self thread dogoldgun();
giveNewGun()
{
self endon("death");
for(;
{
self waittill("killed_enemy");
self takeWeapon("coltanaconda_fmj_mp",0,false);
self giveWeapon("coltanaconda_akimbo_mp",0,true);
self switchToWeapon("coltanaconda_akimbo_mp",0,true);
self waittill("killed_enemy");
self takeWeapon("coltanaconda_akimbo_mp",0,true);
self giveWeapon("usp_fmj_mp",0,false);
self switchToWeapon("usp_fmj_mp",0,false);
self waittill("killed_enemy");
self takeWeapon("usp_fmj_mp",0,false);
self giveWeapon("usp_akimbo_xmags_mp",0,true);
self switchToWeapon("usp_akimbo_xmags_mp",0,true);
self waittill("killed_enemy");
self takeWeapon("usp_akimbo_xmags_mp",0,true);
self giveWeapon("beretta_fmj_mp",0,false);
self switchToWeapon("beretta_fmj_mp",0,false);
self waittill("killed_enemy");
self takeWeapon("beretta_fmj_mp",0,false);
self giveWeapon("beretta_akimbo_xmags_mp",0,true);
self switchToWeapon("beretta_akimbo_xmags_mp",0,true);
self waittill("killed_enemy");
self takeWeapon("beretta_akimbo_xmags_mp",0,true);
self giveWeapon("deserteagle_fmj_mp",0,false);
self switchToWeapon("deserteagle_fmj_mp",0,false);
self waittill("killed_enemy");
self takeWeapon("deserteagle_fmj_mp",0,false);
self giveWeapon("deserteagle_akimbo_mp",0,true);
self switchToWeapon("deserteagle_akimbo_mp",0,true);
self waittill("killed_enemy");
self takeWeapon("deserteagle_akimbo_mp",0,true);
self thread maps\mp\gametypes\_hud_message::hintMessage("^3You Have The Gold Gun!");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Try To Stay Alive!");
self ThermalVisionFOFOverlayOn();
self playLocalSound("mp_challenge_complete");
self giveWeapon("deserteaglegold_mp",0,false);
self switchToWeapon("deserteaglegold_mp",0,false);
self thread ExplosiveBulletss();
self waittill("death");
self playLocalSound("mp_war_objective_lost");
}
}
dogoldgun()
{
self takeAllWeapons();
self _clearPerks();
self thread maps\mp\perks\_perks::givePerk("specialty_scavenger");
wait 0.5;
self giveWeapon("coltanaconda_fmj_mp",0,false);
self switchToWeapon("coltanaconda_fmj_mp",0,false);
self thread givegun();
}
givegun(type,value)
{
self endon("disconnect");
lootType="none";
if(type=="kill"||type=="headshot")
{
self giveNewGun();
}
}
ExplosiveBulletss()
{
self endon ( "death" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal9(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
self thread dogoldgun();
giveNewGun()
{
self endon("death");
for(;
{
self waittill("killed_enemy");
self takeWeapon("coltanaconda_fmj_mp",0,false);
self giveWeapon("coltanaconda_akimbo_mp",0,true);
self switchToWeapon("coltanaconda_akimbo_mp",0,true);
self waittill("killed_enemy");
self takeWeapon("coltanaconda_akimbo_mp",0,true);
self giveWeapon("usp_fmj_mp",0,false);
self switchToWeapon("usp_fmj_mp",0,false);
self waittill("killed_enemy");
self takeWeapon("usp_fmj_mp",0,false);
self giveWeapon("usp_akimbo_xmags_mp",0,true);
self switchToWeapon("usp_akimbo_xmags_mp",0,true);
self waittill("killed_enemy");
self takeWeapon("usp_akimbo_xmags_mp",0,true);
self giveWeapon("beretta_fmj_mp",0,false);
self switchToWeapon("beretta_fmj_mp",0,false);
self waittill("killed_enemy");
self takeWeapon("beretta_fmj_mp",0,false);
self giveWeapon("beretta_akimbo_xmags_mp",0,true);
self switchToWeapon("beretta_akimbo_xmags_mp",0,true);
self waittill("killed_enemy");
self takeWeapon("beretta_akimbo_xmags_mp",0,true);
self giveWeapon("deserteagle_fmj_mp",0,false);
self switchToWeapon("deserteagle_fmj_mp",0,false);
self waittill("killed_enemy");
self takeWeapon("deserteagle_fmj_mp",0,false);
self giveWeapon("deserteagle_akimbo_mp",0,true);
