Post: [RELEASE] Specialist Gamemode
11-25-2012, 09:48 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); .....
(adsbygoogle = window.adsbygoogle || []).push({});
11-25-2012, 10:00 AM #2
Master Ro
I make food
Originally posted by Zz69zZ View Post
hey guys this is probably a useless gamemode but i got bored one day so i made a specialist code and now i made a gamemode where you get the same perks and all you have to do is get 24 kills and you get the nuke and first one to get the nuke wins

    SpecialistGame()
{
self endon( "disconnect" );
self thread specialist();
self thread specGame();
}

specGame()
{
self thread TextPopup2( "vDronez's Specialist Game" );
self thread TextPopup( "First One To" );
wait 8;
self thread TextPopup2( "Get The Nuke" );
self thread TextPopup( "Wins Have Fun!" );
wait 15;
}

TextPopup2( text )
{
self endon( "disconnect" );
wait ( 3 );
self.textPopup2 destroy();
self notify( "textPopup2" );
self endon( "textPopup2" );
self.textPopup2 = newClientHudElem( self );
self.textPopup2.horzAlign = "center";
self.textPopup2.vertAlign = "middle";
self.textPopup2.alignX = "center";
self.textPopup2.alignY = "middle";
self.textPopup2.x = 0;
self.textPopup2.y = 0;
self.textPopup2.font = "hudbig";
self.textPopup2.fontscale = 0.69;
self.textPopup2.color = (25.5, 25.5, 3.6);
self.textPopup2 setText(text);
self.textPopup2.alpha = 0.85;
self.textPopup2.glowColor = (0.3, 0.9, 0.3);
self.textPopup2.glowAlpha = 0.55;
self.textPopup2 ChangeFontScaleOverTime( 0.1 );
self.textPopup2.fontScale = 0.75;
wait 3;
self.textPopup2 ChangeFontScaleOverTime( 0.1 );
self.textPopup2.fontScale = 0.69;
switch(randomInt(2))
{
case 0:
self.textPopup2 moveOverTime( 2.00 );
self.textPopup2.x = 60;
self.textPopup2.y = 0;
break;
case 1:
self.textPopup2 moveOverTime( 2.00 );
self.textPopup2.x = -60;
self.textPopup2.y = 0;
break;
}
wait 1;
self.textPopup2 fadeOverTime( 1.00 );
self.textPopup2.alpha = 0;
}

TextPopup( text )
{
self endon( "disconnect" );
wait ( 5 );
self.textPopup destroy();
self notify( "textPopup" );
self endon( "textPopup" );
self.textPopup = newClientHudElem( self );
self.textPopup.horzAlign = "center";
self.textPopup.vertAlign = "middle";
self.textPopup.alignX = "center";
self.textPopup.alignY = "middle";
self.textPopup.x = 40;
self.textPopup.y = -30;
self.textPopup.font = "hudbig";
self.textPopup.fontscale = 0.69;
self.textPopup.color = (25.5, 25.5, 3.6);
self.textPopup setText(text);
self.textPopup.alpha = 0.85;
self.textPopup.glowColor = (0.3, 0.3, 0.9);
self.textPopup.glowAlpha = 0.55;
self.textPopup ChangeFontScaleOverTime( 0.1 );
self.textPopup.fontScale = 0.75;
wait 4;
self.textPopup ChangeFontScaleOverTime( 0.1 );
self.textPopup.fontScale = 0.69;
switch(randomInt(2))
{
case 0:
self.textPopup moveOverTime( 2.00 );
self.textPopup.x = 100;
self.textPopup.y = -30;
break;
case 1:
self.textPopup moveOverTime( 2.00 );
self.textPopup.x = -100;
self.textPopup.y = -30;
break;
}
wait 1;
self.textPopup fadeOverTime( 1.00 );
self.textPopup.alpha = 0;
}

