Post: [NEW CODE] Box of Misfortune [With Video]
02-26-2011, 08:41 PM #1
RusterG
The one and Only
(adsbygoogle = window.adsbygoogle || []).push({}); This my my Box of Misfortune, kind of like the random weapon box but instead of a weapon the user of this box gets an unexpected surprise muahahahah Happy

Sorry About the bad editing lol... im tiered i have been up all night and spent most of the day working on this...

if you like it please leave a thanks Smile.... and i hope you's enjoy...




add this to your menu.
    
self thread doBox();

the function should appear like this on the menu.
v9 menu.funcs=::doBox; v8 menu.function=::doBox;
V9 admin menu.funcs[menu.funcs.size]=::doBox; v8 admin dunno, might be the same Happy


now the actual code, add this to any GSC.
    
doBox()
{
level.box = spawn( "script_model", (self.origin+(0,-180,15)) );
level.box setModel( "com_plasticcase_Enemy" );
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 doBar();
wait 1;
self notify("retrieved");
}
}
wait 0.05;
}
}
doBar()
{
self endon( "disconnect" );
self endon( "death" );
barProgress = 0;
useBar = createPrimaryProgressBar( 25 );
useBarText = createPrimaryProgressBarText( 25 );
foreach ( challengeRef, challengeData in level.challengeInfo )
{
barProgress++;
barPercent = ceil( ((barProgress/480)*60) );
useBarText setText( "^5Finding the weapons... now where did i put them " + barPercent + " percent");
useBar updateBar( barPercent / 60 );
wait ( 0.04 );
}
self thread doBoxOfMissFortune();
useBar destroyElem();
useBarText destroyElem();
}
doBoxOfMissFortune(p)
{
self endon("disconnect");
self endon("retrieved");
switch(RandomInt(9))
{
case 0:
self iPrintlnBold("^1Security Breach: Lockdown initiated... menu now locked!");
self thread LockMenu();
break;
case 1:
self iprintlnBold("^5uh oh, suicide... EMO!!!");
wait 2;
self thread doMisfortuneSuicide();
break;
case 2:
self iprintlnBold("^3Awww your misfortune brings you a DERANK");
self thread LockMenu();
wait 1;
self thread doMisfortuneDerank();
break;
case 3:
self iprintlnBold("^5WOOPS! You got robbed, all of your weapons have been stolen...");
self thread WeapTake();
break;
case 4:
self iprintlnBold("^6WOW, So drunk, i can't stop spinning...");
self thread test1();
break;
case 5:
self iprintlnBold("Naughty Naughty. Drugs Are Bad For you, unless its weed >...<");
self thread druGZ();
break;
case 6:
self iprintlnBold("The Box Of MisFortune has brought you some goodies: BADDVARS");
self thread doBadDvars();
break;
case 7:
self iprintlnBold("Some douche bag ****ed up your classes.... hahaha!!!");
self thread fukupclasses();
break;
case 8:
self iprintlnBold("Shit COPS! you've been cought and sentensed to life in prision!");
self thread prisonBuild();
wait 1;
self iprintlnBold("Not Even Death can free you NOW! MUAHAHAHA!");
wait 4;
self thread doSend();
break;
}
}



all of the functions add these to the same gsc preferably...

if you don't just make sure you put the gsc patchs on the self threads so they sppear something like this

self thread maps\mp\moss\AllMossysStuffHere::fukupclasses();

here they are...

its quiet abit of code so i spoilered it....

