Post: Release: GhostBusters. Ready to use.
01-27-2011, 06:50 PM #1
Skyl1n3
DO SOMETHING THEN!
(adsbygoogle = window.adsbygoogle || []).push({}); I've search before and found NOTHING. So I thought seeing as I love this game mode I may aswell release it if anyone wants to put it in their patch. Once again, you need to thread it to your menu.
    doTeamcheck() {
self endon( "disconnect" );

if ( self.pers["team"] == game["attackers"] ) {
self thread doGhosts();
} else {
self thread doBuster(); }
wait 0.02;
}

Ghostbusters() {
self endon( "disconnect" );
self thread doTeamCheck();
for(;Winky Winky {

level deletePlacedEntity("misc_turret");
setdvar("scr_maxPerPlayerExplosives", 5);
setdvar ("scr_sd_timelimit", 5);
setdvar ("scr_sd_roundswitch", 1);
setdvar ("scr_sd_roundlimit", 10);
setdvar ("scr_sd_winlimit", 5);
setdvar ("painVisionTriggerHealth", 0);
setdvar ("jump_height", 300);
setdvar ("g_gravity", 100);
self setClientDvar("compass", "0");
setdvar ("bg_fallDamageMaxHeight", 999999);
setDvar("lowAmmoWarningNoAmmoColor2", 0, 0, 0, 0);
setDvar("lowAmmoWarningNoAmmoColor1", 0, 0, 0, 0);
self setClientDvar( "motionTrackerSweepInterval", "0.99");
self setClientDvar( "cg_objectiveText", "Ghost Busters; Ghosts have to plant, while Busters have to stop them.");
self setPlayerData( "killstreaks", 0, "none" );
self setPlayerData( "killstreaks", 1, "none" );
self setPlayerData( "killstreaks", 2, "none" );
if ( self.pers["team"] == game["attackers"] ) {
self VisionSetNakedForPlayer("contingency_thermal_inverted", 0);

} else {
self VisionSetNakedForPlayer("icbm", 0);
self allowJump(false);
}
wait 2;
}
}

doInfo() {
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand("[{+actionslot 2}]", "+actionslot 2");
while(1) {
self waittill("[{+actionslot 2}]");
wait 0.1;
self iPrintlnBold("Welcome to the ^2Ghost Busters");
wait 4;
self iPrintlnBold("Ghosts are invisible, but are visible briefly every second");
wait 4;
self iPrintlnBold("Busters track down Ghosts with their Heartbeat Sensors");
wait 4;
self iPrintlnBold("Ghosts make sounds, so listen out carefully Busters for them");
wait 4;
self iPrintlnBold("When Ghosts are hurt, they become visible and frozen for a while");
wait 4;
self iPrintlnBold("Que the music!");
wait 0.5;
}
}

doGhosts() {
self thread doInfo();
self _clearPerks();
self thread Changeapp();
self thread doTrapped();
self thread InstructGhosts();
self thread doTrappedmsg();
self thread MakeSound();
wait 0.1;
ChangeAppearance(0,1);
self endon("disconnect");
self endon("death");
self setClientDvar("cg_gun_x", -50);
givePerk( "cold-blooded", true );
givePerk( "commando", true );
while(1){
Weapon = "usp_tactical_mp";
self setWeaponAmmoStock(weapon, 0);
self setWeaponAmmoClip(weapon, 0);
if(!Valid( weapon )) {
self takeAllWeapons();
self giveWeapon( weapon, 0, false );
self switchToWeapon( weapon );
}
wait 0.05;}
wait 0.02;
}

Valid( weapon )
{
wep = self getCurrentWeapon();
if ( wep == weapon ) return true;

switch(wep) {
case "briefcase_bomb_mp":
case "briefcase_bomb_defuse_mp":
case "throwingknife_mp":
return true;

default:
return false;
}
}

MakeSound() {
self endon("disconnect");
self endon("death");
while (1)
{
self playsound( "claymore_activated", self );
wait 2;
}
}

