Post: [CODE]SUPER Weapon Box V2!!!
02-25-2011, 09:23 PM #1
The InvadeR
Who’s Jim Erased?
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Super Weapon Box v2


Made By xQuZe- And NaThR





The Code:

    Box()
{
level.box = spawn( "script_model", (self.origin+(0,-180,15)) );
level.box setModel( "com_plasticcase_friendly" );
level.box Solid();
level.box CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);

for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.box.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^1Press [{+usereload}] For A Random Gun.");
if(self usebuttonpressed())
{
self thread mrblobby();
wait 1;
self notify("retrieved");
}
}
wait 0.05;
}
}
mrblobby()
{
self endon("disconnect");
self endon("death");
self endon("retrieved");
switch(RandomInt(1Cool Man (aka Tustin))
{
case 0:
self iPrintlnBold("^1You've Got The Destroyer!");
self thread epicgun1();
break;
case 1:
self iPrintlnBold("^1You've got The F2Shredder!");
self thread epicgun2();
break;
case 2:
self iPrintlnBold("^1You've got The Golden Rocket");
self thread epicgun3();
break;
case 3:
self iPrintlnBold("^1You've got 2x The Boom!");
self thread epicgun4();
break;
case 4:
self iPrintlnBold("^1You've got The DEATH MACHINE");
self thread epicgun5();
break;
case 5:
self iPrintlnBold("^1You've got a P90");
self thread quzegun1();
break;
case 6:
self iPrintlnBold("^1You've got a Ump45");
self thread quzegun2();
break;
case 7:
self iPrintlnBold("^1You've got a TMP");
self thread quzegun3();
break;
case 8:
self iPrintlnBold("^1You've got a Ak47");
self thread quzegun4();
break;
case 9:
self iPrintlnBold("^1You've got a M16");
self thread quzegun5();
break;
case 10:
self iPrintlnBold("^1You've got a ACR");
self thread quzegun6();
break;
case 11:
self iPrintlnBold("^1You've got a FAL");
self thread quzegun7();
break;
case 12:
self iPrintlnBold("^1You've got a Scar-H");
self thread quzegun8();
break;
case 13:
self iPrintlnBold("^1You've got a Tar");
self thread quzegun9();
break;
case 14:
self iPrintlnBold("^1You've got a M21");
self thread quzegun10();
break;
case 15:
self iPrintlnBold("^1You've got a Crossbow!");
self thread giveCB();
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Doesn't work jet. Try again.");
break;
case 16:
self iPrintlnBold("^1You've got Double Damage!");
self thread epicgun6();
break;
case 17:
self iPrintlnBold("^1You've got The Shotty Launcher");
self thread epicgun7();
break;
case 18:
self iPrintlnBold("^1You've got Jesus Fingers!");
self thread epicgun8();
break;
}
}
epicgun1(){
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("pp2000_reflex_mp", 8, false );
self switchToWeapon("pp2000_reflex_mp", 8, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "pp2000_reflex_mp")
MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun2(){
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("fn2000_xmags_mp", 6, false );
self switchToWeapon("fn2000_xmags_mp", 6, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "fn2000_xmags_mp")
MagicBullet( "cheytac_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun3(){
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("deserteaglegold_mp", 0, false );
self switchToWeapon("deserteaglegold_mp", 0, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "deserteaglegold_mp")
MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun4(){
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("usp_akimbo_mp", 0, true );
self switchToWeapon("usp_akimbo_mp", 0, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "usp_akimbo_mp")
MagicBullet( "m79_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun5()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("mg4_xmags_mp", 6, true );
self switchToWeapon("mg4_xmags_mp", 6, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "mg4_xmags_mp") MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun6()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("model1887_akimbo_mp", 0, true );
self switchToWeapon("model1887_akimbo_mp", 0, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "model1887_akimbo_mp")
MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun7()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("spas12_xmags_mp", 7, false );
self switchToWeapon("spas12_xmags_mp", 7, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "spas12_xmags_mp")
MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun8()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("defaultweapon_mp", 0, false );
self switchToWeapon("defaultweapon_mp", 0, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "defaultweapon_mp")
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
quzegun1()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("p90_silencer_xmags_mp", 7, false );
self switchToWeapon("p90_silencer_xmags_mp", 7, false );
}
quzegun2()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("ump45_acog_fmj_mp", 6, false );
self switchToWeapon("ump45_acog_fmj_mp", 6, false );
}
quzegun3()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("tmp_akimbo_xmags_mp", 6, true );
self switchToWeapon("tmp_akimbo_xmags_mp", 6, true );
}
quzegun4()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("ak47_eotech_silencer_mp", 4, false );
self switchToWeapon("ak47_eotech_silencer_mp", 4, false );
}
quzegun5()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("m16_eotech_heartbeat_mp", 6, false );
self switchToWeapon("m16_eotech_heartbeat_mp", 6, false );
}
quzegun6()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("masada_shotgun_thermal_mp", 8, false );
self switchToWeapon("masada_shotgun_thermal_mp", 8, false );
}
quzegun7()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("fal_heartbeat_reflex_mp", 1, false );
self switchToWeapon("fal_heartbeat_reflex_mp", 1, false );
}
quzegun8()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("scar_fmj_xmags_mp", 4, false );
self switchToWeapon("scar_fmj_xmags_mp", 4, false );
}
quzegun9()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("tavor_eotech_fmj_mp", 2, false );
self switchToWeapon("tavor_eotech_fmj_mp", 2, false );
}
quzegun10()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("m21_acog_heartbeat_mp", 8, false );
self switchToWeapon("m21_acog_heartbeat_mp", 8, false );
}

giveCB()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("cheytac_silencer_heartbeat_mp", 8, false );
self switchToWeapon("cheytac_silencer_heartbeat_mp", 8, false );
wait 1;
self thread giveCROSSBOW();
}
giveCROSSBOW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "cheytac_silencer_heartbeat_mp")
self thread doArrow();
}
}
doArrow()
{
self setClientDvar("perk_weapReloadMultiplier",0.3);

