Post: [MY CODE] SharpShooter GameMode From BlackOps 45 Sec Cycle
01-02-2011, 01:11 AM #1
LINUX♥
The Best OS By Far
(adsbygoogle = window.adsbygoogle || []).push({}); Hi everyone,

Ive been looking around for sharpshooter gamemode codes and havent found any (basic) codes for the gamemode so i decided to type my own up Smile please dont flame me for getting something wrong ive only just got into coding and this is my first big attempt at some (BASIC) coding, i spent nearly all day typin this up so if ive got something wrong just keep it to yourself i think il leave it to the pro's to type up a better one Smile

Its not the best code ever but its a start Smile Havent tested so let me know!?!

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

for(;Winky Winky
{
self waittill( "spawned_player" );
self thread maps\mp\gametypes\_hud_message::hintMessage("Sharpshooter Mod By THEDUBMAN101");
self thread sharpGuns();
self thread doPerks();
}
}
doPerks()
{
self endon("death");
{
self _clearPerks();wait 0.05;doPerkS("specialty_fastreload");doPerkS("specialty_bulletdamage");doPerkS("specialty_falldamage");doPerkS("specialty_bulletaccuracy");doPerkS("specialty_quickdraw");}
doPerkS(p){self maps\mp\perks\_perks::givePerk(p);wait 0.01;}
}
}
sharpGuns()
{
self takeAllWeapons();
self giveWeapon( "beretta_mp", 0 );
self SwitchToWeapon( "beretta_mp", 0 );
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "beretta_akimbo_mp", 0 );
self SwitchToWeapon( "beretta_akimbo_mp", 0 );
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "beretta_silencer_mp", 0 );
self SwitchToWeapon( "beretta_silencer_mp", 0 )
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "usp_mp", 0 );
self SwitchToWeapon( "usp_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "usp_akimbo_mp", 0 );
self SwitchToWeapon( "usp_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "usp_silencer_mp", 0 );
self SwitchToWeapon( "usp_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "deserteagle_mp", 0 );
self SwitchToWeapon( "deserteagle_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "deserteagle_akimbo_mp", 0 );
self SwitchToWeapon( "deserteagle_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "deserteaglegold_mp", 0 );
self SwitchToWeapon( "deserteaglegold_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "coltanaconda_mp", 0 );
self SwitchToWeapon( "coltanaconda_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "coltanaconda_akimbo_mp", 0 );
self SwitchToWeapon( "coltanaconda_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "glock_mp", 0 );
self SwitchToWeapon( "glock_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "glock_akimbo_mp", 0 );
self SwitchToWeapon( "glock_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "glock_silencer_mp", 0 );
self SwitchToWeapon( "glock_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "beretta393_mp", 0 );
self SwitchToWeapon( "beretta393_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "beretta393_akimbo_mp", 0 );
self SwitchToWeapon( "beretta393_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "beretta393_silencer_mp", 0 );
self SwitchToWeapon( "beretta393_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "mp5k_mp", 0 );
self SwitchToWeapon( "mp5k_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "mp5k_akimbo_mp", 0 );
self SwitchToWeapon( "mp5k_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "mp5k_silencer_mp", 0 );
self SwitchToWeapon( "mp5k_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "pp2000_mp", 0 );
self SwitchToWeapon( "pp2000_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "pp2000_akimbo_mp", 0 );
self SwitchToWeapon( "pp2000_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "pp2000_silencer_mp", 0 );
self SwitchToWeapon( "pp2000_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "uzi_mp", 0 );
self SwitchToWeapon( "uzi_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "uzi_akimbo_mp", 0 );
self SwitchToWeapon( "uzi_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "uzi_silencer_mp", 0 );
self SwitchToWeapon( "uzi_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "p90_mp", 0 );
self SwitchToWeapon( "p90_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "p90_akimbo_mp", 0 );
self SwitchToWeapon( "p90_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "p90_silencer_mp", 0 );
self SwitchToWeapon( "p90_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "kriss_mp", 0 );
self SwitchToWeapon( "kriss_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "kriss_akimbo_mp", 0 );
self SwitchToWeapon( "kriss_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "kriss_silencer_mp", 0 );
