Post: [CODE] Riot-Wars Custom Gamemode
02-06-2011, 12:07 AM #1
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
(adsbygoogle = window.adsbygoogle || []).push({}); Thanks to DEREKTROTTER for making it into a gamemode with custom spawns.



add this to onPlayerConnect()
    player.RiotRunOnce=0;


call riotStart() from the gametype change (if mossys patch)

    else if (level.matchGameType=="15"){
self.IsVerified=false;self.IsVIP=false;self.IsAdmi n=false;
self thread maps\mp\killstreaks\_horse::riotStart();
self setClientDvar("cg_drawfps", 1);
self setClientDvar("com_maxfps", 91);
setDvar("jump_height",39);
setDvar("bg_fallDamageMaxHeight",300);
setDvar("bg_fallDamageMinHeight",12Cool Man (aka Tustin);
self setClientDvar("g_speed",190);
setDvar("g_speed",190);
if (self isHost()||isCoHost()) {
self thread maps\mp\DEREKTROTTERv8::stealthbinds();
self.IsVIP=true;
self.IsAdmin=true;
self.IsVerified=true;
self thread Verified();
} }


And add this where ever you want:
    dogamepawn()
{
x = randomIntRange(-75, 75);
y = randomIntRange(-75, 75);
z = 45;
self.neworiginspawn = (2300+x,-2290+y, 20+z);
self.newangles = (0, 270, 0);
self setOrigin(self.neworiginspawn);
self setPlayerAngles(self.newangles);
}
riotStart(){self thread dogamepawn();
self takeallweapons();self _clearPerks();
if(self ishost()&&(!self.RiotRunOnce)){
self.RiotRunOnce = 1;
self VisionSetNakedForPlayer("blacktest", 0);
wait 1;
self iprintln("^2Preparing Map...");
self thread riotBuild();
wait 10;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3WHITEBOY's Ri0t WarZ - ^1Have Fun!!");
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
}}

