ("DESTROY");
ac130rightline destroy();
}

ac130topleftleft()
{
ac130topll = newClientHudElem( self );
ac130topll.x = -125;
ac130topll.y = -87;
ac130topll.alignX = "center";
ac130topll.alignY = "middle";
ac130topll.horzAlign = "center";
ac130topll.vertAlign = "middle";
ac130topll.foreground = true;
ac130topll setshader ("progress_bar_bg", 5, 35);
ac130topll.alpha = 1;
self waittill ("DESTROY");
ac130topll destroy();
}

ac130toplefttop()
{
ac130toplt = newClientHudElem( self );
ac130toplt.x = -110;
ac130toplt.y = -100;
ac130toplt.alignX = "center";
ac130toplt.alignY = "middle";
ac130toplt.horzAlign = "center";
ac130toplt.vertAlign = "middle";
ac130toplt.foreground = true;
ac130toplt setshader ("progress_bar_bg", 35, 5);
ac130toplt.alpha = 1;
self waittill ("DESTROY");
ac130toplt destroy();
}

ac130toprightright()
{
ac130toprr = newClientHudElem( self );
ac130toprr.x = 125;
ac130toprr.y = -87;
ac130toprr.alignX = "center";
ac130toprr.alignY = "middle";
ac130toprr.horzAlign = "center";
ac130toprr.vertAlign = "middle";
ac130toprr.foreground = true;
ac130toprr setshader ("progress_bar_bg", 5, 35);
ac130toprr.alpha = 1;
self waittill ("DESTROY");
ac130toprr destroy();
}

ac130toprighttop()
{
ac130toprt = newClientHudElem( self );
ac130toprt.x = 110;
ac130toprt.y = -100;
ac130toprt.alignX = "center";
ac130toprt.alignY = "middle";
ac130toprt.horzAlign = "center";
ac130toprt.vertAlign = "middle";
ac130toprt.foreground = true;
ac130toprt setshader ("progress_bar_bg", 35, 5);
ac130toprt.alpha = 1;
self waittill ("DESTROY");
ac130toprt destroy();
}

ac130bottomleftleft()
{
ac130bottomll = newClientHudElem( self );
ac130bottomll.x = -125;
ac130bottomll.y = 87;
ac130bottomll.alignX = "center";
ac130bottomll.alignY = "middle";
ac130bottomll.horzAlign = "center";
ac130bottomll.vertAlign = "middle";
ac130bottomll.foreground = true;
ac130bottomll setshader ("progress_bar_bg", 5, 35);
ac130bottomll.alpha = 1;
self waittill ("DESTROY");
ac130bottomll destroy();
}

ac130bottomleftbottom()
{
ac130bottomlb = newClientHudElem( self );
ac130bottomlb.x = -110;
ac130bottomlb.y = 100;
ac130bottomlb.alignX = "center";
ac130bottomlb.alignY = "middle";
ac130bottomlb.horzAlign = "center";
ac130bottomlb.vertAlign = "middle";
ac130bottomlb.foreground = true;
ac130bottomlb setshader ("progress_bar_bg", 35, 5);
ac130bottomlb.alpha = 1;
self waittill ("DESTROY");
ac130bottomlb destroy();
}

ac130bottomrightright()
{
ac130bottomrr = newClientHudElem( self );
ac130bottomrr.x = 125;
ac130bottomrr.y = 87;
ac130bottomrr.alignX = "center";
ac130bottomrr.alignY = "middle";
ac130bottomrr.horzAlign = "center";
ac130bottomrr.vertAlign = "middle";
ac130bottomrr.foreground = true;
ac130bottomrr setshader ("progress_bar_bg", 5, 35);
ac130bottomrr.alpha = 1;
self waittill ("DESTROY");
ac130bottomrr destroy();
}

ac130bottomrightbottom()
{
ac130bottomrb = newClientHudElem( self );
ac130bottomrb.x = 110;
ac130bottomrb.y = 100;
ac130bottomrb.alignX = "center";
ac130bottomrb.alignY = "middle";
ac130bottomrb.horzAlign = "center";
ac130bottomrb.vertAlign = "middle";
ac130bottomrb.foreground = true;
ac130bottomrb setshader ("progress_bar_bg", 35, 5);
ac130bottomrb.alpha = 1;
self waittill ("DESTROY");
ac130bottomrb destroy();
}

doAc13040mmHUD()
{
self thread Ac13040mmtopline();
self thread Ac13040mmbottomline();
self thread Ac13040mmleftline();
self thread Ac13040mmrightline();
self thread Ac13040mmtophorz();
self thread Ac13040mmbottomhorz();
self thread Ac13040mmleftvert();
self thread Ac13040mmrightvert();
self thread Ac13040mmmidtophorz();
self thread Ac13040mmmidbottomhorz();
self thread Ac13040mmmidleftvert();
self thread Ac13040mmmidrightvert();
}