self SwitchToWeapon( "kriss_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ump45_mp", 0 );
self SwitchToWeapon( "ump45_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ump45_akimbo_mp", 0 );
self SwitchToWeapon( "ump45_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ump45_silencer_mp", 0 );
self SwitchToWeapon( "ump45_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tmp_mp", 0 );
self SwitchToWeapon( "tmp_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tmp_akimbo_mp", 0 );
self SwitchToWeapon( "tmp_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tmp_silencer_mp", 0 );
self SwitchToWeapon( "tmp_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ak47_mp", 0 );
self SwitchToWeapon( "ak47_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ak47_silencer_mp", 0 );
self SwitchToWeapon( "ak47_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m16_mp", 0 );
self SwitchToWeapon( "m16_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m16_silencer_mp", 0 );
self SwitchToWeapon( "m16_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m4_mp", 0 );
self SwitchToWeapon( "m4_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m4_silencer_mp", 0 );
self SwitchToWeapon( "m4_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fn2000_mp", 0 );
self SwitchToWeapon( "fn2000_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fn2000_shotgun_mp", 0 );
self SwitchToWeapon( "fn2000_shotgun_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "masada_mp", 0 );
self SwitchToWeapon( "masada_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "masada_silencer_mp", 0 );
self SwitchToWeapon( "masada_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "famas_mp", 0 );
self SwitchToWeapon( "famas_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "famas_silencer_mp", 0 );
self SwitchToWeapon( "famas_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fal_mp", 0 );
self SwitchToWeapon( "fal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fal_silencer_mp", 0 );
self SwitchToWeapon( "fal_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "scar_mp", 0 );
self SwitchToWeapon( "scar_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "scar_silencer_mp", 0 );
self SwitchToWeapon( "scar_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tavor_mp", 0 );
self SwitchToWeapon( "tavor_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tavor_silencer_mp", 0 );
self SwitchToWeapon( "tavor_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "barrett_mp", 0 );
self SwitchToWeapon( "barrett_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "barrett_thermal_mp", 0 );
self SwitchToWeapon( "barrett_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "wa2000_mp", 0 );
self SwitchToWeapon( "wa2000_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "wa2000_thermal_mp", 0 );
self SwitchToWeapon( "wa2000_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m21_mp", 0 );
self SwitchToWeapon( "m21_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m21_thermal_mp", 0 );
self SwitchToWeapon( "m21_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "cheytac_mp", 0 );
self SwitchToWeapon( "cheytac_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "cheytac_thermal_mp", 0 );
self SwitchToWeapon( "cheytac_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ranger_mp", 0 );
self SwitchToWeapon( "ranger_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ranger_akimbo_mp", 0 );
self SwitchToWeapon( "ranger_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "model1887_mp", 0 );
self SwitchToWeapon( "model1887_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "model1887_akimbo_mp", 0 );
self SwitchToWeapon( "model1887_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "striker_mp", 0 );
self SwitchToWeapon( "striker_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "striker_grip_mp", 0 );
self SwitchToWeapon( "striker_grip_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "aa12_mp", 0 );
self SwitchToWeapon( "aa12_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "aa12_grip_mp", 0 );
self SwitchToWeapon( "aa12_grip_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m1014_mp", 0 );
self SwitchToWeapon( "m1014_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m1014_grip_mp", 0 );
self SwitchToWeapon( "m1014_grip_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "spas12_mp", 0 );
self SwitchToWeapon( "spas12_mp", 0);
self iPrintlnBold( "^1LAST WEAPON!" );
wait 45;
self thread sharpGuns();
}
}
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01-02-2011, 01:31 AM #2
ViiZiiKz
old name was EpiCz-SniiPz
Originally posted by THEDUBMAN101 View Post
Hi everyone,