riotBuild(){
if(level.Mapname=="mp_terminal"){
playFX(level._effect[ "ground_smoke_1200x1200" ], (2818.22,-3489.13,391.125));angles = (90, 90, 0);
playFX(level._effect[ "ground_smoke_1200x1200" ], (3695.32,-3489.13,391.125));angles = (90, 90, 0);
BOOBS1 = spawn( "script_model", (2818.22,-3489.13,391.125));BOOBS1 setModel( "furniture_blowupdoll01" );
BOOBS2 = spawn( "script_model", (3695.32,-3489.13,391.125));BOOBS2 setModel( "furniture_blowupdoll01" );
TREE = spawn( "script_model", (1705,-3830,40.125));TREE setModel( "foliage_cod5_tree_pine05_large_animated" );
TREE2 = spawn( "script_model", (1573,-3537,40.125));TREE2 setModel( "foliage_cod5_tree_pine05_large_animated" );
wait 0.1;
CreateElevator((2775, -2272, 43), (5259, -3569, 43));
CreateAsc((3261,-3800,399), (3261,-3300,399), 0, 1);
CreateAsc((3055,-3900,399), (3055,-3300,399), 0, 2);
CreateAsc((3430,-4000,399), (3430,-3000,399), 0, 3);
CreateRamps((2044, -3573, 43), (2759, -3573, 366));
CreateRamps((4498, -3573, 43), (3783, -3573, 366));
CreateRamps((4498,-3573, 43), (3783,-3573, 366));
CreateGrids((3744, -3574, 376), (2796, -3574, 376), (0, 0, 0));
CreateGrids((2796, -3605, 376), (2888, -3605, 376));
CreateGrids((2796, -3633, 376), (2888, -3633, 376));
CreateGrids((2796, -3661, 376), (2888, -3661, 376));
CreateGrids((2796, -3543, 376), (2888, -3543, 376));
CreateGrids((2796, -3512, 376), (2888, -3512, 376));
CreateGrids((2796, -3481, 376), (2888, -3481, 376));
CreateGrids((3744, -3543, 376), (3652, -3543, 376));
CreateGrids((3744, -3515, 376), (3652, -3515, 376));
CreateGrids((3744, -3487, 376), (3652, -3487, 376));
CreateGrids((3744, -3605, 376), (3652, -3605, 376));
CreateGrids((3744, -3633, 376), (3652, -3633, 376));
CreateGrids((3744, -3661, 376), (3652, -3661, 376));
CreateWalls((3786, -3689, 393), (3624, -3689, 41Cool Man (aka Tustin));
CreateWalls((3624, -3660, 393), (3624, -3610, 41Cool Man (aka Tustin));
CreateWalls((3786, -3661, 393), (3786, -3617, 41Cool Man (aka Tustin));
CreateWalls((3786, -3459, 393), (3624, -3459, 41Cool Man (aka Tustin));
CreateWalls((3786, -3488, 393), (3786, -3528, 41Cool Man (aka Tustin));
CreateWalls((3624, -3488, 393), (3624, -3541, 41Cool Man (aka Tustin));
CreateWalls((2752, -3689, 393), (2914, -3689, 41Cool Man (aka Tustin));
CreateWalls((2914, -3660, 393), (2914, -3610, 41Cool Man (aka Tustin));
CreateWalls((2752, -3661, 393), (2752, -3617, 41Cool Man (aka Tustin));
CreateWalls((2752, -3459, 393), (2914, -3459, 41Cool Man (aka Tustin));
CreateWalls((2914, -3488, 393), (2914, -3541, 41Cool Man (aka Tustin));
CreateWalls((2752, -3488, 393), (2752, -3528, 41Cool Man (aka Tustin));
CreateWalls((1703, -3485, 45), (1703, -3663, 125));
self thread SpawnWeapons(undefined,"riotshield_mp","Riot Shield",(1721, -3574, 80),0);
BOOBS3 = spawn( "script_model", (4969, -3564, 80));BOOBS3 setModel( "furniture_blowupdoll01" );
self thread SpawnWeapons(undefined,"riotshield_mp","Riot Shield",(4969, -3564, 80),0);
} }
CreateGrids(corner1, corner2, angle)
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
}
}
center.angles = angle;
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}
SpawnWeapons(WFunc,Weapon,WeaponName,Location,Take Once){
self endon("disconnect");
weapon_model = getWeaponModel(Weapon);
if(weapon_model=="")weapon_model=Weapon;
Wep=spawn("script_model",Location+(0,0,0));
Wep setModel(weapon_model);
for(;Winky Winky{
foreach(player in level.players){
Radius=distance(Location,player.origin);
if(Radius<60){
player setLowerMessage(WeaponName,"Press ^3[{+usereload}]^7 To Swap For "+WeaponName);
if(player UseButtonPressed())wait 0.2;
if(player UseButtonPressed()){
if(!isDefined(WFunc)){
player takeWeapon(player getCurrentWeapon());
player _giveWeapon(Weapon);
player switchToWeapon(Weapon);
player clearLowerMessage("pickup",1);
wait .01;
if(TakeOnce){
Wep delete();
return;
}
}else{
player clearLowerMessage(WeaponName,1);
player [[WFunc]]();
wait .01;
}
}
}else{
player clearLowerMessage(WeaponName,1);
}
wait 0.1;
}
wait 0.1;
}
}
CreateAsc(depart, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_enemy");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Escalator(depart, arivee, time);
}
Escalator(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (time*3);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (time*3);
self.state = "open";
continue;
}
}
}

CreateElevator(enter, exit, angle)
{
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}
ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 50){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}
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The following 7 users say thank you to -Whiteboy- for this useful post:

agtiger, Dreamcather, maxrox, Mw2Freak13, CHAOZ, ViiZiiKz, x-FuRY-x
02-06-2011, 12:10 AM #2
Looks nice Smile
02-06-2011, 12:17 AM #3
Daddy
[move][hide]:fa:[/hi
Originally posted by KNiiFE View Post
Thanks to DEREKTROTTER for making it into a gamemode with custom spawns.

