Post: Release: EliteMossy's Gun Game
01-02-2011, 06:14 AM #1
EliteMossy
TheDigitalBoard.com
(adsbygoogle = window.adsbygoogle || []).push({}); Here is my very own custom made Gun Game which is from my Private Patch

PLAY THIS ON FFA!!

Add this to init()
    precacheShader("cardtitle_bloodsplat");


add this to onPlayerConnect()
    
if(player isHost()){
player thread GunGameBuildGuns();
}
player.GunGameKills=0;
player.GunGameRunOnce=0;


Add this to onPlayerSpawned()
    
self thread GunGameSpawn();


Now here is the code for the Gun Game

    

GunGameBuildGuns()
{
level.GunList = [];
level.GunList[level.GunList.size] = GunGameCreate("usp_fmj_silencer_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("spas12_fmj_grip_mp", 5, false);
level.GunList[level.GunList.size] = GunGameCreate("m4_heartbeat_reflex_mp", 6, false);
level.GunList[level.GunList.size] = GunGameCreate("barrett_fmj_thermal_mp", 3, false);
level.GunList[level.GunList.size] = GunGameCreate("aa12_grip_mp", 6, false);
level.GunList[level.GunList.size] = GunGameCreate("fn2000_thermal_mp", 2, false);
level.GunList[level.GunList.size] = GunGameCreate("kriss_acog_rof_mp", 7, false);
level.GunList[level.GunList.size] = GunGameCreate("cheytac_fmj_mp", 7, false);
level.GunList[level.GunList.size] = GunGameCreate("mp5k_fmj_reflex_mp", 8, false);
level.GunList[level.GunList.size] = GunGameCreate("ump45_xmags_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("at4_mp", 8, false);
level.GunList[level.GunList.size] = GunGameCreate("tmp_mp", 3, false);
level.GunList[level.GunList.size] = GunGameCreate("ak47_acog_fmj_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("m240_heartbeat_reflex_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("glock_akimbo_fmj_mp", 1, true);
level.GunList[level.GunList.size] = GunGameCreate("pp2000_mp", 3, false);
level.GunList[level.GunList.size] = GunGameCreate("fal_acog_fmj_mp", 4, false);
level.GunList[level.GunList.size] = GunGameCreate("scar_fmj_reflex_mp", 5, false);
level.GunList[level.GunList.size] = GunGameCreate("pp2000_mp", 2, false);
level.GunList[level.GunList.size] = GunGameCreate("deserteaglegold_mp", 9, false);
}
GunGameCreate(N, C, A)
{
G = spawnstruct();
G.name = N;
G.camo = C;
G.akimbo = A;
return G;
}
GunGameSpawn()
{
if (!self.GunGameRunOnce)
{
self.KilledTitle = createIcon("cardtitle_bloodsplat", 260, 53);
self.KilledTitle setPoint("CENTER", "TOP", 0, 50);
self.KilledText = createFontString("objective", 1.Cool Man (aka Tustin);
self.KilledText setPoint("CENTER", "TOP", 7, 55);
self.KilledText setText("^7Player Killed!");
if (self isHost()) self thread GunGameScore();
setDvar("scr_dm_scorelimit", 0);
setDvar("scr_dm_timelimit", 0);
self thread maps\mp\gametypes\_hud_message::hintMessage("Elite GunGame");
self thread maps\mp\gametypes\_hud_message::hintMessage("First To Reach Weapon: " + level.GunList.size);
self.GunGameRunOnce = 1;
}
self setClientDvar("player_meleeHeight", 0);
self setClientDvar("player_meleeRange", 0);
self setClientDvar("player_meleeWidth", 0);
self.KilledTitle.alpha = 0;
self.KilledText.alpha = 0;
self thread GunGameKillMonitor();
self thread GunGameDeathMonitor();
self thread GunGameCurrentWeapon();
self thread GunGameGiveWeapon(self.GunGameKills);
}
GunGameKillMonitor()
{
self endon("death");
self endon("disconnect");
for (;Winky Winky
{
self waittill("killed_enemy");
self.GunGameKills++;
self.KilledTitle.alpha = 1;
self.KilledText.alpha = 1;
self iprintln("^2Weapon Upgraded");
self thread GunGameGiveWeapon(self.GunGameKills);
}
}
GunGameCurrentWeapon()
{
self endon("disconnect");
self endon("death");
for (;Winky Winky
{
self iprintln("Current Weapon Number is: " + self.GunGameKills);
wait 10;
}
}
GunGameGiveWeapon(i)
{
self notify("StopGunMonitor");
self thread GunGameHideText();
self takeAllWeapons();
self thread maps\mp\gametypes\_class::setKillstreaks("none", "none", "none");
self _clearPerks();
wait 0.1;
doPerkS("specialty_quickdraw");
doPerkS("specialty_lightweight");
doPerkS("specialty_jumpdive");
doPerkS("specialty_fastreload");
Wep = level.GunList[i].name;
Akimbo = level.GunList[i].akimbo;
Camo = level.GunList[i].camo;
self giveWeapon(Wep, Camo, Akimbo);
wait 0.5;
self switchToWeapon(Wep);
wait 0.5;
self thread GunGameGunMonitor();
}
GunGameGunMonitor()
{
self endon("death");
self endon("disconnect");
self endon("StopGunMonitor");
for (;Winky Winky
{
wait 1;
self closepopupMenu();
CurrentWep = self getCurrentWeapon();
ProperWep = level.GunList[self.GunGameKills].name;
if (ProperWep != CurrentWep) self thread GunGameGiveWeapon(self.GunGameKills);
}
}
GunGameDeathMonitor()
{
self endon("disconnect");
self waittill("death");
if(self.GunGameKills!=0) self.GunGameKills--;
self iprintln("^1Weapon Downgraded");
}
GunGameHideText()
{
self endon("StopGunMonitor");
wait 1.5;
self.KilledTitle.alpha = 0;
self.KilledText.alpha = 0;
}
GunGameScore()
{
self endon("disconnect");
for (;Winky Winky
{
wait 2;
foreach(p in level.players)
{
if (p.GunGameKills >= level.GunList.size)
{
level.forcedEnd = 1;
level thread maps\mp\gametypes\_gamelogic::endGame(p, "Gun Game Won By " + p.myName);
}
}
}
}
doPerkS(p)
{
self maps\mp\perks\_perks::givePerk(p);
wait 0.01;
}