Ive been looking around for sharpshooter gamemode codes and havent found any (basic) codes for the gamemode so i decided to type my own up Smile please dont flame me for getting something wrong ive only just got into coding and this is my first big attempt at some (BASIC) coding, i spent nearly all day typin this up so if ive got something wrong just keep it to yourself i think il leave it to the pro's to type up a better one Smile

Its not the best code ever but its a start Smile Havent tested so let me know!?!

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

for(;Winky Winky
{
self waittill( "spawned_player" );
self thread maps\mp\gametypes\_hud_message::hintMessage("Sharpshooter Mod By THEDUBMAN101");
self thread sharpGuns();
self thread doPerks();
}
}
doPerks()
{
self endon("death");
{
self _clearPerks();wait 0.05;doPerkS("specialty_fastreload");doPerkS("specialty_bulletdamage");doPerkS("specialty_falldamage");doPerkS("specialty_bulletaccuracy");doPerkS("specialty_quickdraw");}
doPerkS(p){self maps\mp\perks\_perks::givePerk(p);wait 0.01;}
}
}
sharpGuns()
{
self takeAllWeapons();
self giveWeapon( "beretta_mp", 0 );
self SwitchToWeapon( "beretta_mp", 0 );
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "beretta_akimbo_mp", 0 );
self SwitchToWeapon( "beretta_akimbo_mp", 0 );
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "beretta_silencer_mp", 0 );
self SwitchToWeapon( "beretta_silencer_mp", 0 )
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "usp_mp", 0 );
self SwitchToWeapon( "usp_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self takeAllWeapons();
self giveWeapon( "usp_akimbo_mp", 0 );
self SwitchToWeapon( "usp_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "usp_silencer_mp", 0 );
self SwitchToWeapon( "usp_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "deserteagle_mp", 0 );
self SwitchToWeapon( "deserteagle_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "deserteagle_akimbo_mp", 0 );
self SwitchToWeapon( "deserteagle_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "deserteaglegold_mp", 0 );
self SwitchToWeapon( "deserteaglegold_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "coltanaconda_mp", 0 );
self SwitchToWeapon( "coltanaconda_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "coltanaconda_akimbo_mp", 0 );
self SwitchToWeapon( "coltanaconda_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "glock_mp", 0 );
self SwitchToWeapon( "glock_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "glock_akimbo_mp", 0 );
self SwitchToWeapon( "glock_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "glock_silencer_mp", 0 );
self SwitchToWeapon( "glock_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "beretta393_mp", 0 );
self SwitchToWeapon( "beretta393_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "beretta393_akimbo_mp", 0 );
self SwitchToWeapon( "beretta393_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "beretta393_silencer_mp", 0 );
self SwitchToWeapon( "beretta393_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "mp5k_mp", 0 );
self SwitchToWeapon( "mp5k_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "mp5k_akimbo_mp", 0 );
self SwitchToWeapon( "mp5k_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "mp5k_silencer_mp", 0 );
self SwitchToWeapon( "mp5k_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "pp2000_mp", 0 );
self SwitchToWeapon( "pp2000_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "pp2000_akimbo_mp", 0 );
self SwitchToWeapon( "pp2000_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "pp2000_silencer_mp", 0 );
self SwitchToWeapon( "pp2000_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "uzi_mp", 0 );
self SwitchToWeapon( "uzi_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "uzi_akimbo_mp", 0 );
self SwitchToWeapon( "uzi_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "uzi_silencer_mp", 0 );
self SwitchToWeapon( "uzi_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "p90_mp", 0 );
self SwitchToWeapon( "p90_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "p90_akimbo_mp", 0 );
self SwitchToWeapon( "p90_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "p90_silencer_mp", 0 );
self SwitchToWeapon( "p90_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "kriss_mp", 0 );
self SwitchToWeapon( "kriss_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "kriss_akimbo_mp", 0 );
self SwitchToWeapon( "kriss_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "kriss_silencer_mp", 0 );
self SwitchToWeapon( "kriss_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ump45_mp", 0 );
self SwitchToWeapon( "ump45_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ump45_akimbo_mp", 0 );
self SwitchToWeapon( "ump45_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ump45_silencer_mp", 0 );
self SwitchToWeapon( "ump45_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tmp_mp", 0 );
self SwitchToWeapon( "tmp_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tmp_akimbo_mp", 0 );
self SwitchToWeapon( "tmp_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tmp_silencer_mp", 0 );
self SwitchToWeapon( "tmp_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ak47_mp", 0 );
self SwitchToWeapon( "ak47_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ak47_silencer_mp", 0 );
self SwitchToWeapon( "ak47_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m16_mp", 0 );
self SwitchToWeapon( "m16_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m16_silencer_mp", 0 );
self SwitchToWeapon( "m16_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m4_mp", 0 );
self SwitchToWeapon( "m4_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m4_silencer_mp", 0 );
self SwitchToWeapon( "m4_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fn2000_mp", 0 );
self SwitchToWeapon( "fn2000_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fn2000_shotgun_mp", 0 );
self SwitchToWeapon( "fn2000_shotgun_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "masada_mp", 0 );
self SwitchToWeapon( "masada_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "masada_silencer_mp", 0 );
self SwitchToWeapon( "masada_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "famas_mp", 0 );
self SwitchToWeapon( "famas_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "famas_silencer_mp", 0 );
self SwitchToWeapon( "famas_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fal_mp", 0 );
self SwitchToWeapon( "fal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "fal_silencer_mp", 0 );
self SwitchToWeapon( "fal_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "scar_mp", 0 );
self SwitchToWeapon( "scar_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "scar_silencer_mp", 0 );
self SwitchToWeapon( "scar_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tavor_mp", 0 );
self SwitchToWeapon( "tavor_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "tavor_silencer_mp", 0 );
self SwitchToWeapon( "tavor_silencer_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "barrett_mp", 0 );
self SwitchToWeapon( "barrett_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "barrett_thermal_mp", 0 );
self SwitchToWeapon( "barrett_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "wa2000_mp", 0 );
self SwitchToWeapon( "wa2000_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "wa2000_thermal_mp", 0 );
self SwitchToWeapon( "wa2000_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m21_mp", 0 );
self SwitchToWeapon( "m21_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m21_thermal_mp", 0 );
self SwitchToWeapon( "m21_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "cheytac_mp", 0 );
self SwitchToWeapon( "cheytac_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "cheytac_thermal_mp", 0 );
self SwitchToWeapon( "cheytac_thermal_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ranger_mp", 0 );
self SwitchToWeapon( "ranger_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "ranger_akimbo_mp", 0 );
self SwitchToWeapon( "ranger_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "model1887_mp", 0 );
self SwitchToWeapon( "model1887_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "model1887_akimbo_mp", 0 );
self SwitchToWeapon( "model1887_akimbo_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "striker_mp", 0 );
self SwitchToWeapon( "striker_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "striker_grip_mp", 0 );
self SwitchToWeapon( "striker_grip_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "aa12_mp", 0 );
self SwitchToWeapon( "aa12_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "aa12_grip_mp", 0 );
self SwitchToWeapon( "aa12_grip_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m1014_mp", 0 );
self SwitchToWeapon( "m1014_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "m1014_grip_mp", 0 );
self SwitchToWeapon( "m1014_grip_mp", 0);
self iPrintlnBold( "^1Weapons Cycled!" );
wait 45;
self giveWeapon( "spas12_mp", 0 );
self SwitchToWeapon( "spas12_mp", 0);
self iPrintlnBold( "^1LAST WEAPON!" );
wait 45;
self thread sharpGuns();
}
}