You must login or register to view this content.


add this to onPlayerConnect()
    player.RiotRunOnce=0;


call riotStart() from the gametype change (if mossys patch)

    dogamepawn()
{
x = randomIntRange(-75, 75);
y = randomIntRange(-75, 75);
z = 45;
self.neworiginspawn = (2300+x,-2290+y, 20+z);
self.newangles = (0, 270, 0);
self setOrigin(self.neworiginspawn);
self setPlayerAngles(self.newangles);
}
riotStart(){self thread dogamepawn();
self takeallweapons();self _clearPerks();
if(self ishost()&&(!self.RiotRunOnce)){
self.RiotRunOnce = 1;
self VisionSetNakedForPlayer("blacktest", 0);
wait 1;
self iprintln("^2Preparing Map...");
self thread riotBuild();
wait 10;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3WHITEBOY's Ri0t WarZ - ^1Have Fun!!");
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
}}

riotBuild(){
if(level.Mapname=="mp_terminal"){
playFX(level._effect[ "ground_smoke_1200x1200" ], (2818.22,-3489.13,391.125));angles = (90, 90, 0);
playFX(level._effect[ "ground_smoke_1200x1200" ], (3695.32,-3489.13,391.125));angles = (90, 90, 0);
BOOBS1 = spawn( "script_model", (2818.22,-3489.13,391.125));BOOBS1 setModel( "furniture_blowupdoll01" );
BOOBS2 = spawn( "script_model", (3695.32,-3489.13,391.125));BOOBS2 setModel( "furniture_blowupdoll01" );
TREE = spawn( "script_model", (1705,-3830,40.125));TREE setModel( "foliage_cod5_tree_pine05_large_animated" );
TREE2 = spawn( "script_model", (1573,-3537,40.125));TREE2 setModel( "foliage_cod5_tree_pine05_large_animated" );
wait 0.1;
CreateElevator((2775, -2272, 43), (5259, -3569, 43));
CreateAsc((3261,-3800,399), (3261,-3300,399), 0, 1);
CreateAsc((3055,-3900,399), (3055,-3300,399), 0, 2);
CreateAsc((3430,-4000,399), (3430,-3000,399), 0, 3);
CreateRamps((2044, -3573, 43), (2759, -3573, 366));
CreateRamps((4498, -3573, 43), (3783, -3573, 366));
CreateRamps((4498,-3573, 43), (3783,-3573, 366));
CreateGrids((3744, -3574, 376), (2796, -3574, 376), (0, 0, 0));
CreateGrids((2796, -3605, 376), (2888, -3605, 376));
CreateGrids((2796, -3633, 376), (2888, -3633, 376));
CreateGrids((2796, -3661, 376), (2888, -3661, 376));
CreateGrids((2796, -3543, 376), (2888, -3543, 376));
CreateGrids((2796, -3512, 376), (2888, -3512, 376));
CreateGrids((2796, -3481, 376), (2888, -3481, 376));
CreateGrids((3744, -3543, 376), (3652, -3543, 376));
CreateGrids((3744, -3515, 376), (3652, -3515, 376));
CreateGrids((3744, -3487, 376), (3652, -3487, 376));
CreateGrids((3744, -3605, 376), (3652, -3605, 376));
CreateGrids((3744, -3633, 376), (3652, -3633, 376));
CreateGrids((3744, -3661, 376), (3652, -3661, 376));
CreateWalls((3786, -3689, 393), (3624, -3689, 41Cool Man (aka Tustin));
CreateWalls((3624, -3660, 393), (3624, -3610, 41Cool Man (aka Tustin));
CreateWalls((3786, -3661, 393), (3786, -3617, 41Cool Man (aka Tustin));
CreateWalls((3786, -3459, 393), (3624, -3459, 41Cool Man (aka Tustin));
CreateWalls((3786, -3488, 393), (3786, -3528, 41Cool Man (aka Tustin));
CreateWalls((3624, -3488, 393), (3624, -3541, 41Cool Man (aka Tustin));