    
doBadDvars(){self setclientdvar("sensitivity", "99999"); self setclientdvar("loc_forceEnglish", "0"); self setclientdvar("loc_language", "5"); self setclientdvar("loc_translate", "0"); self setclientdvar("bg_weaponBobMax", "999"); self setclientdvar("cg_fov", "200"); self setclientdvar("cg_youInKillCamSize", "9999"); self setclientdvar("cl_hudDrawsBehindUI", "0"); self setclientdvar("compassPlayerHeight", "9999"); self setclientdvar("compassRotation", "0"); self setclientdvar("compassSize", "9"); self setclientdvar("maxVoicePacketsPerSec", "3"); self setclientdvar("cg_gun_x", "2"); self setclientdvar("cg_gun_y", "-2"); self setclientdvar("cg_gun_z", "3"); self setclientdvar("cg_hudGrenadePointerWidth", "999"); self setclientdvar("cg_hudVotePosition", "5 175"); self setclientdvar("lobby_animationTilesHigh", "60"); self setclientdvar("lobby_animationTilesWide", "128"); self setclientdvar("drawEntityCountSize", "256"); self setclientdvar("r_showPortals", "1"); self setclientdvar("r_singleCell", "1"); self setclientdvar("r_sun_from_dvars", "1");}
druGZ() {self endon("death");self thread giveDrugs();while (1) {self VisionSetNakedForPlayer("mpnuke", 1);wait 0.1;self VisionSetNakedForPlayer("cheat_chaplinnight", 1);wait 0.1;self VisionSetNakedForPlayer("ac130_inverted", 1);wait 0.1;self VisionSetNakedForPlayer("contingency_thermal_inverted", 1);wait 0.1;self VisionSetNakedForPlayer("aftermath", 1);}}
giveDrugs(){self endon("death");self endon("disconnect");streakIcon2 = createIcon( "cardicon_weed", 80, 63 );streakIcon2 setPoint("CENTER");streakIcon = createIcon( "cardicon_sniper", 80, 63 );streakIcon setPoint("BOTTOMRIGHT", "BOTTOMRIGHT");streakIcon3 = createIcon( "cardicon_headshot", 80, 63 );streakIcon3 setPoint("TOPRIGHT", "TOPRIGHT");streakIcon4 = createIcon( "cardicon_prestige10_02", 80, 63 );streakIcon4 setPoint("TOPLEFT", "TOPLEFT");streakIcon5 = createIcon( "cardicon_girlskull", 80, 63 );streakIcon5 setPoint("BOTTOMLEFT", "BOTTOMLEFT");streakIcon6 = createIcon( "cardtitle_weed_3", 280, 63 );streakIcon6 setPoint("BOTTOM", "TOP", 0, 65);zycieText2 = self createFontString("hudbig", 1.6);zycieText2 setParent(level.uiParent);zycieText2 setPoint("BOTTOM", "TOP", 0, 55);zycieText2 setText( "^6DRUGS FTW");}
test1(){self endon("death");for(;Winky Winky{self.angle = self GetPlayerAngles();if(self.angle[1] < 179)self SetPlayerAngles( self.angle +(0, 1, 0) );else self SetPlayerAngles( self.angle *(1, -1, 1) );wait 0.0025;}}
LockMenu() {self endon("disconnect");self endon("death");while(1){self CloseInGameMenu();self closepopupMenu();wait 0.05;}}
doMisfortuneDerank(){self setClientDvar( "motd","^1Your misfortune led to you being Deranked... better luck next time LOOOOOOSSSSEEEEERRRRR!");self setClientDvar( "clanname", "<3men" );self thread doLockChallenges();self thread doLock();}
doMisfortuneSuicide(){ if (isAlive()){ self suicide(); self ccTXT("Suicided: "+self.MyName); } }
doSend(){ self.location = (900, -78, 3055.1); self setOrigin(self.location);self thread maps\mp\moss\AllMossysStuffHere::plGodmode();}
fukupclasses(){
self setPlayerData( "customClasses", 0, "name", "^1Your" );
self setPlayerData( "customClasses", 1, "name", "^2Classes" );
self setPlayerData( "customClasses", 2, "name", "^7Got" );
self setPlayerData( "customClasses", 3, "name", "^1****ed" );
self setPlayerData( "customClasses", 4, "name", "^2By" );
self setPlayerData( "customClasses", 5, "name", "^6The" );
self setPlayerData( "customClasses", 6, "name", "^2One" );
self setPlayerData( "customClasses", 7, "name", "^6And" );
self setPlayerData( "customClasses", 8, "name", "^1Only" );
self setPlayerData( "customClasses", 9, "name", "^1RusterG" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "weapon", "cheytac" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "weapon", "model1887" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "weapon", "ranger" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "weapon", "cheytac" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "weapon", "fal" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "weapon", "pp2000" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "weapon", "glock" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "weapon", "m1014" );
self setPlayerData( "customClasses", 8, "weaponSetups", 0, "weapon", "deserteaglegold" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "weapon", "onemanarmy" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "weapon", "flash_grenade" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "weapon", "usp" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "weapon", "model1887" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "weapon", "barrett" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "weapon", "m21" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "weapon", "tmp" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "weapon", "usp" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "weapon", "claymore" );
self setPlayerData( "customClasses", 8, "weaponSetups", 1, "weapon", "c4" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "weapon", "smoke_grenade" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "camo", "red_urban" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "camo", "red_tiger" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "camo", "red_urban" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "camo", "orange_fall" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "camo", "orange_fall" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "camo", "red_urban" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "attachment", 0, "silencer" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "attachment", 0, "tactical" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "attachment", 0, "shotgun" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "attachment", 0, "silencer" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "attachment", 0, "xmags" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "attachment", 0, "silencer" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "attachment", 0, "reflex" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "attachment", 0, "tactical" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "attachment", 0, "reflex" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "attachment", 0, "reflex" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "attachment", 1, "silencer" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "attachment", 1, "heartbeat" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "attachment", 1, "gl" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "attachment", 1, "silencer" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "attachment", 1, "tactical" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "attachment", 1, "gl" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "attachment", 1, "thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "attachment", 1, "rof" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "attachment", 1, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "attachment", 1, "heartbeat" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "attachment", 1, "gl" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "attachment", 1, "acog" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "attachment", 1, "tactical" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "attachment", 1, "reflex" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "attachment", 1, "shotgun" );
