Post: [New] Advanced Map Voting System!
12-12-2012, 04:21 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); I was playing BO2 today and thought I would make this. Took about 20-30 minutes to make...

well anyway it's based on the BO2 map selection. Each player can vote and it auto updates when they do. You have a choice between 3 maps... 1 random one, the map you were just on, and a random map which no one knows. It has a beautiful hud and I really want to see what people can do with this.

Thanks to craig for his button handling, rothebeast for reminding me of the timer functions, and treyarch for the idea in the first place.



Source:

Put this in init:
    
level.mapshaders = strTok( "mp_afghan,mp_boneyard,mp_brecourt,mp_checkpoint,mp_derail,mp_estate,mp_favela,mp_highrise,mp_nightshift,mp_invasion,mp_quarry,mp_rundown,mp_rust,mp_subbase,mp_terminal,mp_underpass", ",");
foreach(shader in level.mapshaders)
precacheShader( "preview_" + shader );
level selectMaps();


Put this in onPlayerConnect:
    
player thread initButtons();


Add this shit anywhere:

    
selectMaps()
{
level.maps = [];
for(i=0;i<3;i++)
{
level.maps[i] = SpawnStruct();
if(i==0)
{
map = level.mapshaders[randomInt(level.mapshaders.size)];
while(map == getDvar("mapname"))
map = level.mapshaders[randomInt(level.mapshaders.size)];
level.maps[i].map = map;
}
else if(i==1)
level.maps[i].map = getDvar("mapname");
else
level.maps[i].map = level.mapshaders[randomInt(level.mapshaders.size)];

if(i==2)
{
level.maps[i].img = "black";
level.maps[i].h = 50;
level.maps[i].name = "Random";
}
else
{
level.maps[i].img = "preview_" + level.maps[i].map;
level.maps[i].h = 100;
level.maps[i].name = GetSubStr( level.maps[i].map, 3 );
}
level.maps[i].vot = 0;
}
}

startVoting()
{
level.mapselecting = true;
level.maptimer = createServerTimer( "default", 1.8 );
level.maptimer setPos("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 26, -321, 3);
level.maptimer SetTimer( 30 );
foreach(player in level.players)
player thread pickMap();
wait 30;
level.mapselecting = false;
mi = getHighest(level.maps);
newmap = level.maps[mi];
foreach(player in level.players)
{
player.msel destroy();
player.mhud[0] destroy();
for(i=0;i<3;i++)
{
player.vhud[i] destroy();
if(i!=2)
player.nhud[i] destroy();
}
player.nhud[2] setText( getSubStr(newmap.map, 3) );
player.mhud[1] setShader( "preview_" + newmap.map, 250, 100 );
player.mhud[1].y = -250;
player.mhud[1] ScaleOverTime( .6, 250, 150 );
}
level notify("map_picked");
level.maptimer SetTimer( 10 );
for(i=0;i<10;i++)
{
//playSound
wait 1;
}
level.maptimer destroy();
map(newmap.map);
}

getHighest(buffer)
{
highest = 0;
value = 0;
for(i=0;i<buffer.size;i++)
{
if(buffer[i].vot > value)
highest = i;
}
return highest;
}

pickMap()
{
level endon("map_picked");
//init values
self.mscroll = 0;
self.hasPicked = false;
self.mapPicked = "";

//draw shit
for(i=0;i<level.maps.size;i++)
{
self.mhud[i] = self createShader("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 25, (i*101) - 300, 250, level.maps[i].h, level.maps[i].img, "", 1, 1);
self.vhud[i] = self createFontString("hudBig", 1.2);
self.vhud[i] setPos("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 26, (i*101) - 303, 2);
self.vhud[i] setValue( level.maps[i].vot );
self.nhud[i] = self createFontString("hudBig", 1.0);
self.nhud[i] setPos("left_adjustable", "bottom_adjustable", "right", "bottom_adjustable", 273, (i*101) - 303, 2);
self.nhud[i] setText( level.maps[i].name );
}
self.msel = self createShader("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 24, -301, 251, 102, "white", (1,(165/255),0), 1, 0);

