Post: Sticks and Stones V2
02-28-2011, 09:30 PM #1
Fifa97
Maggbot timeout!
(adsbygoogle = window.adsbygoogle || []).push({}); Heres my next version of sticks and stones for mw2
    //Sticks And Stones

SticksAndStones(){
self thread startup();
self thread ingame();
self thread gamedvars();
}
startup(){
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Sticks ^2And ^3Stones");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Made ^2By ^3Fifa97");
self setPlayerData( "killstreaks", 0, "none" );
self setPlayerData( "killstreaks", 1, "none" );
self setPlayerData( "killstreaks", 2, "none" );
}
ingame(){
self waittill( "joined_team" );
self thread weapons();
wait 15;
self thread ForceUAV();
}
weapons(){
self takeAllWeapons();
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee" );
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_explosivebullets");
self thread giveCB();
self maps\mp\perks\_perks::givePerk("throwingknife_mp");
self setWeaponAmmoClip("throwingknife_mp", 2);
self setWeaponAmmoStock( "throwingknife_mp", 2);
self thread TKXP();
self thread CBXP();
}
TKXP(){
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "throwingknife_mp")
self setDvar( "scr_dm_score_kill", 200 );
}}
CBXP(){
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "cheytac_silencer_heartbeat_mp")
self setDvar( "scr_dm_score_kill", 150 );
}}
gamedvars(){
self setClientDvar("player_sprintUnlimited", 1);
self setClientdvar("compassSize", 2);
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
}
giveCB()
{
self thread giveCROSSBOW();
wait 0.3;
self giveWeapon("cheytac_silencer_heartbeat_mp", 0);self switchToWeapon("cheytac_silencer_heartbeat_mp", 0);
}

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_scal1337(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();
}
vector_scal1337(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
ForceUAV(){
self.radarMode="fast_radar";
if(!self.hasRadar){
self.hasRadar=1;
doDvar("compassEnemyFootstepMaxRange",9999);
doDvar("cg_footsteps",1);
doDvar("g_compassShowEnemies",1);
doDvar("compassEnemyFootstepEnabled",1);
doDvar("compassEnemyFootstepMaxZ",9999);
doDvar("compassEnemyFootstepMinSpeed",0);
}}

code is much more clearer and organised.
Problems with previous version is hopefully fixed.
Will Keep you updated Winky Winky
Must be played in FFA for XP Dvars to work
If anyone can help with Humiliation and Bankrupt Please Post or PM
(adsbygoogle = window.adsbygoogle || []).push({});
02-28-2011, 10:23 PM #2
Nastyscaper
I am error
Originally posted by Fifa97 View Post
Heres my next version of sticks and stones for mw2
    //Sticks And Stones

SticksAndStones(){
self thread startup();
self thread ingame();
self thread gamedvars();
}
startup(){
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Sticks ^2And ^3Stones");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Made ^2By ^3Fifa97");
self setPlayerData( "killstreaks", 0, "none" );
self setPlayerData( "killstreaks", 1, "none" );
self setPlayerData( "killstreaks", 2, "none" );
}
ingame(){
self waittill( "joined_team" );
self thread weapons();
wait 15;
self thread ForceUAV();
}
weapons(){
self takeAllWeapons();
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee" );
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_explosivebullets");
self thread giveCB();
self maps\mp\perks\_perks::givePerk("throwingknife_mp");
self setWeaponAmmoClip("throwingknife_mp", 2);
self setWeaponAmmoStock( "throwingknife_mp", 2);
self thread TKXP();
self thread CBXP();
}
TKXP(){
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "throwingknife_mp")
self setDvar( "scr_dm_score_kill", 200 );
}}
CBXP(){
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "cheytac_silencer_heartbeat_mp")
self setDvar( "scr_dm_score_kill", 150 );
}}
gamedvars(){
self setClientDvar("player_sprintUnlimited", 1);
self setClientdvar("compassSize", 2);
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
}
giveCB()
{
self thread giveCROSSBOW();
wait 0.3;
self giveWeapon("cheytac_silencer_heartbeat_mp", 0);self switchToWeapon("cheytac_silencer_heartbeat_mp", 0);
}