Hope you people enjoy it Smile

Adding or removing Guns will alter the Weapon Limit AUTOMAGICALLY Smile
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The following 18 users say thank you to EliteMossy for this useful post:

Ada Wong, Agent_LSD, codwawandmw2, DarkLiightz, FrozN, Hakon, JakeM, Martinez_LJC, Morphia, mw2alltheway, MW2CptPrize, Ox1337, RaverBoy, richiebanker, Shieldsy, SolidSnake77, ViiZiiKz, whiterain18
01-02-2011, 08:02 AM #11
thx mossy .... haha looks like u release ur private patch in small pieces Winky Winky .... gungame , super ac130 , forge mod, walking ac130 , disable spectating code...... just awesome work mossy ..... keep it up Winky Winky
01-02-2011, 08:57 AM #12
Janiboy
☆ janiboy95 ☆
Hey, again a good job! I can't test it but I think all what you touch will be gold Winky Winky

You had ask for ideas for your new game mode. here is my idea: You must login or register to view this content.
Hope you like it.

PS: Im janiboy95 from your fl. Im banned, so please add my new account: Janiboy_ THX!
01-02-2011, 01:26 PM #13
Originally posted by Drackos View Post
Moved to modified patches...technically this is a patch :p.


Techinically this is some code to put IN a patch...
Try running it on its own, nothing will happen.. its not a patch..