{
forward=self getTagOrigin("j_head");
end= self thread vector_scal2(anglestoforward(self getPlayerAngles()),1000000);
self.Crosshair=BulletTrace(forward,end,0,self)[ "position" ];
self.apple=spawn("script_model",self getTagOrigin("tag_weapon_right"));
self.apple setmodel("weapon_light_stick_tactical_bombsquad");
self.apple.angles=self.angles;
self.apple.owner=self.name;
self.apple thread findVictim();
self.apple moveTo(self.Crosshair,(distance(self.origin,self.C rosshair)/ 10000));
self.apple.angles=self.angles;
self thread doBeep(0.3);
self.counter=0;
}
}
findVictim()
{
while(1)
{
foreach(player in level.players)
{
if(!isAlive(player))continue;
if(distance(self.origin,player.origin)< 75)
{
myVictim=player;
if(myVictim.name!=self.owner)self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])),0.1);
}
}
wait 0.000001;
}
}
doBeep(maxtime)
{
self.apple playSound("ui_mp_timer_countdown");
wait(maxtime);
self.apple playSound("ui_mp_timer_countdown");
wait(maxtime);
for(i=maxtime;i > 0;i-=0.1)
{
self.apple playSound("ui_mp_timer_countdown");
wait(i);
self.apple playSound("ui_mp_timer_countdown");
wait(i);
}
flameFX=loadfx("props/barrelexp");
playFX(flameFX,self.apple.origin);
RadiusDamage(self.apple.origin,200,200,200,self);
self.apple playsound("detpack_explo_default");
self.apple.dead=true;
self.apple delete();
}


Compressed Code:

    Box(){level.box=spawn("script_model",(self.origin+(0,-180,15)));level.box setModel("com_plasticcase_friendly");level.box Solid();level.box CloneBrushmodelToScriptmodel(level.airDropCrateCol  lision);for(;Winky Winky{self.quze destroy();if(distance(self.origin,level.box.origin  )<100){self.quze=self createFontString("hudbig",1.0);self.quze setPoint("Center","Center",0,5);self.quze setText("^1Press [{+usereload}] For A Random Gun.");if(self usebuttonpressed()){self thread mrblobby();wait 1;self notify("retrieved");}}wait 0.05;}}mrblobby(){self endon("disconnect");self endon("death");self endon("retrieved");switch(RandomInt(1Cool Man (aka Tustin)){case 0: self iPrintlnBold("^1You've Got The Destroyer!");self thread epicgun1();break;case 1: self iPrintlnBold("^1You've got The F2Shredder!");self thread epicgun2();break;case 2: self iPrintlnBold("^1You've got The Golden Rocket");self thread epicgun3();break;case 3: self iPrintlnBold("^1You've got 2x The Boom!");self thread epicgun4();break;case 4: self iPrintlnBold("^1You've got The DEATH MACHINE");self thread epicgun5();break;case 5: self iPrintlnBold("^1You've got a P90");self thread quzegun1();break;case 6: self iPrintlnBold("^1You've got a Ump45");self thread quzegun2();break;case 7: self iPrintlnBold("^1You've got a TMP");self thread quzegun3();break;case 8: self iPrintlnBold("^1You've got a Ak47");self thread quzegun4();break;case 9: self iPrintlnBold("^1You've got a M16");self thread quzegun5();break;case 10: self iPrintlnBold("^1You've got a ACR");self thread quzegun6();break;case 11: self iPrintlnBold("^1You've got a FAL");self thread quzegun7();break;case 12: self iPrintlnBold("^1You've got a Scar-H");self thread quzegun8();break;case 13: self iPrintlnBold("^1You've got a Tar");self thread quzegun9();break;case 14: self iPrintlnBold("^1You've got a M21");self thread quzegun10();break;case 15: self iPrintlnBold("^1You've got a Crossbow!");self thread giveCB();self thread maps\mp\gametypes\_hud_message::hintMessage("^1Doesn't work jet. Try again.");break;case 16: self iPrintlnBold("^1You've got Double Damage!");self thread epicgun6();break;case 17: self iPrintlnBold("^1You've got The Shotty Launcher");self thread epicgun7();break;case 18: self iPrintlnBold("^1You've got Jesus Fingers!");self thread epicgun8();break;}}epicgun1(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("pp2000_reflex_mp",8,false);self switchToWeapon("pp2000_reflex_mp",8,false);for(;Winky Winky{self waittill("weapon_fired");if(self getCurrentWeapon()== "pp2000_reflex_mp")MagicBullet("ac130_40mm_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);}}epicgun2(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("fn2000_xmags_mp",6,false);self switchToWeapon("fn2000_xmags_mp",6,false);for(;Winky Winky{self waittill("weapon_fired");if(self getCurrentWeapon()== "fn2000_xmags_mp")MagicBullet("cheytac_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);}}epicgun3(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("deserteaglegold_mp",0,false);self switchToWeapon("deserteaglegold_mp",0,false);for(;Winky Winky{self waittill("weapon_fired");if(self getCurrentWeapon()== "deserteaglegold_mp")MagicBullet("rpg_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);}}epicgun4(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("usp_akimbo_mp",0,true);self switchToWeapon("usp_akimbo_mp",0,true);for(;Winky Winky{self waittill("weapon_fired");if(self getCurrentWeapon()== "usp_akimbo_mp")MagicBullet("m79_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);}}epicgun5(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("mg4_xmags_mp",6,true);self switchToWeapon("mg4_xmags_mp",6,true);for(;Winky Winky{self waittill("weapon_fired");if(self getCurrentWeapon()== "mg4_xmags_mp")MagicBullet("ac130_25mm_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);}}epicgun6(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("model1887_akimbo_mp",0,true);self switchToWeapon("model1887_akimbo_mp",0,true);for(;Winky Winky{self waittill("weapon_fired");if(self getCurrentWeapon()== "model1887_akimbo_mp")MagicBullet("ac130_40mm_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);}}epicgun7(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("spas12_xmags_mp",7,false);self switchToWeapon("spas12_xmags_mp",7,false);for(;Winky Winky{self waittill("weapon_fired");if(self getCurrentWeapon()== "spas12_xmags_mp")MagicBullet("rpg_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);}}epicgun8(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("defaultweapon_mp",0,false);self switchToWeapon("defaultweapon_mp",0,false);for(;Winky Winky{self waittill("weapon_fired");if(self getCurrentWeapon()== "defaultweapon_mp")MagicBullet("ac130_25mm_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);}}quzegun1(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("p90_silencer_xmags_mp",7,false);self switchToWeapon("p90_silencer_xmags_mp",7,false);}quzegun2(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("ump45_acog_fmj_mp",6,false);self switchToWeapon("ump45_acog_fmj_mp",6,false);}quzegun3(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("tmp_akimbo_xmags_mp",6,true);self switchToWeapon("tmp_akimbo_xmags_mp",6,true);}quzegun4(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("ak47_eotech_silencer_mp",4,false);self switchToWeapon("ak47_eotech_silencer_mp",4,false);}quzegun5(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("m16_eotech_heartbeat_mp",6,false);self switchToWeapon("m16_eotech_heartbeat_mp",6,false);}quzegun6(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("masada_shotgun_thermal_mp",8,false);self switchToWeapon("masada_shotgun_thermal_mp",8,false);}quzegun7(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("fal_heartbeat_reflex_mp",1,false);self switchToWeapon("fal_heartbeat_reflex_mp",1,false);}quzegun8(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("scar_fmj_xmags_mp",4,false);self switchToWeapon("scar_fmj_xmags_mp",4,false);}quzegun9(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("tavor_eotech_fmj_mp",2,false);self switchToWeapon("tavor_eotech_fmj_mp",2,false);}quzegun10(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("m21_acog_heartbeat_mp",8,false);self switchToWeapon("m21_acog_heartbeat_mp",8,false);}giveCB(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("cheytac_silencer_heartbeat_mp",8,false);self switchToWeapon("cheytac_silencer_heartbeat_mp",8,false);wait 1;self thread giveCROSSBOW();}giveCROSSBOW(){self endon("disconnect");while(1){self waittill("weapon_fired");if(self getCurrentWeapon()== "cheytac_silencer_heartbeat_mp")self thread doArrow();}}doArrow(){self setClientDvar("perk_weapReloadMultiplier",0.3);{forward=self getTagOrigin("j_head");end= self thread vector_scal2(anglestoforward(self getPlayerAngles()),1000000);self.Crosshair=BulletT  race(forward,end,0,self)[ "position" ];self.apple=spawn("script_model",self getTagOrigin("tag_weapon_right"));self.apple setmodel("weapon_light_stick_tactical_bombsquad");self.apple.angles=self.angles;self.apple.owner=s  elf.name;self.apple thread findVictim();self.apple moveTo(self.Crosshair,(distance(self.origin,self.C  rosshair)/ 10000));self.apple.angles=self.angles;self thread doBeep(0.3);self.counter=0;}}findVictim(){while(1)  {foreach(player in level.players){if(!isAlive(player))continue;if(dis  tance(self.origin,player.origin)< 75){myVictim=player;if(myVictim.name!=self.owner)s  elf moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])),0.1);}}wait 0.000001;}}doBeep(maxtime){self.apple playSound("ui_mp_timer_countdown");wait(maxtime);self.apple playSound("ui_mp_timer_countdown");wait(maxtime);for(i=maxtime;i > 0;i-=0.1){self.apple playSound("ui_mp_timer_countdown");wait(i);self.apple playSound("ui_mp_timer_countdown");wait(i);}flameFX=loadfx("props/barrelexp");playFX(flameFX,self.apple.origin);RadiusDamage(s  elf.apple.origin,200,200,200,self);self.apple playsound("detpack_explo_default");self.apple.dead=true;self.apple delete();}


