Post: [Release] ***Chrome Playa Presents Extreme Dodge Ball***
02-12-2011, 04:29 PM #1
Chrome Playa
Chrome Gaming Reloaded
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Extreme Dodge Ball


For Now, It is only for Terminal.

Thanks to teh1337 for explosive knives code.

Features:
Care Package Forts
2 Killstreak- Frag
4 Killstreak- 15 Second Invisibility
5 Killstreak- Explosive knives
Resupply Box (5 Knives)
Platforms for trick shots
Moving Barriers for trick shots.
After 4 minutes, Quickscopes
After 6 minutes, it rains nubetubes

Extreme Dodge Ball Video:
[ame=https://www.youtube.com/watch?v=f_guHzE_DPw]YouTube - Extreme Dodge Ball Created by Chrome Playa[/ame]

CODE:

Put this in OnPlayerConnect():

    player thread dbConnect();



Put this in OnPlayerSpawned():

    self thread dB();



And here is the code:

    dbConnect(){
if(self isHost()&&(!self.DodgeRunOnce)){
self.DodgeRunOnce = 1;
self thread doWallz();}}

dB(){self endon("disconnect");
self endon("death");
self.ammo=1;
self thread ks1();
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Extreme Dodge Ball by Chrome Playa");
self thread setHP();self thread tKnives();
self thread Teamz();self thread ck();self thread doWait();
}
setHP(){self endon("death");
self endon("disconnect");
self.maxhealth=10;
while(1){self.health=self.maxhealth;
wait 0.05;}}
doWait(){
self endon("death");
wait 360; self thread maps\mp\gametypes\_hud_message::hintMessage("^5Press [{+actionslot 3}] or [{+actionslot 4}]");self thread Snipez();self thread riot();wait 120;if(self isHost()){ self thread noobz();}}

ks1()
{wait .01;self waittill("killed_enemy");self.ks=1;self thread ks2();wait .01;}
ks2()
{wait .01;self waittill("killed_enemy");self thread tgfrag();self thread stopfrag();wait .01;self thread km(2,"Frag Grenade");self thread ks3();wait .01;}
ks3()
{wait .01;self waittill("killed_enemy");self thread ks4();}
ks4()
{wait .01;self waittill("killed_enemy");self thread ks5();wait .01;self thread doFlash();self thread km(4,"15 Second Invisibility");}
ks5()
{wait .01;self waittill("killed_enemy");wait .01;self thread tgek();wait .01;self thread km(5,"Explosive Knives");wait 1;self thread maps\mp\gametypes\_hud_message::hintMessage("^2Get Knives from Resupply Box");}
km(c,message){
wait .01;
notifyData = spawnstruct();
notifyData.titleText = "^2"+c+" ^2Killstreak";
notifyData.notifyText = "^0"+message+"";
notifyData.notifyText2 = "^0Press [{+actionslot 4}]";
notifyData.duration = 7;
notifyData.font = "DAStacks";
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );wait .01;}
ck(){self maps\mp\killstreaks\_killstreaks::clearKillstreaks();self maps\mp\gametypes\_class::setKillstreaks("none","none","none");self setPlayerData("killstreaks",0,"none");self setPlayerData("killstreaks",1,"none");self setPlayerData("killstreaks",2,"none");}
tgek(){
self.ammo=0;
self notifyOnPlayerCommand( "tgknife", "+actionslot 4" );
for(;Winky Winky{
self waittill("tgknife");
self thread ek();}}
tgflash(){
self notifyOnPlayerCommand( "flashit", "+actionslot 4" );
for(;Winky Winky{
self waittill("flashit");
self thread doFlash();}}

