Post: [RELEASE] How to switch to different gametypes
10-02-2010, 12:21 AM #1
FireWire
I'm done here.
(adsbygoogle = window.adsbygoogle || []).push({}); Ok First off I know there are other versions of this but I think this is the best because your not limited to map for what gametype you can play. I have not included to code for Zombies or a normal 10th lobby iam sure you can add them in your self if not wait till I release my patch it will have this plus a lot more.


Ok I have the threads for the gametypes in different gscs i think its easy this way but you dont have to if you have the space in one gsc.


To make it easy iam going to put threads for changing the gametype in the missions gsc you can use any

Add this to the top of your missions gsc only if you using different gscs for the gametypes call them what you what
    
#include modz\nitram_patch_mp\__gungame;
#include modz\nitram_patch_mp\___ZOMBIES;



Add this to your init() function
    
init()
{
//Created By Nitram
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level.matchGameType = 0;
if(self ishost()){
setDvarIfUninitialized( "matchGameType" , 0 );
level.matchGameType = getdvar("matchGameType");
}
level thread MatchGameType();
}



Add this somewere in the gsc your using

    
MatchGameType()
{
//Created By Nitram
if(level.matchGameType == "0"){
level thread NormalConnect();
}

if(level.matchGameType == "1"){
level thread GunGameConnect();
}

if(level.matchGameType == "2"){
level thread ZombiesConnect();
}
}

GameTypechange()
{
//Created By Nitram
self endon("disconnect");
self notifyonplayercommand("Normal", "+usereload" );
self notifyonplayercommand("GunGame", "+smoke" );
self notifyonplayercommand("Zombies", "+frag" );

for(;Winky Winky
{
GT = self waittill_any_return( "Normal", "GunGame", "Zombies" );
switch(GT){

case "Normal":
setDvar("matchGameType", 0 );
wait 5;
level maps\mp\gametypes\_gamelogic::endGame( "self", "Changing GameType To : ^3Normal" );
break;
case "GunGame":
setDvar("matchGameType", 1 );
wait 5;
level maps\mp\gametypes\_gamelogic::endGame( "self", "Changing GameType To : ^2GunGame" );
break;
case "ZOMBIES":
setDvar("matchGameType", 2 );
wait 5;
level maps\mp\gametypes\_gamelogic::endGame( "self", "Changing GameType To : ^1ZOMBIES" );
break;
default:
break;
}
}
}




Add this to the gsc your using for Normal 10th Lobby

    
NormalConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );
if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player thread NormalSpawn();
}
}

NormalSpawn()
{
self endon( "disconnect" );
if (self isHost()){
self thread GameTypechange();
}
for(;Winky Winky
{
self waittill( "spawned_player" );
//10th Lobby Code Here
}
}




Add this to the gsc your using for GunGame

    

GunGameConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );
if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player thread doBinds();
player thread GunGameSpawn();
}
}

GunGameSpawn()
{
self endon( "disconnect" );
if (self isHost()){
self thread GameTypechange();
}
for(;Winky Winky
{
self waittill( "spawned_player" );
self thread doDvars();
}
}

