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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01-02-2011, 12:30 AM #11
delagious
Do a barrel roll!
you must be doin it wrong then. /facepalm

The following user thanked delagious for this useful post:

FrOoTLoOpZ
01-02-2011, 02:20 PM #12
birdman33573
Save Point
Im thinking it could be something in here
    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;
}
}
}


or it could still be one of the weapons

    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", "^5LoOpZ" );
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" );
}
01-04-2011, 10:51 PM #13
delagious
Do a barrel roll!
i wanna try the ray gun

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