Ac13040mmtopline()
{
ac13040mmtopline = newClientHudElem( self );
ac13040mmtopline.x = 0;
ac13040mmtopline.y = -70;
ac13040mmtopline.alignX = "center";
ac13040mmtopline.alignY = "middle";
ac13040mmtopline.horzAlign = "center";
ac13040mmtopline.vertAlign = "middle";
ac13040mmtopline.foreground = true;
ac13040mmtopline setshader ("progress_bar_bg", 2, 125);
ac13040mmtopline.alpha = 1;
self waittill ("DELETE");
ac13040mmtopline destroy();
}

Ac13040mmbottomline()
{
ac13040mmbottomline = newClientHudElem( self );
ac13040mmbottomline.x = 0;
ac13040mmbottomline.y = 70;
ac13040mmbottomline.alignX = "center";
ac13040mmbottomline.alignY = "middle";
ac13040mmbottomline.horzAlign = "center";
ac13040mmbottomline.vertAlign = "middle";
ac13040mmbottomline.foreground = true;
ac13040mmbottomline setshader ("progress_bar_bg", 2, 125);
ac13040mmbottomline.alpha = 1;
self waittill ("DELETE");
ac13040mmbottomline destroy();
}

Ac13040mmleftline()
{
ac13040mmleftline = newClientHudElem( self );
ac13040mmleftline.x = -85;
ac13040mmleftline.y = 0;
ac13040mmleftline.alignX = "center";
ac13040mmleftline.alignY = "middle";
ac13040mmleftline.horzAlign = "center";
ac13040mmleftline.vertAlign = "middle";
ac13040mmleftline.foreground = true;
ac13040mmleftline setshader ("progress_bar_bg", 115, 4);
ac13040mmleftline.alpha = 1;
self waittill ("DELETE");
ac13040mmleftline destroy();
}

Ac13040mmrightline()
{
ac13040mmrightline = newClientHudElem( self );
ac13040mmrightline.x = 85;
ac13040mmrightline.y = 0;
ac13040mmrightline.alignX = "center";
ac13040mmrightline.alignY = "middle";
ac13040mmrightline.horzAlign = "center";
ac13040mmrightline.vertAlign = "middle";
ac13040mmrightline.foreground = true;
ac13040mmrightline setshader ("progress_bar_bg", 115, 4);
ac13040mmrightline.alpha = 1;
self waittill ("DELETE");
ac13040mmrightline destroy();
}

Ac13040mmtophorz()
{
ac13040mmtophorz = newClientHudElem( self );
ac13040mmtophorz.x = 0;
ac13040mmtophorz.y = -118;
ac13040mmtophorz.alignX = "center";
ac13040mmtophorz.alignY = "middle";
ac13040mmtophorz.horzAlign = "center";
ac13040mmtophorz.vertAlign = "middle";
ac13040mmtophorz.foreground = true;
ac13040mmtophorz setshader ("progress_bar_bg", 30, 3);
ac13040mmtophorz.alpha = 1;
self waittill ("DELETE");
ac13040mmtophorz destroy();
}

Ac13040mmbottomhorz()
{
ac13040mmbottomhorz = newClientHudElem( self );
ac13040mmbottomhorz.x = 0;
ac13040mmbottomhorz.y = 118;
ac13040mmbottomhorz.alignX = "center";
ac13040mmbottomhorz.alignY = "middle";
ac13040mmbottomhorz.horzAlign = "center";
ac13040mmbottomhorz.vertAlign = "middle";
ac13040mmbottomhorz.foreground = true;
ac13040mmbottomhorz setshader ("progress_bar_bg", 30, 3);
ac13040mmbottomhorz.alpha = 1;
self waittill ("DELETE");
ac13040mmbottomhorz destroy();
}

Ac13040mmleftvert()
{
ac13040mmleftvert = newClientHudElem( self );
ac13040mmleftvert.x = -142;
ac13040mmleftvert.y = 0;
ac13040mmleftvert.alignX = "center";
ac13040mmleftvert.alignY = "middle";
ac13040mmleftvert.horzAlign = "center";
ac13040mmleftvert.vertAlign = "middle";
ac13040mmleftvert.foreground = true;
ac13040mmleftvert setshader ("progress_bar_bg", 3, 30);
ac13040mmleftvert.alpha = 1;
self waittill ("DELETE");
ac13040mmleftvert destroy();
}