initGuns()
{
self.inverse = false; //Inverted gungame?
self.upgscore = 100; //Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.
self.finalkills = 5; //Kills to win after getting final weapon
self.gunList = [];
// Gun Name, Laser Sight, Akimbo
self.gunList[0] = createGun("throwingknife_mp", 9, false, false);
self.gunList[1] = createGun("usp_fmj_mp", 9, false, false);
self.gunList[2] = createGun("beretta_fmj_mp", 9, false, false);
self.gunList[3] = createGun("coltanaconda_fmj_mp", 9, false, false);
self.gunList[4] = createGun("deserteaglegold_mp", 9, false, false);
self.gunList[5] = createGun("pp2000_mp", 9, true, false);
self.gunList[6] = createGun("tmp_mp", 9, true, false);
self.gunList[7] = createGun("beretta393_akimbo_mp", 9, true, true);
self.gunList[8] = createGun("glock_mp", 9, true, false);
self.gunList[9] = createGun("ranger_akimbo_mp", 9, true, true);
self.gunList[10] = createGun("model1887_akimbo_mp", 9, true, true);
self.gunList[11] = createGun("m1014_grip_reflex_mp", 9, true, false);
self.gunList[12] = createGun("striker_grip_reflex_mp", 9, true, false);
self.gunList[13] = createGun("aa12_eotech_grip_mp", 9, true, false);
self.gunList[14] = createGun("spas12_grip_mp", 9, true, false);
self.gunList[15] = createGun("uzi_reflex_rof_mp", 9, true, false);
self.gunList[16] = createGun("mp5k_reflex_rof_mp", 9, true, false);
self.gunList[17] = createGun("ump45_reflex_rof_mp", 9, true, false);
self.gunList[18] = createGun("p90_eotech_rof_mp", 9, true, false);
self.gunList[19] = createGun("fal_acog_mp", 9, true, false);
self.gunList[20] = createGun("scar_reflex_mp", 9, true, false);
self.gunList[21] = createGun("m16_reflex_mp", 9, true, false);
self.gunList[22] = createGun("aug_grip_mp", 9, true, false);
self.gunList[23] = createGun("masada_reflex_mp", 9, true, false);
self.gunList[24] = createGun("rpd_grip_mp", 9, true, false);
self.gunList[25] = createGun("mg4_grip_mp", 9, true, false);
self.gunList[26] = createGun("m240_grip_mp", 9, true, false);
self.gunList[27] = createGun("wa2000_fmj_mp", 9, false, false);
self.gunList[28] = createGun("m21_fmj_mp", 9, false, false);
self.gunList[29] = createGun("barrett_fmj_mp", 9, false, false);
self.gunList[30] = createGun("cheytac_fmj_mp", 9, false, false);
self.gunList[31] = createGun("m79_mp", 9, false, false);
self.gunList[32] = createGun("at4_mp", 9, true, false);
self.gunList[33] = createGun("rpg_mp", 9, false, false);
self.gunList[34] = createGun("javelin_mp", 9, true, false);
}

createGun(gunName, camo, laserSight, akimbo)
{
gun = spawnstruct();
gun.name = gunName;
gun.camo = camo;
gun.laser = laserSight;
gun.akimbo = akimbo;
return gun;
}

doBinds() //Put persistent threads that are started once here
{
self.firstRun = true;
self thread initGuns();
self.nv = false;
self thread killCrosshairs();
self thread doScore();
self thread doGun();
setDvar("scr_dm_scorelimit", ((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 50));
setDvar("scr_dm_timelimit", 0);
setDvar("ui_gametype", "ffa");
setDvar("scr_game_hardpoints", 0);
setDvar("scr_game_killstreakdelay", 9999999);
}

doDvars() //Put threads that are called with every respawn
{
setDvar("g_speed", 220);
setDvar("bg_fallDamageMaxHeight", 1);
setDvar("bg_fallDamageMinHeight", 99999);
self setClientDvar("player_meleerange", 0);
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_exposeenemy");
self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
if(self.nv) self VisionSetNakedForPlayer("default_night_mp", 1);
else self VisionSetNakedForPlayer(getDvar("mapname"), 2);
self thread doNV();
if(self.firstRun){
if(self.inverse){
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Inverse Gun Game");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kill Enemies to Downgrade Your Gun");
}else{
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Gun Game");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kill Enemies to Upgrade Your Gun");
}
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Press [{+actionslot 1}] to Toggle Night Vision");
//DO NOT REMOVE THE FOLLOWING LINE
self thread maps\mp\gametypes\_hud_message::hintMessage("^2For more great mods:");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Donate at skixtech.com/donate!");
//DO NOT REMOVE THAT ^
self.firstRun = false;
}
}

