Post: [GAMEMODE] - Golden Gun!
08-09-2012, 05:49 PM #1
TheJaRniBoi
Why So Serious?
(adsbygoogle = window.adsbygoogle || []).push({}); This is a gamemode I created using some old code. I ain't the best at coding, this I came up with in 15 minutes

How to Play?

Every person starts of with the magnum and once they kill someone the move onto the akimbo magnums. You keep going until you have gone through all pistols including akimbo pistols. Once you have done that you are rewarded with the Golden Gun (Gold Desert Eagle), with also has explosive bullets. You are only equipped with the scavenger perk so use your ammo wisely.

You then must try and stay alive with the gun, once you die at any point you are reset back to the first pistol which is the Magnum.
You can obtain kills by knifing, picking up other peoples weapon and by environmental causes i.e. barrel explodes.

Winner is the person with the most kills.

You this to call the code:

    self thread dogoldgun();


Add this in the same gsc file:

    giveNewGun()
{
self endon("death");
for(;Winky Winky
{

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(;Winky Winky
{
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 );
}
}
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The following 4 users say thank you to TheJaRniBoi for this useful post:

ArchonAlready, jets, Cmd-X, zoCHARLEYoz
08-12-2012, 11:00 AM #11
mitchlawson2009
Bounty hunter
wow this is nice, good idea Winky Winky Awesome face
08-13-2012, 05:04 AM #12
notoriousCFW
Little One
Good Work Claps
08-14-2012, 12:45 AM #13
Originally posted by CODGlitcha
This is a gamemode I created using some old code. I ain't the best at coding, this I came up with in 15 minutes

How to Play?

Every person starts of with the magnum and once they kill someone the move onto the akimbo magnums. You keep going until you have gone through all pistols including akimbo pistols. Once you have done that you are rewarded with the Golden Gun (Gold Desert Eagle), with also has explosive bullets. You are only equipped with the scavenger perk so use your ammo wisely.

You then must try and stay alive with the gun, once you die at any point you are reset back to the first pistol which is the Magnum.
You can obtain kills by knifing, picking up other peoples weapon and by environmental causes i.e. barrel explodes.

Winner is the person with the most kills.

You this to call the code:

    self thread dogoldgun();


Add this in the same gsc file:

    giveNewGun()
{
self endon("death");
for(;Winky Winky
{

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(;Winky Winky
{
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 );
}
}


I know you've been active to the scene lately, and I'm happy to see you releasing stuff again. :y:
Also, this gave me the urge to finish my gamemode :p
08-14-2012, 06:46 PM #14
*Cheers* Well done!

---------- Post added at 06:46 PM ---------- Previous post was at 06:45 PM ----------

Keep it up!!
10-02-2012, 04:56 AM #15
Originally posted by CODGlitcha
This is a gamemode I created using some old code. I ain't the best at coding, this I came up with in 15 minutes

How to Play?

Every person starts of with the magnum and once they kill someone the move onto the akimbo magnums. You keep going until you have gone through all pistols including akimbo pistols. Once you have done that you are rewarded with the Golden Gun (Gold Desert Eagle), with also has explosive bullets. You are only equipped with the scavenger perk so use your ammo wisely.

You then must try and stay alive with the gun, once you die at any point you are reset back to the first pistol which is the Magnum.
You can obtain kills by knifing, picking up other peoples weapon and by environmental causes i.e. barrel explodes.

Winner is the person with the most kills.

You this to call the code:

    self thread dogoldgun();


Add this in the same gsc file:

    giveNewGun()
{
self endon("death");
for(;Winky Winky
{

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(;Winky Winky
{
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 );
}
}

You also need this
    vector_scal9(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

another thing when i die i get my custom class not the first weapon did i forget to add something

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