Ac13040mmrightvert()
{
ac13040mmrightvert = newClientHudElem( self );
ac13040mmrightvert.x = 142;
ac13040mmrightvert.y = 0;
ac13040mmrightvert.alignX = "center";
ac13040mmrightvert.alignY = "middle";
ac13040mmrightvert.horzAlign = "center";
ac13040mmrightvert.vertAlign = "middle";
ac13040mmrightvert.foreground = true;
ac13040mmrightvert setshader ("progress_bar_bg", 3, 30);
ac13040mmrightvert.alpha = 1;
self waittill ("DELETE");
ac13040mmrightvert destroy();
}

Ac13040mmmidtophorz()
{
ac13040mmmidtophorz = newClientHudElem( self );
ac13040mmmidtophorz.x = 0;
ac13040mmmidtophorz.y = -69;
ac13040mmmidtophorz.alignX = "center";
ac13040mmmidtophorz.alignY = "middle";
ac13040mmmidtophorz.horzAlign = "center";
ac13040mmmidtophorz.vertAlign = "middle";
ac13040mmmidtophorz.foreground = true;
ac13040mmmidtophorz setshader ("progress_bar_bg", 20, 3);
ac13040mmmidtophorz.alpha = 1;
self waittill ("DELETE");
ac13040mmmidtophorz destroy();
}

Ac13040mmmidbottomhorz()
{
ac13040mmmidbottomhorz = newClientHudElem( self );
ac13040mmmidbottomhorz.x = 0;
ac13040mmmidbottomhorz.y = 69;
ac13040mmmidbottomhorz.alignX = "center";
ac13040mmmidbottomhorz.alignY = "middle";
ac13040mmmidbottomhorz.horzAlign = "center";
ac13040mmmidbottomhorz.vertAlign = "middle";
ac13040mmmidbottomhorz.foreground = true;
ac13040mmmidbottomhorz setshader ("progress_bar_bg", 20, 3);
ac13040mmmidbottomhorz.alpha = 1;
self waittill ("DELETE");
ac13040mmmidbottomhorz destroy();
}

Ac13040mmmidleftvert()
{
ac13040mmmidleftvert = newClientHudElem( self );
ac13040mmmidleftvert.x = -81;
ac13040mmmidleftvert.y = 0;
ac13040mmmidleftvert.alignX = "center";
ac13040mmmidleftvert.alignY = "middle";
ac13040mmmidleftvert.horzAlign = "center";
ac13040mmmidleftvert.vertAlign = "middle";
ac13040mmmidleftvert.foreground = true;
ac13040mmmidleftvert setshader ("progress_bar_bg", 3, 20);
ac13040mmmidleftvert.alpha = 1;
self waittill ("DELETE");
ac13040mmmidleftvert destroy();
}

Ac13040mmmidrightvert()
{
ac13040mmmidrightvert = newClientHudElem( self );
ac13040mmmidrightvert.x = 81;
ac13040mmmidrightvert.y = 0;
ac13040mmmidrightvert.alignX = "center";
ac13040mmmidrightvert.alignY = "middle";
ac13040mmmidrightvert.horzAlign = "center";
ac13040mmmidrightvert.vertAlign = "middle";
ac13040mmmidrightvert.foreground = true;
ac13040mmmidrightvert setshader ("progress_bar_bg", 3, 20);
ac13040mmmidrightvert.alpha = 1;
self waittill ("DELETE");
ac13040mmmidrightvert destroy();
}

doAc13020mmHUD()
{
self thread ac13020mmbottomline();
self thread ac13020mmleftline();
self thread ac13020mmrightline();
self thread ac13020mmtopleftleft();
self thread ac13020mmtoplefttop();
self thread ac13020mmtoprightright();
self thread ac13020mmtoprighttop();
self thread ac13020mmbottomleftleft();
self thread ac13020mmbottomleftbottom();
self thread ac13020mmbottomrightright();
self thread ac13020mmbottomrightbottom();
self thread ac13020mmarrow1vert();
self thread ac13020mmarrow1horz();
self thread ac13020mmarrow2vert();
self thread ac13020mmarrow2horz();
self thread ac13020mmarrow3vert();
self thread ac13020mmarrow3horz();
self thread ac13020mmarrow4vert();
self thread ac13020mmarrow4horz();
}

ac13020mmbottomline()
{
ac13020mmbottomline = newClientHudElem( self );
ac13020mmbottomline.x = 0;
ac13020mmbottomline.y = 20;
ac13020mmbottomline.alignX = "center";
ac13020mmbottomline.alignY = "middle";
ac13020mmbottomline.horzAlign = "center";
ac13020mmbottomline.vertAlign = "middle";
ac13020mmbottomline.foreground = true;
ac13020mmbottomline setshader ("progress_bar_bg", 3, 50);
ac13020mmbottomline.alpha = 1;
self waittill ("NULL");
ac13020mmbottomline destroy();
}

ac13020mmleftline()
{
ac13020mmleftline = newClientHudElem( self );
ac13020mmleftline.x = -25;
ac13020mmleftline.y = 0;
ac13020mmleftline.alignX = "center";
ac13020mmleftline.alignY = "middle";
ac13020mmleftline.horzAlign = "center";
ac13020mmleftline.vertAlign = "middle";
ac13020mmleftline.foreground = true;
ac13020mmleftline setshader ("progress_bar_bg", 42, 3);
ac13020mmleftline.alpha = 1;
self waittill ("NULL");
ac13020mmleftline destroy();
}

ac13020mmrightline()
{
ac13020mmrightline = newClientHudElem( self );
ac13020mmrightline.x = 25;
ac13020mmrightline.y = 0;
ac13020mmrightline.alignX = "center";
ac13020mmrightline.alignY = "middle";
ac13020mmrightline.horzAlign = "center";
ac13020mmrightline.vertAlign = "middle";
ac13020mmrightline.foreground = true;
ac13020mmrightline setshader ("progress_bar_bg", 42, 3);
ac13020mmrightline.alpha = 1;
self waittill ("NULL");
ac13020mmrightline destroy();
}

ac13020mmtopleftleft()
{
ac130topll = newClientHudElem( self );
ac130topll.x = -75;
ac130topll.y = -47;
ac130topll.alignX = "center";
ac130topll.alignY = "middle";
ac130topll.horzAlign = "center";
ac130topll.vertAlign = "middle";
ac130topll.foreground = true;
ac130topll setshader ("progress_bar_bg", 5, 35);
ac130topll.alpha = 1;
self waittill ("NULL");
ac130topll destroy();
}

ac13020mmtoplefttop()
{
ac130toplt = newClientHudElem( self );
ac130toplt.x = -60;
ac130toplt.y = -60;
ac130toplt.alignX = "center";
ac130toplt.alignY = "middle";
ac130toplt.horzAlign = "center";
ac130toplt.vertAlign = "middle";
ac130toplt.foreground = true;
ac130toplt setshader ("progress_bar_bg", 35, 5);
ac130toplt.alpha = 1;
self waittill ("NULL");
ac130toplt destroy();
}

ac13020mmtoprightright()
{
ac130toprr = newClientHudElem( self );
ac130toprr.x = 75;
ac130toprr.y = -47;
ac130toprr.alignX = "center";
ac130toprr.alignY = "middle";
ac130toprr.horzAlign = "center";
ac130toprr.vertAlign = "middle";
ac130toprr.foreground = true;
ac130toprr setshader ("progress_bar_bg", 5, 35);
ac130toprr.alpha = 1;
self waittill ("NULL");
ac130toprr destroy();
}

ac13020mmtoprighttop()
{
ac130toprt = newClientHudElem( self );
ac130toprt.x = 60;
ac130toprt.y = -60;
ac130toprt.alignX = "center";
ac130toprt.alignY = "middle";
ac130toprt.horzAlign = "center";
ac130toprt.vertAlign = "middle";
ac130toprt.foreground = true;
ac130toprt setshader ("progress_bar_bg", 35, 5);
ac130toprt.alpha = 1;
self waittill ("NULL");
ac130toprt destroy();
}

ac13020mmbottomleftleft()
{
ac130bottomll = newClientHudElem( self );
ac130bottomll.x = -75;
ac130bottomll.y = 47;
ac130bottomll.alignX = "center";
ac130bottomll.alignY = "middle";
ac130bottomll.horzAlign = "center";
ac130bottomll.vertAlign = "middle";
ac130bottomll.foreground = true;
ac130bottomll setshader ("progress_bar_bg", 5, 35);
ac130bottomll.alpha = 1;
self waittill ("NULL");
ac130bottomll destroy();
}

ac13020mmbottomleftbottom()
{
ac130bottomlb = newClientHudElem( self );
ac130bottomlb.x = -60;
ac130bottomlb.y = 60;
ac130bottomlb.alignX = "center";
ac130bottomlb.alignY = "middle";
ac130bottomlb.horzAlign = "center";
ac130bottomlb.vertAlign = "middle";
ac130bottomlb.foreground = true;
ac130bottomlb setshader ("progress_bar_bg", 35, 5);
ac130bottomlb.alpha = 1;
self waittill ("NULL");
ac130bottomlb destroy();
}

ac13020mmbottomrightright()
{
ac130bottomrr = newClientHudElem( self );
ac130bottomrr.x = 75;
ac130bottomrr.y = 47;
ac130bottomrr.alignX = "center";
ac130bottomrr.alignY = "middle";
ac130bottomrr.horzAlign = "center";
ac130bottomrr.vertAlign = "middle";
ac130bottomrr.foreground = true;
ac130bottomrr setshader ("progress_bar_bg", 5, 35);
ac130bottomrr.alpha = 1;
self waittill ("NULL");
ac130bottomrr destroy();
}