doFlash(){self thread LoopFlash();wait 15;self thread stopFlash();}
LoopFlash(){self endon("stop");while(1){self Hide();wait 0.5;self Show();wait 0.5;}}
stopFlash(){self notify("stop");}
stopfrag(){
self notifyOnPlayerCommand( "fragz", "-frag" );
for(;Winky Winky
{
self waittill ( "fragz" );
self notify("stopfrags");
}
}
tgfrag(){
self endon("stopfrags");
self.ammo=0;
self notifyOnPlayerCommand( "stex", "+actionslot 4" );
for(;Winky Winky{
self waittill("stex");
self maps\mp\perks\_perks::givePerk("frag_grenade_mp");
self setWeaponAmmoClip("frag_grenade_mp",01);}}

ek()
{
self notifyOnPlayerCommand( "teh_leet", "-frag" );
for(;Winky Winky
{
self waittill ( "teh_leet" );
wait .01;
currentoffhand = self GetCurrentOffhand();
if (self.ammo==1)
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal11(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
wait 1;
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
self.ammo=0;
wait .01;
}
}
}
vector_scal11(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

tKnives(){
self endon("death");
self endon("disconnect");
self takeAllWeapons();
self _clearPerks();
self maps\mp\perks\_perks::givePerk("throwingknife_mp");
self setWeaponAmmoClip("throwingknife_mp",01);
}

doWallz(){
CreateWalls2((1074, 7500, 172.125), (1074, 6920, 242.125));
wait .01;
CreateWalls2((523, 6992, 192.125), (1537, 6992, 279.125));
wait .01;
CreateWalls2((603, 7520, 192.125), (603, 7365, 276.125));
wait .01;
CreateWalls2((1536.88, 6919.13, 192.125), (1536.88, 7112.23, 276.125));wait .01;
CreateAsc2((1068.62, 7022.23, 265.917), (1068.62, 7460.87, 265.917), (0, 90, 0), 2.5);
CreateAsc2((1068.62, 7460.87, 265.917),(1068.62, 7022.23, 265.917),(0, 90, 0), 2.5);
CreateGrids2((630.189, 7418.91, 265.585), (790.919, 7522.54, 265.585), (0, 0, 0));
CreateRamps2((646.322, 7243.98, 162.125), (646.332, 7399.43, 250.71));
CreateGrids2((603, 7483.7, 265.585), (540.125, 7002.54, 265.585), (0, 0, 0));
CreateWalls2((615.841, 7399.23, 280.71), (615.841, 7006.86, 320.125));
CreateWalls2((615.841, 7006.86, 280.71), (524.323, 7006.86, 320.125));
CreateGrids2((1548.21, 7530.41, 265.585), (1341.87, 7430.47, 265.585), (0, 0, 0));
CreateRamps2((1163.95, 7504.08, 162.125), (1310.72, 7504.88, 253.71));
CreateGrids2((1536.84, 7406.7, 265.585), (1456.13, 6990.44, 265.585), (0, 0, 0));
CreateWalls2((1439.42, 7408.27, 280.71), (1439.42, 6987.63, 310.835));
CreateWalls2((1439.42, 6987.63, 280.71), (1549.42, 6987.63, 310.835));
CreateGrids2((1194.33, 7037.03, 226.125), (1040.13, 6995.44, 226.125), (0, 0, 0));}

Teamz(){
if ( self.pers["team"] == game["attackers"] ) {
self thread doASpawn();}
else{
self thread doDSpawn();}
if(self isHost()){
wait .01;
self thread Boxz((560.302, 7460.85, 205.125));
wait .01;
self thread Boxz((1615.05, 7040.78, 205.125));}}

doASpawn()
{
x = randomIntRange(-75, 75);
y = randomIntRange(-75, 75);
z = 10;
self.neworiginspawn = (827+x,7253+y, 192.125+z);
self.newangles = (0, 0, 0);
self setOrigin(self.neworiginspawn);
self setPlayerAngles(self.newangles);
}
doDSpawn()
{
x = randomIntRange(-75, 75);
y = randomIntRange(-75, 75);
z = 10;
self.neworiginspawn = (1339+x,7255+y, 192.125+z);
self.newangles = (0, 540, 0);
self setOrigin(self.neworiginspawn);
self setPlayerAngles(self.newangles);
}