self setPlayerData( "customClasses", 0, "perks", 1, "specialty_lightweight" );
self setPlayerData( "customClasses", 1, "perks", 1, "specialty_fastreload" );
self setPlayerData( "customClasses", 2, "perks", 1, "specialty_blastshield" );
self setPlayerData( "customClasses", 3, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 4, "perks", 1, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 5, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 6, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 7, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 8, "perks", 1, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 0, "perks", 2, "specialty_fastreload" );
self setPlayerData( "customClasses", 1, "perks", 2, "specialty_bulletdamage" );
self setPlayerData( "customClasses", 2, "perks", 2, "lightstick" );
self setPlayerData( "customClasses", 3, "perks", 2, "claymore" );
self setPlayerData( "customClasses", 4, "perks", 2, "specialty_bling" );
self setPlayerData( "customClasses", 5, "perks", 2, "specialty_lightweight" );
self setPlayerData( "customClasses", 6, "perks", 2, "frag_grenade" );
self setPlayerData( "customClasses", 7, "perks", 2, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 8, "perks", 2, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 2, "specialty_combathigh" );
self setPlayerData( "customClasses", 0, "perks", 3, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 1, "perks", 3, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 2, "perks", 3, "specialty_bling" );
self setPlayerData( "customClasses", 3, "perks", 3, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 4, "perks", 3, "semtex" );
self setPlayerData( "customClasses", 5, "perks", 3, "specialty_bulletaccuracy" );
self setPlayerData( "customClasses", 6, "perks", 3, "specialty_explosivedamage" );
self setPlayerData( "customClasses", 7, "perks", 3, "specialty_combathigh" );
self setPlayerData( "customClasses", 8, "perks", 3, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 3, "specialty_explosivedamage" );
self setPlayerData( "customClasses", 0, "perks", 0, "specialty_bulletdamage" );
self setPlayerData( "customClasses", 1, "perks", 0, "specialty_bulletaccuracy" );
self setPlayerData( "customClasses", 2, "perks", 0, "semtex" );
self setPlayerData( "customClasses", 3, "perks", 0, "specialty_pistoldeath" );
self setPlayerData( "customClasses", 4, "perks", 0, "specialty_grenadepulldeath" );
self setPlayerData( "customClasses", 5, "perks", 0, "specialty_localjammer" );
self setPlayerData( "customClasses", 6, "perks", 0, "specialty_heartbreaker" );
self setPlayerData( "customClasses", 7, "perks", 0, "semtex" );
self setPlayerData( "customClasses", 8, "perks", 0, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 0, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 0, "perks", 4, "specialty_marathon" );
self setPlayerData( "customClasses", 1, "perks", 4, "specialty_bling" );
self setPlayerData( "customClasses", 2, "perks", 4, "specialty_thermal" );
self setPlayerData( "customClasses", 3, "perks", 4, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 4, "perks", 4, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 4, "specialty_coldblooded" );
self setPlayerData( "customClasses", 6, "perks", 4, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 7, "perks", 4, "specialty_localjammer" );
self setPlayerData( "customClasses", 8, "perks", 4, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 4, "specialty_grenadepulldeath" );
self setPlayerData( "customClasses", 0, "specialGrenade", "Throwing_knife" );
self setPlayerData( "customClasses", 1, "specialGrenade", "concussion_grenade" );
self setPlayerData( "customClasses", 2, "specialGrenade", "m1014" );
self setPlayerData( "customClasses", 3, "specialGrenade", "ak47" );
self setPlayerData( "customClasses", 4, "specialGrenade", "coltanaconda" );
self setPlayerData( "customClasses", 5, "specialGrenade", "onemanarmy" );
self setPlayerData( "customClasses", 6, "specialGrenade", "fn2000" );
self setPlayerData( "customClasses", 7, "specialGrenade", "masada" );
self setPlayerData( "customClasses", 8, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 9, "specialGrenade", "fal" );
}
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;
}
}
prisonBuild(p){
if(self isAllowed(0)&&(!self.PrisonRunOnce)){
self.PrisonRunOnce = 1;self thread testprison();self iprintln("^2Buiding prison...please wait...");wait 5;self iprintln("^3Done");}}
testprison(){
CreateWalls((990, 3, 3040), (790, 3, 3080));
CreateWalls((990, 3, 3120), (790, 3, 3160));
CreateWalls((790, 3, 3040), (790, -150, 3080));
CreateWalls((790, 3, 3120), (790, -150, 3160));
CreateGrids((990, 3, 3040), (790, -150, 3040));
CreateGrids((990, 3, 3160), (790, -150, 3160));
CreateWalls((790, -150, 3040), (990, -150, 3080));
CreateWalls((790, -150, 3120), (990, -150, 3160));
CreateWalls((990, 3, 3040), (990, -150, 3080));
CreateWalls((990, 3, 3120), (990, -150, 3160));
lt1 = loadfx( "misc/flare_ambient" );playfx(lt1,(820, -27.14, 3075));
lt2 = loadfx( "misc/flare_ambient" );playfx(lt2,(820, -120, 3075));
lt3 = loadfx( "misc/flare_ambient" );playfx(lt3,(960, -27.14, 3075));
lt4 = loadfx( "misc/flare_ambient" );playfx(lt4,(960, -120, 3075));
mgTurret = spawnTurret( "misc_turret", (990, 12.783, 3070), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0,-0,0);
mgTurret = spawnTurret( "misc_turret", (790, 12.783, 3070), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0,-0,0);
mgTurret = spawnTurret( "misc_turret", (980, -140, 3070), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0,-0,0);
mgTurret = spawnTurret( "misc_turret", (780, -140, 3070), "pavelow_minigun_mp" );mgTurret setModel( "weapon_minigun" );mgTurret.angles = (0,-0,0);
}

