Post: Please Help script error
12-31-2010, 02:16 AM #1
birdman33573
Save Point
(adsbygoogle = window.adsbygoogle || []).push({}); im almost done with this patch of mine but i hsve tried this weapon menu idk how many times and keep geting a script compile error. idk if menus are diferent for weapons or if I just have a stupid error. If anyone can help it would be most apreciated.

Menu
     
getSubMenu1(){
menu = spawnStruct();
menu.name = [];
menu.function = [];
menu.input = [];

menu.name[menu.name.size] = "^0Weapons";
menu.name[menu.name.size] = "Crossbow";
menu.name[menu.name.size] = "Flamethrower";
menu.name[menu.name.size] = "VunderVaffle";
menu.name[menu.name.size] = "Teleporter Gun";
menu.name[menu.name.size] = "DeathMachine";
menu.name[menu.name.size] = "Super Models";
menu.name[menu.name.size] = "Stinger Spas";
menu.name[menu.name.size] = "Super Deagle";

menu.function[menu.function.size+1] = maps/mp/killstreaks/frooty.gsc ::giveCB();
menu.function[menu.function.size+1] = maps/mp/killstreaks/frooty.gsc ::giveFlamethrower();
menu.function[menu.function.size+1] = maps/mp/killstreaks/frooty.gsc ::giveVUNDERVAFFLE();
menu.function[menu.function.size+1] = maps/mp/killstreaks/frooty.gsc ::giveTT();
menu.function[menu.function.size+1] = maps/mp/killstreaks/frooty.gsc ::deathMachine();
menu.function[menu.function.size+1] = maps/mp/killstreaks/frooty.gsc ::doModels();
menu.function[menu.function.size+1] = maps/mp/killstreaks/frooty.gsc ::dobullets();
menu.function[menu.function.size+1] = maps/mp/killstreaks/frooty.gsc ::SuperDeagle();

menu.input[menu.input.size+1] = self.input;
menu.input[menu.input.size+1] = self.input;
menu.input[menu.input.size+1] = self.input;
menu.input[menu.input.size+1] = self.input;
menu.input[menu.input.size+1] = self.input;
menu.input[menu.input.size+1] = self.input;
menu.input[menu.input.size+1] = self.input;
menu.input[menu.input.size+1] = self.input;

return menu;
}

maps/mp/killstreaks/frooty.gsc

    SuperDeagle(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("deserteaglegold_mp", 0, false);
self switchToWeapon("deserteaglegold_mp", 0, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}

GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}

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

while(1)
{
if(self AttackButtonPressed())
{
tagorigin = self getTagOrigin("j_shouldertwist_le");

firing = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);

MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "left" );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "right" );
}
wait 0.07;
}
}

GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}




doModels()
{
self endon("death");
self iPrintlnBold("Super Models Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("model1887_akimbo_fmj_mp", 4, true);
self switchToWeapon("model1887_akimbo_fmj_mp", 4, true);
for(;Winky Winky{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "model1887_akimbo_fmj_mp" ) {
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "rpg_mp", forward, location, self );}
}}



dobullets()
{
self endon("death");
self iPrintlnBold("Stinger SPAS ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("spas12_xmags_mp", 6, false);
self switchToWeapon("spas12_xmags_mp", 6, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}

GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}

giveFlamethrower()
{
self thread giveFT();
wait 0.3;
self giveWeapon("tmp_silencer_xmags_mp", 0);
wait 0.3;
self thread doFXbyMap(getDvar("mapname"));
}

giveFT()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "tmp_silencer_xmags_mp")
{
startB = GetCursorPos();
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
owner = self;
if(xD < 855)
{
pointe = roundUp(xD/55);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];

XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;

RadiusDamage( startB, 300, 300, 300, owner );
for(b = pointe; b > -1; b--)
{
playFX(self.ZFX, startB + (((XA, YA, ZA) * b)) );
wait 0.01;
}
}
}
}
}

doFXbyMap(mapz)
{
self.ZFX = level.spawnGlow["enemy"];;
switch(mapz)
{
case "mp_checkpoint":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_boneyard":
self.ZFX = level._effect[ "firelp_med_pm_nolight" ];
break;

case "mp_favela":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_invasion":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;
}
}

giveVUNDERVAFFLE()
{
self thread giveWW();
wait 0.3;
self giveWeapon("pp2000_reflex_xmags_mp", 8, false);
wait 0.3;
self thread doFXMapz(getDvar("mapname"));
}

giveWW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "pp2000_reflex_xmags_mp")
{
startB = GetCursorPos();
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
owner = self;
if(xD < 855)
{
pointe = roundUp(xD/55);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];

XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;

RadiusDamage( startB, 300, 300, 300, owner );
for(b = pointe; b > -1; b--)
{
playFX(self.ZFX, startB + (((XA, YA, ZA) * b)) );
wait 0.01;
}
}
}
}
}

doFXMapz(mapz)
{
self.ZFX = level.spawnGlow["enemy"];;
switch(mapz)
{
case "mp_underpass":
self.ZFX = level._effect[ "lightning" ];
break;
}
}

giveTT()
{
self thread giveTELEPORTER();
wait 0.3;
self giveWeapon("beretta_silencer_tactical_mp", 0);
}

giveTELEPORTER()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "beretta_silencer_tactical_mp")
{
self.maxhp = self.maxhealth;
self.hp = self.health;
self.maxhealth = 99999;
self.health = self.maxhealth;

playFx( level.chopper_fx["smoke"]["trail"], self.origin );
playFx( level.chopper_fx["smoke"]["trail"], self.origin );
playFx( level.chopper_fx["smoke"]["trail"], self.origin );
forward = self getTagOrigin("j_gun");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
self SetOrigin( location );
}
}
}

giveCB()
{
self thread giveCROSSBOW();
wait 0.3;
self giveWeapon("barrett_acog_heartbeat_mp", 0);
}

giveCROSSBOW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "barrett_acog_heartbeat_mp")
self thread doArrow();
}
}

doArrow()
{
self setClientDvar("perk_weapReloadMultiplier", 0.3);
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
self.Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
self.apple=spawn("script_model", self getTagOrigin("tag_weapon_right"));
self.apple setmodel("weapon_light_stick_tactical_bombsquad");
self.apple.angles = self.angles;
self.apple.owner = self.name;
self.apple thread findVictim();
self.apple moveTo(self.Crosshair, (distance(self.origin, self.Crosshair) / 10000));
self.apple.angles = self.angles;
self thread doBeep(0.3);
self.counter = 0;
}
}