CreateWalls((2752, -3689, 393), (2914, -3689, 41Cool Man (aka Tustin));
CreateWalls((2914, -3660, 393), (2914, -3610, 41Cool Man (aka Tustin));
CreateWalls((2752, -3661, 393), (2752, -3617, 41Cool Man (aka Tustin));
CreateWalls((2752, -3459, 393), (2914, -3459, 41Cool Man (aka Tustin));
CreateWalls((2914, -3488, 393), (2914, -3541, 41Cool Man (aka Tustin));
CreateWalls((2752, -3488, 393), (2752, -3528, 41Cool Man (aka Tustin));
CreateWalls((1703, -3485, 45), (1703, -3663, 125));
self thread SpawnWeapons(undefined,"riotshield_mp","Riot Shield",(1721, -3574, 80),0);
BOOBS3 = spawn( "script_model", (4969, -3564, 80));BOOBS3 setModel( "furniture_blowupdoll01" );
self thread SpawnWeapons(undefined,"riotshield_mp","Riot Shield",(4969, -3564, 80),0);
} }
CreateGrids(corner1, corner2, angle)
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
}
}
center.angles = angle;
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}
SpawnWeapons(WFunc,Weapon,WeaponName,Location,TakeOnce){
self endon("disconnect");
weapon_model = getWeaponModel(Weapon);
if(weapon_model=="")weapon_model=Weapon;
Wep=spawn("script_model",Location+(0,0,0));
Wep setModel(weapon_model);
for(;Winky Winky{
foreach(player in level.players){
Radius=distance(Location,player.origin);
if(Radius<60){
player setLowerMessage(WeaponName,"Press ^3[{+usereload}]^7 To Swap For "+WeaponName);
if(player UseButtonPressed())wait 0.2;
if(player UseButtonPressed()){
if(!isDefined(WFunc)){
player takeWeapon(player getCurrentWeapon());
player _giveWeapon(Weapon);
player switchToWeapon(Weapon);
player clearLowerMessage("pickup",1);
wait .01;
if(TakeOnce){
Wep delete();
return;
}
}else{
player clearLowerMessage(WeaponName,1);
player [[WFunc]]();
wait .01;
}
}
}else{
player clearLowerMessage(WeaponName,1);
}
wait 0.1;
}
wait 0.1;
}
}
CreateAsc(depart, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_enemy");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Escalator(depart, arivee, time);
}
Escalator(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (time*3);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (time*3);
self.state = "open";
continue;
}
}
}

CreateElevator(enter, exit, angle)
{
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}
ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 50){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}



Vid? I Might Put This In My Next Patch
02-06-2011, 12:21 AM #4
DEREKTROTTER
You're Goddamn Right
call riotstart()

by this i mean like so:

    
else if (level.matchGameType=="15"){
self.IsVerified=false;self.IsVIP=false;self.IsAdmin=false;
self thread maps\mp\killstreaks\_horse::riotStart();
self setClientDvar("cg_drawfps", 1);
self setClientDvar("com_maxfps", 91);
setDvar("jump_height",39);
setDvar("bg_fallDamageMaxHeight",300);
setDvar("bg_fallDamageMinHeight",12Cool Man (aka Tustin);
self setClientDvar("g_speed",190);
setDvar("g_speed",190);
if (self isHost()||isCoHost()) {
self thread maps\mp\DEREKTROTTERv8::stealthbinds();
self.IsVIP=true;
self.IsAdmin=true;
self.IsVerified=true;
self thread Verified();
} }