doGun()
{
self endon("disconnect");
if(self.inverse) self.curgun = self.gunList.size - 1;
else self.curgun = 0;
curscore = 0;
done = false;
while(true){
if(self.inverse && self.curgun <= 0) done = true;
if(!self.inverse && self.curgun >= (self.gunList.size - 1)) done = true;
if(!done){
if(self.inverse && (self.score - curscore >= self.upgscore)){
self.curgun--;
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Downgraded!");
curscore = self.score;
}else if((self.score - curscore >= self.upgscore)){
self.curgun++;
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
curscore = self.score;
}
}
while(self getCurrentWeapon() != self.gunList[self.curgun].name){
if(self.gunList[self.curgun].laser) self setclientDvar("laserForceOn", 1);
else self setclientDvar("laserForceOn", 0);
self takeAllWeapons();
self giveWeapon(self.gunList[self.curgun].name, self.gunList[self.curgun].camo, self.gunList[self.curgun].akimbo);
self switchToWeapon(self.gunList[self.curgun].name);
wait .2;
}
self giveMaxAmmo(self.gunList[self.curgun].name);
wait .2;
}
}

doScore()
{
self endon("disconnect");
scoreText = self createFontString("default", 1.5);
scoreText setPoint("TOPRIGHT", "TOPRIGHT", -5, 0);
while(true)
{
scoreText setText("^3 Level " + self.curgun);
wait .2;
}
}

doNV() //Night Vision
{
self endon("disconnect");
self endon("death");
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
while(true){
self waittill("dpad_up");
self playSound("claymore_activated");
if(!self.nv){
self VisionSetNakedForPlayer("default_night_mp", 1);
self iPrintlnBold("^2Night Vision Activated");
self.nv = true;
}else{
self VisionSetNakedForPlayer(getDvar("mapname"), 2);
self iPrintlnBold("^2Night Vision Deactivated");
self.nv = false;
}
}
}

killCrosshairs() //Get rid of those f***ing useless hax
{
self endon("disconnect");

while(true){
setDvar("cg_drawcrosshair", 0);
self setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("cg_drawFPS", 1);
wait 1;
}
}




Add this to the gsc your using for Zombies

    

ZombiesConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );
if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player thread NormalSpawn();
}
}

ZombiesSpawn()
{
self endon( "disconnect" );
if (self isHost()){
self thread GameTypechange();
}
for(;Winky Winky
{
self waittill( "spawned_player" );
//Zombies Code Here
}
}







i would have used spoilers and php code but i dont know how lol
credits to NITRAM from se7ensins for making this tut
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10-02-2010, 12:33 AM #2
xEnhancer
Cracking WI-FI
Originally posted by xxmatzoxx View Post
Ok First off I know there are other versions of this but I think this is the best because your not limited to map for what gametype you can play. I have not included to code for Zombies or a normal 10th lobby iam sure you can add them in your self if not wait till I release my patch it will have this plus a lot more.


Ok I have the threads for the gametypes in different gscs i think its easy this way but you dont have to if you have the space in one gsc.


To make it easy iam going to put threads for changing the gametype in the missions gsc you can use any

Add this to the top of your missions gsc only if you using different gscs for the gametypes call them what you what

#include modz\nitram_patch_mp\__gungame;
#include modz\nitram_patch_mp\___ZOMBIES;



Add this to your init() function

init()
{
//Created By Nitram
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level.matchGameType = 0;
if(self ishost()){
setDvarIfUninitialized( "matchGameType" , 0 );
level.matchGameType = getdvar("matchGameType");
}
level thread MatchGameType();
}



Add this somewere in the gsc your using

MatchGameType()
{
//Created By Nitram
if(level.matchGameType == "0"){
level thread NormalConnect();
}

if(level.matchGameType == "1"){
level thread GunGameConnect();
}

if(level.matchGameType == "2"){
level thread ZombiesConnect();
}
}

GameTypechange()
{
//Created By Nitram
self endon("disconnect");
self notifyonplayercommand("Normal", "+usereload" );
self notifyonplayercommand("GunGame", "+smoke" );
self notifyonplayercommand("Zombies", "+frag" );

for(;Winky Winky
{
GT = self waittill_any_return( "Normal", "GunGame", "Zombies" );
switch(GT){

case "Normal":
setDvar("matchGameType", 0 );
wait 5;
level maps\mp\gametypes\_gamelogic::endGame( "self", "Changing GameType To : ^3Normal" );
break;
case "GunGame":
setDvar("matchGameType", 1 );
wait 5;
level maps\mp\gametypes\_gamelogic::endGame( "self", "Changing GameType To : ^2GunGame" );
break;
case "ZOMBIES":
setDvar("matchGameType", 2 );
wait 5;
level maps\mp\gametypes\_gamelogic::endGame( "self", "Changing GameType To : ^1ZOMBIES" );
break;
default:
break;
}
}
}