findVictim()
{
while(1)
{
foreach(player in level.players)
{
if(!isAlive(player))
continue;

if(distance(self.origin, player.origin) < 75)
{
myVictim = player;
if(myVictim.name != self.owner)
self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])), 0.1);
}
}
wait 0.000001;
}
}

doBeep(maxtime)
{
self.apple playSound( "ui_mp_timer_countdown" );
wait(maxtime);
self.apple playSound( "ui_mp_timer_countdown" );
wait(maxtime);
for(i = maxtime; i > 0; i-=0.1)
{
self.apple playSound( "ui_mp_timer_countdown" );
wait(i);
self.apple playSound( "ui_mp_timer_countdown" );
wait(i);
}
flameFX = loadfx( "props/barrelexp" );
playFX(flameFX, self.apple.origin);
RadiusDamage(self.apple.origin,200,200,200,self);
self.apple playsound( "detpack_explo_default" );
self.apple.dead = true;
self.apple delete();
}

getCursorPos()
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
return Crosshair;
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}

changeWeaponNames()
{
self endon("disconnect");
sWeapon = self getCurrentWeapon();

weaponName = self createFontString( "default", 1.7 );
weaponName setPoint( "RIGHT", "CENTER", 360, 170);
self thread DestroyOnDeath(weaponName);

csname = spawnstruct();
csname.text = game["weapons"]["UNKNOWN"];

weaponName settext(csname.text);

while(1)
{
sWeapon = self getCurrentWeapon();
switch(sWeapon)
{
case "tmp_silencer_xmags_mp":
csname.text = game["weapons"]["FlameThrower"];
break;

case "pp2000_reflex_xmags_mp":
csname.text = game["weapons"]["VunderVaffle"];
break;

case "beretta_silencer_tactical_mp":
csname.text = game["weapons"]["Teleporter"];
break;

case "barrett_acog_heartbeat_mp":
csname.text = game["weapons"]["Crossbow"];
break;
}

weaponName settext(csname.text);
wait 0.55;
}
}

DestroyOnDeath(obj)
{
self waittill("death");
obj destroy();
}
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12-31-2010, 04:31 AM #2
EliteMossy
TheDigitalBoard.com
errr

menu.function[menu.function.size+1] = maps/mp/killstreaks/frooty.gsc ::giveCB();

why the **** have you got .gsc?

it should be

menu.function[menu.function.size+1] = maps/mp/killstreaks/frooty::giveCB();

The following user thanked EliteMossy for this useful post:

Tory Lanez
12-31-2010, 05:48 PM #3
birdman33573
Save Point
Originally posted by EliteMossy View Post
errr

menu.function[menu.function.size+1] = maps/mp/killstreaks/frooty.gsc ::giveCB();

why the **** have you got .gsc?

it should be

menu.function[menu.function.size+1] = maps/mp/killstreaks/frooty::giveCB();


thanks but now i get fuction"getcursepos"already defined so does that meen i delete 2 of the getcursepos" or what?
12-31-2010, 06:37 PM #4
Originally posted by birdman33573 View Post
thanks but now i get fuction"getcursepos"already defined so does that meen i delete 2 of the getcursepos" or what?


You only need one getcursepos() so yeah you are right you only need one vector scal aswell
12-31-2010, 09:40 PM #5
birdman33573
Save Point
OMG i took it out of these places

    SuperDeagle(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("deserteaglegold_mp", 0, false);
self switchToWeapon("deserteaglegold_mp", 0, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}

GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}

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

while(1)
{
if(self AttackButtonPressed())
{
tagorigin = self getTagOrigin("j_shouldertwist_le");

firing = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);

MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "left" );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "right" );
}
wait 0.07;
}
}

GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}





dobullets()
{
self endon("death");
self iPrintlnBold("Stinger SPAS ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("spas12_xmags_mp", 6, false);
self switchToWeapon("spas12_xmags_mp", 6, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}

GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}


and now i get a unknown function!!

---------- Post added at 04:40 PM ---------- Previous post was at 03:35 PM ----------

please help
12-31-2010, 09:43 PM #6
delagious
Do a barrel roll!
try jsing known functions
01-01-2011, 02:43 PM #7
birdman33573
Save Point
Originally posted by delagious View Post
try jsing known functions


lol
This is what i added and i now got a unknow function :( Please help.

    SuperDeagle(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("deserteaglegold_mp", 0, false);
self switchToWeapon("deserteaglegold_mp", 0, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}

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

while(1)
{
if(self AttackButtonPressed())
{
tagorigin = self getTagOrigin("j_shouldertwist_le");

firing = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);

MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "left" );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "right" );
}
wait 0.07;
}
}

doModels()
{
self endon("death");
self iPrintlnBold("Super Models Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("model1887_akimbo_fmj_mp", 4, true);
self switchToWeapon("model1887_akimbo_fmj_mp", 4, true);
for(;Winky Winky{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "model1887_akimbo_fmj_mp" ) {
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "rpg_mp", forward, location, self );}
}}



dobullets()
{
self endon("death");
self iPrintlnBold("Stinger SPAS ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("spas12_xmags_mp", 6, false);
self switchToWeapon("spas12_xmags_mp", 6, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}

giveFlamethrower()
{
self thread giveFT();
wait 0.3;
self giveWeapon("tmp_silencer_xmags_mp", 0);
wait 0.3;
self thread doFXbyMap(getDvar("mapname"));
}

giveFT()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "tmp_silencer_xmags_mp")
{
startB = GetCursorPos();
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
owner = self;
if(xD < 855)
{
pointe = roundUp(xD/55);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];

XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;

RadiusDamage( startB, 300, 300, 300, owner );
for(b = pointe; b > -1; b--)
{
playFX(self.ZFX, startB + (((XA, YA, ZA) * b)) );
wait 0.01;
}
}
}
}
}

doFXbyMap(mapz)
{
self.ZFX = level.spawnGlow["enemy"];;
switch(mapz)
{
case "mp_checkpoint":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_boneyard":
self.ZFX = level._effect[ "firelp_med_pm_nolight" ];
break;

case "mp_favela":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_invasion":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;
}
}

giveVUNDERVAFFLE()
{
self thread giveWW();
wait 0.3;
self giveWeapon("pp2000_reflex_xmags_mp", 8, false);
wait 0.3;
self thread doFXMapz(getDvar("mapname"));
}

giveWW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "pp2000_reflex_xmags_mp")
{
startB = GetCursorPos();
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
owner = self;
if(xD < 855)
{
pointe = roundUp(xD/55);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];

XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;

RadiusDamage( startB, 300, 300, 300, owner );
for(b = pointe; b > -1; b--)
{
playFX(self.ZFX, startB + (((XA, YA, ZA) * b)) );
wait 0.01;
}
}
}
}
}

doFXMapz(mapz)
{
self.ZFX = level.spawnGlow["enemy"];;
switch(mapz)
{
case "mp_underpass":
self.ZFX = level._effect[ "lightning" ];
break;
}
}

giveTT()
{
self thread giveTELEPORTER();
wait 0.3;
self giveWeapon("beretta_silencer_tactical_mp", 0);
}

giveTELEPORTER()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "beretta_silencer_tactical_mp")
{
self.maxhp = self.maxhealth;
self.hp = self.health;
self.maxhealth = 99999;
self.health = self.maxhealth;

playFx( level.chopper_fx["smoke"]["trail"], self.origin );
playFx( level.chopper_fx["smoke"]["trail"], self.origin );
playFx( level.chopper_fx["smoke"]["trail"], self.origin );
forward = self getTagOrigin("j_gun");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
self SetOrigin( location );
}
}
}

giveCB()
{
self thread giveCROSSBOW();
wait 0.3;
self giveWeapon("barrett_acog_heartbeat_mp", 0);
}

giveCROSSBOW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "barrett_acog_heartbeat_mp")
self thread doArrow();
}
}

doArrow()
{
self setClientDvar("perk_weapReloadMultiplier", 0.3);
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
self.Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
self.apple=spawn("script_model", self getTagOrigin("tag_weapon_right"));
self.apple setmodel("weapon_light_stick_tactical_bombsquad");
self.apple.angles = self.angles;
self.apple.owner = self.name;
self.apple thread findVictim();
self.apple moveTo(self.Crosshair, (distance(self.origin, self.Crosshair) / 10000));
self.apple.angles = self.angles;
self thread doBeep(0.3);
self.counter = 0;
}
}

findVictim()
{
while(1)
{
foreach(player in level.players)
{
if(!isAlive(player))
continue;

if(distance(self.origin, player.origin) < 75)
{
myVictim = player;
if(myVictim.name != self.owner)
self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])), 0.1);
}
}
wait 0.000001;
}
}

doBeep(maxtime)
{
self.apple playSound( "ui_mp_timer_countdown" );
wait(maxtime);
self.apple playSound( "ui_mp_timer_countdown" );
wait(maxtime);
for(i = maxtime; i > 0; i-=0.1)
{
self.apple playSound( "ui_mp_timer_countdown" );
wait(i);
self.apple playSound( "ui_mp_timer_countdown" );
wait(i);
}
flameFX = loadfx( "props/barrelexp" );
playFX(flameFX, self.apple.origin);
RadiusDamage(self.apple.origin,200,200,200,self);
self.apple playsound( "detpack_explo_default" );
self.apple.dead = true;
self.apple delete();
}

getCursorPos()
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
return Crosshair;
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}

changeWeaponNames()
{
self endon("disconnect");
sWeapon = self getCurrentWeapon();

weaponName = self createFontString( "default", 1.7 );
weaponName setPoint( "RIGHT", "CENTER", 360, 170);
self thread DestroyOnDeath(weaponName);

csname = spawnstruct();
csname.text = game["weapons"]["UNKNOWN"];

weaponName settext(csname.text);

while(1)
{
sWeapon = self getCurrentWeapon();
switch(sWeapon)
{
case "tmp_silencer_xmags_mp":
csname.text = game["weapons"]["FlameThrower"];
break;

case "pp2000_reflex_xmags_mp":
csname.text = game["weapons"]["VunderVaffle"];
break;

case "beretta_silencer_tactical_mp":
csname.text = game["weapons"]["Teleporter"];
break;

case "barrett_acog_heartbeat_mp":
csname.text = game["weapons"]["Crossbow"];
break;
}

weaponName settext(csname.text);
wait 0.55;
}
}

DestroyOnDeath(obj)
{
self waittill("death");
obj destroy();
}

doChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
chalProgress = 0;
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}

chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( chalPercent + " percent done" );
useBar updateBar( chalPercent / 100 );

wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
}

dolvl70(){
self setPlayerData( "experience" , 2516000 );
self thread maps\mp\gametypes\_hud_message::hintMessage( "^3Your now lvl 70!" );
}

doFly()
{
self thread monitorUp();
self thread monitorDown();
setDvar( "g_gravity", 800 );
}

monitorUp()
{
self endon ( "disconnect" );
self.buttonUp = 0;
self notifyOnPlayerCommand( "up", "+actionslot 1" );
for ( ;; )
{
self waittill( "up" );
if (self.buttonUp != 1 && self.buttonDown != 1)
{
self.buttonUp = 1;
self thread ufo();
}
self waittill( "up" );
if (self.buttonUp == 1)
self.buttonUp = 0;
}
}

monitorDown()
{
self endon ( "disconnect" );
self.buttonDown = 0;
self notifyOnPlayerCommand( "down", "+actionslot 2" );
for ( ;; )
{
self waittill( "down" );
if (self.buttonUp == 1)
self.buttonUp = 0;
if (self.buttonDown != 1 && self.buttonUp != 1)
{
self.buttonDown = 1;
self thread ufo();
}
self waittill( "down" );
if (self.buttonDown == 1)
self.buttonDown = 0;
}
}


ufo()
{
self endon( "disconnect" );
self endon( "death" );
setDvar( "g_gravity", 1 );
if (self.buttonUp == 1)
{
for(;Winky Winky
{
if (self.buttonUp == 0)
return;
sLocation = self getOrigin();
sLocation += ( 0, 0, 10 ); //the higher the number the faster you go up
self SetOrigin( sLocation );
wait .1;
}
}
if (self.buttonDown == 1)
{
for(;Winky Winky
{
if (self.buttonDown == 0)
return;
sLocation = self getOrigin();
sLocation += ( 0, 0, -10 ); //the higher the number the faster you go down
self SetOrigin( sLocation );
wait .1;
}
}
}