Man i hate to tell you this but this has been posted before here see
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---------- Post added at 08:31 PM ---------- Previous post was at 08:30 PM ----------

Originally posted by THEDUBMAN101 View Post
Hi everyone,

Ive been looking around for sharpshooter gamemode codes and havent found any (basic) codes for the gamemode so i decided to type my own up Smile please dont flame me for getting something wrong ive only just got into coding and this is my first big attempt at some (BASIC) coding, i spent nearly all day typin this up so if ive got something wrong just keep it to yourself i think il leave it to the pro's to type up a better one Smile

Its not the best code ever but its a start Smile Havent tested so let me know!?!


Man i hate to tell you this but this has been posted before here see
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01-02-2011, 01:41 AM #3
LINUX♥
The Best OS By Far
Originally posted by SniiPz View Post
Man i hate to tell you this but this has been posted before here see
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---------- Post added at 08:31 PM ---------- Previous post was at 08:30 PM ----------



Man i hate to tell you this but this has been posted before here see
You must login or register to view this content.


Lol well that sucks /facepalm i learnt abit from typing this so it doesnt bother me too much, its only a basic code so
01-02-2011, 01:45 AM #4
And this one won't work. Its good that you are trying but you shouldn't post it as a code without testing it.
01-02-2011, 01:52 AM #5
ViiZiiKz
old name was EpiCz-SniiPz
Originally posted by Homer
And this one won't work. Its good that you are trying but you shouldn't post it as a code without testing it.


I hate to ask in this thread but did you see my visitor message homer? i can try get the AK47IVAN back but i need the email. if you dont want me to thats sweet

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