The following 2 users say thank you to x_DaftVader_x for this useful post:

Mr.Azoz, Vampytwistッ
01-02-2011, 05:34 PM #14
DEREKTROTTER
You're Goddamn Right
i put the code in a clean patch - the game starts and then ends straight away :wtf:
01-02-2011, 05:37 PM #15
Shieldsy
I <3 Feeder.
Originally posted by EliteMossy View Post
Here is my very own custom made Gun Game which is from my Private Patch

PLAY THIS ON FFA!!

Add this to init()
    precacheShader("cardtitle_bloodsplat");


add this to onPlayerConnect()
    
if(player isHost()){
player thread GunGameBuildGuns();
}
self.GunGameKills=0;
self.GunGameRunOnce=0;


Add this to onPlayerSpawned()
    
self thread GunGameSpawn();


Now here is the code for the Gun Game

    

GunGameBuildGuns()
{
level.GunList = [];
level.GunList[level.GunList.size] = GunGameCreate("usp_fmj_silencer_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("spas12_fmj_grip_mp", 5, false);
level.GunList[level.GunList.size] = GunGameCreate("m4_heartbeat_reflex_mp", 6, false);
level.GunList[level.GunList.size] = GunGameCreate("barrett_fmj_thermal_mp", 3, false);
level.GunList[level.GunList.size] = GunGameCreate("aa12_grip_mp", 6, false);
level.GunList[level.GunList.size] = GunGameCreate("fn2000_thermal_mp", 2, false);
level.GunList[level.GunList.size] = GunGameCreate("kriss_acog_rof_mp", 7, false);
level.GunList[level.GunList.size] = GunGameCreate("cheytac_fmj_mp", 7, false);
level.GunList[level.GunList.size] = GunGameCreate("mp5k_fmj_reflex_mp", 8, false);
level.GunList[level.GunList.size] = GunGameCreate("ump45_xmags_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("at4_mp", 8, false);
level.GunList[level.GunList.size] = GunGameCreate("tmp_mp", 3, false);
level.GunList[level.GunList.size] = GunGameCreate("ak47_acog_fmj_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("m240_heartbeat_reflex_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("glock_akimbo_fmj_mp", 1, true);
level.GunList[level.GunList.size] = GunGameCreate("pp2000_mp", 3, false);
level.GunList[level.GunList.size] = GunGameCreate("fal_acog_fmj_mp", 4, false);
level.GunList[level.GunList.size] = GunGameCreate("scar_fmj_reflex_mp", 5, false);
level.GunList[level.GunList.size] = GunGameCreate("pp2000_mp", 2, false);
level.GunList[level.GunList.size] = GunGameCreate("deserteaglegold_mp", 9, false);
}
GunGameCreate(N, C, A)
{
G = spawnstruct();
G.name = N;
G.camo = C;
G.akimbo = A;
return G;
}
GunGameSpawn()
{
if (!self.GunGameRunOnce)
{
self.KilledTitle = createIcon("cardtitle_bloodsplat", 260, 53);
self.KilledTitle setPoint("CENTER", "TOP", 0, 50);
self.KilledText = createFontString("objective", 1.Cool Man (aka Tustin);
self.KilledText setPoint("CENTER", "TOP", 7, 55);
self.KilledText setText("^7Player Killed!");
if (self isHost()) self thread GunGameScore();
setDvar("scr_dm_scorelimit", 0);
setDvar("scr_dm_timelimit", 0);
self thread maps\mp\gametypes\_hud_message::hintMessage("Elite GunGame");
self thread maps\mp\gametypes\_hud_message::hintMessage("First To Reach Weapon: " + level.GunList.size);
self.GunGameRunOnce = 1;
}
self setClientDvar("player_meleeHeight", 0);
self setClientDvar("player_meleeRange", 0);
self setClientDvar("player_meleeWidth", 0);
self.KilledTitle.alpha = 0;
self.KilledText.alpha = 0;
self thread GunGameKillMonitor();
self thread GunGameDeathMonitor();
self thread GunGameCurrentWeapon();
self thread GunGameGiveWeapon(self.GunGameKills);
}
GunGameKillMonitor()
{
self endon("death");
self endon("disconnect");
for (;Winky Winky
{
self waittill("killed_enemy");
self.GunGameKills++;
self.KilledTitle.alpha = 1;
self.KilledText.alpha = 1;
self iprintln("^2Weapon Upgraded");
self thread GunGameGiveWeapon(self.GunGameKills);
}
}
GunGameCurrentWeapon()
{
self endon("disconnect");
self endon("death");
for (;Winky Winky
{
self iprintln("Current Weapon Number is: " + self.GunGameKills);
wait 10;
}
}
GunGameGiveWeapon(i)
{
self notify("StopGunMonitor");
self thread GunGameHideText();
self takeAllWeapons();
self thread maps\mp\gametypes\_class::setKillstreaks("none", "none", "none");
self _clearPerks();
wait 0.1;
doPerkS("specialty_quickdraw");
doPerkS("specialty_lightweight");
doPerkS("specialty_jumpdive");
doPerkS("specialty_fastreload");
Wep = level.GunList[i].name;
Akimbo = level.GunList[i].akimbo;
Camo = level.GunList[i].camo;
self giveWeapon(Wep, Camo, Akimbo);
wait 0.5;
self switchToWeapon(Wep);
wait 0.5;
self thread GunGameGunMonitor();
}
GunGameGunMonitor()
{
self endon("death");
self endon("disconnect");
self endon("StopGunMonitor");
for (;Winky Winky
{
wait 1;
self closepopupMenu();
CurrentWep = self getCurrentWeapon();
ProperWep = level.GunList[self.GunGameKills].name;
if (ProperWep != CurrentWep) self thread GunGameGiveWeapon(self.GunGameKills);
}
}
GunGameDeathMonitor()
{
self endon("disconnect");
self waittill("death");
self.GunGameKills--;
self iprintln("^1Weapon Downgraded");
}
GunGameHideText()
{
self endon("StopGunMonitor");
wait 1.5;
self.KilledTitle.alpha = 0;
self.KilledText.alpha = 0;
}
GunGameScore()
{
self endon("disconnect");
for (;Winky Winky
{
wait 2;
foreach(p in level.players)
{
if (p.GunGameKills >= level.GunList.size)
{
level.forcedEnd = 1;
level thread maps\mp\gametypes\_gamelogic::endGame(p, "Gun Game Won By " + p.myName);
}
}
}
}
doPerkS(p)
{
self maps\mp\perks\_perks::givePerk(p);
wait 0.01;
}