About The Box:

    

*There Are Several Super Guns In There
*There Are Normal Guns Also


What Super Guns Are There?
    *Death Machine (MG4 With Red Dot That Fires Ac130 Bullets Not Missiles/rockets
*2x Boom!(Akimbo Usp That Fires Thumper Bullets)
*The Destroyer(Red Dot PP2000 That Shoots Ac Missiles)
*The F2Shredder(F2000 With Extended Mags That Shoots Intervention bullets)
*The Golden Rocket(Gold Desert Eagle That Shoots Rpg Bullets)
*Double Damage(Akimbo Models That Shoot Ac130 Rockets)
*Shotty Launcher(Spas 12 with Extended Mags And It Shoots Rpg Bullets)
*Jesus Fingers(Default Weapon That Shoots Ac130 Bullets NOT Missiles/Rockets!)


Normal Guns:[/SIZE]

    *M21 With Acog And HeartBeat
*P90 With Silencer And Extended Mags
*Ump45 With Acog And FMJ
*Tmp Akimbo And Extended Mags
*Ak47 With Silencer And Holographic
*M16 With Holographic And HeartBeat
*Acr With Shotgun And Thermal
*Fal With HeartBeat And Red Dot Sight
*Scar With Fmj And Extended Mags
*Tar With Holographic and Fmj
*M21 With Acog And HeartBeat


Remember This Code Wasn't Just Made By Me It Would Be A Insult To Thank Me And Not Thank xQuZe- So Please If You Do Thank Us Thank Us Both Click HereYou must login or register to view this content. To Go To xQuZe- Profile!


We Hope You Like It We Have Been Working On It For Hours Now , We Might Update It Too!
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The following 2 users say thank you to The InvadeR for this useful post:

JakeM, oO-GKUSH-Oo
02-25-2011, 09:24 PM #2
xQuZe-
You talkin to me?
Here is the code:
Btw thanks for the credits.
    Box()
{
level.box = spawn( "script_model", (self.origin+(0,-180,15)) );
level.box setModel( "com_plasticcase_friendly" );
level.box Solid();
level.box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.box.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^1Press [{+usereload}] For A Random Gun.");
if(self usebuttonpressed())
{
self thread mrblobby();
wait 1;
self notify("retrieved");
}
}
wait 0.05;
}
}
mrblobby()
{
self endon("disconnect");
self endon("death");
self endon("retrieved");
switch(RandomInt(19))
{
case 0:
self iPrintlnBold("^1You've Got The Destroyer!");
self thread epicgun1();
break;
case 1:
self iPrintlnBold("^1You've got The F2Shredder!");
self thread epicgun2();
break;
case 2:
self iPrintlnBold("^1You've got The Golden Rocket");
self thread epicgun3();
break;
case 3:
self iPrintlnBold("^1You've got 2x The Boom!");
self thread epicgun4();
break;
case 4:
self iPrintlnBold("^1You've got The DEATH MACHINE");
self thread epicgun5();
break;
case 5:
self iPrintlnBold("^1You've got a P90");
self thread quzegun1();
break;
case 6:
self iPrintlnBold("^1You've got a Ump45");
self thread quzegun2();
break;
case 7:
self iPrintlnBold("^1You've got a TMP");
self thread quzegun3();
break;
case 8:
self iPrintlnBold("^1You've got a Ak47");
self thread quzegun4();
break;
case 9:
self iPrintlnBold("^1You've got a M16");
self thread quzegun5();
break;
case 10:
self iPrintlnBold("^1You've got a ACR");
self thread quzegun6();
break;
case 11:
self iPrintlnBold("^1You've got a FAL");
self thread quzegun7();
break;
case 12:
self iPrintlnBold("^1You've got a Scar-H");
self thread quzegun8();
break;
case 13:
self iPrintlnBold("^1You've got a Tar");
self thread quzegun9();
break;
case 14:
self iPrintlnBold("^1You've got a M21");
self thread quzegun10();
break;
case 15:
self iPrintlnBold("^1You've got a Crossbow!");
self thread giveCB();
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Doesn't work jet. Try again.");
break;
case 16:
self iPrintlnBold("^1You've got Double Damage!");
self thread epicgun6();
break;
case 17:
self iPrintlnBold("^1You've got The Shotty Launcher");
self thread epicgun7();
break;
case 18:
self iPrintlnBold("^1You've got Jesus Fingers!");
self thread epicgun8();
break;
case 19:
self iPrintlnBold("^1Akimbo One Man Army!!");
self thread quzegun11();
break;

}
}
epicgun1(){
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("pp2000_reflex_mp", 8, false );
self switchToWeapon("pp2000_reflex_mp", 8, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "pp2000_reflex_mp")
MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun2(){
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("fn2000_xmags_mp", 6, false );
self switchToWeapon("fn2000_xmags_mp", 6, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "fn2000_xmags_mp")
MagicBullet( "cheytac_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun3(){
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("deserteaglegold_mp", 0, false );
self switchToWeapon("deserteaglegold_mp", 0, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "deserteaglegold_mp")
MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun4(){
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("usp_akimbo_mp", 0, true );
self switchToWeapon("usp_akimbo_mp", 0, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "usp_akimbo_mp")
MagicBullet( "m79_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun5()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("mg4_xmags_mp", 6, true );
self switchToWeapon("mg4_xmags_mp", 6, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "mg4_xmags_mp") MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun6()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("model1887_akimbo_mp", 0, true );
self switchToWeapon("model1887_akimbo_mp", 0, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "model1887_akimbo_mp")
MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun7()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("spas12_xmags_mp", 7, false );
self switchToWeapon("spas12_xmags_mp", 7, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "spas12_xmags_mp")
MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun8()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("defaultweapon_mp", 0, false );
self switchToWeapon("defaultweapon_mp", 0, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "defaultweapon_mp")
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
quzegun1()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("p90_silencer_xmags_mp", 7, false );
self switchToWeapon("p90_silencer_xmags_mp", 7, false );
}
quzegun2()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("ump45_acog_fmj_mp", 6, false );
self switchToWeapon("ump45_acog_fmj_mp", 6, false );
}
quzegun3()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("tmp_akimbo_xmags_mp", 6, true );
self switchToWeapon("tmp_akimbo_xmags_mp", 6, true );
}
quzegun4()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("ak47_eotech_silencer_mp", 4, false );
self switchToWeapon("ak47_eotech_silencer_mp", 4, false );
}
quzegun5()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("m16_eotech_heartbeat_mp", 6, false );
self switchToWeapon("m16_eotech_heartbeat_mp", 6, false );
}
quzegun6()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("masada_shotgun_thermal_mp", 8, false );
self switchToWeapon("masada_shotgun_thermal_mp", 8, false );
}
quzegun7()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("fal_heartbeat_reflex_mp", 1, false );
self switchToWeapon("fal_heartbeat_reflex_mp", 1, false );
}
quzegun8()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("scar_fmj_xmags_mp", 4, false );
self switchToWeapon("scar_fmj_xmags_mp", 4, false );
}
quzegun9()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("tavor_eotech_fmj_mp", 2, false );
self switchToWeapon("tavor_eotech_fmj_mp", 2, false );
}
quzegun10()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("m21_acog_heartbeat_mp", 8, false );
self switchToWeapon("m21_acog_heartbeat_mp", 8, false );
}
quzegun11()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("onemanarmy_mp", 0, true );
self switchToWeapon("onemanarmy_mp", 0, true );
}
giveCB()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("cheytac_silencer_heartbeat_mp", 8, false );
self switchToWeapon("cheytac_silencer_heartbeat_mp", 8, false );
wait 1;
self thread giveCROSSBOW();
}
giveCROSSBOW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "cheytac_silencer_heartbeat_mp")
self thread doArrow();
}
}
doArrow()
{
self setClientDvar("perk_weapReloadMultiplier",0.3);

{
forward=self getTagOrigin("j_head");
end= self thread vector_scal2(anglestoforward(self getPlayerAngles()),1000000);
self.Crosshair=BulletTrace(forward,end,0,self)[ "position" ];
self.apple=spawn("script_model",self getTagOrigin("tag_weapon_right"));
self.apple setmodel("weapon_light_stick_tactical_bombsquad");
self.apple.angles=self.angles;
self.apple.owner=self.name;
self.apple thread findVictim();
self.apple moveTo(self.Crosshair,(distance(self.origin,self.Crosshair)/ 10000));
self.apple.angles=self.angles;
self thread doBeep(0.3);
self.counter=0;
}
}
findVictim()
{
while(1)
{
foreach(player in level.players)
{
if(!isAlive(player))continue;
if(distance(self.origin,player.origin)< 75)
{
myVictim=player;
if(myVictim.name!=self.owner)self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])),0.1);
}
}
wait 0.000001;
}
}
doBeep(maxtime)
{
self.apple playSound("ui_mp_timer_countdown");
wait(maxtime);
self.apple playSound("ui_mp_timer_countdown");
wait(maxtime);
for(i=maxtime;i > 0;i-=0.1)
{
self.apple playSound("ui_mp_timer_countdown");
wait(i);
self.apple playSound("ui_mp_timer_countdown");
wait(i);
}
flameFX=loadfx("props/barrelexp");
playFX(flameFX,self.apple.origin);
RadiusDamage(self.apple.origin,200,200,200,self);
self.apple playsound("detpack_explo_default");
self.apple.dead=true;
self.apple delete();
}