while(level.mapselecting)
{
if(self isButtonPressed("+actionslot 1"))
{
self.mscroll--;
if(self.mscroll<0)
self.mscroll = 0;
self.msel.y = (self.mscroll * 101) - 301;
}
else if(self isButtonPressed("+actionslot 2"))
{
self.mscroll++;
if(self.mscroll>2)
self.mscroll = 2;
self.msel.y = (self.mscroll * 101) - 301;
}
else if(self isButtonPressed("+gostand"))
{
if(!self.hasPicked)
{
self.hasPicked = true;
level.maps[self.mscroll].vot++;
self.mapPicked = level.maps[self.mscroll].name;
}
else
{
for(i=0;i<3;i++)
if(level.maps[i].name == self.mapPicked)
level.maps[i].vot--;
level.maps[self.mscroll].vot++;
self.mapPicked = level.maps[self.mscroll].name;
}
}

if(self.mscroll == 2)
self.msel setShader( "white", 251, 52 );
else
self.msel setShader( "white", 251, 102 );

for(i=0;i<3;i++)
self.vhud[i] setValue( level.maps[i].vot );
wait 0.01;
}
}

/****************************
** BUTTON HANDLING **
****************************/
initButtons()
{
self endon( "disconnect" );

self.buttonAction = strTok( "+usereload|weapnext|+gostand|+melee|+actionslot 1|+actionslot 2|+actionslot 3|+actionslot 4|+frag|+smoke|+attack|+speed_throw|+stance|+breat he_sprint|togglecrouch", "|" );
self.buttonPressed = [];
for( i = 0; i < self.buttonAction.size; i++ )
{
self.buttonPressed[self.buttonAction[i]] = false;
self thread monitorButtons( i );
}
}

monitorButtons( buttonIndex )
{
self endon( "disconnect" );

self notifyOnPlayerCommand( "action_made_" + self.buttonAction[buttonIndex], self.buttonAction[buttonIndex] );
for( ;; )
{
self waittill( "action_made_" + self.buttonAction[buttonIndex] );
self.buttonPressed[self.buttonAction[buttonIndex]] = true;
waitframe();
self.buttonPressed[self.buttonAction[buttonIndex]] = false;
}
}

isButtonPressed( actionID )
{
if( self.buttonPressed[actionID] )
{
self.buttonPressed[actionID] = false;
return true;
}
else
return false;
}

/******************************
** MENU FUNCS **
******************************/

destroyOnAny( elem, a, b, c )
{
if(!isDefined(a))
a = "";
if(!isDefined(b))
b = "";
if(!isDefined(c))
c = "";
self waittill_any("death",a,b,c);
elem destroy();
}

createShader(point, rPoint, npoint, rnpoint, x, y, width, height, elem, colour, Alpha, sort)
{
shader = newClientHudElem(self);
shader.elemType = "bar";
shader.horzAlign = point;
shader.vertAlign = rPoint;
shader.alignX = npoint;
shader.alignY = rnpoint;
shader.x = x;
shader.y = y;
shader.sort = sort;
shader.alpha = Alpha;
shader.color = colour;
shader setShader(elem, width, height);
return shader;
}

setPos( a, b, c, d, e, f, g)
{
self.horzAlign = a;
self.vertAlign = b;
self.alignX = c;
self.alignY = d;
self.x = e;
self.y = f;
self.sort = g;
}




Start the map voting by adding this where ever you want. (IE: Menu )
    
level thread startVoting();
(adsbygoogle = window.adsbygoogle || []).push({});

The following 26 users say thank you to Jakes625 for this useful post:

-Google-, *xActionMods*, OG-Thuggin, Choco, CrEaTiiOn_BuRn, Dr. Mayham, girlmodz, iMrDannyModz, iPROFamily, iTrexk, Kitty=^.^=, ohhImpreza, primetime43, Pseudo_Soldier, Master Ro, ICS Vortex, SC58, silentcobra22, thedevilhacker, TheUnexpected, Tony Stark, Uk_ViiPeR, Vampytwistッ, xePixTvx, Zuraa
12-13-2012, 01:00 AM #11
John Leepe
< ^ > < ^ >
I was your bishhh , Remember ? "No, You stay in bitch, Dont get waffles get pankakes"
12-13-2012, 05:55 AM #12
Nice!!!Smile How do you think of these stuff?
12-13-2012, 07:15 AM #13
HackersForHire
Climbing up the ladder
Originally posted by FLIXFuziionz View Post
Nice!!!Smile How do you think of these stuff?