Add this to the gsc your using for Normal 10th Lobby

NormalConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );
if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player thread NormalSpawn();
}
}

NormalSpawn()
{
self endon( "disconnect" );
if (self isHost()){
self thread GameTypechange();
}
for(;Winky Winky
{
self waittill( "spawned_player" );
//10th Lobby Code Here
}
}



Add this to the gsc your using for GunGame

GunGameConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );
if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player thread doBinds();
player thread GunGameSpawn();
}
}

GunGameSpawn()
{
self endon( "disconnect" );
if (self isHost()){
self thread GameTypechange();
}
for(;Winky Winky
{
self waittill( "spawned_player" );
self thread doDvars();
}
}

initGuns()
{
self.inverse = false; //Inverted gungame?
self.upgscore = 100; //Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.
self.finalkills = 5; //Kills to win after getting final weapon
self.gunList = [];
// Gun Name, Laser Sight, Akimbo
self.gunList[0] = createGun("throwingknife_mp", 9, false, false);
self.gunList[1] = createGun("usp_fmj_mp", 9, false, false);
self.gunList[2] = createGun("beretta_fmj_mp", 9, false, false);
self.gunList[3] = createGun("coltanaconda_fmj_mp", 9, false, false);
self.gunList[4] = createGun("deserteaglegold_mp", 9, false, false);
self.gunList[5] = createGun("pp2000_mp", 9, true, false);
self.gunList[6] = createGun("tmp_mp", 9, true, false);
self.gunList[7] = createGun("beretta393_akimbo_mp", 9, true, true);
self.gunList[8] = createGun("glock_mp", 9, true, false);
self.gunList[9] = createGun("ranger_akimbo_mp", 9, true, true);
self.gunList[10] = createGun("model1887_akimbo_mp", 9, true, true);
self.gunList[11] = createGun("m1014_grip_reflex_mp", 9, true, false);
self.gunList[12] = createGun("striker_grip_reflex_mp", 9, true, false);
self.gunList[13] = createGun("aa12_eotech_grip_mp", 9, true, false);
self.gunList[14] = createGun("spas12_grip_mp", 9, true, false);
self.gunList[15] = createGun("uzi_reflex_rof_mp", 9, true, false);
self.gunList[16] = createGun("mp5k_reflex_rof_mp", 9, true, false);
self.gunList[17] = createGun("ump45_reflex_rof_mp", 9, true, false);
self.gunList[18] = createGun("p90_eotech_rof_mp", 9, true, false);
self.gunList[19] = createGun("fal_acog_mp", 9, true, false);
self.gunList[20] = createGun("scar_reflex_mp", 9, true, false);
self.gunList[21] = createGun("m16_reflex_mp", 9, true, false);
self.gunList[22] = createGun("aug_grip_mp", 9, true, false);
self.gunList[23] = createGun("masada_reflex_mp", 9, true, false);
self.gunList[24] = createGun("rpd_grip_mp", 9, true, false);
self.gunList[25] = createGun("mg4_grip_mp", 9, true, false);
self.gunList[26] = createGun("m240_grip_mp", 9, true, false);
self.gunList[27] = createGun("wa2000_fmj_mp", 9, false, false);
self.gunList[28] = createGun("m21_fmj_mp", 9, false, false);
self.gunList[29] = createGun("barrett_fmj_mp", 9, false, false);
self.gunList[30] = createGun("cheytac_fmj_mp", 9, false, false);
self.gunList[31] = createGun("m79_mp", 9, false, false);
self.gunList[32] = createGun("at4_mp", 9, true, false);
self.gunList[33] = createGun("rpg_mp", 9, false, false);
self.gunList[34] = createGun("javelin_mp", 9, true, false);
}

createGun(gunName, camo, laserSight, akimbo)
{
gun = spawnstruct();
gun.name = gunName;
gun.camo = camo;
gun.laser = laserSight;
gun.akimbo = akimbo;
return gun;
}