And in 1 line:
    Box(){level.box = spawn( "script_model", (self.origin+(0,-180,15)) );level.box setModel( "com_plasticcase_friendly" );level.box Solid();    level.box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.box.origin) <100){self.quze = self createFontString( "hudbig", 1.0 );self.quze setPoint( "Center", "Center", 0, 5 );self.quze setText("^1Press [{+usereload}] For A Random Gun.");if(self usebuttonpressed()){                self thread mrblobby();wait 1;self notify("retrieved");} }wait 0.05;}}mrblobby(){self endon("disconnect");self endon("death");self endon("retrieved");switch(RandomInt(1Cool Man (aka Tustin)){case 0: self iPrintlnBold("^1You've Got The Destroyer!");self thread epicgun1();break;case 1: self iPrintlnBold("^1You've got The F2Shredder!");self thread epicgun2();break;case 2:self iPrintlnBold("^1You've got The Golden Rocket");self thread epicgun3();break;case 3: self iPrintlnBold("^1You've got 2x The Boom!");self thread epicgun4();break;case 4: self iPrintlnBold("^1You've got The DEATH MACHINE");self thread epicgun5();break;case 5: self iPrintlnBold("^1You've got a P90");self thread quzegun1();break;case 6: self iPrintlnBold("^1You've got a Ump45");self thread quzegun2();break;case 7: self iPrintlnBold("^1You've got a TMP");self thread quzegun3();break;case 8: self iPrintlnBold("^1You've got a Ak47");self thread quzegun4();break;case 9: self iPrintlnBold("^1You've got a M16");self thread quzegun5();break;case 10: self iPrintlnBold("^1You've got a ACR");self thread quzegun6();break;case 11: self iPrintlnBold("^1You've got a FAL");self thread quzegun7();break;case 12: self iPrintlnBold("^1You've got a Scar-H");self thread quzegun8();break;case 13: self iPrintlnBold("^1You've got a Tar");self thread quzegun9();break;case 14: self iPrintlnBold("^1You've got a M21");self thread quzegun10();break;case 15: self iPrintlnBold("^1You've got a Crossbow!");self thread giveCB();self thread maps\mp\gametypes\_hud_message::hintMessage("^1Doesn't work jet. Try again."); break;case 16: self iPrintlnBold("^1You've got Double Damage!");self thread epicgun6();break;case 17: self iPrintlnBold("^1You've got The Shotty Launcher");self thread epicgun7();break;case 18: self iPrintlnBold("^1You've got Jesus Fingers!");self thread epicgun8();break;case 19: self iPrintlnBold("^1Akimbo One Man Army!!");self thread quzegun11();break;}}epicgun1(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("pp2000_reflex_mp", 8, false );self switchToWeapon("pp2000_reflex_mp", 8, false );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "pp2000_reflex_mp")MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun2(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("fn2000_xmags_mp", 6, false );self switchToWeapon("fn2000_xmags_mp", 6, false );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "fn2000_xmags_mp")MagicBullet( "cheytac_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun3(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("deserteaglegold_mp", 0, false );self switchToWeapon("deserteaglegold_mp", 0, false );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "deserteaglegold_mp")MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun4(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("usp_akimbo_mp", 0, true );self switchToWeapon("usp_akimbo_mp", 0, true );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "usp_akimbo_mp")MagicBullet( "m79_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun5(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("mg4_xmags_mp", 6, true );self switchToWeapon("mg4_xmags_mp", 6, true );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "mg4_xmags_mp") MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun6(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("model1887_akimbo_mp", 0, true );self switchToWeapon("model1887_akimbo_mp", 0, true );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "model1887_akimbo_mp") MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun7(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("spas12_xmags_mp", 7, false );self switchToWeapon("spas12_xmags_mp", 7, false );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "spas12_xmags_mp") MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun8(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("defaultweapon_mp", 0, false );self switchToWeapon("defaultweapon_mp", 0, false );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "defaultweapon_mp") MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}quzegun1(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("p90_silencer_xmags_mp", 7, false );self switchToWeapon("p90_silencer_xmags_mp", 7, false );}quzegun2(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("ump45_acog_fmj_mp", 6, false );self switchToWeapon("ump45_acog_fmj_mp", 6, false );}quzegun3(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("tmp_akimbo_xmags_mp", 6, true );self switchToWeapon("tmp_akimbo_xmags_mp", 6, true );}quzegun4(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("ak47_eotech_silencer_mp", 4, false );self switchToWeapon("ak47_eotech_silencer_mp", 4, false );}quzegun5(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("m16_eotech_heartbeat_mp", 6, false );self switchToWeapon("m16_eotech_heartbeat_mp", 6, false );}quzegun6(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("masada_shotgun_thermal_mp", 8, false );self switchToWeapon("masada_shotgun_thermal_mp", 8, false );}quzegun7(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("fal_heartbeat_reflex_mp", 1, false );self switchToWeapon("fal_heartbeat_reflex_mp", 1, false );}quzegun8(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("scar_fmj_xmags_mp", 4, false );self switchToWeapon("scar_fmj_xmags_mp", 4, false );}quzegun9(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("tavor_eotech_fmj_mp", 2, false );self switchToWeapon("tavor_eotech_fmj_mp", 2, false );}quzegun10(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("m21_acog_heartbeat_mp", 8, false );self switchToWeapon("m21_acog_heartbeat_mp", 8, false );}quzegun9(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("onemanarmy", 0, true );self switchToWeapon("onemanarmy", 0, true );}giveCB(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("cheytac_silencer_heartbeat_mp", 8, false  );self switchToWeapon("cheytac_silencer_heartbeat_mp", 8, false );wait 1;self thread giveCROSSBOW();}giveCROSSBOW(){self endon("disconnect");while(1){self waittill("weapon_fired");if(self getCurrentWeapon()== "cheytac_silencer_heartbeat_mp") self thread doArrow();}}doArrow(){self setClientDvar("perk_weapReloadMultiplier",0.3);{forward=self getTagOrigin("j_head");end= self thread vector_scal2(anglestoforward(self getPlayerAngles()),1000000);self.Crosshair=BulletTrace(forward,end,0,self)[ "position" ];self.apple=spawn("script_model",self getTagOrigin("tag_weapon_right"));self.apple setmodel("weapon_light_stick_tactical_bombsquad");self.apple.angles=self.angles;self.apple.owner=self.name;self.apple thread findVictim();self.apple moveTo(self.Crosshair,(distance(self.origin,self.Crosshair)/ 10000));self.apple.angles=self.angles;self thread doBeep(0.3);self.counter=0;}}findVictim(){while(1){foreach(player in level.players){if(!isAlive(player))continue;if(distance(self.origin,player.origin)< 75){myVictim=player;if(myVictim.name!=self.owner)self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])),0.1);}}wait 0.000001;}}doBeep(maxtime){self.apple playSound("ui_mp_timer_countdown");wait(maxtime);self.apple playSound("ui_mp_timer_countdown");wait(maxtime);for(i=maxtime;i > 0;i-=0.1){self.apple playSound("ui_mp_timer_countdown");wait(i);self.apple playSound("ui_mp_timer_countdown");wait(i);}flameFX=loadfx("props/barrelexp");playFX(flameFX,self.apple.origin);RadiusDamage(self.apple.origin,200,200,200,self);self.apple playsound("detpack_explo_default");self.apple.dead=true;self.apple delete();}
02-25-2011, 09:44 PM #3
The InvadeR
Who’s Jim Erased?
Edited Thread Fixed A Bug Alls Cool Smile
02-25-2011, 09:44 PM #4
xQuZe-
You talkin to me?
Here is the video:
02-25-2011, 10:04 PM #5
XKevin356
Are you high?
nice the death machine looks cooool
02-25-2011, 10:08 PM #6
The InvadeR
Who’s Jim Erased?
Originally posted by XKevin356 View Post
nice the death machine looks cooool