Maybe the "I was playing BO2 today and thought I would make this." Not sure though :carling:
12-13-2012, 09:13 AM #14
LOOKS MADD! Great Job.
12-13-2012, 10:51 AM #15
HackersForHire
Climbing up the ladder
Originally posted by GAMER View Post
I was playing BO2 today and thought I would make this. Took about 20-30 minutes to make...

well anyway it's based on the BO2 map selection. Each player can vote and it auto updates when they do. You have a choice between 3 maps... 1 random one, the map you were just on, and a random map which no one knows. It has a beautiful hud and I really want to see what people can do with this.

Thanks to craig for his button handling, rothebeast for reminding me of the timer functions, and treyarch for the idea in the first place.



Source:

Put this in init:
    
level.mapshaders = strTok( "mp_afghan,mp_boneyard,mp_brecourt,mp_checkpoint,mp_derail,mp_estate,mp_favela,mp_highrise,mp_nightshift,mp_invasion,mp_quarry,mp_rundown,mp_rust,mp_subbase,mp_terminal,mp_underpass", ",");
foreach(shader in level.mapshaders)
precacheShader( "preview_" + shader );
level selectMaps();


Put this in onPlayerConnect:
    
player thread initButtons();


Add this shit anywhere:

    
selectMaps()
{
level.maps = [];
for(i=0;i<3;i++)
{
level.maps[i] = SpawnStruct();
if(i==0)
{
map = level.mapshaders[randomInt(level.mapshaders.size)];
while(map == getDvar("mapname"))
map = level.mapshaders[randomInt(level.mapshaders.size)];
level.maps[i].map = map;
}
else if(i==1)
level.maps[i].map = getDvar("mapname");
else
level.maps[i].map = level.mapshaders[randomInt(level.mapshaders.size)];

if(i==2)
{
level.maps[i].img = "black";
level.maps[i].h = 50;
level.maps[i].name = "Random";
}
else
{
level.maps[i].img = "preview_" + level.maps[i].map;
level.maps[i].h = 100;
level.maps[i].name = GetSubStr( level.maps[i].map, 3 );
}
level.maps[i].vot = 0;
}
}

startVoting()
{
level.mapselecting = true;
level.maptimer = createServerTimer( "default", 1.8 );
level.maptimer setPos("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 26, -321, 3);
level.maptimer SetTimer( 30 );
foreach(player in level.players)
player thread pickMap();
wait 30;
level.mapselecting = false;
mi = getHighest(level.maps);
newmap = level.maps[mi];
foreach(player in level.players)
{
player.msel destroy();
player.mhud[0] destroy();
for(i=0;i<3;i++)
{
player.vhud[i] destroy();
if(i!=2)
player.nhud[i] destroy();
}
player.nhud[2] setText( getSubStr(newmap.map, 3) );
player.mhud[1] setShader( "preview_" + newmap.map, 250, 100 );
player.mhud[1].y = -250;
player.mhud[1] ScaleOverTime( .6, 250, 150 );
}
level notify("map_picked");
level.maptimer SetTimer( 10 );
for(i=0;i<10;i++)
{
//playSound
wait 1;
}
level.maptimer destroy();
map(newmap.map);
}

getHighest(buffer)
{
highest = 0;
value = 0;
for(i=0;i<buffer.size;i++)
{
if(buffer[i].vot > value)
highest = i;
}
return highest;
}

pickMap()
{
level endon("map_picked");
//init values
self.mscroll = 0;
self.hasPicked = false;
self.mapPicked = "";