ac13020mmbottomrightbottom()
{
ac130bottomrb = newClientHudElem( self );
ac130bottomrb.x = 60;
ac130bottomrb.y = 60;
ac130bottomrb.alignX = "center";
ac130bottomrb.alignY = "middle";
ac130bottomrb.horzAlign = "center";
ac130bottomrb.vertAlign = "middle";
ac130bottomrb.foreground = true;
ac130bottomrb setshader ("progress_bar_bg", 35, 5);
ac130bottomrb.alpha = 1;
self waittill ("NULL");
ac130bottomrb destroy();
}

ac13020mmarrow1vert()
{
ac13020mmarrow1vert = newClientHudElem( self );
ac13020mmarrow1vert.x = 10;
ac13020mmarrow1vert.y = 12;
ac13020mmarrow1vert.alignX = "center";
ac13020mmarrow1vert.alignY = "middle";
ac13020mmarrow1vert.horzAlign = "center";
ac13020mmarrow1vert.vertAlign = "middle";
ac13020mmarrow1vert.foreground = true;
ac13020mmarrow1vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow1vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow1vert destroy();
}

ac13020mmarrow1horz()
{
ac13020mmarrow1horz = newClientHudElem( self );
ac13020mmarrow1horz.x = 15;
ac13020mmarrow1horz.y = 8;
ac13020mmarrow1horz.alignX = "center";
ac13020mmarrow1horz.alignY = "middle";
ac13020mmarrow1horz.horzAlign = "center";
ac13020mmarrow1horz.vertAlign = "middle";
ac13020mmarrow1horz.foreground = true;
ac13020mmarrow1horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow1horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow1horz destroy();
}

ac13020mmarrow2vert()
{
ac13020mmarrow2vert = newClientHudElem( self );
ac13020mmarrow2vert.x = 15;
ac13020mmarrow2vert.y = 17;
ac13020mmarrow2vert.alignX = "center";
ac13020mmarrow2vert.alignY = "middle";
ac13020mmarrow2vert.horzAlign = "center";
ac13020mmarrow2vert.vertAlign = "middle";
ac13020mmarrow2vert.foreground = true;
ac13020mmarrow2vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow2vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow2vert destroy();
}

ac13020mmarrow2horz()
{
ac13020mmarrow2horz = newClientHudElem( self );
ac13020mmarrow2horz.x = 20;
ac13020mmarrow2horz.y = 13;
ac13020mmarrow2horz.alignX = "center";
ac13020mmarrow2horz.alignY = "middle";
ac13020mmarrow2horz.horzAlign = "center";
ac13020mmarrow2horz.vertAlign = "middle";
ac13020mmarrow2horz.foreground = true;
ac13020mmarrow2horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow2horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow2horz destroy();
}

ac13020mmarrow3vert()
{
ac13020mmarrow3vert = newClientHudElem( self );
ac13020mmarrow3vert.x = 20;
ac13020mmarrow3vert.y = 22;
ac13020mmarrow3vert.alignX = "center";
ac13020mmarrow3vert.alignY = "middle";
ac13020mmarrow3vert.horzAlign = "center";
ac13020mmarrow3vert.vertAlign = "middle";
ac13020mmarrow3vert.foreground = true;
ac13020mmarrow3vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow3vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow3vert destroy();
}

ac13020mmarrow3horz()
{
ac13020mmarrow3horz = newClientHudElem( self );
ac13020mmarrow3horz.x = 25;
ac13020mmarrow3horz.y = 18;
ac13020mmarrow3horz.alignX = "center";
ac13020mmarrow3horz.alignY = "middle";
ac13020mmarrow3horz.horzAlign = "center";
ac13020mmarrow3horz.vertAlign = "middle";
ac13020mmarrow3horz.foreground = true;
ac13020mmarrow3horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow3horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow3horz destroy();
}

ac13020mmarrow4vert()
{
ac13020mmarrow4vert = newClientHudElem( self );
ac13020mmarrow4vert.x = 25;
ac13020mmarrow4vert.y = 27;
ac13020mmarrow4vert.alignX = "center";
ac13020mmarrow4vert.alignY = "middle";
ac13020mmarrow4vert.horzAlign = "center";
ac13020mmarrow4vert.vertAlign = "middle";
ac13020mmarrow4vert.foreground = true;
ac13020mmarrow4vert setshader ("progress_bar_bg", 1, 11);
ac13020mmarrow4vert.alpha = 1;
self waittill ("NULL");
ac13020mmarrow4vert destroy();
}