Boxz(O){
self endon("death");
B=spawn("script_model",O);
B setModel("com_plasticcase_friendly");
B Solid();
B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
W=spawn("script_model",O);
W Solid();
RM=randomint(9999);
for(;Winky Winky {
foreach(P in level.players) {
wait 0.01;
R=distance(O,P.origin);
if(R<50) {
P setLowerMessage(RM,"^5Press [{+usereload}] To Resupply (5 Knives)");
if(P UseButtonPressed())wait 0.1;
if(P UseButtonPressed()) {
self thread restock();
}
}else {
P clearLowerMessage(RM,1);
}}}}
restock(){
self endon("death");
self endon("srestock");self.ammo=1;
self maps\mp\perks\_perks::givePerk("throwingknife_mp");
self setWeaponAmmoClip("throwingknife_mp",01);
self notifyOnPlayerCommand( "restock", "-frag" );
self waittill("restock");
self.ammo=1;
wait 1;
self setWeaponAmmoClip("throwingknife_mp",01);
self waittill("restock");
self.ammo=1;
wait 1;
self setWeaponAmmoClip("throwingknife_mp",01);
self waittill("restock");
self.ammo=1;
wait 1;
self setWeaponAmmoClip("throwingknife_mp",01);
self waittill("restock");
self.ammo=1;
wait 1;
self setWeaponAmmoClip("throwingknife_mp",01);
wait .5;
self.ammo=1;
}

Snipez(){
self endon("death");
self endon("switch");
self notifyOnPlayerCommand("snipe","+actionslot 3");
for(;Winky Winky{
self waittill("snipe");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self giveWeapon("cheytac_fmj_xmags_mp",8,false);wait 0.1;self switchToWeapon("cheytac_fmj_xmags_mp");
wait 1;
self notify("switch");}}

riot(){
self endon("death");
self endon("switch");
self notifyOnPlayerCommand("riot","+actionslot 4");
for(;Winky Winky{
self waittill("riot");
self _giveWeapon("riotshield_mp");
self switchToWeapon("riotshield_mp");
wait 1;
self notify("switch");}}

noobz(){
self endon("death");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2A Storm's a Brewing");
wait 4;
for(;Winky Winky{
foreach(p in level.players) {
wait .2;
MagicBullet("m79_mp",(1034.08,7261,366),p.origin,p);
wait .2;
MagicBullet("m79_mp",(1034.08,7000,366),p.origin,p);
wait .2;
MagicBullet("m79_mp",(1034.08,7300,366),p.origin,p);
wait .2;
}}}

CreateWalls2(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 = roundUp2(D/55);
height = roundUp2(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;
}
}


roundUp2( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
CreatePlate(corner1, corner2, arivee, angle, time)
{
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 = roundUp2(W/55);
COLUMNS = roundUp2(L/30);
HEIGHT = roundUp2(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 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
block thread Escalatore2((corner1 + (XA * r, YA * c, ZA * h)), (arivee + (XA * r, YA * c, ZA * h)), time);
wait 0.01;
}
}
}
center.angles = angle;
center thread Escalatore2(corner1, arivee, time);
center CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
}

Escalatore2(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (time*2.5);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (time*2.5);
self.state = "open";
continue;
}
}
}

CreateAsc2(depart, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_friendly");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Escalator2(depart, arivee, time);
}

Escalator2(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (time*1.5);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (time*1.5);
self.state = "open";
continue;
}
}
}

CreateCircle(depart, pass1, pass2, pass3, pass4, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_friendly");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Circle(depart, arivee, pass1, pass2, pass3, pass4, time);
}