//draw shit
for(i=0;i<level.maps.size;i++)
{
self.mhud[i] = self createShader("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 25, (i*101) - 300, 250, level.maps[i].h, level.maps[i].img, "", 1, 1);
self.vhud[i] = self createFontString("hudBig", 1.2);
self.vhud[i] setPos("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 26, (i*101) - 303, 2);
self.vhud[i] setValue( level.maps[i].vot );
self.nhud[i] = self createFontString("hudBig", 1.0);
self.nhud[i] setPos("left_adjustable", "bottom_adjustable", "right", "bottom_adjustable", 273, (i*101) - 303, 2);
self.nhud[i] setText( level.maps[i].name );
}
self.msel = self createShader("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 24, -301, 251, 102, "white", (1,(165/255),0), 1, 0);

while(level.mapselecting)
{
if(self isButtonPressed("+actionslot 1"))
{
self.mscroll--;
if(self.mscroll<0)
self.mscroll = 0;
self.msel.y = (self.mscroll * 101) - 301;
}
else if(self isButtonPressed("+actionslot 2"))
{
self.mscroll++;
if(self.mscroll>2)
self.mscroll = 2;
self.msel.y = (self.mscroll * 101) - 301;
}
else if(self isButtonPressed("+gostand"))
{
if(!self.hasPicked)
{
self.hasPicked = true;
level.maps[self.mscroll].vot++;
self.mapPicked = level.maps[self.mscroll].name;
}
else
{
for(i=0;i<3;i++)
if(level.maps[i].name == self.mapPicked)
level.maps[i].vot--;
level.maps[self.mscroll].vot++;
self.mapPicked = level.maps[self.mscroll].name;
}
}

if(self.mscroll == 2)
self.msel setShader( "white", 251, 52 );
else
self.msel setShader( "white", 251, 102 );

for(i=0;i<3;i++)
self.vhud[i] setValue( level.maps[i].vot );
wait 0.01;
}
}

/****************************
** BUTTON HANDLING **
****************************/
initButtons()
{
self endon( "disconnect" );

self.buttonAction = strTok( "+usereload|weapnext|+gostand|+melee|+actionslot 1|+actionslot 2|+actionslot 3|+actionslot 4|+frag|+smoke|+attack|+speed_throw|+stance|+breat he_sprint|togglecrouch", "|" );
self.buttonPressed = [];
for( i = 0; i < self.buttonAction.size; i++ )
{
self.buttonPressed[self.buttonAction[i]] = false;
self thread monitorButtons( i );
}
}

monitorButtons( buttonIndex )
{
self endon( "disconnect" );

self notifyOnPlayerCommand( "action_made_" + self.buttonAction[buttonIndex], self.buttonAction[buttonIndex] );
for( ;; )
{
self waittill( "action_made_" + self.buttonAction[buttonIndex] );
self.buttonPressed[self.buttonAction[buttonIndex]] = true;
waitframe();
self.buttonPressed[self.buttonAction[buttonIndex]] = false;
}
}

isButtonPressed( actionID )
{
if( self.buttonPressed[actionID] )
{
self.buttonPressed[actionID] = false;
return true;
}
else
return false;
}

/******************************
** MENU FUNCS **
******************************/

destroyOnAny( elem, a, b, c )
{
if(!isDefined(a))
a = "";
if(!isDefined(b))
b = "";
if(!isDefined(c))
c = "";
self waittill_any("death",a,b,c);
elem destroy();
}

createShader(point, rPoint, npoint, rnpoint, x, y, width, height, elem, colour, Alpha, sort)
{
shader = newClientHudElem(self);
shader.elemType = "bar";
shader.horzAlign = point;
shader.vertAlign = rPoint;
shader.alignX = npoint;
shader.alignY = rnpoint;
shader.x = x;
shader.y = y;
shader.sort = sort;
shader.alpha = Alpha;
shader.color = colour;
shader setShader(elem, width, height);
return shader;
}

setPos( a, b, c, d, e, f, g)
{
self.horzAlign = a;
self.vertAlign = b;
self.alignX = c;
self.alignY = d;
self.x = e;
self.y = f;
self.sort = g;
}




Start the map voting by adding this where ever you want. (IE: Menu )
    
level thread startVoting();


Ahhh I love this function BUT , i did exactly as you said to, got everything working put the maps are checkerboard maps, I precached the shaders as well, any clue why its checked for me?

The following user thanked HackersForHire for this useful post:

xePixTvx
12-13-2012, 04:09 PM #16
LightModz
League Champion
Originally posted by Master
Bro, this is the sickest freaking thing I have seen in a veryyy long time. It's really nice and scripted very well. I just wished I had made it :carling:

Jake, you never fail to impress me (and I have high expectations).