Thanks we've been working hard to make it
02-25-2011, 10:16 PM #7
wowaka
Former Staff
Read: i used mossys (private v2) weapon box, and it gave me akimbo one man army bags! Can someone add this to his weapons menu or something
02-25-2011, 10:19 PM #8
The InvadeR
Who’s Jim Erased?
Originally posted by julianportman View Post
Read: i used mossys (private v2) weapon box, and it gave me akimbo one man army bags! Can someone add this to his weapons menu or something


Well it's not gonna kill anyone though lol
02-25-2011, 10:45 PM #9
xQuZe-
You talkin to me?
Originally posted by julianportman View Post
Read: i used mossys (private v2) weapon box, and it gave me akimbo one man army bags! Can someone add this to his weapons menu or something


Hahaha check my thread.
02-25-2011, 11:34 PM #10
JakeM
ZOMG HaXz!
Originally posted by xQuZe
Here is the code:
Btw thanks for the credits.
    Box()
{
level.box = spawn( "script_model", (self.origin+(0,-180,15)) );
level.box setModel( "com_plasticcase_friendly" );
level.box Solid();
level.box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.box.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^1Press [{+usereload}] For A Random Gun.");
if(self usebuttonpressed())
{
self thread mrblobby();
wait 1;
self notify("retrieved");
}
}
wait 0.05;
}
}
mrblobby()
{
self endon("disconnect");
self endon("death");
self endon("retrieved");
switch(RandomInt(19))
{
case 0:
self iPrintlnBold("^1You've Got The Destroyer!");
self thread epicgun1();
break;
case 1:
self iPrintlnBold("^1You've got The F2Shredder!");
self thread epicgun2();
break;
case 2:
self iPrintlnBold("^1You've got The Golden Rocket");
self thread epicgun3();
break;
case 3:
self iPrintlnBold("^1You've got 2x The Boom!");
self thread epicgun4();
break;
case 4:
self iPrintlnBold("^1You've got The DEATH MACHINE");
self thread epicgun5();
break;
case 5:
self iPrintlnBold("^1You've got a P90");
self thread quzegun1();
break;
case 6:
self iPrintlnBold("^1You've got a Ump45");
self thread quzegun2();
break;
case 7:
self iPrintlnBold("^1You've got a TMP");
self thread quzegun3();
break;
case 8:
self iPrintlnBold("^1You've got a Ak47");
self thread quzegun4();
break;
case 9:
self iPrintlnBold("^1You've got a M16");
self thread quzegun5();
break;
case 10:
self iPrintlnBold("^1You've got a ACR");
self thread quzegun6();
break;
case 11:
self iPrintlnBold("^1You've got a FAL");
self thread quzegun7();
break;
case 12:
self iPrintlnBold("^1You've got a Scar-H");
self thread quzegun8();
break;
case 13:
self iPrintlnBold("^1You've got a Tar");
self thread quzegun9();
break;
case 14:
self iPrintlnBold("^1You've got a M21");
self thread quzegun10();
break;
case 15:
self iPrintlnBold("^1You've got a Crossbow!");
self thread giveCB();
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Doesn't work jet. Try again.");
break;
case 16:
self iPrintlnBold("^1You've got Double Damage!");
self thread epicgun6();
break;
case 17:
self iPrintlnBold("^1You've got The Shotty Launcher");
self thread epicgun7();
break;
case 18:
self iPrintlnBold("^1You've got Jesus Fingers!");
self thread epicgun8();
break;
case 19:
self iPrintlnBold("^1Akimbo One Man Army!!");
self thread quzegun11();
break;