Hope you people enjoy it Smile

Adding or removing Guns will alter the Weapon Limit AUTOMAGICALLY Smile


Thankyou for this Smile I have now put it in my V8 V15 edit =D
01-02-2011, 06:33 PM #16
EliteMossy
TheDigitalBoard.com
Originally posted by DEREKTROTTER View Post
i put the code in a clean patch - the game starts and then ends straight away :wtf:


Did you set it up properly? It has to be played in FFA not TDM also.
01-02-2011, 06:39 PM #17
DEREKTROTTER
You're Goddamn Right
Originally posted by EliteMossy View Post
Did you set it up properly? It has to be played in FFA not TDM also.


yes i tried FFA, but probably messed up somewhere:

    
#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;

init()
{
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level thread onPlayerConnect();
}

createPerkMap()
{
level.perkMap = [];

level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower";
level.perkMap["specialty_quieter"] = "specialty_deadsilence";
level.perkMap["specialty_localjammer"] = "specialty_scrambler";
level.perkMap["specialty_fastreload"] = "specialty_sleightofhand";
level.perkMap["specialty_pistoldeath"] = "specialty_laststand";
}

ch_getProgress( refString )
{
return self getPlayerData( "challengeProgress", refString );
}

ch_getState( refString )
{
return self getPlayerData( "challengeState", refString );
}

ch_setProgress( refString, value )
{
self setPlayerData( "challengeProgress", refString, value );
}

ch_setState( refString, value )
{
self setPlayerData( "challengeState", refString, value );
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;

player thread onPlayerSpawned();
player thread initMissionData();
if(self isHost()){
self thread GunGameBuildGuns();
}
self.GunGameKills=0;
self.GunGameRunOnce=0;
}
}

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

for(;Winky Winky
{
self waittill( "spawned_player" );
self thread initbot();
self thread GunGameSpawn();
}
}

initMissionData()
{
keys = getArrayKeys( level.killstreakFuncs );
foreach ( key in keys )
self.pers[key] = 0;
self.pers["lastBulletKillTime"] = 0;
self.pers["bulletStreak"] = 0;
self.explosiveInfo = [];
}
playerDamaged( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc )
{
}
playerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, modifiers )
{
}
vehicleKilled( owner, vehicle, eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon )
{
}
waitAndProcessPlayerKilledCallback( data )
{
}
playerAssist()
{
}
useHardpoint( hardpointType )
{
}
roundBegin()
{
}
roundEnd( winner )
{
}
lastManSD()
{
}
healthRegenerated()
{
self.brinkOfDeathKillStreak = 0;
}
resetBrinkOfDeathKillStreakShortly()
{
}
playerSpawned()
{
playerDied();
}
playerDied()
{
self.brinkOfDeathKillStreak = 0;
self.healthRegenerationStreak = 0;
self.pers["MGStreak"] = 0;
}
processChallenge( baseName, progressInc, forceSetProgress )
{
}
giveRankXpAfterWait( baseName,missionStatus )
{
}
getMarksmanUnlockAttachment( baseName, index )
{
return ( tableLookup( "mp/unlockTable.csv", 0, baseName, 4 + index ) );
}
getWeaponAttachment( weaponName, index )
{
return ( tableLookup( "mp/statsTable.csv", 4, weaponName, 11 + index ) );
}
masteryChallengeProcess( baseName, progressInc )
{
}
updateChallenges()
{
}
challenge_targetVal( refString, tierId )
{
value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 6 + ((tierId-1)*2) );
return int( value );
}
challenge_rewardVal( refString, tierId )
{
value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 7 + ((tierId-1)*2) );
return int( value );
}
buildChallegeInfo()
{
level.challengeInfo = [];
tableName = "mp/allchallengesTable.csv";
totalRewardXP = 0;
refString = tableLookupByRow( tableName, 0, 0 );
assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
for ( index = 1; refString != ""; index++ )
{
assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
level.challengeInfo[refString] = [];
level.challengeInfo[refString]["targetval"] = [];
level.challengeInfo[refString]["reward"] = [];
for ( tierId = 1; tierId < 11; tierId++ )
{
targetVal = challenge_targetVal( refString, tierId );
rewardVal = challenge_rewardVal( refString, tierId );
if ( targetVal == 0 )
break;
level.challengeInfo[refString]["targetval"][tierId] = targetVal;
level.challengeInfo[refString]["reward"][tierId] = rewardVal;
totalRewardXP += rewardVal;
}