doBinds() //Put persistent threads that are started once here
{
self.firstRun = true;
self thread initGuns();
self.nv = false;
self thread killCrosshairs();
self thread doScore();
self thread doGun();
setDvar("scr_dm_scorelimit", ((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 50));
setDvar("scr_dm_timelimit", 0);
setDvar("ui_gametype", "ffa");
setDvar("scr_game_hardpoints", 0);
setDvar("scr_game_killstreakdelay", 9999999);
}

doDvars() //Put threads that are called with every respawn
{
setDvar("g_speed", 220);
setDvar("bg_fallDamageMaxHeight", 1);
setDvar("bg_fallDamageMinHeight", 99999);
self setClientDvar("player_meleerange", 0);
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_exposeenemy");
self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
if(self.nv) self VisionSetNakedForPlayer("default_night_mp", 1);
else self VisionSetNakedForPlayer(getDvar("mapname"), 2);
self thread doNV();
if(self.firstRun){
if(self.inverse){
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Inverse Gun Game");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kill Enemies to Downgrade Your Gun");
}else{
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Gun Game");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kill Enemies to Upgrade Your Gun");
}
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Press [{+actionslot 1}] to Toggle Night Vision");
//DO NOT REMOVE THE FOLLOWING LINE
self thread maps\mp\gametypes\_hud_message::hintMessage("^2For more great mods:");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Donate at skixtech.com/donate!");
//DO NOT REMOVE THAT ^
self.firstRun = false;
}
}

doGun()
{
self endon("disconnect");
if(self.inverse) self.curgun = self.gunList.size - 1;
else self.curgun = 0;
curscore = 0;
done = false;
while(true){
if(self.inverse && self.curgun <= 0) done = true;
if(!self.inverse && self.curgun >= (self.gunList.size - 1)) done = true;
if(!done){
if(self.inverse && (self.score - curscore >= self.upgscore)){
self.curgun--;
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Downgraded!");
curscore = self.score;
}else if((self.score - curscore >= self.upgscore)){
self.curgun++;
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Upgraded!");
curscore = self.score;
}
}
while(self getCurrentWeapon() != self.gunList[self.curgun].name){
if(self.gunList[self.curgun].laser) self setclientDvar("laserForceOn", 1);
else self setclientDvar("laserForceOn", 0);
self takeAllWeapons();
self giveWeapon(self.gunList[self.curgun].name, self.gunList[self.curgun].camo, self.gunList[self.curgun].akimbo);
self switchToWeapon(self.gunList[self.curgun].name);
wait .2;
}
self giveMaxAmmo(self.gunList[self.curgun].name);
wait .2;
}
}

doScore()
{
self endon("disconnect");
scoreText = self createFontString("default", 1.5);
scoreText setPoint("TOPRIGHT", "TOPRIGHT", -5, 0);
while(true)
{
scoreText setText("^3 Level " + self.curgun);
wait .2;
}
}

doNV() //Night Vision
{
self endon("disconnect");
self endon("death");
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
while(true){
self waittill("dpad_up");
self playSound("claymore_activated");
if(!self.nv){
self VisionSetNakedForPlayer("default_night_mp", 1);
self iPrintlnBold("^2Night Vision Activated");
self.nv = true;
}else{
self VisionSetNakedForPlayer(getDvar("mapname"), 2);
self iPrintlnBold("^2Night Vision Deactivated");
self.nv = false;
}
}
}

killCrosshairs() //Get rid of those f***ing useless hax
{
self endon("disconnect");

while(true){
setDvar("cg_drawcrosshair", 0);
self setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("cg_drawFPS", 1);
wait 1;
}
}



Add this to the gsc your using for Zombies

ZombiesConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );
if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player thread NormalSpawn();
}
}

ZombiesSpawn()
{
self endon( "disconnect" );
if (self isHost()){
self thread GameTypechange();
}
for(;Winky Winky
{
self waittill( "spawned_player" );
//Zombies Code Here
}
}






i would have used spoilers and php code but i dont know how lol


You can invite me for a challenge lobby,i can pay you $5 psn dollars that left on one of my account...ok!!??
10-02-2010, 12:36 AM #3
PS3LUV3R
Too Beast
Didn't try it but if it works, good shit!