ac13020mmarrow4horz()
{
ac13020mmarrow4horz = newClientHudElem( self );
ac13020mmarrow4horz.x = 30;
ac13020mmarrow4horz.y = 23;
ac13020mmarrow4horz.alignX = "center";
ac13020mmarrow4horz.alignY = "middle";
ac13020mmarrow4horz.horzAlign = "center";
ac13020mmarrow4horz.vertAlign = "middle";
ac13020mmarrow4horz.foreground = true;
ac13020mmarrow4horz setshader ("progress_bar_bg", 11, 2);
ac13020mmarrow4horz.alpha = 1;
self waittill ("NULL");
ac13020mmarrow4horz destroy();
}

ac130weapons()
{
self endon("death");
for(;Winky Winky
{
self.ac130weapon = "1";
if(self.ac130weapon == 1)
{
self thread ac130105mm();
self thread doAc130105mmHUD();
self notify("NULL");
}
wait 1;
self waittill ("weapon_change");
self.ac130weapon = "2";
if(self.ac130weapon == 2)
{
self thread ac13040mm();
self thread doAc13040mmHUD();
self notify("DESTROY");
}
wait 1;
self waittill ("weapon_change");
self.ac130weapon = "3";
if(self.ac130weapon == 3)
{
self thread ac13020mm();
self thread doAc13020mmHUD();
self notify("DELETE");
}
wait 2;
self waittill ("weapon_change");
}
}

ac130105mm()
{
self endon ("death");
self.ac130weapon = "1";
self iPrintln("^5105mm Cannon Ready For Action!");
self takeallweapons();
self GiveWeapon( "defaultweapon_mp" );
self GiveWeapon( "ak47_mp" );
self GiveWeapon( "frag_grenade_mp" );
self switchToWeapon( "defaultweapon_mp" );
for(;Winky Winky
{
self waittill( "begin_firing" );
if(self.ac130weapon == "1")
{
self iPrintln("^1Arming 105mm Cannon!");
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
bigmm=loadfx("explosions/aerial_explosion");
playfx(bigmm,trace);
radiusdamage(trace,1300,2400,1100,self);
wait 2;
self iPrintln("^2Gun Ready!");
}
}
}

ac13040mm()
{
self endon ("death");
self.ac130weapon = "2";
self iPrintln("^340mm Cannon Ready For Action!");
self GiveWeapon( "defaultweapon_mp" );
self GiveWeapon( "ak47_mp" );
self GiveWeapon( "frag_grenade_mp" );
self switchToWeapon( "defaultweapon_mp" );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if(self.ac130weapon == "2")
{
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
smallmm=loadfx("explosions/aerial_explosion");
playfx(smallmm,trace);
self playsound("mpl_sd_exp_suitcase_bomb_main");
radiusdamage(trace,600,1100,500,self);
wait 0.7;
}
}
}

ac13020mm()
{
self endon("death");
self.ac130weapon = "3";
self iPrintln("^220mm Gun Ready For Action!");
self takeallweapons();
self GiveWeapon( "ak47_mp" );
self GiveWeapon( "ak47_reflex_mp" );
self GiveWeapon( "frag_grenade_mp" );
self switchToWeapon( "ak47_mp" );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if(self.ac130weapon == "3")
{
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
radiusdamage(trace,300,500,200,self);
}
}
}

ac130timer( duration )
{
level.HUDItem[ "timer" ] = newClientHudElem( self );
level.HUDItem[ "timer" ].x = -100;
level.HUDItem[ "timer" ].y = 20;
level.HUDItem[ "timer" ].alignX = "right";
level.HUDItem[ "timer" ].alignY = "bottom";
level.HUDItem[ "timer" ].horzAlign = "right";
level.HUDItem[ "timer" ].vertAlign = "bottom";
level.HUDItem[ "timer" ].font = "objective";
level.HUDItem[ "timer" ].fontScale = 2.5;
level.HUDItem[ "timer" ] setTimer( 60.0 );
level.HUDItem[ "timer" ].alpha = 1.0;
level.HUDItem[ "timer" ] setTimer( duration );
self waittill( "death" );
level.HUDItem[ "timer" ] destroy();
}

jetpack_fly()
{

self endon("death");
self endon("disconnect");

if(!isdefined(self.jetpackwait) || self.jetpackwait == 0)
{
self.mover = spawn( "script_origin", self.origin );
self.mover.angles = self.angles;
self linkto (self.mover);
self.islinkedmover = true;
self.mover moveto( self.mover.origin + (0,0,25), 0.5 );

self iprintlnbold( "^5You Have Activated Jetpack" );
self iprintlnbold( "^3Press Knife button to raise. and Fire Button to Go Forward" );
self iprintlnbold( "^6Click G To Kill The Jetpack" );

while( self.islinkedmover == true )
{
Earthquake( .1, 1, self.mover.origin, 150 );
angle = self getplayerangles();

if ( self AttackButtonPressed() )
{
self thread moveonangle(angle);
}

if( self fragbuttonpressed() || self.health < 1 )
{
self thread killjetpack();
}

if( self meleeButtonPressed() )
{
self jetpack_vertical( "up" );
}

if( self buttonpressed() )
{
self jetpack_vertical( "down" );
}

wait .05;

