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
01-27-2011, 07:08 PM #2
DEREKTROTTER
You're Goddamn Right
thanks :y:

put this in my patch, u got the AvP code?
01-27-2011, 07:19 PM #3
-Bane-
Bane Does Work. Like Me.
Originally posted by DEREKTROTTER View Post
thanks :y:

put this in my patch, u got the AvP code?


Hey, I think i saw the change game mode code in one of you patches.
If so, can you link me to the patch that contains gamemode to FFA
and change gamemode to S&Awesome face?
or just send me the code?
01-27-2011, 07:21 PM #4
Smiithy67
Do a barrel roll!
how can we use it we have no link for it
01-27-2011, 07:23 PM #5
Dreamcather
Call me Eddie Winky Winky
Originally posted by DEREKTROTTER View Post
thanks :y:

put this in my patch, u got the AvP code?


Look at my new thread if u wantSmile

::I will put GhostBusters in Update 2::
01-27-2011, 07:24 PM #6
Smiithy67
Do a barrel roll!
why no link

---------- Post added at 02:24 PM ---------- Previous post was at 02:23 PM ----------

ok gb ill look at ur thread kk mate
01-27-2011, 07:27 PM #7
K-oTiC_GuNNeRz
Bounty hunter
Originally posted by Smiithy67 View Post
why no link

---------- Post added at 02:24 PM ---------- Previous post was at 02:23 PM ----------

ok gb ill look at ur thread kk mate


He gave you the code.Why do you need a link?Plus link means alot of noobs will get it.Better if people who know how to set it up to use it.

It's not hard at all to edit a patch and add this so no links are needed.
01-27-2011, 09:39 PM #8
Skyl1n3
DO SOMETHING THEN!
Originally posted by DEREKTROTTER View Post
thanks :y:

put this in my patch, u got the AvP code?


I have somewhere in my patch but if I remove it, it gives unknown function which is weird. But I think I do, I'll have a look for ya.
    doAVPGrenades()
{
self endon ( "disconnect" );
self endon ( "death" );

while ( 1 )
{
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
self iPrintlnBold("-");

}
wait 10;
}
}

initAVPAlien() {
self endon("disconnect");
wait 2;
if ( self.pers["team"] == game["attackers"] ) {
if(!isAVPAlienWeapon2(self getCurrentWeapon())) {
self takeAllWeapons();
self giveWeapon( "tmp_mp", 0, false );
self giveWeapon( "usp_tactical_mp", 0, false );
self setWeaponAmmoClip("tmp_mp", 0 );
self setWeaponAmmoStock("tmp_mp", 0 );
self setWeaponAmmoClip("usp_tactical_mp", 0 );
self setWeaponAmmoStock("usp_tactical_mp", 0 );
while(self getCurrentWeapon() == "none") {
self switchToWeapon("usp_tactical_mp");
wait 0.05; }
}
}
}

initAVPPredator() {
self endon("disconnect");
wait 2;
if ( self.pers["team"] == game["defenders"] ) {
if(!isAVPPredatorWeapon2(self getCurrentWeapon())) {
self takeAllWeapons();
self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
self giveWeapon( "ump45_eotech_fmj_mp", 0, false );self giveMaxAmmo("ump45_eotech_fmj_mp");
while(self getCurrentWeapon() == "none") {
self switchToWeapon("ump45_eotech_fmj_mp");
wait 0.05; }
}
}
}

isAVPAlienWeapon2(weapon) {
switch(weapon) {
case "tmp_mp":
case "usp_tactical_mp":
case "briefcase_bomb_mp":
case "briefcase_bomb_defuse_mp":
case "none":
return true;
}
return false;
}

isAVPPredatorWeapon2(weapon) {
switch(weapon) {
case "frag_grenade_mp":
case "ump45_eotech_fmj_mp":
case "briefcase_bomb_mp":
case "briefcase_bomb_defuse_mp":
case "none":
return true;
}
return false;
}

doAVPAliens() {
self maps\mp\perks\_perks::givePerk( "throwingknife_mp" );self setWeaponAmmoClip("throwingknife_mp", 1);
self giveWeapon( "tmp_mp", 0, false );
self giveWeapon( "usp_tactical_mp", 0, false );
self setWeaponAmmoClip("tmp_mp", 0 );
self setWeaponAmmoStock("tmp_mp", 0 );
self setWeaponAmmoClip("usp_tactical_mp", 0 );
self setWeaponAmmoStock("usp_tactical_mp", 0 );
while(self getCurrentWeapon() == "none") {
self switchToWeapon("usp_tactical_mp");
wait 0.05; }

self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_longersprint");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_thermal");

self thread doAVPGrenades();
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are an ^2ALIEN!");
wait 0.02;
}

doAVPPredator() {
self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
self setWeaponAmmoClip("frag_grenade_mp", 1);
self giveWeapon( "ump45_eotech_fmj_mp", 0, false );self giveMaxAmmo("ump45_eotech_fmj_mp");
while(self getCurrentWeapon() == "none") {
self switchToWeapon("ump45_eotech_fmj_mp");
wait 0.05; }

self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_longersprint");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");

self thread doAVPGrenades();
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are a ^1PREDATOR!");
wait 0.02;
}
That's the one in my patch. I might try and link it now, see if it still does give an unknown function, my patch is different, it's more complicated to link up a game mode Smile Correct me if I'm wrong but aren't I meant to link up the initAliens and the initPredator to the dopredator and the doAlien? :confused: I'll try everything possible :p EDIT: Nevermind. They are linked :p
01-28-2011, 05:03 PM #9
Thnx man i've it in my private patch now Smile I will release it soon Winky Winky
01-30-2011, 07:14 PM #10
dogyplop
Do a barrel roll!
Originally posted by Skyl1n3 View Post
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


How wud i thread it 2 my patch :S? +rep 4 help

---------- Post added at 02:14 PM ---------- Previous post was at 02:12 PM ----------

Originally posted by Skyl1n3 View Post
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.
    
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


How wud i thread it 2 my patch :S? +rep 4 help

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