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

self setClientDvar("cg_drawDamageDirection", 0);
playFxOnTag( level.spawnGlow["enemy"], self, "j_head" );
playFxOnTag( level.spawnGlow["enemy"], self, "tag_weapon_right" );
playFxOnTag( level.spawnGlow["enemy"], self, "back_mid" );
playFxOnTag( level.spawnGlow["enemy"], self, "torso_stabilizer" );
playFxOnTag( level.spawnGlow["enemy"], self, "pelvis" );
self SetMoveSpeedScale( 1.5 );
while(1){
self.health += 40;
RadiusDamage( self.origin, 200, 81, 10, self );
wait 0.5;}
}

doGoldClasses()
{
self setPlayerData( "customClasses", 0, "name", "^5Birdy" );
self setPlayerData( "customClasses", 1, "name", "^2is" );
self setPlayerData( "customClasses", 2, "name", "^1My" );
self setPlayerData( "customClasses", 3, "name", "^3Dady" );
self setPlayerData( "customClasses", 4, "name", "^4GOml" );
self setPlayerData( "customClasses", 5, "name", "^2NuBZ" );
self setPlayerData( "customClasses", 6, "name", "^1ScuB" );
self setPlayerData( "customClasses", 7, "name", "^5NooB" );
self setPlayerData( "customClasses", 8, "name", "^6LoOp" );
self setPlayerData( "customClasses", 9, "name", "^1Nuff ^3Said" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "weapon", "throwingknife" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "weapon", "ak47" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "weapon", "cheytac" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "weapon", "ump45" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "weapon", "claymore" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "weapon", "c4" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "weapon", "semtex" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "weapon", "flash_grenade" );
self setPlayerData( "customClasses", 8, "weaponSetups", 0, "weapon", "smoke_grenade" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "weapon", "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "weapon", "throwingknife" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "weapon", "usp" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "weapon", "usp" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "weapon", "claymore" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "weapon", "c4" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "weapon", "semtex" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "weapon", "flash_grenade" );
self setPlayerData( "customClasses", 8, "weaponSetups", 1, "weapon", "smoke_grenade" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "weapon", "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 8, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 8, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "attachment", 0, "xmags" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "attachment", 0, "silencer" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "attachment", 0, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "attachment", 0, "xmags" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "attachment", 0, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "attachment", 1, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "attachment", 1, "reflex" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "attachment", 1, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "attachment", 1, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 1, "c4" );
self setPlayerData( "customClasses", 1, "perks", 1, "specialty_lightweight" );
self setPlayerData( "customClasses", 2, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 3, "perks", 1, "specialty_lightweight" );
self setPlayerData( "customClasses", 4, "perks", 1, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 1, "c4" );
self setPlayerData( "customClasses", 6, "perks", 1, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 1, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 1, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 1, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 2, "claymore" );
self setPlayerData( "customClasses", 1, "perks", 2, "specialty_marathon" );
self setPlayerData( "customClasses", 2, "perks", 2, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 3, "perks", 2, "specialty_hardline" );
self setPlayerData( "customClasses", 4, "perks", 2, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 2, "c4" );
self setPlayerData( "customClasses", 6, "perks", 2, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 2, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 2, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 2, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 3, "semtex" );
self setPlayerData( "customClasses", 1, "perks", 3, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 2, "perks", 3, "specialty_fastreload" );
self setPlayerData( "customClasses", 3, "perks", 3, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 4, "perks", 3, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 3, "c4" );
self setPlayerData( "customClasses", 6, "perks", 3, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 3, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 3, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 3, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 0, "deserteaglegold" );
self setPlayerData( "customClasses", 1, "perks", 0, "throwingknife" );
self setPlayerData( "customClasses", 2, "perks", 0, "specialty_bulletaccuracy" );
self setPlayerData( "customClasses", 3, "perks", 0, "specialty_marathon" );
self setPlayerData( "customClasses", 4, "perks", 0, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 0, "c4" );
self setPlayerData( "customClasses", 6, "perks", 0, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 0, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 0, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 0, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 4, "frag_grenade" );
self setPlayerData( "customClasses", 1, "perks", 4, "throwingknife" );
self setPlayerData( "customClasses", 2, "perks", 4, "specialty_bulletdamage" );
self setPlayerData( "customClasses", 3, "perks", 4, "specialty_bulletaccuracy" );
self setPlayerData( "customClasses", 4, "perks", 4, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 4, "c4" );
self setPlayerData( "customClasses", 6, "perks", 4, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 4, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 4, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 4, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 1, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 3, "specialGrenade", "mp5k" );
self setPlayerData( "customClasses", 4, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 5, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 6, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 7, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 8, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 9, "specialGrenade", "specialty_thermal" );
}
01-01-2011, 07:18 PM #8
Blackstorm
Veni. Vidi. Vici.
Originally posted by birdman33573 View Post
lol
This is what i added and i now got a unknow function :( Please help.

    SuperDeagle(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("deserteaglegold_mp", 0, false);
self switchToWeapon("deserteaglegold_mp", 0, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}

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

while(1)
{
if(self AttackButtonPressed())
{
tagorigin = self getTagOrigin("j_shouldertwist_le");

firing = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);

MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "left" );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "right" );
}
wait 0.07;
}
}

doModels()
{
self endon("death");
self iPrintlnBold("Super Models Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("model1887_akimbo_fmj_mp", 4, true);
self switchToWeapon("model1887_akimbo_fmj_mp", 4, true);
for(;Winky Winky{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "model1887_akimbo_fmj_mp" ) {
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "rpg_mp", forward, location, self );}
}}



dobullets()
{
self endon("death");
self iPrintlnBold("Stinger SPAS ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("spas12_xmags_mp", 6, false);
self switchToWeapon("spas12_xmags_mp", 6, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}

giveFlamethrower()
{
self thread giveFT();
wait 0.3;
self giveWeapon("tmp_silencer_xmags_mp", 0);
wait 0.3;
self thread doFXbyMap(getDvar("mapname"));
}

giveFT()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "tmp_silencer_xmags_mp")
{
startB = GetCursorPos();
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
owner = self;
if(xD < 855)
{
pointe = roundUp(xD/55);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];

XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;

RadiusDamage( startB, 300, 300, 300, owner );
for(b = pointe; b > -1; b--)
{
playFX(self.ZFX, startB + (((XA, YA, ZA) * b)) );
wait 0.01;
}
}
}
}
}

doFXbyMap(mapz)
{
self.ZFX = level.spawnGlow["enemy"];;
switch(mapz)
{
case "mp_checkpoint":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_boneyard":
self.ZFX = level._effect[ "firelp_med_pm_nolight" ];
break;

case "mp_favela":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_invasion":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;
}
}

giveVUNDERVAFFLE()
{
self thread giveWW();
wait 0.3;
self giveWeapon("pp2000_reflex_xmags_mp", 8, false);
wait 0.3;
self thread doFXMapz(getDvar("mapname"));
}

giveWW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "pp2000_reflex_xmags_mp")
{
startB = GetCursorPos();
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
owner = self;
if(xD < 855)
{
pointe = roundUp(xD/55);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];

XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;

RadiusDamage( startB, 300, 300, 300, owner );
for(b = pointe; b > -1; b--)
{
playFX(self.ZFX, startB + (((XA, YA, ZA) * b)) );
wait 0.01;
}
}
}
}
}

doFXMapz(mapz)
{
self.ZFX = level.spawnGlow["enemy"];;
switch(mapz)
{
case "mp_underpass":
self.ZFX = level._effect[ "lightning" ];
break;
}
}

giveTT()
{
self thread giveTELEPORTER();
wait 0.3;
self giveWeapon("beretta_silencer_tactical_mp", 0);
}

giveTELEPORTER()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "beretta_silencer_tactical_mp")
{
self.maxhp = self.maxhealth;
self.hp = self.health;
self.maxhealth = 99999;
self.health = self.maxhealth;

playFx( level.chopper_fx["smoke"]["trail"], self.origin );
playFx( level.chopper_fx["smoke"]["trail"], self.origin );
playFx( level.chopper_fx["smoke"]["trail"], self.origin );
forward = self getTagOrigin("j_gun");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
self SetOrigin( location );
}
}
}

giveCB()
{
self thread giveCROSSBOW();
wait 0.3;
self giveWeapon("barrett_acog_heartbeat_mp", 0);
}

giveCROSSBOW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "barrett_acog_heartbeat_mp")
self thread doArrow();
}
}

doArrow()
{
self setClientDvar("perk_weapReloadMultiplier", 0.3);
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
self.Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
self.apple=spawn("script_model", self getTagOrigin("tag_weapon_right"));
self.apple setmodel("weapon_light_stick_tactical_bombsquad");
self.apple.angles = self.angles;
self.apple.owner = self.name;
self.apple thread findVictim();
self.apple moveTo(self.Crosshair, (distance(self.origin, self.Crosshair) / 10000));
self.apple.angles = self.angles;
self thread doBeep(0.3);
self.counter = 0;
}
}

findVictim()
{
while(1)
{
foreach(player in level.players)
{
if(!isAlive(player))
continue;

if(distance(self.origin, player.origin) < 75)
{
myVictim = player;
if(myVictim.name != self.owner)
self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])), 0.1);
}
}
wait 0.000001;
}
}

doBeep(maxtime)
{
self.apple playSound( "ui_mp_timer_countdown" );
wait(maxtime);
self.apple playSound( "ui_mp_timer_countdown" );
wait(maxtime);
for(i = maxtime; i > 0; i-=0.1)
{
self.apple playSound( "ui_mp_timer_countdown" );
wait(i);
self.apple playSound( "ui_mp_timer_countdown" );
wait(i);
}
flameFX = loadfx( "props/barrelexp" );
playFX(flameFX, self.apple.origin);
RadiusDamage(self.apple.origin,200,200,200,self);
self.apple playsound( "detpack_explo_default" );
self.apple.dead = true;
self.apple delete();
}

getCursorPos()
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
return Crosshair;
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}

changeWeaponNames()
{
self endon("disconnect");
sWeapon = self getCurrentWeapon();

weaponName = self createFontString( "default", 1.7 );
weaponName setPoint( "RIGHT", "CENTER", 360, 170);
self thread DestroyOnDeath(weaponName);

csname = spawnstruct();
csname.text = game["weapons"]["UNKNOWN"];

weaponName settext(csname.text);

while(1)
{
sWeapon = self getCurrentWeapon();
switch(sWeapon)
{
case "tmp_silencer_xmags_mp":
csname.text = game["weapons"]["FlameThrower"];
break;

case "pp2000_reflex_xmags_mp":
csname.text = game["weapons"]["VunderVaffle"];
break;

case "beretta_silencer_tactical_mp":
csname.text = game["weapons"]["Teleporter"];
break;

case "barrett_acog_heartbeat_mp":
csname.text = game["weapons"]["Crossbow"];
break;
}

weaponName settext(csname.text);
wait 0.55;
}
}

DestroyOnDeath(obj)
{
self waittill("death");
obj destroy();
}

doChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
chalProgress = 0;
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}

chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( chalPercent + " percent done" );
useBar updateBar( chalPercent / 100 );

wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
}

dolvl70(){
self setPlayerData( "experience" , 2516000 );
self thread maps\mp\gametypes\_hud_message::hintMessage( "^3Your now lvl 70!" );
}

doFly()
{
self thread monitorUp();
self thread monitorDown();
setDvar( "g_gravity", 800 );
}

monitorUp()
{
self endon ( "disconnect" );
self.buttonUp = 0;
self notifyOnPlayerCommand( "up", "+actionslot 1" );
for ( ;; )
{
self waittill( "up" );
if (self.buttonUp != 1 && self.buttonDown != 1)
{
self.buttonUp = 1;
self thread ufo();
}
self waittill( "up" );
if (self.buttonUp == 1)
self.buttonUp = 0;
}
}

monitorDown()
{
self endon ( "disconnect" );
self.buttonDown = 0;
self notifyOnPlayerCommand( "down", "+actionslot 2" );
for ( ;; )
{
self waittill( "down" );
if (self.buttonUp == 1)
self.buttonUp = 0;
if (self.buttonDown != 1 && self.buttonUp != 1)
{
self.buttonDown = 1;
self thread ufo();
}
self waittill( "down" );
if (self.buttonDown == 1)
self.buttonDown = 0;
}
}


ufo()
{
self endon( "disconnect" );
self endon( "death" );
setDvar( "g_gravity", 1 );
if (self.buttonUp == 1)
{
for(;Winky Winky
{
if (self.buttonUp == 0)
return;
sLocation = self getOrigin();
sLocation += ( 0, 0, 10 ); //the higher the number the faster you go up
self SetOrigin( sLocation );
wait .1;
}
}
if (self.buttonDown == 1)
{
for(;Winky Winky
{
if (self.buttonDown == 0)
return;
sLocation = self getOrigin();
sLocation += ( 0, 0, -10 ); //the higher the number the faster you go down
self SetOrigin( sLocation );
wait .1;
}
}
}