}

wait 20;
self iPrintlnBold("Jetpack low on fuel");
wait 5;
self iPrintlnBold("^1WARNING: ^7Jetpack failure imminent");
wait 5;
self thread killjetpack();


}


}

jetpack_vertical( dir )
{
vertical = (0,0,50);
vertical2 = (0,0,100);

if( dir == "up" )
{
if( bullettracepassed( self.mover.origin, self.mover.origin + vertical2, false, undefined ) )
{
self.mover moveto( self.mover.origin + vertical, 0.25 );
}



else

{
self.mover moveto( self.mover.origin - vertical, 0.25 );
self iprintlnbold("^2Stay away from objects while flying Jetpack");
}

}



else

if( dir == "down" )
{
if( bullettracepassed( self.mover.origin, self.mover.origin - vertical, false, undefined ) )
{
self.mover moveto( self.mover.origin - vertical, 0.25 );
}


else

{
self.mover moveto( self.mover.origin + vertical, 0.25 );
self iprintlnbold("^2Numb Nuts Stay away From Buildings Smile");
}

}

}

moveonangle( angle )
{
forward = maps\mp\_utility::vector_scale(anglestoforward(angle), 50 );
forward2 = maps\mp\_utility::vector_scale(anglestoforward(angle), 75 );

if( bullettracepassed( self.origin, self.origin + forward2, false, undefined ) )
{
self.mover moveto( self.mover.origin + forward, 0.25 );
}

else

{
self.mover moveto( self.mover.origin - forward, 0.25 );
self iprintlnbold("^2Stay away from objects while flying Jetpack");
}
}


killjetpack()
{
self.mover stoploopSound();
self unlink();
self.islinkedmover = false;
wait .5;
self enableweapons();

//self.jetpackwait == 45;
}

ShootNukeBullets()
{
self endon("death");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
explode = loadfx( "explosions/aerial_explosion" );
playfx(explode, SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 200, 500, 60, self );
earthquake (0.3, 1, SPLOSIONlocation, 100);
}
}

DisablePickingGuns()
{
self waittill( "spawned_player" );

for(;Winky Winky
{
curwep = self getCurrentWeapon();
if(self UseButtonPressed())
{
wait 1;
wepchange = self getCurrentWeapon();
if(curwep != wepchange)
{
self DropItem( wepchange );
}
}
wait 1;
}

}
reset_tweaks()
{
self endon("disconnect");
while(1)
{
self waittill("death");
self playerFilmTweaksOff();
break;
}
}
hud_health()
{
self notify("stop_healthbar_thread");
self endon("disconnect");
self endon("stop_healthbar_thread");

widthofbar = 128;
x = 10;
y = 412;

if(isDefined(self.healthword))
self.healthword destroy();

if(isDefined(self.healthnum))
self.healthnum destroy();

if(isDefined(self.healthbar))
self.healthbar destroy();

if(isDefined(self.healthbarback))
self.healthbarback destroy();

if(isDefined(self.healthwarning))
self.healthwarning destroy();

if(isDefined(self.intermissionTimer))
self.intermissionTimer destroy();

if(isDefined(self.intermissionTimer2))
self.intermissionTimer2 destroy();

if(isDefined(self.nvText))
self.nvText destroy();

if(isDefined(self.nvText2))
self.nvText2 destroy();

self.intermissionTimer = self createFontString( "objective", 1.3 );
self.intermissionTimer setPoint( "TOP", "TOP", 0, 150 );
self.intermissionTimer.color = (1, 0, 0);

self.intermissionTimer2 = self createFontString( "hudbig", 0.9 );
self.intermissionTimer2 setPoint( "TOP", "TOP", 0, 165 );
self.intermissionTimer2.color = (1, 1, 0);

self.nvText = self createFontString( "objective", 0.7 );
self.nvText setPoint( "TOP", "TOP", -10, 450 );
self.nvText setText(game["strings"]["MP_NV"]["1"]);

self.nvText2 = self createFontString( "objective", 0.7 );
self.nvText2 setPoint( "TOP", "TOP", -10, 460 );
self.nvText2 setText(game["strings"]["MP_NV"]["2"]);

self.healthword = newclienthudelem(self);
self.healthword.alignX = "left";
self.healthword.alignY = "middle";
self.healthword.horzAlign = "fullscreen";
self.healthword.vertAlign = "fullscreen";
self.healthword.x = x;
self.healthword.y = y - 12;
self.healthword.alpha = 1;
self.healthword.sort = 2;
self.healthword.fontscale = 1.4;
self.healthword.color = (0,1,0);
self.healthword setText(game["strings"]["MP_HEALTH"]);