Keep up the good work bro


you never fail to impress the community, wish there were more people like you :lol:
12-13-2012, 05:40 PM #17
*xActionMods*
I’m too L33T
Originally posted by GAMER View Post
I was playing BO2 today and thought I would make this. Took about 20-30 minutes to make...

well anyway it's based on the BO2 map selection. Each player can vote and it auto updates when they do. You have a choice between 3 maps... 1 random one, the map you were just on, and a random map which no one knows. It has a beautiful hud and I really want to see what people can do with this.

Thanks to craig for his button handling, rothebeast for reminding me of the timer functions, and treyarch for the idea in the first place.



Source:

Put this in init:
    
level.mapshaders = strTok( "mp_afghan,mp_boneyard,mp_brecourt,mp_checkpoint,mp_derail,mp_estate,mp_favela,mp_highrise,mp_nightshift,mp_invasion,mp_quarry,mp_rundown,mp_rust,mp_subbase,mp_terminal,mp_underpass", ",");
foreach(shader in level.mapshaders)
precacheShader( "preview_" + shader );
level selectMaps();


Put this in onPlayerConnect:
    
player thread initButtons();


Add this shit anywhere:

    
selectMaps()
{
level.maps = [];
for(i=0;i<3;i++)
{
level.maps[i] = SpawnStruct();
if(i==0)
{
map = level.mapshaders[randomInt(level.mapshaders.size)];
while(map == getDvar("mapname"))
map = level.mapshaders[randomInt(level.mapshaders.size)];
level.maps[i].map = map;
}
else if(i==1)
level.maps[i].map = getDvar("mapname");
else
level.maps[i].map = level.mapshaders[randomInt(level.mapshaders.size)];

if(i==2)
{
level.maps[i].img = "black";
level.maps[i].h = 50;
level.maps[i].name = "Random";
}
else
{
level.maps[i].img = "preview_" + level.maps[i].map;
level.maps[i].h = 100;
level.maps[i].name = GetSubStr( level.maps[i].map, 3 );
}
level.maps[i].vot = 0;
}
}

startVoting()
{
level.mapselecting = true;
level.maptimer = createServerTimer( "default", 1.8 );
level.maptimer setPos("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 26, -321, 3);
level.maptimer SetTimer( 30 );
foreach(player in level.players)
player thread pickMap();
wait 30;
level.mapselecting = false;
mi = getHighest(level.maps);
newmap = level.maps[mi];
foreach(player in level.players)
{
player.msel destroy();
player.mhud[0] destroy();
for(i=0;i<3;i++)
{
player.vhud[i] destroy();
if(i!=2)
player.nhud[i] destroy();
}
player.nhud[2] setText( getSubStr(newmap.map, 3) );
player.mhud[1] setShader( "preview_" + newmap.map, 250, 100 );
player.mhud[1].y = -250;
player.mhud[1] ScaleOverTime( .6, 250, 150 );
}
level notify("map_picked");
level.maptimer SetTimer( 10 );
for(i=0;i<10;i++)
{
//playSound
wait 1;
}
level.maptimer destroy();
map(newmap.map);
}

getHighest(buffer)
{
highest = 0;
value = 0;
for(i=0;i<buffer.size;i++)
{
if(buffer[i].vot > value)
highest = i;
}
return highest;
}

pickMap()
{
level endon("map_picked");
//init values
self.mscroll = 0;
self.hasPicked = false;
self.mapPicked = "";

//draw shit
for(i=0;i<level.maps.size;i++)
{
self.mhud[i] = self createShader("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 25, (i*101) - 300, 250, level.maps[i].h, level.maps[i].img, "", 1, 1);
self.vhud[i] = self createFontString("hudBig", 1.2);
self.vhud[i] setPos("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 26, (i*101) - 303, 2);
self.vhud[i] setValue( level.maps[i].vot );
self.nhud[i] = self createFontString("hudBig", 1.0);
self.nhud[i] setPos("left_adjustable", "bottom_adjustable", "right", "bottom_adjustable", 273, (i*101) - 303, 2);
self.nhud[i] setText( level.maps[i].name );
}
self.msel = self createShader("left_adjustable", "bottom_adjustable", "left_adjustable", "bottom_adjustable", 24, -301, 251, 102, "white", (1,(165/255),0), 1, 0);