}
}
epicgun1(){
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("pp2000_reflex_mp", 8, false );
self switchToWeapon("pp2000_reflex_mp", 8, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "pp2000_reflex_mp")
MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun2(){
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("fn2000_xmags_mp", 6, false );
self switchToWeapon("fn2000_xmags_mp", 6, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "fn2000_xmags_mp")
MagicBullet( "cheytac_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun3(){
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("deserteaglegold_mp", 0, false );
self switchToWeapon("deserteaglegold_mp", 0, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "deserteaglegold_mp")
MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun4(){
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("usp_akimbo_mp", 0, true );
self switchToWeapon("usp_akimbo_mp", 0, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "usp_akimbo_mp")
MagicBullet( "m79_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun5()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("mg4_xmags_mp", 6, true );
self switchToWeapon("mg4_xmags_mp", 6, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "mg4_xmags_mp") MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun6()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("model1887_akimbo_mp", 0, true );
self switchToWeapon("model1887_akimbo_mp", 0, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "model1887_akimbo_mp")
MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun7()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("spas12_xmags_mp", 7, false );
self switchToWeapon("spas12_xmags_mp", 7, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "spas12_xmags_mp")
MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun8()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("defaultweapon_mp", 0, false );
self switchToWeapon("defaultweapon_mp", 0, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "defaultweapon_mp")
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
quzegun1()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("p90_silencer_xmags_mp", 7, false );
self switchToWeapon("p90_silencer_xmags_mp", 7, false );
}
quzegun2()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("ump45_acog_fmj_mp", 6, false );
self switchToWeapon("ump45_acog_fmj_mp", 6, false );
}
quzegun3()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("tmp_akimbo_xmags_mp", 6, true );
self switchToWeapon("tmp_akimbo_xmags_mp", 6, true );
}
quzegun4()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("ak47_eotech_silencer_mp", 4, false );
self switchToWeapon("ak47_eotech_silencer_mp", 4, false );
}
quzegun5()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("m16_eotech_heartbeat_mp", 6, false );
self switchToWeapon("m16_eotech_heartbeat_mp", 6, false );
}
quzegun6()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("masada_shotgun_thermal_mp", 8, false );
self switchToWeapon("masada_shotgun_thermal_mp", 8, false );
}
quzegun7()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("fal_heartbeat_reflex_mp", 1, false );
self switchToWeapon("fal_heartbeat_reflex_mp", 1, false );
}
quzegun8()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("scar_fmj_xmags_mp", 4, false );
self switchToWeapon("scar_fmj_xmags_mp", 4, false );
}
quzegun9()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("tavor_eotech_fmj_mp", 2, false );
self switchToWeapon("tavor_eotech_fmj_mp", 2, false );
}
quzegun10()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("m21_acog_heartbeat_mp", 8, false );
self switchToWeapon("m21_acog_heartbeat_mp", 8, false );
}
quzegun11()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("onemanarmy_mp", 0, true );
self switchToWeapon("onemanarmy_mp", 0, true );
}
giveCB()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("cheytac_silencer_heartbeat_mp", 8, false );
self switchToWeapon("cheytac_silencer_heartbeat_mp", 8, false );
wait 1;
self thread giveCROSSBOW();
}
giveCROSSBOW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "cheytac_silencer_heartbeat_mp")
self thread doArrow();
}
}
doArrow()
{
self setClientDvar("perk_weapReloadMultiplier",0.3);

{
forward=self getTagOrigin("j_head");
end= self thread vector_scal2(anglestoforward(self getPlayerAngles()),1000000);
self.Crosshair=BulletTrace(forward,end,0,self)[ "position" ];
self.apple=spawn("script_model",self getTagOrigin("tag_weapon_right"));
self.apple setmodel("weapon_light_stick_tactical_bombsquad");
self.apple.angles=self.angles;
self.apple.owner=self.name;
self.apple thread findVictim();
self.apple moveTo(self.Crosshair,(distance(self.origin,self.Crosshair)/ 10000));
self.apple.angles=self.angles;
self thread doBeep(0.3);
self.counter=0;
}
}
findVictim()
{
while(1)
{
foreach(player in level.players)
{
if(!isAlive(player))continue;
if(distance(self.origin,player.origin)< 75)
{
myVictim=player;
if(myVictim.name!=self.owner)self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])),0.1);
}
}
wait 0.000001;
}
}
doBeep(maxtime)
{
self.apple playSound("ui_mp_timer_countdown");
wait(maxtime);
self.apple playSound("ui_mp_timer_countdown");
wait(maxtime);
for(i=maxtime;i > 0;i-=0.1)
{
self.apple playSound("ui_mp_timer_countdown");
wait(i);
self.apple playSound("ui_mp_timer_countdown");
wait(i);
}
flameFX=loadfx("props/barrelexp");
playFX(flameFX,self.apple.origin);
RadiusDamage(self.apple.origin,200,200,200,self);
self.apple playsound("detpack_explo_default");
self.apple.dead=true;
self.apple delete();
}