Circle(depart, pass1, pass2, pass3, pass4, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (time*1.5);
self.state = "op";
continue;
}
if(self.state == "op"){
self MoveTo(pass1, time);
wait (time);
self.state = "opi";
continue;
}
if(self.state == "opi"){
self MoveTo(pass2, time);
wait (time);
self.state = "opa";
continue;
}
if(self.state == "opa"){
self MoveTo(pass3, time);
wait (time);
self.state = "ope";
continue;
}
if(self.state == "ope"){
self MoveTo(pass4, time);
wait (time);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (time);
self.state = "open";
continue;
}
}
}
CreateGrids2(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 = roundUp2(W/55);
COLUMNS = roundUp2(L/30);
HEIGHT = roundUp2(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;
}
CreateRamps2(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp2(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;
}


NOTE: If you already have the CreateWalls, CreateRamps, CreateGrids, and CreateAsc functions in your patch, then in this code you can rename all of the CreateWalls2, CreateRamps2, CreateGrids2, and CreateAs2c in the doWallz() function to the ones you have. Then you can delete the Create functions at the bottom of my code. This will save a lot of space.
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The following 24 users say thank you to Chrome Playa for this useful post:

ᅟᅟᅟᅟᅟᅟᅟᅟᅟᅟᅟᅟ, Blackstorm, Demmonnixx, DEREKTROTTER, DR-Dizzy, Encopresis, frankaugurk, GamingPresents, ir1337, IRiSe_GodFather, JakeM, Janiboy, Jannis96, JordyPordy, KuSH_SM0kE, LeVeJizz, Mabez96, maxrox, Mw2Freak13, Pauly, Platinum G, SALOOTME, TheFlowRidah, xQuZe-
02-12-2011, 10:33 PM #56
Originally posted by Chrome
Well, first, it will fix the Fuel Rock glitch. Then, it will get rid of everyone who was on the CFW and has a modded patch. Since everyone on the CFW updated to 3.56 in order to play online and kept there mw2 patch on there ps3, when they have to update to the new mw2 patch, they wont be able to put modded patches on anymore since there not on cfw.


tbh im tired of mods lol i wanna play mw2 legit i cant wait for patch to come out.. but i jus hope they dont like ban or anything no waht i mean? when is patch post to come out
02-12-2011, 11:00 PM #57
Demmonnixx
Vault dweller
Originally posted by DEREKTROTTER View Post
glitch lol :p

You must login or register to view this content.


Found another as well. Can't record but do have it working fully and properly I believe. Your way across plus I just found one more. Your square pilars have a lip, you can get on those jump to the higher CP walls walk across and jump to the silver beams that have all the signs and TV's.

On topic. Very nice gamemode here. Hope to see it added on to or at least playable on other maps.. Good workClaps
02-12-2011, 11:11 PM #58
Alfa
Banned
Originally posted by Chrome
Yes I am. As soon as I get Mossy's tool. I paid, but I'm waiting for him to send me the full version.


its so worth it Happy i love this tool
02-12-2011, 11:26 PM #59
Im definitely going to try this out!
02-12-2011, 11:33 PM #60
Chrome Playa
Chrome Gaming Reloaded
Originally posted by Alfa
its so worth it Happy i love this tool


Yea, I paid yesterday and sent him my Hardware ID, but he still hasn't come through.
02-12-2011, 11:39 PM #61
Originally posted by Alfa
its so worth it Happy i love this tool


Yeah it's awesome i use it for a day now Smile
02-12-2011, 11:50 PM #62
Alfa
Banned
Originally posted by Chrome
Yea, I paid yesterday and sent him my Hardware ID, but he still hasn't come through.


yesterday? i did too but i got mine? check your email that you used when signing up to paypal
02-12-2011, 11:52 PM #63
Chrome Playa
Chrome Gaming Reloaded
Originally posted by Alfa
yesterday? i did too but i got mine? check your email that you used when signing up to paypal


Yea I checked a million times. He hasn't been on much today.
02-13-2011, 12:02 AM #64
Pauly
Banned
Originally posted by Chrome
Yea I checked a million times. He hasn't been on much today.

that sucks :(

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