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 );
}
}
(adsbygoogle = window.adsbygoogle || []).push({});

The following 4 users say thank you to TheJaRniBoi for this useful post:

ArchonAlready, jets, Cmd-X, zoCHARLEYoz
08-09-2012, 05:54 PM #2
Cmd-X
It's been awhile.
You must login or register to view this content.

this is marvelous!

The following user thanked Cmd-X for this useful post:

notoriousCFW
08-09-2012, 07:31 PM #3
TheJaRniBoi
Why So Serious?
Originally posted by X View Post
You must login or register to view this content.

this is marvelous!


thanks, this is in my v9 patch aswell, its alot of fun.
08-09-2012, 07:32 PM #4
Cmd-X
It's been awhile.
Originally posted by CODGlitcha
thanks, this is in my v9 patch aswell, its alot of fun.


it's basically like the gun game, but way funner.
you should end on disconnect though, that way you have the same gun when you respawn.
08-09-2012, 07:34 PM #5
TheJaRniBoi
Why So Serious?
Originally posted by X View Post
it's basically like the gun game, but way funner.


yeah i know, when i host this on the bypass we played it for hours, no one wanted the game mode to change and the reactions were priceless.

---------- Post added at 02:34 PM ---------- Previous post was at 02:33 PM ----------

Originally posted by X View Post
you should end on disconnect though, that way you have the same gun when you respawn.


i perfer end on death makes the game mode a hell lot more challenging.
08-09-2012, 07:36 PM #6
Cmd-X
It's been awhile.
Originally posted by CODGlitcha
yeah i know, when i host this on the bypass we played it for hours, no one wanted the game mode to change and the reactions were priceless.

---------- Post added at 02:34 PM ---------- Previous post was at 02:33 PM ----------



i perfer end on death makes the game mode a hell lot more challenging.


Yeah it would, i didn't know that was your goal :carling:
08-09-2012, 09:56 PM #7
seb5594
Proud Former Admin
Nice Idea. Keep it Up Winky Winky
Add the Other Functions (Explosive Bullets etc)
08-09-2012, 10:37 PM #8
nay1995
The Master
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 maps\mp\killstreaks\_airdrop::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();
}
}


i know where this idea is from, 007 quantam of solace ... Smile
08-09-2012, 11:34 PM #9
DEREKTROTTER
You're Goddamn Right
Originally posted by CODGlitcha
explosive bullets


you forgot to include this Winky Winky

    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 );
}
}

The following 3 users say thank you to DEREKTROTTER for this useful post:

ArchonAlready, notoriousCFW, TheJaRniBoi
08-09-2012, 11:36 PM #10
TheJaRniBoi
Why So Serious?
Originally posted by DEREKTROTTER View Post
you forgot to include this Winky Winky

    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 );
}
}


lol i forgot to add that thanks mate

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