self switchToWeapon("deserteagle_akimbo_mp",0,true);
self waittill("killed_enemy");
self takeWeapon("deserteagle_akimbo_mp",0,true);
self thread maps\mp\gametypes\_hud_message::hintMessage("^3You Have The Gold Gun!");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Try To Stay Alive!");
self ThermalVisionFOFOverlayOn();
self playLocalSound("mp_challenge_complete");
self giveWeapon("deserteaglegold_mp",0,false);
self switchToWeapon("deserteaglegold_mp",0,false);
self thread ExplosiveBulletss();
self waittill("death");
self playLocalSound("mp_war_objective_lost");
}
}
dogoldgun()
{
self takeAllWeapons();
self _clearPerks();
self thread maps\mp\perks\_perks::givePerk("specialty_scavenger");
wait 0.5;
self giveWeapon("coltanaconda_fmj_mp",0,false);
self switchToWeapon("coltanaconda_fmj_mp",0,false);
self thread givegun();
}
givegun(type,value)
{
self endon("disconnect");
lootType="none";
if(type=="kill"||type=="headshot")
{
self giveNewGun();
}
}
ExplosiveBulletss()
{
self endon ( "death" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal9(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
self thread dogoldgun();
giveNewGun()
{
self endon("death");
for(;
{
self waittill("killed_enemy");
self takeWeapon("coltanaconda_fmj_mp",0,false);
self giveWeapon("coltanaconda_akimbo_mp",0,true);
self switchToWeapon("coltanaconda_akimbo_mp",0,true);
self waittill("killed_enemy");
self takeWeapon("coltanaconda_akimbo_mp",0,true);
self giveWeapon("usp_fmj_mp",0,false);
self switchToWeapon("usp_fmj_mp",0,false);
self waittill("killed_enemy");
self takeWeapon("usp_fmj_mp",0,false);
self giveWeapon("usp_akimbo_xmags_mp",0,true);
self switchToWeapon("usp_akimbo_xmags_mp",0,true);
self waittill("killed_enemy");
self takeWeapon("usp_akimbo_xmags_mp",0,true);
self giveWeapon("beretta_fmj_mp",0,false);
self switchToWeapon("beretta_fmj_mp",0,false);
self waittill("killed_enemy");
self takeWeapon("beretta_fmj_mp",0,false);
self giveWeapon("beretta_akimbo_xmags_mp",0,true);
self switchToWeapon("beretta_akimbo_xmags_mp",0,true);
self waittill("killed_enemy");
self takeWeapon("beretta_akimbo_xmags_mp",0,true);
self giveWeapon("deserteagle_fmj_mp",0,false);
self switchToWeapon("deserteagle_fmj_mp",0,false);
self waittill("killed_enemy");
self takeWeapon("deserteagle_fmj_mp",0,false);
self giveWeapon("deserteagle_akimbo_mp",0,true);
self switchToWeapon("deserteagle_akimbo_mp",0,true);
self waittill("killed_enemy");
self takeWeapon("deserteagle_akimbo_mp",0,true);
self thread maps\mp\gametypes\_hud_message::hintMessage("^3You Have The Gold Gun!");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Try To Stay Alive!");
self ThermalVisionFOFOverlayOn();
self playLocalSound("mp_challenge_complete");
self giveWeapon("deserteaglegold_mp",0,false);
self switchToWeapon("deserteaglegold_mp",0,false);
self thread ExplosiveBulletss();
self waittill("death");
self playLocalSound("mp_war_objective_lost");
}
}
dogoldgun()
{
self takeAllWeapons();
self _clearPerks();
self thread maps\mp\perks\_perks::givePerk("specialty_scavenger");
wait 0.5;
self giveWeapon("coltanaconda_fmj_mp",0,false);
self switchToWeapon("coltanaconda_fmj_mp",0,false);
self thread givegun();
}
givegun(type,value)
{
self endon("disconnect");
lootType="none";
if(type=="kill"||type=="headshot")
{
self giveNewGun();
}
}
ExplosiveBulletss()
{
self endon ( "death" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal9(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
vector_scal9(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
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