I've wanted to do that. But all my modes won't fit on one patch :p
10-02-2010, 12:37 AM #4
FireWire
I'm done here.
Originally posted by MOJOYO View Post
You can invite me for a challenge lobby,i can pay you $5 psn dollars that left on one of my account...ok!!??


naaah mate ive broken my jailbreak and i can very rarely use a mates so im getting a new one soon :P

---------- Post added at 10:37 AM ---------- Previous post was at 10:36 AM ----------

Originally posted by PS3LUV3R View Post
Didn't try it but if it works, good shit!

I've wanted to do that. But all my modes won't fit on one patch :p


:P
do you know how to use php code and spoilers in a thread?
10-02-2010, 12:44 AM #5
Bradman
Bounty hunter
this is all on se7en sins he just copy and pasted
10-02-2010, 12:49 AM #6
xEnhancer
Cracking WI-FI
Originally posted by xxmatzoxx View Post
naaah mate ive broken my jailbreak and i can very rarely use a mates so im getting a new one soon :P

---------- Post added at 10:37 AM ---------- Previous post was at 10:36 AM ----------



:P
do you know how to use php code and spoilers in a thread?


Sorry dude,but i don't know how to php code ad spoiler...but i think that to put a php code is by pressing in the option the number symbol and then there you view something like this "
    
" and in the center of that you can try to put the php code...ahhhh! if you make a challenge lobby another day,you can invite me and what you PSN name???
10-02-2010, 01:07 AM #7
MCEvan
Can’t trickshot me!
[*/spoiler] No star
10-02-2010, 01:49 AM #8
DEREKTROTTER
You're Goddamn Right

    
#include modz\nitram_patch_mp\__gungame;
#include modz\nitram_patch_mp\___ZOMBIES;



Add this to your init() function

init()
{
//Created By Nitram
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level.matchGameType = 0;
if(self ishost()){
setDvarIfUninitialized( "matchGameType" , 0 );
level.matchGameType = getdvar("matchGameType");
}
level thread MatchGameType();
}



Add this somewere in the gsc your using

MatchGameType()
{
//Created By Nitram
if(level.matchGameType == "0"){
level thread NormalConnect();
}

if(level.matchGameType == "1"){
level thread GunGameConnect();
}

if(level.matchGameType == "2"){
level thread ZombiesConnect();
}
}

GameTypechange()
{
//Created By Nitram
self endon("disconnect");
self notifyonplayercommand("Normal", "+usereload" );
self notifyonplayercommand("GunGame", "+smoke" );
self notifyonplayercommand("Zombies", "+frag" );

for(;
{
GT = self waittill_any_return( "Normal", "GunGame", "Zombies" );
switch(GT){

case "Normal":
setDvar("matchGameType", 0 );
wait 5;
level maps\mp\gametypes\_gamelogic::endGame( "self", "Changing GameType To : ^3Normal" );
break;
case "GunGame":
setDvar("matchGameType", 1 );
wait 5;
level maps\mp\gametypes\_gamelogic::endGame( "self", "Changing GameType To : ^2GunGame" );
break;
case "ZOMBIES":
setDvar("matchGameType", 2 );
wait 5;
level maps\mp\gametypes\_gamelogic::endGame( "self", "Changing GameType To : ^1ZOMBIES" );
break;
default:
break;
}
}
}



Add this to the gsc your using for Normal 10th Lobby

NormalConnect()
{
for(;
{
level waittill( "connected", player );
if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player thread NormalSpawn();
}
}

NormalSpawn()
{
self endon( "disconnect" );
if (self isHost()){
self thread GameTypechange();
}
for(Winky Winky
{
self waittill( "spawned_player" );
//10th Lobby Code Here
}
}



Add this to the gsc your using for GunGame

GunGameConnect()
{
for(;
{
level waittill( "connected", player );
if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player thread doBinds();
player thread GunGameSpawn();
}
}

