Post: Need Coding (Help) (Reward)
01-18-2011, 12:34 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); okay so here is Derektrotter's quickscope lobby mod code

    qsDV(){
self setClientDvar( "cg_objectiveText", "^6DEREKTROTTER ftw");
self setClientDvar("cg_scoreboardFont", "4");

self thread pimp();
}
qsSpawn(){
self.maxhealth=50;self.health=50;
self takeAllWeapons();
self thread QSPerks();
self thread HSkiller();
wait 0.1;
self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );self setWeaponAmmoClip("throwingknife_mp", 1);
self giveWeapon( "cheytac_fmj_xmags_mp", 8, false );
self giveWeapon( "deserteaglegold_mp", 0, false );;
self setWeaponAmmoStock( "deserteaglegold_mp", 0 );
self setWeaponAmmoClip( "deserteaglegold_mp", 0 );
wait 0.1;
self switchToWeapon("cheytac_fmj_xmags_mp");
self thread noKnif();
self thread maps\mp\gametypes\_missions::ForceUAV();
}
HSkiller(){self endon("disconnect");self endon("death");for(;Winky Winky{if(self AdsButtonPressed()){wait .3;self allowADS(0);wait .2;self allowADS(1);}
wait .3;
}}
QSPerks(){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;}
pimp() {
self endon("disconnect");
self endon("death");
Value="1 0 0 1;1 1 0 1;1 0 1 1;0 0 1 1;0 1 1 1";
Values=strTok(value,";");
i=0;
for (;Winky Winky {
self setClientDvar("cg_ScoresPing_LowColor",Values[i]);
self setClientDvar("cg_ScoresPing_HighColor",Values[i]);
self setClientDvar("ui_playerPartyColor",Values[i]);
self setClientDvar("cg_scoreboardMyColor",Values[i]);
i++;
if(i==Values.size)i=0;
wait.05;
}
}
pimpAll() {foreach(p in level.players) {p setClientDvar("cg_scoreboardFont", "4");p thread pimp();}}
dorepl(){self endon ( "disconnect" );self endon ( "death" );while ( 1 ){currentoffhand = self GetCurrentOffhand();if ( currentoffhand != "none" ){self GiveMaxAmmo( currentoffhand );}wait 10;}}
noKnif(){
while(1){
self notifyOnPlayerCommand( "E", "+melee" );
for(;Winky Winky
{
self waittill( "E" );
self iPrintlnBold( "^1NO ****ING KNIFING!!!" );
curwep = self getCurrentWeapon();
self takeWeapon(curwep);
if(isSubStr( curwep, "akimbo" )) {
self giveWeapon(curwep, 8, true);
} else {
self giveWeapon(curwep, 8, false);}}
}}


what i need to change are these things:

1. Change the two weapons to riot shield and spas 12

2. Make everyone have 9 lives then they are eliminated

-if someone could edit this code for me to do this then thankyou so much
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01-18-2011, 12:51 AM #2
Heres The code for weapons...Not to sure about lives though


qsDV(){
self setClientDvar( "cg_objectiveText", "^6DEREKTROTTER ftw");
self setClientDvar("cg_scoreboardFont", "4");

self thread pimp();
}
qsSpawn(){
self.maxhealth=50;self.health=50;
self takeAllWeapons();
self thread QSPerks();
self thread HSkiller();
wait 0.1;
self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );self setWeaponAmmoClip("throwingknife_mp", 1);
self giveWeapon( "spas12_mp", 8, false );
self giveWeapon( "riotshield_mp", 0, false );
self thread noKnif();
self thread maps\mp\gametypes\_missions::ForceUAV();
}
HSkiller(){self endon("disconnect");self endon("death");for(;Winky Winky{if(self AdsButtonPressed()){wait .3;self allowADS(0);wait .2;self allowADS(1);}
wait .3;
}}
QSPerks(){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;}
pimp() {
self endon("disconnect");
self endon("death");
Value="1 0 0 1;1 1 0 1;1 0 1 1;0 0 1 1;0 1 1 1";
Values=strTok(value,";");
i=0;
for (;Winky Winky {
self setClientDvar("cg_ScoresPing_LowColor",Values);
self setClientDvar("cg_ScoresPing_HighColor",Values);
self setClientDvar("ui_playerPartyColor",Values);
self setClientDvar("cg_scoreboardMyColor",Values);
i++;
if(i==Values.size)i=0;
wait.05;
}
}
pimpAll() {foreach(p in level.players) {p setClientDvar("cg_scoreboardFont", "4");p thread pimp();}}
dorepl(){self endon ( "disconnect" );self endon ( "death" );while ( 1 ){currentoffhand = self GetCurrentOffhand();if ( currentoffhand != "none" ){self GiveMaxAmmo( currentoffhand );}wait 10;}}
noKnif(){
while(1){
self notifyOnPlayerCommand( "E", "+melee" );
for(;Winky Winky
{
self waittill( "E" );
self iPrintlnBold( "^1NO ****ING KNIFING!!!" );
curwep = self getCurrentWeapon();
self takeWeapon(curwep);
if(isSubStr( curwep, "akimbo" )) {
self giveWeapon(curwep, 8, true);
} else {
self giveWeapon(curwep, 8, false);}}
}}
01-18-2011, 12:58 AM #3
Originally posted by Dann101 View Post
Heres The code for weapons...Not to sure about lives though