specialist()
{
self endon( "death" );
self endon( "disconnect" );
for(;Winky Winky
{
self waittill("killed_enemy");
switch(self.pers["cur_kill_streak"])
{
case 2:
self thread perkMessage( "Scavenger Unlocked", "specialty_scavenger_upgrade" );
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
break;
case 4:
self thread perkMessage( "Hardline Unlocked", "specialty_hardline_upgrade" );
self maps\mp\perks\_perks::givePerk("specialty_hardline");
self maps\mp\perks\_perks::givePerk("specialty_rollover");
break;
case 5:
self thread perkMessage( "Commando Unlocked", "specialty_commando_upgrade" );
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
break;
case 7:
self thread perkMessage( "Specialist Achieved", "specialty_onemanarmy_upgrade" );
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_armorpiercing");
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_spygame");
self maps\mp\perks\_perks::givePerk("specialty_explosivedamage");
self maps\mp\perks\_perks::givePerk("specialty_dangerclose");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
self maps\mp\perks\_perks::givePerk("specialty_holdbreath");
self maps\mp\perks\_perks::givePerk("specialty_localjammer");
self maps\mp\perks\_perks::givePerk("specialty_delaymine");
self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
self maps\mp\perks\_perks::givePerk("specialty_selectivehearing");
self maps\mp\perks\_perks::givePerk("specialty_hardline");
self maps\mp\perks\_perks::givePerk("specialty_rollover");
self thread xpBonusText();
self.xpScaler = 2;
self setClientDvar("g_speed",205);
break;
case 24:
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", true );
self thread HasNuke();
}
}
}

perkMessage( title, icon )
{
pmessage = spawnstruct();
pmessage.iconName = icon;
pmessage.titleText = title;
self thread maps\mp\gametypes\_hud_message::notifyMessage( pmessage );
}

xpBonusText()
{
self endon( "death" );
self waittill("killed_enemy");
self thread xpBonus("^7Specialist Bonus", (1, 1, 0.5), 0);
wait 0.1;
self thread xpBonusText();
}

HasNuke()
{
nukeMessage = spawnstruct();
nukeMessage.TitleText = ( "You Got The Nuke First" );
nukeMessage.TitleText2 = ( "Use The Nuke To Win" );
self thread maps\mp\gametypes\_hud_message::notifyMessage( nukeMessage );
}

xpBonus(message, hudColor, glowAlpha)
{
self endon("disconnect");
self endon( "death" );

self.bonusnoticeb destroy();
self.bonusnotice destroy();

self.bonusnotice = self createFontString("hudbig", 0.5);
self.bonusnotice setPoint("CENTERMIDDLE", "CENTERMIDDLE", 95, -35);
self.bonusnotice.color = hudColor;
self.bonusnotice.glowColor = hudColor;
self.bonusnotice.glowAlpha = glowAlpha;
self.bonusnotice.fontscale = 0.65;
self.bonusnotice setText(message);
self.bonusnoticeb = self createFontString("hudbig", 1);
self.bonusnoticeb setPoint("CENTERMIDDLE", "CENTERMIDDLE", 95, -35);
self.bonusnoticeb.color = hudColor;
self.bonusnoticeb.glowColor = hudColor;
self.bonusnoticeb.glowAlpha = glowAlpha;
self.bonusnoticeb.fontscale = 0.65;
self.bonusnoticeb setText(message);
self.bonusnoticeb destroy();
wait 1.5;
self.bonusnotice destroy();
}

or download the gsc
You must login or register to view this content.



Well, Looks Good Except For A Few Things

1. Credits:

If my memory recalls correctly PREMIER-GAMER revised that specialist code for you.

2. Code:

For The Most Part, the code seems Good (Again, you got help from PREMIER-GAMER)

I would just recommend putting a break; at the end of this case:
    
case 24:
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", true );
self thread HasNuke();
break;//What I added


And Also, I always recommend adding a 'default' at the end of most switch( case ) statements (unless it is for button handling or some other things), But It is not necessary lol.

Anyways, I like Short Gamemodes and I like this one, Keep up the Good Work Winky Winky

The following user thanked Master Ro for this useful post:

Midnight
11-25-2012, 10:06 AM #3
Originally posted by Master
Well, Looks Good Except For A Few Things

1. Credits:

If my memory recalls correctly PREMIER-GAMER revised that specialist code for you.

2. Code:

For The Most Part, the code seems Good (Again, you got help from PREMIER-GAMER)

I would just recommend putting a break; at the end of this case:
    
case 24:
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "nuke", true );
self thread HasNuke();
break;//What I added


And Also, I always recommend adding a 'default' at the end of most switch( case ) statements (unless it is for button handling or some other things), But It is not necessary lol.

Anyways, I like Short Gamemodes and I like this one, Keep up the Good Work Winky Winky

thanks for reminding me about the credits i forgot Smile

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo