Post: Good script for cod 4 zombies.
12-06-2011, 05:00 PM #1
Jacob-And-Britt
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); Hey i will prob put this in my zombieland edit i just want to post it and see if anybody wants it and if its messed up if someone can fix it.



    doAmmoTrigger()
{
self endon("disconnect");

while(1)
{
if( distance( self.origin, level.ammoOrigin ) < 40 && level.ammo_picked == false && self.dead == false )
{
self playsound("oldschool_pickup");
level.ammo_model hide();
level.ammo_picked = true;
self setWeaponAmmoClip( "usp_mp", 15 );
self setWeaponAmmoStock( "usp_mp", 15 );
self setWeaponAmmoClip( "deserteagle_mp", 15 );
self setWeaponAmmoStock( "deserteagle_mp", 15 );
self setWeaponAmmoClip( "m1014_mp", 15 );
self setWeaponAmmoStock( "m1014_mp", 15 );
}
wait .05;
}
}
pickupEffect()
{
self hide();
self setOrigin( self.origin + (0, 0, 50) );
self show();
for( i = 0; i < 15; i++ )
{
self setPlayerAngles( self.angles + (0, 50, 0) );
wait .05;
}
}
doSavePosition()
{
self endon("disconnect");

while(1)
{
self.saveOrigin = self.origin;
wait .5;
}
}
doKilledPlayer()
{
self endon( "disconnect" );

while(1)
{
self waittill( "killed_player" );
self.dead = true;
self.add_score.x = 2000;
self.scoreValue = 0;
self.speedbreakerReady = false;
self.timeFreezerReady = false;
self.deathStreak++;
wait .05;
if( self.myShotgun == true )
{
level.shotgunPlayer = false;
level.shotgunPlayerName = "noName";
self.myShotgun = false;
self playsound( "mp_war_objective_lost" );
self setClientDvar( "cg_gun_y", "0" );
self SetMoveSpeedScale( 1.0 );
self UnSetPerk( "specialty_fastreload" );
self UnSetPerk( "specialty_rof" );
self setClientDvar( "m_side", "0.25" );
self setClientDvar( "m_yaw", "0.022" );
VisionSetNaked( "mp_farm" );
level.players[0] setClientDvar( "timescale", "1.0" );
self.speedbreakerReady = false;
self.timeFreezerReady = false;
level.speedbreakerON = false;
level.timeFreezerON = false;
self.speedbreaker_text.x = 2000;
self.speedbreaker_text_gray.x = 2000;
self.timeFreezer_text.x = 2000;
self.timeFreezer_text_gray.x = 2000;
level.shotgun_picked = true;
level.shotgun_model hide();
level.shotgunOrigin = self.saveOrigin;
level.shotgun_model moveto( level.shotgunOrigin + (0, 0, 40), 0.05, 0, 0 );
wait .06;
level.shotgun_picked = false;
level.shotgun_model show();
}
else
{
level.ammo_picked = true;
self.speedbreakerReady = false;
self.timeFreezerReady = false;
self.speedbreaker_text.x = 2000;
self.speedbreaker_text_gray.x = 2000;
self.timeFreezer_text.x = 2000;
self.timeFreezer_text_gray.x = 2000;
level.ammo_model hide();
level.ammoOrigin = self.saveOrigin;
level.ammo_model moveto( level.ammoOrigin + (0, 0, 40), 0.05, 0, 0 );
wait .06;
level.ammo_picked = false;
level.ammo_model show();
}
wait 3;
self.dead = false;
self.myShotgun = false;
}
}
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12-06-2011, 05:24 PM #2
1337HaXaLoT
Bounty hunter
so why don't you test it then ??

The following user thanked 1337HaXaLoT for this useful post:

247Yamato
12-06-2011, 05:40 PM #3
247Yamato
< ^ > < ^ >
Probably you can refill your ammo like this:

    weapons = self getweaponslist();
for(i=0;i<weapons.size;i++)
self givemaxammo(weapons[i]);

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