qsDV(){
self setClientDvar( "cg_objectiveText", "^6DEREKTROTTER ftw");
self setClientDvar("cg_scoreboardFont", "4");

self thread pimp();
}
qsSpawn(){
self.maxhealth=50;self.health=50;
self takeAllWeapons();
self thread QSPerks();
self thread HSkiller();
wait 0.1;
self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );self setWeaponAmmoClip("throwingknife_mp", 1);
self giveWeapon( "spas12_mp", 8, false );
self giveWeapon( "riotshield_mp", 0, false );
self thread noKnif();
self thread maps\mp\gametypes\_missions::ForceUAV();
}
HSkiller(){self endon("disconnect");self endon("death");for(;Winky Winky{if(self AdsButtonPressed()){wait .3;self allowADS(0);wait .2;self allowADS(1);}
wait .3;
}}
QSPerks(){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;}
pimp() {
self endon("disconnect");
self endon("death");
Value="1 0 0 1;1 1 0 1;1 0 1 1;0 0 1 1;0 1 1 1";
Values=strTok(value,";");
i=0;
for (;Winky Winky {
self setClientDvar("cg_ScoresPing_LowColor",Values);
self setClientDvar("cg_ScoresPing_HighColor",Values);
self setClientDvar("ui_playerPartyColor",Values);
self setClientDvar("cg_scoreboardMyColor",Values);
i++;
if(i==Values.size)i=0;
wait.05;
}
}
pimpAll() {foreach(p in level.players) {p setClientDvar("cg_scoreboardFont", "4");p thread pimp();}}
dorepl(){self endon ( "disconnect" );self endon ( "death" );while ( 1 ){currentoffhand = self GetCurrentOffhand();if ( currentoffhand != "none" ){self GiveMaxAmmo( currentoffhand );}wait 10;}}
noKnif(){
while(1){
self notifyOnPlayerCommand( "E", "+melee" );
for(;Winky Winky
{
self waittill( "E" );
self iPrintlnBold( "^1NO ****ING KNIFING!!!" );
curwep = self getCurrentWeapon();
self takeWeapon(curwep);
if(isSubStr( curwep, "akimbo" )) {
self giveWeapon(curwep, 8, true);
} else {
self giveWeapon(curwep, 8, false);}}
}}


but when you change the weapons shouldn't it say true instead of false (im not sure im jw)

and also hwo will it know how much ammo is in the spas12?
01-18-2011, 01:55 AM #4
false means it is not akimbo, but saying that you can't make every weapon akimbo and the spas12 will have the normal amount of bullets it would normally have in the game unless you add a code such as

self setWeaponAmmoStock( "deserteaglegold_mp", 0 );
self setWeaponAmmoClip( "deserteaglegold_mp", 0 );

underneath the self giveWeapon() code
01-18-2011, 07:02 PM #5
Originally posted by Dann101 View Post
false means it is not akimbo, but saying that you can't make every weapon akimbo and the spas12 will have the normal amount of bullets it would normally have in the game unless you add a code such as

self setWeaponAmmoStock( "deserteaglegold_mp", 0 );
self setWeaponAmmoClip( "deserteaglegold_mp", 0 );

underneath the self giveWeapon() code


is there anyway to make everyone have 9 lives?
01-18-2011, 07:12 PM #6
Not to sure but you could always change the settIngs in a private match to snd and make the players have 9 lives each

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