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

self setClientDvar("cg_drawDamageDirection", 0);
playFxOnTag( level.spawnGlow["enemy"], self, "j_head" );
playFxOnTag( level.spawnGlow["enemy"], self, "tag_weapon_right" );
playFxOnTag( level.spawnGlow["enemy"], self, "back_mid" );
playFxOnTag( level.spawnGlow["enemy"], self, "torso_stabilizer" );
playFxOnTag( level.spawnGlow["enemy"], self, "pelvis" );
self SetMoveSpeedScale( 1.5 );
while(1){
self.health += 40;
RadiusDamage( self.origin, 200, 81, 10, self );
wait 0.5;}
}

doGoldClasses()
{
self setPlayerData( "customClasses", 0, "name", "^5Birdy" );
self setPlayerData( "customClasses", 1, "name", "^2is" );
self setPlayerData( "customClasses", 2, "name", "^1My" );
self setPlayerData( "customClasses", 3, "name", "^3Dady" );
self setPlayerData( "customClasses", 4, "name", "^4GOml" );
self setPlayerData( "customClasses", 5, "name", "^2NuBZ" );
self setPlayerData( "customClasses", 6, "name", "^1ScuB" );
self setPlayerData( "customClasses", 7, "name", "^5NooB" );
self setPlayerData( "customClasses", 8, "name", "^6LoOp" );
self setPlayerData( "customClasses", 9, "name", "^1Nuff ^3Said" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "weapon", "throwingknife" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "weapon", "ak47" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "weapon", "cheytac" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "weapon", "ump45" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "weapon", "claymore" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "weapon", "c4" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "weapon", "semtex" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "weapon", "flash_grenade" );
self setPlayerData( "customClasses", 8, "weaponSetups", 0, "weapon", "smoke_grenade" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "weapon", "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "weapon", "throwingknife" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "weapon", "usp" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "weapon", "usp" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "weapon", "claymore" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "weapon", "c4" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "weapon", "semtex" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "weapon", "flash_grenade" );
self setPlayerData( "customClasses", 8, "weaponSetups", 1, "weapon", "smoke_grenade" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "weapon", "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 8, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 8, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "attachment", 0, "xmags" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "attachment", 0, "silencer" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "attachment", 0, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "attachment", 0, "xmags" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "attachment", 0, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "attachment", 1, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "attachment", 1, "reflex" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "attachment", 1, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "attachment", 1, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 1, "c4" );
self setPlayerData( "customClasses", 1, "perks", 1, "specialty_lightweight" );
self setPlayerData( "customClasses", 2, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 3, "perks", 1, "specialty_lightweight" );
self setPlayerData( "customClasses", 4, "perks", 1, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 1, "c4" );
self setPlayerData( "customClasses", 6, "perks", 1, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 1, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 1, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 1, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 2, "claymore" );
self setPlayerData( "customClasses", 1, "perks", 2, "specialty_marathon" );
self setPlayerData( "customClasses", 2, "perks", 2, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 3, "perks", 2, "specialty_hardline" );
self setPlayerData( "customClasses", 4, "perks", 2, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 2, "c4" );
self setPlayerData( "customClasses", 6, "perks", 2, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 2, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 2, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 2, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 3, "semtex" );
self setPlayerData( "customClasses", 1, "perks", 3, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 2, "perks", 3, "specialty_fastreload" );
self setPlayerData( "customClasses", 3, "perks", 3, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 4, "perks", 3, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 3, "c4" );
self setPlayerData( "customClasses", 6, "perks", 3, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 3, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 3, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 3, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 0, "deserteaglegold" );
self setPlayerData( "customClasses", 1, "perks", 0, "throwingknife" );
self setPlayerData( "customClasses", 2, "perks", 0, "specialty_bulletaccuracy" );
self setPlayerData( "customClasses", 3, "perks", 0, "specialty_marathon" );
self setPlayerData( "customClasses", 4, "perks", 0, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 0, "c4" );
self setPlayerData( "customClasses", 6, "perks", 0, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 0, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 0, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 0, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 4, "frag_grenade" );
self setPlayerData( "customClasses", 1, "perks", 4, "throwingknife" );
self setPlayerData( "customClasses", 2, "perks", 4, "specialty_bulletdamage" );
self setPlayerData( "customClasses", 3, "perks", 4, "specialty_bulletaccuracy" );
self setPlayerData( "customClasses", 4, "perks", 4, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 4, "c4" );
self setPlayerData( "customClasses", 6, "perks", 4, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 4, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 4, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 4, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 1, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 3, "specialGrenade", "mp5k" );
self setPlayerData( "customClasses", 4, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 5, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 6, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 7, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 8, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 9, "specialGrenade", "specialty_thermal" );
}


Okay instead of deleting the cursorpos and vectorscal, just do this, cause i had the same problem as you, rename the thread vectorscal and cursorpos, just put

vectorscal2 and cursorpos2 and then call it from you new function like getcursorpos2 and wherever you see vectorscal just add a 2 to it.
01-01-2011, 09:42 PM #9
FrOoTLoOpZ
Got MILK?
Originally posted by MecAj View Post
Okay instead of deleting the cursorpos and vectorscal, just do this, cause i had the same problem as you, rename the thread vectorscal and cursorpos, just put

vectorscal2 and cursorpos2 and then call it from you new function like getcursorpos2 and wherever you see vectorscal just add a 2 to it.


but if ther all the same would that make a difference?
01-01-2011, 10:32 PM #10
birdman33573
Save Point
i tried it like 10 times and still get a unkown function : (

    SuperDeagle(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("deserteaglegold_mp", 0, false);
self switchToWeapon("deserteaglegold_mp", 0, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos2(), self );
}
}
GetCursorPos2()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_scal2(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal2(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}



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

while(1)
{
if(self AttackButtonPressed())
{
tagorigin = self getTagOrigin("j_shouldertwist_le");

firing = GetCursorPos3();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);

MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "left" );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "right" );
}
wait 0.07;
}
}
GetCursorPos3()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_scal3(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}

vector_scal3(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}




doModels()
{
self endon("death");
self iPrintlnBold("Super Models Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("model1887_akimbo_fmj_mp", 4, true);
self switchToWeapon("model1887_akimbo_fmj_mp", 4, true);
for(;Winky Winky{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "model1887_akimbo_fmj_mp" ) {
forward = self getTagOrigin("tag_eye");
end = self thread vector_scal4(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "rpg_mp", forward, location, self );}
}}



dobullets()
{
self endon("death");
self iPrintlnBold("Stinger SPAS ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("spas12_xmags_mp", 6, false);
self switchToWeapon("spas12_xmags_mp", 6, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos4(), self );
}
}
GetCursorPos4()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_scal4(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal4(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}



giveFlamethrower()
{
self thread giveFT();
wait 0.3;
self giveWeapon("tmp_silencer_xmags_mp", 0);
wait 0.3;
self thread doFXbyMap(getDvar("mapname"));
}

giveFT()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "tmp_silencer_xmags_mp")
{
startB = GetCursorPos5();
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
owner = self;
if(xD < 855)
{
pointe = roundUp(xD/55);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];

XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;

RadiusDamage( startB, 300, 300, 300, owner );
for(b = pointe; b > -1; b--)
{
playFX(self.ZFX, startB + (((XA, YA, ZA) * b)) );
wait 0.01;
}
}
}
}
}

doFXbyMap(mapz)
{
self.ZFX = level.spawnGlow["enemy"];;
switch(mapz)
{
case "mp_checkpoint":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_boneyard":
self.ZFX = level._effect[ "firelp_med_pm_nolight" ];
break;

case "mp_favela":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_invasion":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;
}
}

giveVUNDERVAFFLE()
{
self thread giveWW();
wait 0.3;
self giveWeapon("pp2000_reflex_xmags_mp", 8, false);
wait 0.3;
self thread doFXMapz(getDvar("mapname"));
}

giveWW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "pp2000_reflex_xmags_mp")
{
startB = GetCursorPos5();
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
owner = self;
if(xD < 855)
{
pointe = roundUp(xD/55);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];

XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;

RadiusDamage( startB, 300, 300, 300, owner );
for(b = pointe; b > -1; b--)
{
playFX(self.ZFX, startB + (((XA, YA, ZA) * b)) );
wait 0.01;
}
}
}
}
}

doFXMapz(mapz)
{
self.ZFX = level.spawnGlow["enemy"];;
switch(mapz)
{
case "mp_underpass":
self.ZFX = level._effect[ "lightning" ];
break;
}
}

giveTT()
{
self thread giveTELEPORTER();
wait 0.3;
self giveWeapon("beretta_silencer_tactical_mp", 0);
}

giveTELEPORTER()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "beretta_silencer_tactical_mp")
{
self.maxhp = self.maxhealth;
self.hp = self.health;
self.maxhealth = 99999;
self.health = self.maxhealth;

playFx( level.chopper_fx["smoke"]["trail"], self.origin );
playFx( level.chopper_fx["smoke"]["trail"], self.origin );
playFx( level.chopper_fx["smoke"]["trail"], self.origin );
forward = self getTagOrigin("j_gun");
end = self thread vector_scal5(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
self SetOrigin( location );
}
}
}

giveCB()
{
self thread giveCROSSBOW();
wait 0.3;
self giveWeapon("barrett_acog_heartbeat_mp", 0);
}

giveCROSSBOW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "barrett_acog_heartbeat_mp")
self thread doArrow();
}
}

doArrow()
{
self setClientDvar("perk_weapReloadMultiplier", 0.3);
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal5(anglestoforward(self getPlayerAngles()),1000000);
self.Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
self.apple=spawn("script_model", self getTagOrigin("tag_weapon_right"));
self.apple setmodel("weapon_light_stick_tactical_bombsquad");
self.apple.angles = self.angles;
self.apple.owner = self.name;
self.apple thread findVictim();
self.apple moveTo(self.Crosshair, (distance(self.origin, self.Crosshair) / 10000));
self.apple.angles = self.angles;
self thread doBeep(0.3);
self.counter = 0;
}
}

findVictim()
{
while(1)
{
foreach(player in level.players)
{
if(!isAlive(player))
continue;

if(distance(self.origin, player.origin) < 75)
{
myVictim = player;
if(myVictim.name != self.owner)
self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])), 0.1);
}
}
wait 0.000001;
}
}

doBeep(maxtime)
{
self.apple playSound( "ui_mp_timer_countdown" );
wait(maxtime);
self.apple playSound( "ui_mp_timer_countdown" );
wait(maxtime);
for(i = maxtime; i > 0; i-=0.1)
{
self.apple playSound( "ui_mp_timer_countdown" );
wait(i);
self.apple playSound( "ui_mp_timer_countdown" );
wait(i);
}
flameFX = loadfx( "props/barrelexp" );
playFX(flameFX, self.apple.origin);
RadiusDamage(self.apple.origin,200,200,200,self);
self.apple playsound( "detpack_explo_default" );
self.apple.dead = true;
self.apple delete();
}

GetCursorPos5()
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal5(anglestoforward(self getPlayerAngles()),1000000);
Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
return Crosshair;
}

vector_scal5(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}

changeWeaponNames()
{
self endon("disconnect");
sWeapon = self getCurrentWeapon();

weaponName = self createFontString( "default", 1.7 );
weaponName setPoint( "RIGHT", "CENTER", 360, 170);
self thread DestroyOnDeath(weaponName);

csname = spawnstruct();
csname.text = game["weapons"]["UNKNOWN"];

weaponName settext(csname.text);

while(1)
{
sWeapon = self getCurrentWeapon();
switch(sWeapon)
{
case "tmp_silencer_xmags_mp":
csname.text = game["weapons"]["FlameThrower"];
break;

case "pp2000_reflex_xmags_mp":
csname.text = game["weapons"]["VunderVaffle"];
break;

case "beretta_silencer_tactical_mp":
csname.text = game["weapons"]["Teleporter"];
break;

case "barrett_acog_heartbeat_mp":
csname.text = game["weapons"]["Crossbow"];
break;
}

weaponName settext(csname.text);
wait 0.55;
}
}

DestroyOnDeath(obj)
{
self waittill("death");
obj destroy();
}

doChallenges()
{
self endon( "disconnect" );
self endon( "death" );
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);
chalProgress = 0;
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
finalTarget = 0;
finalTier = 0;
for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ )
{
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) )
{
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}

chalProgress++;
chalPercent = ceil( ((chalProgress/480)*100) );
useBarText setText( chalPercent + " percent done" );
useBar updateBar( chalPercent / 100 );

wait ( 0.04 );
}
useBar destroyElem();
useBarText destroyElem();
}

dolvl70(){
self setPlayerData( "experience" , 2516000 );
self thread maps\mp\gametypes\_hud_message::hintMessage( "^3Your now lvl 70!" );
}

doFly()
{
self thread monitorUp();
self thread monitorDown();
setDvar( "g_gravity", 800 );
}

