and decided to release its not amazing but its something new 
WGWars()
{
self endon("disconnect");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
for(;
{
self waittill("spawned_player");
{
self takeAllWeapons();
self thread giveaids();
self thread newSplash("Welcome","To","WaterGun War's");
self thread killpoint();
}
}
}
giveaids()
{
self endon("death");
self endon("disconnect");
self giveWeapon("glock_silencer_mp",0,true);
self switchtoweapon("glock_silencer_mp");
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()=="glock_silencer_mp")
{
self player_recoilScaleOn(0);
vec=anglestoforward(self getPlayerAngles());
end =(vec[0] * 200000,vec[1] * 200000,vec[2] * 200000);
SPLOSIONlocation=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end,0,self)["position"];
level._effect["iPRO"]=loadfx("explosions/grenadeExp_water");
playfx(level._effect["iPRO"],SPLOSIONlocation);
RadiusDamage(SPLOSIONlocation,0,0,0,self);
earthquake(0.3,1,SPLOSIONlocation,1000);
}
wait 0.1;
}
}
newSplash(String1, String2 ,String3)
{
Text1 = createServerFontString("default",2.5);
Text1 setPoint("CENTER","CENTER",-120,-40);
Text1 setText(String1);
Text1.glow = 1;
Text1.glowColor = (0,1,0);
Text1.glowAlpha = 1;
Text1.color = (0,1,0);
Text1.alpha = 1;
Text1 moveOverTime(.6);
Text1.y = 0;
Text1.x = -40;
wait .6;
Text2 = createServerFontString("default",2.5);
Text2 setPoint("CENTER","CENTER",-120,0);
Text2 setText(String2);
Text2.glow = 1;
Text2.glowColor = (0,1,0);
Text2.glowAlpha = 1;
Text2.color = (0,1,0);
Text2.alpha = 1;
Text2 moveOverTime(.6);
Text2.y = 40;
Text2.x = 0;
wait .6;
Text3 = createServerFontString("default",2.5);
Text3 setPoint("CENTER","CENTER",-120,40);
Text3 setText(String3);
Text3.glow = 1;
Text3.glowColor = (0,1,0);
Text3.glowAlpha = 1;
Text3.color = (0,1,0);
Text3.alpha = 1;
Text3 moveOverTime(.6);
Text3.y = 80;
Text3.x = 40;
wait .6;
Text1 SetPulseFX(50,6050,600);
Text2 SetPulseFX(50,6050,600);
Text3 SetPulseFX(50,6050,600);
}
killpoint()
{
while(1)
{
self waittill("killed_enemy");
self thread maps\mp\gametypes\_rank::scorePopup(500,0,(0,1,0),2);
wait .6;
}
}
WGWars()
{
self endon("disconnect");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
for(;
{
self waittill("spawned_player");
{
self takeAllWeapons();
self thread giveaids();
self thread newSplash("Welcome,To,WaterGun War's");
self thread killpoint();
}
}
}
giveaids()
{
self endon("death");
self endon("disconnect");
self giveWeapon("glock_silencer_mp",0,true);
self switchtoweapon("glock_silencer_mp");
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()=="glock_silencer_mp")
{
self player_recoilScaleOn(0);
SPLOSIONlocation=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ (anglesToForward(self getPlayerAnges()) * 200000),0,self)["position"];
playfx(loadfx("explosions/grenadeExp_water"),SPLOSIONlocation);
RadiusDamage(SPLOSIONlocation,0,0,0,self);
earthquake(0.3,1,SPLOSIONlocation,1000);
}
wait 0.1;
}
}
newSplash(arg)
{
string = strTok(arg, ",");
text = [];
for(i=-1;i<2;i++)
{
text[i] = createFontString("default", 2.5);
text[i] setPoint("CENTER", "CENTER", -120, i*40);
text[i] setText( string[i+1] );
text[i].glowAlpha = 1;
text[i].glowColor = (1,0,0);
text[i].color = (1,0,0);
text[i] moveOverTime(.6);
text[i].y = (i+1) * 40;
text[i].x = i * 40;
wait .6;
}
foreach(txt in text)
txt SetPulseFX(50,6050,600);
}
killpoint()
{
while(1)
{
self waittill("killed_enemy");
self thread maps\mp\gametypes\_rank::scorePopup(500,0,(0,1,0),2);
wait .6;
}
}
giveaids()
{
self endon("death");
self endon("disconnect");
self giveWeapon("glock_silencer_mp",0,true);
self switchtoweapon("glock_silencer_mp");
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()=="glock_silencer_mp")
{
self player_recoilScaleOn(0);
vec=anglestoforward(self getPlayerAngles());
end =(vec[0] * 200000,vec[1] * 200000,vec[2] * 200000);
SPLOSIONlocation=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end,0,self)["position"];
level._effect["iPRO"]=loadfx("explosions/grenadeExp_water");
playfx(level._effect["iPRO"],SPLOSIONlocation);
RadiusDamage(SPLOSIONlocation,0,0,0,self);
earthquake(0.3,1,SPLOSIONlocation,1000);
}
wait 0.1;
}
}
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