GunGameSpawn()
{
self endon( "disconnect" );
if (self isHost()){
self thread GameTypechange();
}
for(;
{
self waittill( "spawned_player" );
self thread doDvars();
}
}

initGuns()
{
self.inverse = false; //Inverted gungame?
self.upgscore = 100; //Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.
self.finalkills = 5; //Kills to win after getting final weapon
self.gunList = [];
// Gun Name, Laser Sight, Akimbo
self.gunList[0] = createGun("throwingknife_mp", 9, false, false);
self.gunList[1] = createGun("usp_fmj_mp", 9, false, false);
self.gunList[2] = createGun("beretta_fmj_mp", 9, false, false);
self.gunList[3] = createGun("coltanaconda_fmj_mp", 9, false, false);
self.gunList[4] = createGun("deserteaglegold_mp", 9, false, false);
self.gunList[5] = createGun("pp2000_mp", 9, true, false);
self.gunList[6] = createGun("tmp_mp", 9, true, false);
self.gunList[7] = createGun("beretta393_akimbo_mp", 9, true, true);
self.gunList[8] = createGun("glock_mp", 9, true, false);
self.gunList[9] = createGun("ranger_akimbo_mp", 9, true, true);
self.gunList[10] = createGun("model1887_akimbo_mp", 9, true, true);
self.gunList[11] = createGun("m1014_grip_reflex_mp", 9, true, false);
self.gunList[12] = createGun("striker_grip_reflex_mp", 9, true, false);
self.gunList[13] = createGun("aa12_eotech_grip_mp", 9, true, false);
self.gunList[14] = createGun("spas12_grip_mp", 9, true, false);
self.gunList[15] = createGun("uzi_reflex_rof_mp", 9, true, false);
self.gunList[16] = createGun("mp5k_reflex_rof_mp", 9, true, false);
self.gunList[17] = createGun("ump45_reflex_rof_mp", 9, true, false);
self.gunList[18] = createGun("p90_eotech_rof_mp", 9, true, false);
self.gunList[19] = createGun("fal_acog_mp", 9, true, false);
self.gunList[20] = createGun("scar_reflex_mp", 9, true, false);
self.gunList[21] = createGun("m16_reflex_mp", 9, true, false);
self.gunList[22] = createGun("aug_grip_mp", 9, true, false);
self.gunList[23] = createGun("masada_reflex_mp", 9, true, false);
self.gunList[24] = createGun("rpd_grip_mp", 9, true, false);
self.gunList[25] = createGun("mg4_grip_mp", 9, true, false);
self.gunList[26] = createGun("m240_grip_mp", 9, true, false);
self.gunList[27] = createGun("wa2000_fmj_mp", 9, false, false);
self.gunList[28] = createGun("m21_fmj_mp", 9, false, false);
self.gunList[29] = createGun("barrett_fmj_mp", 9, false, false);
self.gunList[30] = createGun("cheytac_fmj_mp", 9, false, false);
self.gunList[31] = createGun("m79_mp", 9, false, false);
self.gunList[32] = createGun("at4_mp", 9, true, false);
self.gunList[33] = createGun("rpg_mp", 9, false, false);
self.gunList[34] = createGun("javelin_mp", 9, true, false);
}

createGun(gunName, camo, laserSight, akimbo)
{
gun = spawnstruct();
gun.name = gunName;
gun.camo = camo;
gun.laser = laserSight;
gun.akimbo = akimbo;
return gun;
}

doBinds() //Put persistent threads that are started once here
{
self.firstRun = true;
self thread initGuns();
self.nv = false;
self thread killCrosshairs();
self thread doScore();
self thread doGun();
setDvar("scr_dm_scorelimit", ((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 50));
setDvar("scr_dm_timelimit", 0);
setDvar("ui_gametype", "ffa");
setDvar("scr_game_hardpoints", 0);
setDvar("scr_game_killstreakdelay", 9999999);
}