Changeapp(){
self endon("disconnect");
self endon("death");
while(1) {
self hide();
wait 1.5;
self show();
wait 1;
}
}

ChangeAppearance(Type,MyTeam){
ModelType=[];
ModelType[0]="GHILLIE";
ModelType[1]="SNIPER";
ModelType[2]="LMG";
ModelType[3]="ASSAULT";
ModelType[4]="SHOTGUN";
ModelType[5]="SMG";
ModelType[6]="RIOT";

if(Type==7){MyTeam=randomint(2);Type=randomint(7);}
team=get_enemy_team(self.team);if(MyTeam)team=self.team;
self detachAll();
[[game[team+"_model"][ModelType[Type]]]]();
}

doTrapped() {
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 400;
self.health = self.maxhealth;
for ( ;; )
{
wait .4;
self endon ( "disconnect" );
self endon ( "death" );
if ( self.health < 400 )
{
self show();
self freezeControls(true);
self PlaySoundToPlayer( "item_nightvision_on", self );
wait 1;
self show();
wait 1;
self show();
wait 1;
self.health = self.maxhealth;
} else {
self SetMoveSpeedScale( 0.75 );
self freezeControls(false);
}
}
}

doTrappedmsg() {
while (1 ) {
wait .4;
self endon ( "disconnect" );
self endon ( "death" );
if ( self.health < 200 )
{
self iPrintlnBold("^1You are trapped!");
wait 10;
}
}
}

InstructGhosts() {
self endon ( "disconnect" );
self endon ( "death" );
DisplayGhost = self createFontString( "objective", 1.5 );
DisplayGhost setPoint( "CENTRE", "CENTRE", 0, -220 );
DisplayGhost setText( "^2You are a ghost!" );
self thread killHUDElem( DisplayGhost );

DisplayInfo2 = self createFontString( "objective", 1 );
DisplayInfo2 setPoint( "CENTRE", "CENTRE", 0, -200 );
DisplayInfo2 setText( "Press [{+actionslot 2}] for info" );
self thread killHUDElem( DisplayInfo2 );
}

doBuster() {
self endon("disconnect");
self endon("death");
self thread doInfo();
self thread InstructBusters();
self _clearPerks();
self thread SelectTraps();
ChangeAppearance(6,1);
self takeAllweapons();
self giveWeapon("fn2000_heartbeat_silencer_mp");
self switchToWeapon("fn2000_heartbeat_silencer_mp");
self getCurrentWeapon("fn2000_heartbeat_silencer_mp");
self thread doAmmo();
givePerk( "sleight of hand", true );
self setClientDvar("cg_gun_x", 1);
}

doAmmo() {
self endon("disconnect");
self endon("death");
for ( ;; ){
self setWeaponAmmoStock("fn2000_heartbeat_silencer_mp", 999);
self setWeaponAmmoStock("claymore_mp", 999);
self setWeaponAmmoStock("c4_mp", 999);
wait 1;}
}

InstructBusters()
{
self endon ( "disconnect" );
self endon ( "death" );
DisplayBuster = self createFontString( "objective", 1.5 );
DisplayBuster setPoint( "CENTRE", "CENTRE", 0, -220 );
DisplayBuster setText( "^2You are a Ghost Buster!" );
self thread killHUDElem( DisplayBuster );

DisplayInfo1 = self createFontString( "objective", 1 );
DisplayInfo1 setPoint( "CENTRE", "CENTRE", 0, -200 );
DisplayInfo1 setText( "Press [{+actionslot 2}] for info" );
self thread killHUDElem( DisplayInfo1 );
}