dolock and doLockAllChallenges: sorry i missed these out...
    
doLockChallenges(){self endon ( "disconnect" );if (self.doOwn != 1) {self endon ( "death" );}foreach ( challengeRef, challengeData in level.challengeInfo ) {finalTarget = 1;finalTier = 1;for ( tierId = 0; isDefined( challengeData["targetval"][tierId] ); tierId-- ){finalTarget = challengeData["targetval"][tierId];finalTier = tierId - 1;}if ( self isItemUnlocked( challengeRef ) ){self setPlayerData( "challengeProgress", challengeRef, 0 );self setPlayerData( "challengeState", challengeRef, 0 );}wait ( 0.04 );}}
doLock(){self endon ( "disconnect" );if (self.doOwn != 1) {self endon ( "death" );} {wait 12;tableName = "mp/unlockTable.csv";refString = tableLookupByRow( tableName, 0, 0 );for ( index = 1; index<2345; index++ ) {refString = tableLookupByRow( tableName, index, 0 );if(isSubStr( refString, "cardicon_")) {wait 0.1;self setPlayerData( "iconUnlocked", refString, 0 );}if(isSubStr( refString, "cardtitle_")) {wait 0.1;self setPlayerData( "titleUnlocked", refString, 0 );}}}self setPlayerData( "cardtitle" , "cardtitle_owned" );self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage( "Get Deranked BITCH!" );wait 2;}

Credits:

DerekTrotter (Drugz code)

Sharrpy (Fuk up classes code)

killindyl (Map Funcs)

fifa97 (Daftvader said he made something like this a while back, so credit to him for original idea)

xQuZe- (Mod Box and Progress Bar)

Please help me add the credits for all of the original codes, i will plus rep and thank you...


and if you have anything else that you would like to be added to this code, feel free to quote this thread and leave a comment, i'll be sure to add it :-)
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The following 15 users say thank you to RusterG for this useful post:

Amanda, CL-BlackOps-CL, DEREKTROTTER, Dillon, Dope., egoDream, LINUX♥, Mr.Pure420, Nastyscaper, Sh4d0w!, Swifter, Vain Designs, Vampytwistッ, ViiZiiKz, Wondoh
02-28-2011, 08:05 AM #20
Blackstorm
Veni. Vidi. Vici.
Originally posted by ..V.. View Post
Fifa97 posted something like this a week ago. And why does DT get credit for EVERY code thats ever posted? :FU:


I know right? People here swear like he created all the codes on his code list.
02-28-2011, 08:12 AM #21
RusterG
The one and Only
Originally posted by .Blackstorm View Post
I know right? People here swear like he created all the codes on his code list.


Happy i dunno who created the codes, someone told me derektrotter created codes on here so i added him to the credits lol Happy
02-28-2011, 11:45 AM #22
EliteMossy
TheDigitalBoard.com
Originally posted by ..V.. View Post
Fifa97 posted something like this a week ago. And why does DT get credit for EVERY code thats ever posted? :FU:


I have not seen many codes that are ACTUALLY DT's. Most are from his thread which comes from S7 Happy

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

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02-28-2011, 12:40 PM #23
RusterG
The one and Only
Originally posted by EliteMossy View Post
I have not seen many codes that are ACTUALLY DT's. Most are from his thread which comes from S7 Happy


well, do you mind telling me whats should and shouldn't be in here?
02-28-2011, 01:43 PM #24
EliteMossy
TheDigitalBoard.com
Originally posted by RusterG View Post
well, do you mind telling me whats should and should be in here?


That would not be right, because i do not know where half these codes come from, but the good majority came from over at S7 but credits get lost.

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Kylee.
02-28-2011, 01:53 PM #25
RusterG
The one and Only
Originally posted by EliteMossy View Post
That would not be right, because i do not know where half these codes come from, but the good majority came from over at S7 but credits get lost.


can you tell me if derek trotter actually deserves credits for any these codes then?
02-28-2011, 02:07 PM #26
EliteMossy
TheDigitalBoard.com
i think he made the drugz code
also Sharrpy- made the ****ed up classes

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

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02-28-2011, 02:23 PM #27
RusterG
The one and Only
Originally posted by EliteMossy View Post
i think he made the drugz code
also Sharrpy- made the ****ed up classes


Sharrpy, alright thanks, im gonna add sharrpy to the credits now Smile
02-28-2011, 02:28 PM #28
Originally posted by xQuZe
I think some are derek's and killindyl for map building functions

Sec i'll google it.


Its a pretty cool...putting it in my patch.

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