And in 1 line:
    Box(){level.box = spawn( "script_model", (self.origin+(0,-180,15)) );level.box setModel( "com_plasticcase_friendly" );level.box Solid();    level.box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.box.origin) <100){self.quze = self createFontString( "hudbig", 1.0 );self.quze setPoint( "Center", "Center", 0, 5 );self.quze setText("^1Press [{+usereload}] For A Random Gun.");if(self usebuttonpressed()){                self thread mrblobby();wait 1;self notify("retrieved");} }wait 0.05;}}mrblobby(){self endon("disconnect");self endon("death");self endon("retrieved");switch(RandomInt(1Cool Man (aka Tustin)){case 0: self iPrintlnBold("^1You've Got The Destroyer!");self thread epicgun1();break;case 1: self iPrintlnBold("^1You've got The F2Shredder!");self thread epicgun2();break;case 2:self iPrintlnBold("^1You've got The Golden Rocket");self thread epicgun3();break;case 3: self iPrintlnBold("^1You've got 2x The Boom!");self thread epicgun4();break;case 4: self iPrintlnBold("^1You've got The DEATH MACHINE");self thread epicgun5();break;case 5: self iPrintlnBold("^1You've got a P90");self thread quzegun1();break;case 6: self iPrintlnBold("^1You've got a Ump45");self thread quzegun2();break;case 7: self iPrintlnBold("^1You've got a TMP");self thread quzegun3();break;case 8: self iPrintlnBold("^1You've got a Ak47");self thread quzegun4();break;case 9: self iPrintlnBold("^1You've got a M16");self thread quzegun5();break;case 10: self iPrintlnBold("^1You've got a ACR");self thread quzegun6();break;case 11: self iPrintlnBold("^1You've got a FAL");self thread quzegun7();break;case 12: self iPrintlnBold("^1You've got a Scar-H");self thread quzegun8();break;case 13: self iPrintlnBold("^1You've got a Tar");self thread quzegun9();break;case 14: self iPrintlnBold("^1You've got a M21");self thread quzegun10();break;case 15: self iPrintlnBold("^1You've got a Crossbow!");self thread giveCB();self thread maps\mp\gametypes\_hud_message::hintMessage("^1Doesn't work jet. Try again."); break;case 16: self iPrintlnBold("^1You've got Double Damage!");self thread epicgun6();break;case 17: self iPrintlnBold("^1You've got The Shotty Launcher");self thread epicgun7();break;case 18: self iPrintlnBold("^1You've got Jesus Fingers!");self thread epicgun8();break;case 19: self iPrintlnBold("^1Akimbo One Man Army!!");self thread quzegun11();break;}}epicgun1(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("pp2000_reflex_mp", 8, false );self switchToWeapon("pp2000_reflex_mp", 8, false );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "pp2000_reflex_mp")MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun2(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("fn2000_xmags_mp", 6, false );self switchToWeapon("fn2000_xmags_mp", 6, false );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "fn2000_xmags_mp")MagicBullet( "cheytac_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun3(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("deserteaglegold_mp", 0, false );self switchToWeapon("deserteaglegold_mp", 0, false );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "deserteaglegold_mp")MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun4(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("usp_akimbo_mp", 0, true );self switchToWeapon("usp_akimbo_mp", 0, true );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "usp_akimbo_mp")MagicBullet( "m79_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun5(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("mg4_xmags_mp", 6, true );self switchToWeapon("mg4_xmags_mp", 6, true );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "mg4_xmags_mp") MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun6(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("model1887_akimbo_mp", 0, true );self switchToWeapon("model1887_akimbo_mp", 0, true );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "model1887_akimbo_mp") MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun7(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("spas12_xmags_mp", 7, false );self switchToWeapon("spas12_xmags_mp", 7, false );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "spas12_xmags_mp") MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}epicgun8(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("defaultweapon_mp", 0, false );self switchToWeapon("defaultweapon_mp", 0, false );for(;Winky Winky{self waittill( "weapon_fired" );if ( self getCurrentWeapon() == "defaultweapon_mp") MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}quzegun1(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("p90_silencer_xmags_mp", 7, false );self switchToWeapon("p90_silencer_xmags_mp", 7, false );}quzegun2(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("ump45_acog_fmj_mp", 6, false );self switchToWeapon("ump45_acog_fmj_mp", 6, false );}quzegun3(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("tmp_akimbo_xmags_mp", 6, true );self switchToWeapon("tmp_akimbo_xmags_mp", 6, true );}quzegun4(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("ak47_eotech_silencer_mp", 4, false );self switchToWeapon("ak47_eotech_silencer_mp", 4, false );}quzegun5(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("m16_eotech_heartbeat_mp", 6, false );self switchToWeapon("m16_eotech_heartbeat_mp", 6, false );}quzegun6(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("masada_shotgun_thermal_mp", 8, false );self switchToWeapon("masada_shotgun_thermal_mp", 8, false );}quzegun7(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("fal_heartbeat_reflex_mp", 1, false );self switchToWeapon("fal_heartbeat_reflex_mp", 1, false );}quzegun8(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("scar_fmj_xmags_mp", 4, false );self switchToWeapon("scar_fmj_xmags_mp", 4, false );}quzegun9(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("tavor_eotech_fmj_mp", 2, false );self switchToWeapon("tavor_eotech_fmj_mp", 2, false );}quzegun10(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("m21_acog_heartbeat_mp", 8, false );self switchToWeapon("m21_acog_heartbeat_mp", 8, false );}quzegun9(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("onemanarmy", 0, true );self switchToWeapon("onemanarmy", 0, true );}giveCB(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("cheytac_silencer_heartbeat_mp", 8, false  );self switchToWeapon("cheytac_silencer_heartbeat_mp", 8, false );wait 1;self thread giveCROSSBOW();}giveCROSSBOW(){self endon("disconnect");while(1){self waittill("weapon_fired");if(self getCurrentWeapon()== "cheytac_silencer_heartbeat_mp") self thread doArrow();}}doArrow(){self setClientDvar("perk_weapReloadMultiplier",0.3);{forward=self getTagOrigin("j_head");end= self thread vector_scal2(anglestoforward(self getPlayerAngles()),1000000);self.Crosshair=BulletTrace(forward,end,0,self)[ "position" ];self.apple=spawn("script_model",self getTagOrigin("tag_weapon_right"));self.apple setmodel("weapon_light_stick_tactical_bombsquad");self.apple.angles=self.angles;self.apple.owner=self.name;self.apple thread findVictim();self.apple moveTo(self.Crosshair,(distance(self.origin,self.Crosshair)/ 10000));self.apple.angles=self.angles;self thread doBeep(0.3);self.counter=0;}}findVictim(){while(1){foreach(player in level.players){if(!isAlive(player))continue;if(distance(self.origin,player.origin)< 75){myVictim=player;if(myVictim.name!=self.owner)self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])),0.1);}}wait 0.000001;}}doBeep(maxtime){self.apple playSound("ui_mp_timer_countdown");wait(maxtime);self.apple playSound("ui_mp_timer_countdown");wait(maxtime);for(i=maxtime;i > 0;i-=0.1){self.apple playSound("ui_mp_timer_countdown");wait(i);self.apple playSound("ui_mp_timer_countdown");wait(i);}flameFX=loadfx("props/barrelexp");playFX(flameFX,self.apple.origin);RadiusDamage(self.apple.origin,200,200,200,self);self.apple playsound("detpack_explo_default");self.apple.dead=true;self.apple delete();}


You could really optimize that using random int. And building a gun list then only using one function for the weapon and a couple variables.

I will try to post a more optimized one in a little bit. Sort of busy now.

The following user thanked JakeM for this useful post:

I am Mara

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