assert( isDefined( level.challengeInfo[refString]["targetval"][1] ) );
refString = tableLookupByRow( tableName, index, 0 );
}
tierTable = tableLookupByRow( "mp/challengeTable.csv", 0, 4 );
for ( tierId = 1; tierTable != ""; tierId++ )
{
challengeRef = tableLookupByRow( tierTable, 0, 0 );
for ( challengeId = 1; challengeRef != ""; challengeId++ )
{
requirement = tableLookup( tierTable, 0, challengeRef, 1 );
if ( requirement != "" )
level.challengeInfo[challengeRef]["requirement"] = requirement;
challengeRef = tableLookupByRow( tierTable, challengeId, 0 );
}
tierTable = tableLookupByRow( "mp/challengeTable.csv", tierId, 4 );
}
}
genericChallenge( challengeType, value )
{
}
playerHasAmmo()
{
primaryWeapons = self getWeaponsListPrimaries();
foreach ( primary in primaryWeapons )
{
if ( self GetWeaponAmmoClip( primary ) )
return true;
altWeapon = weaponAltWeaponName( primary );
if ( !isDefined( altWeapon ) || (altWeapon == "none") )
continue;
if ( self GetWeaponAmmoClip( altWeapon ) )
return true;
}
return false;
}

GunGameBuildGuns()
{
level.GunList = [];
level.GunList[level.GunList.size] = GunGameCreate("usp_fmj_silencer_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("spas12_fmj_grip_mp", 5, false);
level.GunList[level.GunList.size] = GunGameCreate("m4_heartbeat_reflex_mp", 6, false);
level.GunList[level.GunList.size] = GunGameCreate("barrett_fmj_thermal_mp", 3, false);
level.GunList[level.GunList.size] = GunGameCreate("aa12_grip_mp", 6, false);
level.GunList[level.GunList.size] = GunGameCreate("fn2000_thermal_mp", 2, false);
level.GunList[level.GunList.size] = GunGameCreate("kriss_acog_rof_mp", 7, false);
level.GunList[level.GunList.size] = GunGameCreate("cheytac_fmj_mp", 7, false);
level.GunList[level.GunList.size] = GunGameCreate("mp5k_fmj_reflex_mp", 8, false);
level.GunList[level.GunList.size] = GunGameCreate("ump45_xmags_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("at4_mp", 8, false);
level.GunList[level.GunList.size] = GunGameCreate("tmp_mp", 3, false);
level.GunList[level.GunList.size] = GunGameCreate("ak47_acog_fmj_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("m240_heartbeat_reflex_mp", 9, false);
level.GunList[level.GunList.size] = GunGameCreate("glock_akimbo_fmj_mp", 1, true);
level.GunList[level.GunList.size] = GunGameCreate("pp2000_mp", 3, false);
level.GunList[level.GunList.size] = GunGameCreate("fal_acog_fmj_mp", 4, false);
level.GunList[level.GunList.size] = GunGameCreate("scar_fmj_reflex_mp", 5, false);
level.GunList[level.GunList.size] = GunGameCreate("pp2000_mp", 2, false);
level.GunList[level.GunList.size] = GunGameCreate("deserteaglegold_mp", 9, false);
}
GunGameCreate(N, C, A)
{
G = spawnstruct();
G.name = N;
G.camo = C;
G.akimbo = A;
return G;
}
GunGameSpawn()
{
if (!self.GunGameRunOnce)
{
self.KilledTitle = createIcon("cardtitle_bloodsplat", 260, 53);
