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, 09:59 PM #20
drive4567
Dis community (lol)
Awesome, I'll have to try this soon. Happy
01-02-2011, 10:05 PM #21
XxShadowhawkxX
Bounty hunter
Originally posted by KiiGz View Post
HAHA thats what I wanted to do, noticed I removed the sig:carling:


im sorry is it me or do u just seem jealous :p stupid troll go bother some1 who cares
01-03-2011, 06:23 AM #22
EliteMossy
TheDigitalBoard.com
What do people think of the Gun Game?

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

Mw2Freak13, Vampytwistッ
01-03-2011, 06:29 AM #23
TheJaRniBoi
Why So Serious?
Originally posted by EliteMossy View Post
What do people think of the Gun Game?


you should make this one

[WS]mW2TjD39SNI[/WS]
01-04-2011, 05:17 PM #24
EliteMossy
TheDigitalBoard.com
Anyone played this yet?
01-04-2011, 05:53 PM #25
Originally posted by EliteMossy View Post
Anyone played this yet?


yeah i have its good and fun Smile also you should add more weapons would make it funner Smile
01-04-2011, 05:58 PM #26
ツSparky
Teddy <3
Awsome cant wait.
01-10-2011, 05:19 AM #27
nandox5
Save Point
is it me or knifing doesnt work?

i always try to knife ppl and it dont work.. (it wont kill)

im using DEREK's v18..

could it be the "No knife" he added to quick scope mod?

EDIT: its not the quick scope, i tried removing it and still didnt work on gun game..

i also removed the following lines

Originally posted by another user
//self setClientDvar("player_meleeHeight", 0);
//self setClientDvar("player_meleeRange", 0);
//self setClientDvar("player_meleeWidth", 0);


and it fixes the knifing, but everytime you die you get weapon downgraded, either killed by someone (gun or knife) or suicide.

mossy? is that a bug or cud you help with fixing please?
01-21-2011, 08:29 PM #28
oO-GKUSH-Oo
< ^ > < ^ >
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();
}
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


wow can you like tell us what to do if we wanna put it in your new v9 cause i done tried everything and all i get is bad syntax and i really want this game.. Like do we erase the gungame thats in it and copy and paste this 1? cause your just telling us to copy this to this and that but what if we already have your old gungame

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