SelectTraps()
{
self endon ( "disconnect" );
self endon ( "death" );
displayEQ = self createFontString( "objective", 1.3 );
displayEQ setPoint( "TOPRIGHT", "TOPRIGHT", 0, 70+300);
displayEQ setText("^[{+actionslot 1}] Traps");
self thread killHUDElem( displayEQ );
self notifyOnPlayerCommand( "[{+actionslot 1}]", "+actionslot 1" );

for ( ;; ){
self waittill("[{+actionslot 1}]");
self takeAllweapons();
self takeWeapon(self getCurrentOffhand());
self maps\mp\perks\_perks::givePerk( "claymore_mp" );
self setWeaponAmmoClip("claymore_mp", 99);
self switchToWeapon("claymore_mp");
wait 1;
self waittill("[{+actionslot 1}]");
self takeAllweapons();
self takeWeapon(self getCurrentOffhand());
self maps\mp\perks\_perks::givePerk( "c4_mp" );
self setWeaponAmmoClip("c4_mp", 99);
self switchToWeapon("c4_mp");
wait 1;
self waittill("[{+actionslot 1}]");
self takeAllweapons();
self giveWeapon( "fn2000_heartbeat_silencer_mp", 0, false );
self switchToWeapon("fn2000_heartbeat_silencer_mp");
wait 1;}
}

killHUDElem( hudElem )
{
self waittill ( "death" );
hudElem destroy();
}

killinstruct( hudElem )
{
hudElem destroy();
}

givePerk( perk, pro )
{
_perk = "";
_proPerk = "";
switch( perk )
{
case "sleight of hand": _perk = "fastreload"; _proPerk = "quickdraw"; break;
case "cold-blooded": _perk = "coldblooded"; _proPerk = "gpsjammer"; break;
case "commando": _perk = "extendedmelee"; _proPerk = "falldamage"; break;
}

self maps\mp\perks\_perks::givePerk( "specialty_"+ _perk );
if(pro)
self maps\mp\perks\_perks::givePerk( "specialty_"+ _proPerk );
}
Credit to xxlibertine (for the code put into EliteMossy V7) and TheUberFail and x_DaftVader_x (for fixing the bug( and me looking for the code and fixing the code up a bit. Smile
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The following 2 users say thank you to Skyl1n3 for this useful post:

DEREKTROTTER, frankaugurk
01-30-2011, 09:28 PM #29
-Bane-
Bane Does Work. Like Me.
Originally posted by Chrome
My patch can do that:

You must login or register to view this content.


thanks man.
im probably going to take the code.
ill give you credit in my patch if you want.?
01-30-2011, 09:30 PM #30
Chrome Playa
Chrome Gaming Reloaded
Originally posted by cutznbruzez97 View Post
thanks man.
im probably going to take the code.
ill give you credit in my patch if you want.?


Yea go ahead.

The following user thanked Chrome Playa for this useful post:

-Bane-
01-30-2011, 09:30 PM #31
-Bane-
Bane Does Work. Like Me.
Originally posted by Chrome
Yea go ahead.


thanks +Rep!
01-31-2011, 12:31 PM #32
Skyl1n3
DO SOMETHING THEN!
Originally posted by dogyplop View Post
3.56 cfw is out aint it...

---------- Post added at 04:22 PM ---------- Previous post was at 04:19 PM ----------




i think its to do with the imput coze all the numbers are mixed round take a look:



---------- Post added at 04:24 PM ---------- Previous post was at 04:22 PM ----------



Could you please tell me how to add a gamemode to your v8 final
because me and Skyl1n3 have been tryin 4 ages and cant seem to do it thx!

+Rep on reply


I don't think 3.56 CFW is out lol. I'll look, and I dunno how to, I doubt I can figure it out without trying myself.
01-31-2011, 12:38 PM #33
dogyplop
Do a barrel roll!
Originally posted by Skyl1n3 View Post
I don't think 3.56 CFW is out lol. I'll look, and I dunno how to, I doubt I can figure it out without trying myself.


its so anoying!! Angry

Wuu2?
01-31-2011, 12:49 PM #34
Skyl1n3
DO SOMETHING THEN!
Originally posted by dogyplop View Post
its so anoying!! Angry

Wuu2?


Trolling :carling:
01-31-2011, 04:04 PM #35
Woof
...hmm
Thanks :bro:
just added to my patch Dancing
02-02-2011, 09:59 PM #36
dogyplop
Do a barrel roll!
How do i add gamemodes to dt v8 its confusing :S

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