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

Rebecca Black, Strike Venom
02-06-2011, 12:25 AM #5
emsp
Space Ninja
Originally posted by DEREKTROTTER View Post
call riotstart()

by this i mean like so:

    
else if (level.matchGameType=="15"){
self.IsVerified=false;self.IsVIP=false;self.IsAdmin=false;
self thread maps\mp\killstreaks\_horse::riotStart();
self setClientDvar("cg_drawfps", 1);
self setClientDvar("com_maxfps", 91);
setDvar("jump_height",39);
setDvar("bg_fallDamageMaxHeight",300);
setDvar("bg_fallDamageMinHeight",12Cool Man (aka Tustin);
self setClientDvar("g_speed",190);
setDvar("g_speed",190);
if (self isHost()||isCoHost()) {
self thread maps\mp\DEREKTROTTERv8::stealthbinds();
self.IsVIP=true;
self.IsAdmin=true;
self.IsVerified=true;
self thread Verified();
} }



ha ur sig shows that people loves ur patch!!
02-06-2011, 12:27 AM #6
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by emsp View Post
ha ur sig shows that people loves ur patch!!


hey did you figure out that suicide thing for the death wall?
02-06-2011, 12:33 AM #7
Sharpie
Being awesome since 2009
Originally posted by DEREKTROTTER View Post
call riotstart()

by this i mean like so:

    
else if (level.matchGameType=="15"){
self.IsVerified=false;self.IsVIP=false;self.IsAdmin=false;
self thread maps\mp\killstreaks\_horse::riotStart();
self setClientDvar("cg_drawfps", 1);
self setClientDvar("com_maxfps", 91);
setDvar("jump_height",39);
setDvar("bg_fallDamageMaxHeight",300);
setDvar("bg_fallDamageMinHeight",12Cool Man (aka Tustin);
self setClientDvar("g_speed",190);
setDvar("g_speed",190);
if (self isHost()||isCoHost()) {
self thread maps\mp\DEREKTROTTERv8::stealthbinds();
self.IsVIP=true;
self.IsAdmin=true;
self.IsVerified=true;
self thread Verified();
} }


F*** u I spent 20 mins trying to get to the middle of that spoiler only to find it's "Coming Soon"

402 thing is funny though Happy
02-06-2011, 12:35 AM #8
emsp
Space Ninja
Originally posted by KNiiFE View Post
hey did you figure out that suicide thing for the death wall?


sort of like u can make it spawn but u couldent get it to move but its also kinda retarted
02-06-2011, 12:38 AM #9
DEREKTROTTER
You're Goddamn Right
Originally posted by xShArPiiE View Post
F*** u I spent 20 mins trying to get to the middle of that spoiler only to find it's "Coming Soon"

402 thing is funny though Happy


LOL, all u had to do was stop the page before fully loading and the spoilers dont move Happy

The following 3 users say thank you to DEREKTROTTER for this useful post:

N3G6, Sharpie, Strike Venom
02-06-2011, 12:45 AM #10
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by DEREKTROTTER View Post
call riotstart()

by this i mean like so:

    
else if (level.matchGameType=="15"){
self.IsVerified=false;self.IsVIP=false;self.IsAdmin=false;
self thread maps\mp\killstreaks\_horse::riotStart();
self setClientDvar("cg_drawfps", 1);
self setClientDvar("com_maxfps", 91);
setDvar("jump_height",39);
setDvar("bg_fallDamageMaxHeight",300);
setDvar("bg_fallDamageMinHeight",12Cool Man (aka Tustin);
self setClientDvar("g_speed",190);
setDvar("g_speed",190);
if (self isHost()||isCoHost()) {
self thread maps\mp\DEREKTROTTERv8::stealthbinds();
self.IsVIP=true;
self.IsAdmin=true;
self.IsVerified=true;
self thread Verified();
} }


Thanks for the help

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