doDvars() //Put threads that are called with every respawn
{
setDvar("g_speed", 220);
setDvar("bg_fallDamageMaxHeight", 1);
setDvar("bg_fallDamageMinHeight", 99999);
self setClientDvar("player_meleerange", 0);
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_bulletac curacy");
self maps\mp\perks\_perks::givePerk("specialty_bulletda mage");
self maps\mp\perks\_perks::givePerk("specialty_bulletpe netration");
self maps\mp\perks\_perks::givePerk("specialty_exposeen emy");
self maps\mp\perks\_perks::givePerk("specialty_extended mags");
self maps\mp\perks\_perks::givePerk("specialty_fastrelo ad");
self maps\mp\perks\_perks::givePerk("specialty_fastsnip e");
self maps\mp\perks\_perks::givePerk("specialty_marathon ");
self maps\mp\perks\_perks::givePerk("specialty_quieter" );
if(self.nv) self VisionSetNakedForPlayer("default_night_mp", 1);
else self VisionSetNakedForPlayer(getDvar("mapname"), 2);
self thread doNV();
if(self.firstRun){
if(self.inverse){
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Inv erse Gun Game");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kil l Enemies to Downgrade Your Gun");
}else{
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Gun Game");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Kil l Enemies to Upgrade Your Gun");
}
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Press [{+actionslot 1}] to Toggle Night Vision");
//DO NOT REMOVE THE FOLLOWING LINE
self thread maps\mp\gametypes\_hud_message::hintMessage("^2For more great mods:");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Don ate at skixtech.com/donate!");
//DO NOT REMOVE THAT ^
self.firstRun = false;
}
}

doGun()
{
self endon("disconnect");
if(self.inverse) self.curgun = self.gunList.size - 1;
else self.curgun = 0;
curscore = 0;
done = false;
while(true){
if(self.inverse && self.curgun <= 0) done = true;
if(!self.inverse && self.curgun >= (self.gunList.size - 1)) done = true;
if(!done){
if(self.inverse && (self.score - curscore >= self.upgscore)){
self.curgun--;
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Wea pon Downgraded!");
curscore = self.score;
}else if((self.score - curscore >= self.upgscore)){
self.curgun++;
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Wea pon Upgraded!");
curscore = self.score;
}
}
while(self getCurrentWeapon() != self.gunList[self.curgun].name){
if(self.gunList[self.curgun].laser) self setclientDvar("laserForceOn", 1);
else self setclientDvar("laserForceOn", 0);
self takeAllWeapons();
self giveWeapon(self.gunList[self.curgun].name, self.gunList[self.curgun].camo, self.gunList[self.curgun].akimbo);
self switchToWeapon(self.gunList[self.curgun].name);
wait .2;
}
self giveMaxAmmo(self.gunList[self.curgun].name);
wait .2;
}
}

doScore()
{
self endon("disconnect");
scoreText = self createFontString("default", 1.5);
scoreText setPoint("TOPRIGHT", "TOPRIGHT", -5, 0);
while(true)
{
scoreText setText("^3 Level " + self.curgun);
wait .2;
}
}

doNV() //Night Vision
{
self endon("disconnect");
self endon("death");
self notifyOnPlayerCommand("dpad_up", "+actionslot 1");
while(true){
self waittill("dpad_up");
self playSound("claymore_activated");
if(!self.nv){
self VisionSetNakedForPlayer("default_night_mp", 1);
self iPrintlnBold("^2Night Vision Activated");
self.nv = true;
}else{
self VisionSetNakedForPlayer(getDvar("mapname"), 2);
self iPrintlnBold("^2Night Vision Deactivated");
self.nv = false;
}
}
}

killCrosshairs() //Get rid of those f***ing useless hax
{
self endon("disconnect");

while(true){
setDvar("cg_drawcrosshair", 0);
self setClientDvar("cg_scoreboardPingText", 1);
self setClientDvar("com_maxfps", 0);
self setClientDvar("cg_drawFPS", 1);
wait 1;
}
}



Add this to the gsc your using for Zombies

ZombiesConnect()
{
for(;
{
level waittill( "connected", player );
if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;
player thread NormalSpawn();
}
}

ZombiesSpawn()
{
self endon( "disconnect" );
if (self isHost()){
self thread GameTypechange();
}
for(;
{
self waittill( "spawned_player" );
//Zombies Code Here
}
}



use these tags:

[SPOILER][/SPOILER]
[php][/php]

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The following user thanked DEREKTROTTER for this useful post:

FireWire
10-02-2010, 01:52 AM #9
T-Icey
Samurai Poster
Make sure you guys always give credit to the people who make things, because I'm sure you wouldn't like if people were doing the same thing with work, acting like they the one who made it.

Just sayingWinky Winky
10-02-2010, 02:57 AM #10
UMD
Brute
great work mate!

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