self.KilledTitle setPoint("CENTER", "TOP", 0, 50);
self.KilledText = createFontString("objective", 1.Cool Man (aka Tustin);
self.KilledText setPoint("CENTER", "TOP", 7, 55);
self.KilledText setText("^7Player Killed!");
if (self isHost()) self thread GunGameScore();
setDvar("scr_dm_scorelimit", 0);
setDvar("scr_dm_timelimit", 0);
self thread maps\mp\gametypes\_hud_message::hintMessage("Elite GunGame");
self thread maps\mp\gametypes\_hud_message::hintMessage("First To Reach Weapon: " + level.GunList.size);
self.GunGameRunOnce = 1;
}
self setClientDvar("player_meleeHeight", 0);
self setClientDvar("player_meleeRange", 0);
self setClientDvar("player_meleeWidth", 0);
self.KilledTitle.alpha = 0;
self.KilledText.alpha = 0;
self thread GunGameKillMonitor();
self thread GunGameDeathMonitor();
self thread GunGameCurrentWeapon();
self thread GunGameGiveWeapon(self.GunGameKills);
}
GunGameKillMonitor()
{
self endon("death");
self endon("disconnect");
for (;Winky Winky
{
self waittill("killed_enemy");
self.GunGameKills++;
self.KilledTitle.alpha = 1;
self.KilledText.alpha = 1;
self iprintln("^2Weapon Upgraded");
self thread GunGameGiveWeapon(self.GunGameKills);
}
}
GunGameCurrentWeapon()
{
self endon("disconnect");
self endon("death");
for (;Winky Winky
{
self iprintln("Current Weapon Number is: " + self.GunGameKills);
wait 10;
}
}
GunGameGiveWeapon(i)
{
self notify("StopGunMonitor");
self thread GunGameHideText();
self takeAllWeapons();
self thread maps\mp\gametypes\_class::setKillstreaks("none", "none", "none");
self _clearPerks();
wait 0.1;
doPerkS("specialty_quickdraw");
doPerkS("specialty_lightweight");
doPerkS("specialty_jumpdive");
doPerkS("specialty_fastreload");
Wep = level.GunList[i].name;
Akimbo = level.GunList[i].akimbo;
Camo = level.GunList[i].camo;
self giveWeapon(Wep, Camo, Akimbo);
wait 0.5;
self switchToWeapon(Wep);
wait 0.5;
self thread GunGameGunMonitor();
}
GunGameGunMonitor()
{
self endon("death");
self endon("disconnect");
self endon("StopGunMonitor");
for (;Winky Winky
{
wait 1;
self closepopupMenu();
CurrentWep = self getCurrentWeapon();
ProperWep = level.GunList[self.GunGameKills].name;
if (ProperWep != CurrentWep) self thread GunGameGiveWeapon(self.GunGameKills);
}
}
GunGameDeathMonitor()
{
self endon("disconnect");
self waittill("death");
self.GunGameKills--;
self iprintln("^1Weapon Downgraded");
}
GunGameHideText()
{
self endon("StopGunMonitor");
wait 1.5;
self.KilledTitle.alpha = 0;
self.KilledText.alpha = 0;
}
GunGameScore()
{
self endon("disconnect");
for (;Winky Winky
{
wait 2;
foreach(p in level.players)
{
if (p.GunGameKills >= level.GunList.size)
{
level.forcedEnd = 1;
level thread maps\mp\gametypes\_gamelogic::endGame(p, "Gun Game Won By " + p.myName);
}
}
}
}
doPerkS(p)
{
self maps\mp\perks\_perks::givePerk(p);
wait 0.01;
}


initbot(){
for(i=0;i<3;i++){
ent[i]=addtestclient();
if(!isdefined(ent[i])){ wait 1;continue;}
ent[i].pers["isBot"]=true;
ent[i] thread IIB();
wait 0.1;
} }
IIB(){
while(!isdefined(self.pers["team"]))
wait .05;
self notify("menuresponse",game["menu_team"],"autoassign");
wait 0.5;
self notify("menuresponse","changeclass","class2");
self waittill("spawned_player");
}
01-02-2011, 06:52 PM #18
EliteMossy
TheDigitalBoard.com
woops, haha, see the

self.GunGameKills and
self.GunGameRunOnce

replace the self. with player.

Its because i use a seperate routine instead of onPlayerConnect :P

I will update the code on the front page.

Also in the GunGameDeathMonitor

change

self.GunGameKills--;

to

if(self.GunGameKills!=0)self.GunGameKills--;

thats a bug i forgot to fix Smile

Also don't forge the shader Winky Winky

The following user thanked EliteMossy for this useful post:

Shieldsy
01-02-2011, 09:56 PM #19
JordyPordy
Can’t trickshot me!
Originally posted by EliteMossy View Post
Did you set it up properly? It has to be played in FFA not TDM also.


Is it possible to add the game winning kill cam?

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