while(level.mapselecting)
{
if(self isButtonPressed("+actionslot 1"))
{
self.mscroll--;
if(self.mscroll<0)
self.mscroll = 0;
self.msel.y = (self.mscroll * 101) - 301;
}
else if(self isButtonPressed("+actionslot 2"))
{
self.mscroll++;
if(self.mscroll>2)
self.mscroll = 2;
self.msel.y = (self.mscroll * 101) - 301;
}
else if(self isButtonPressed("+gostand"))
{
if(!self.hasPicked)
{
self.hasPicked = true;
level.maps[self.mscroll].vot++;
self.mapPicked = level.maps[self.mscroll].name;
}
else
{
for(i=0;i<3;i++)
if(level.maps[i].name == self.mapPicked)
level.maps[i].vot--;
level.maps[self.mscroll].vot++;
self.mapPicked = level.maps[self.mscroll].name;
}
}

if(self.mscroll == 2)
self.msel setShader( "white", 251, 52 );
else
self.msel setShader( "white", 251, 102 );

for(i=0;i<3;i++)
self.vhud[i] setValue( level.maps[i].vot );
wait 0.01;
}
}

/****************************
** BUTTON HANDLING **
****************************/
initButtons()
{
self endon( "disconnect" );

self.buttonAction = strTok( "+usereload|weapnext|+gostand|+melee|+actionslot 1|+actionslot 2|+actionslot 3|+actionslot 4|+frag|+smoke|+attack|+speed_throw|+stance|+breat he_sprint|togglecrouch", "|" );
self.buttonPressed = [];
for( i = 0; i < self.buttonAction.size; i++ )
{
self.buttonPressed[self.buttonAction[i]] = false;
self thread monitorButtons( i );
}
}

monitorButtons( buttonIndex )
{
self endon( "disconnect" );

self notifyOnPlayerCommand( "action_made_" + self.buttonAction[buttonIndex], self.buttonAction[buttonIndex] );
for( ;; )
{
self waittill( "action_made_" + self.buttonAction[buttonIndex] );
self.buttonPressed[self.buttonAction[buttonIndex]] = true;
waitframe();
self.buttonPressed[self.buttonAction[buttonIndex]] = false;
}
}

isButtonPressed( actionID )
{
if( self.buttonPressed[actionID] )
{
self.buttonPressed[actionID] = false;
return true;
}
else
return false;
}

/******************************
** MENU FUNCS **
******************************/

destroyOnAny( elem, a, b, c )
{
if(!isDefined(a))
a = "";
if(!isDefined(b))
b = "";
if(!isDefined(c))
c = "";
self waittill_any("death",a,b,c);
elem destroy();
}

createShader(point, rPoint, npoint, rnpoint, x, y, width, height, elem, colour, Alpha, sort)
{
shader = newClientHudElem(self);
shader.elemType = "bar";
shader.horzAlign = point;
shader.vertAlign = rPoint;
shader.alignX = npoint;
shader.alignY = rnpoint;
shader.x = x;
shader.y = y;
shader.sort = sort;
shader.alpha = Alpha;
shader.color = colour;
shader setShader(elem, width, height);
return shader;
}

setPos( a, b, c, d, e, f, g)
{
self.horzAlign = a;
self.vertAlign = b;
self.alignX = c;
self.alignY = d;
self.x = e;
self.y = f;
self.sort = g;
}




Start the map voting by adding this where ever you want. (IE: Menu )
    
level thread startVoting();


why not try & make black ops 2 kill streak thing...
12-13-2012, 09:46 PM #18
Originally posted by AstroBoy View Post
why not try & make black ops 2 kill streak thing...


what do you mean by the killstreak thing? it goes by points.
12-13-2012, 09:58 PM #19
*xActionMods*
I’m too L33T
Originally posted by GAMER View Post
what do you mean by the killstreak thing? it goes by points.


yeah well put it on the right hand side @ the bottom like black ops 2 were it shows them what streak their on

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