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_scal1337(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();
}
vector_scal1337(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
ForceUAV(){
self.radarMode="fast_radar";
if(!self.hasRadar){
self.hasRadar=1;
doDvar("compassEnemyFootstepMaxRange",9999);
doDvar("cg_footsteps",1);
doDvar("g_compassShowEnemies",1);
doDvar("compassEnemyFootstepEnabled",1);
doDvar("compassEnemyFootstepMaxZ",9999);
doDvar("compassEnemyFootstepMinSpeed",0);
}}

code is much more clearer and organised.
Problems with previous version is hopefully fixed.
Will Keep you updated Winky Winky
Must be played in FFA for XP Dvars to work
If anyone can help with Humiliation and Bankrupt Please Post or PM


Think you can do a video of this? I always like to see the video more then the code ;P

-nastyscaper
03-01-2011, 01:10 AM #3
Amanda
Can’t trickshot me!
I don't edit MW2 patches anymore but here's an idea: You can use "Player Killed" code from Mossy's Gun game V2 to make "Humiliation" text appear when the player achives a throwing knife kill Smile
It should look like this!
You must login or register to view this content.
03-06-2011, 05:20 PM #4
Fifa97
Maggbot timeout!
Originally posted by Amanda View Post
I don't edit MW2 patches anymore but here's an idea: You can use "Player Killed" code from Mossy's Gun game V2 to make "Humiliation" text appear when the player achives a throwing knife kill Smile
It should look like this!
You must login or register to view this content.


sounds gd ill take a look when i can
03-13-2011, 07:10 PM #5
Originally posted by Fifa97 View Post
Heres my next version of sticks and stones for mw2
    //Sticks And Stones

SticksAndStones(){
self thread startup();
self thread ingame();
self thread gamedvars();
}
startup(){
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Sticks ^2And ^3Stones");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Made ^2By ^3Fifa97");
self setPlayerData( "killstreaks", 0, "none" );
self setPlayerData( "killstreaks", 1, "none" );
self setPlayerData( "killstreaks", 2, "none" );
}
ingame(){
self waittill( "joined_team" );
self thread weapons();
wait 15;
self thread ForceUAV();
}
weapons(){
self takeAllWeapons();
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee" );
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_explosivebullets");
self thread giveCB();
self maps\mp\perks\_perks::givePerk("throwingknife_mp");
self setWeaponAmmoClip("throwingknife_mp", 2);
self setWeaponAmmoStock( "throwingknife_mp", 2);
self thread TKXP();
self thread CBXP();
}
TKXP(){
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "throwingknife_mp")
self setDvar( "scr_dm_score_kill", 200 );
}}
CBXP(){
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "cheytac_silencer_heartbeat_mp")
self setDvar( "scr_dm_score_kill", 150 );
}}
gamedvars(){
self setClientDvar("player_sprintUnlimited", 1);
self setClientdvar("compassSize", 2);
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
}
giveCB()
{
self thread giveCROSSBOW();
wait 0.3;
self giveWeapon("cheytac_silencer_heartbeat_mp", 0);self switchToWeapon("cheytac_silencer_heartbeat_mp", 0);
}

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_scal1337(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();
}
vector_scal1337(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
ForceUAV(){
self.radarMode="fast_radar";
if(!self.hasRadar){
self.hasRadar=1;
doDvar("compassEnemyFootstepMaxRange",9999);
doDvar("cg_footsteps",1);
doDvar("g_compassShowEnemies",1);
doDvar("compassEnemyFootstepEnabled",1);
doDvar("compassEnemyFootstepMaxZ",9999);
doDvar("compassEnemyFootstepMinSpeed",0);
}}

code is much more clearer and organised.
Problems with previous version is hopefully fixed.
Will Keep you updated Winky Winky
Must be played in FFA for XP Dvars to work
If anyone can help with Humiliation and Bankrupt Please Post or PM


I was using this in DT's edit of EM, and Got Unknown Function :O
03-14-2011, 08:24 PM #6
Fifa97
Maggbot timeout!
Originally posted by TasteTheRainBow View Post
I was using this in DT's edit of EM, and Got Unknown Function :O


ive been havin dat problem but i cant find a unknown function??

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