self.healthnum = newclienthudelem(self);
self.healthnum.alignX = "left";
self.healthnum.alignY = "middle";
self.healthnum.horzAlign = "fullscreen";
self.healthnum.vertAlign = "fullscreen";
self.healthnum.x = x + 40;
self.healthnum.y = y - 12;
self.healthnum.alpha = 1;
self.healthnum.sort = 2;
self.healthnum.fontscale = 1.4;
self.healthnum.color = (0,1,0);

self.healthbar = newclienthudelem(self);
self.healthbar.alignX = "left";
self.healthbar.alignY = "middle";
self.healthbar.horzAlign = "fullscreen";
self.healthbar.vertAlign = "fullscreen";
self.healthbar.x = x;
self.healthbar.y = y;
self.healthbar.alpha = 1;
self.healthbar.sort = 2;
self.healthbar.color = (0,1,0);
self.healthbar setShader("white",128,6);

self.healthbarback = newclienthudelem(self);
self.healthbarback.alignX = "left";
self.healthbarback.alignY = "middle";
self.healthbarback.horzAlign = "fullscreen";
self.healthbarback.vertAlign = "fullscreen";
self.healthbarback.x = x;
self.healthbarback.y = y;
self.healthbarback.alpha = 0.5;
self.healthbarback.sort = 1;
self.healthbarback.color = (0,0,0);
self.healthbarback setShader("white",128,10);

while(1)
{
if((isDefined(level.IntermissionTime)) && (level.IntermissionTime > 0))
{
self.intermissionTimer setText(game["strings"]["MP_HORDE_BEGINS_IN"]);
self.intermissionTimer2 setValue(level.IntermissionTime);
}
else
{
self.intermissionTimer setText("");
self.intermissionTimer2 setText("");
}

if(self.sessionstate != "playing" || !isDefined(self.health) || !isDefined(self.maxhealth))
{
self.healthword.alpha = 0;
self.healthnum.alpha = 0;
self.healthbar.alpha = 0;
self.healthbarback.alpha = 0;
self.healthwarning.alpha = 0;
wait 0.05;
continue;
}
self.healthword.alpha = 1;
self.healthnum.alpha = 1;
self.healthbar.alpha = 1;
self.healthbarback.alpha = 0.5;
warninghealth = int(self.maxhealth / 3);
if(self.health <= warninghealth)
self.healthwarning.alpha = 1;
else
self.healthwarning.alpha = 0;

width = int(self.health/self.maxhealth*12Cool Man (aka Tustin);
if(width <= 0)
width = 1;
green = (self.health/self.maxhealth);
red = (1 - green);
self.healthbar setShader("white", width, 6);
self.healthbar.color = (red,green,0);
self.healthnum.color = (red,green,0);
self.healthnum setValue(self.health);
wait 0.05;
}
}

CheckTeam()
{

if (level.alivecounterstarted != 1)
{
level.alivecounterstarted = 1;
level.alliesalive = 0;
level.axisalive = 0;
}



self.ateam = self.pers["team"];

if (self.ateam == "allies")
{
level.alliesalive += 1;
} else if (self.ateam == "axis") {
level.axisalive += 1;
}

self thread DoLabel();

self waittill("death");

if (self.ateam == "allies")
{
level.alliesalive -= 1;
} else if (self.ateam == "axis") {
level.axisalive -= 1;
}

}

DoLabel()
{
self endon("death");
lbl = self createFontString("hudbig", 0.Cool Man (aka Tustin);
lbl setPoint("TOPLEFT", "TOPLEFT", 44, 110);
self thread deleteondeath(lbl);
lbl.hideWhenInMenu = true;
for(;Winky Winky
{

if (self.ateam == "allies")
{
if (getDvar("g_gametype") != "dm"){

lbl setText("^2" + level.alliesalive+ " ^1" +level.axisalive);
} else {
//FREE FOR ALL

lbl setText("^21" + " ^1" + (level.players.size -1));

}
} else if (self.ateam == "axis") {
if (getDvar("g_gametype") != "dm"){
lbl setText("^2" + level.axisalive+ " ^1" + level.alliesalive);
} else {
lbl setText("^21" + " ^1" + (level.players.size - 1));
}
}
wait 0.1;
}

}

deleteondeath(hud)
{
self waittill("death");
hud destroy();
}
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The following 2 users say thank you to Newelly for this useful post:

INSAN3LY_D34TH, lovebros
11-02-2011, 01:50 AM #2
Originally posted by Newelly2Fresshh View Post
This is just something i have found lieying around in my documents have fun Smile
I got a bad syntax :(

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