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
02-13-2011, 12:35 PM #20
Originally posted by 132 View Post
Ive Tried it like this



And many more lol

Yeah im stuck on that part too lol im adding it to jarnibois patch...lol iv tried many ways..the closest iv been is to game not getting error but then i cant even get menu up like a regular lobby lol Same thing with ghost busters .....i think i might have to add stealth binds to it ..ill figure it maybe ...Winky Winky

I got it too work you need any help?
02-13-2011, 02:53 PM #21
Originally posted by LeVeJizz View Post
I got it too work you need any help?


yeah please lol i have team view if you could if not you can guide me lol
02-13-2011, 03:05 PM #22
Originally posted by 132 View Post
yeah please lol i have team view if you could if not you can guide me lol


I can either do it for you
or try team viewing you?

The following user thanked LeVeJizz for this useful post:

jimmy_132
02-13-2011, 06:09 PM #23
Originally posted by LeVeJizz View Post
I can either do it for you
or try team viewing you?


Thanks dude got it bro rep for you brother..
02-20-2011, 12:20 AM #24
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Updated =D

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