monitorUp()
{
self endon ( "disconnect" );
self.buttonUp = 0;
self notifyOnPlayerCommand( "up", "+actionslot 1" );
for ( ;; )
{
self waittill( "up" );
if (self.buttonUp != 1 && self.buttonDown != 1)
{
self.buttonUp = 1;
self thread ufo();
}
self waittill( "up" );
if (self.buttonUp == 1)
self.buttonUp = 0;
}
}

monitorDown()
{
self endon ( "disconnect" );
self.buttonDown = 0;
self notifyOnPlayerCommand( "down", "+actionslot 2" );
for ( ;; )
{
self waittill( "down" );
if (self.buttonUp == 1)
self.buttonUp = 0;
if (self.buttonDown != 1 && self.buttonUp != 1)
{
self.buttonDown = 1;
self thread ufo();
}
self waittill( "down" );
if (self.buttonDown == 1)
self.buttonDown = 0;
}
}


ufo()
{
self endon( "disconnect" );
self endon( "death" );
setDvar( "g_gravity", 1 );
if (self.buttonUp == 1)
{
for(;Winky Winky
{
if (self.buttonUp == 0)
return;
sLocation = self getOrigin();
sLocation += ( 0, 0, 10 ); //the higher the number the faster you go up
self SetOrigin( sLocation );
wait .1;
}
}
if (self.buttonDown == 1)
{
for(;Winky Winky
{
if (self.buttonDown == 0)
return;
sLocation = self getOrigin();
sLocation += ( 0, 0, -10 ); //the higher the number the faster you go down
self SetOrigin( sLocation );
wait .1;
}
}
}

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

self setClientDvar("cg_drawDamageDirection", 0);
playFxOnTag( level.spawnGlow["enemy"], self, "j_head" );
playFxOnTag( level.spawnGlow["enemy"], self, "tag_weapon_right" );
playFxOnTag( level.spawnGlow["enemy"], self, "back_mid" );
playFxOnTag( level.spawnGlow["enemy"], self, "torso_stabilizer" );
playFxOnTag( level.spawnGlow["enemy"], self, "pelvis" );
self SetMoveSpeedScale( 1.5 );
while(1){
self.health += 40;
RadiusDamage( self.origin, 200, 81, 10, self );
wait 0.5;}
}

doGoldClasses()
{
self setPlayerData( "customClasses", 0, "name", "^5Birdy" );
self setPlayerData( "customClasses", 1, "name", "^2is" );
self setPlayerData( "customClasses", 2, "name", "^1My" );
self setPlayerData( "customClasses", 3, "name", "^3Dady" );
self setPlayerData( "customClasses", 4, "name", "^4GOml" );
self setPlayerData( "customClasses", 5, "name", "^2NuBZ" );
self setPlayerData( "customClasses", 6, "name", "^1ScuB" );
self setPlayerData( "customClasses", 7, "name", "^5NooB" );
self setPlayerData( "customClasses", 8, "name", "^6LoOp" );
self setPlayerData( "customClasses", 9, "name", "^1Nuff ^3Said" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "weapon", "throwingknife" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "weapon", "ak47" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "weapon", "cheytac" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "weapon", "ump45" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "weapon", "claymore" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "weapon", "c4" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "weapon", "semtex" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "weapon", "flash_grenade" );
self setPlayerData( "customClasses", 8, "weaponSetups", 0, "weapon", "smoke_grenade" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "weapon", "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "weapon", "throwingknife" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "weapon", "usp" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "weapon", "usp" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "weapon", "claymore" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "weapon", "c4" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "weapon", "semtex" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "weapon", "flash_grenade" );
self setPlayerData( "customClasses", 8, "weaponSetups", 1, "weapon", "smoke_grenade" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "weapon", "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 8, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "camo", "gold" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 8, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "camo", "gold" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "attachment", 0, "xmags" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "attachment", 0, "silencer" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "attachment", 0, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "attachment", 0, "xmags" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "attachment", 0, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "attachment", 1, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "attachment", 1, "reflex" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "attachment", 1, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "attachment", 1, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 1, "c4" );
self setPlayerData( "customClasses", 1, "perks", 1, "specialty_lightweight" );
self setPlayerData( "customClasses", 2, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 3, "perks", 1, "specialty_lightweight" );
self setPlayerData( "customClasses", 4, "perks", 1, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 1, "c4" );
self setPlayerData( "customClasses", 6, "perks", 1, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 1, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 1, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 1, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 2, "claymore" );
self setPlayerData( "customClasses", 1, "perks", 2, "specialty_marathon" );
self setPlayerData( "customClasses", 2, "perks", 2, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 3, "perks", 2, "specialty_hardline" );
self setPlayerData( "customClasses", 4, "perks", 2, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 2, "c4" );
self setPlayerData( "customClasses", 6, "perks", 2, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 2, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 2, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 2, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 3, "semtex" );
self setPlayerData( "customClasses", 1, "perks", 3, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 2, "perks", 3, "specialty_fastreload" );
self setPlayerData( "customClasses", 3, "perks", 3, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 4, "perks", 3, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 3, "c4" );
self setPlayerData( "customClasses", 6, "perks", 3, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 3, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 3, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 3, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 0, "deserteaglegold" );
self setPlayerData( "customClasses", 1, "perks", 0, "throwingknife" );
self setPlayerData( "customClasses", 2, "perks", 0, "specialty_bulletaccuracy" );
self setPlayerData( "customClasses", 3, "perks", 0, "specialty_marathon" );
self setPlayerData( "customClasses", 4, "perks", 0, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 0, "c4" );
self setPlayerData( "customClasses", 6, "perks", 0, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 0, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 0, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 0, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "perks", 4, "frag_grenade" );
self setPlayerData( "customClasses", 1, "perks", 4, "throwingknife" );
self setPlayerData( "customClasses", 2, "perks", 4, "specialty_bulletdamage" );
self setPlayerData( "customClasses", 3, "perks", 4, "specialty_bulletaccuracy" );
self setPlayerData( "customClasses", 4, "perks", 4, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 4, "c4" );
self setPlayerData( "customClasses", 6, "perks", 4, "semtex" );
self setPlayerData( "customClasses", 7, "perks", 4, "frag_grenade" );
self setPlayerData( "customClasses", 8, "perks", 4, "smoke_grenade" );
self setPlayerData( "customClasses", 9, "perks", 4, "specialty_thermal" );
self setPlayerData( "customClasses", 0, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 1, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 3, "specialGrenade", "mp5k" );
self setPlayerData( "customClasses", 4, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 5, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 6, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 7, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 8, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 9, "specialGrenade", "specialty_thermal" );
}

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