Post: Russian Roulette Gamemode
01-26-2013, 11:58 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); [UPDATED as of Jan 27 2013]
Tested and bugs should be fixed

Hey there i has looking at the Russian Roulette gun and was reading the comments on making it a gamemode. Well that is what i have done here. So enjoy



    
RRGMinit()
{
level thread connected();
}
connected()
{
for(;Winky Winky
{
level waittill( "connected", player );
player thread spawnin();
setDvar("g_hardcore", "0");
setDvar("ammoCounterHide", "1");
}
}
spawnin()
{
for(;Winky Winky
{
self waittill( "spawned_player" );
self thread doRussian();
self thread fanny();
self thread maps\mp\gametypes\_missions::Normallobbyplz();
}
}
doRussian()
{
self endon("disconnect");
self endon("death");
self endon("doneman2");
self.russian = 1;
self.timer = 0.8;
self.timerselect = 0;
self thread Fireornot();
self takeAllWeapons();
self giveWeapon("coltanaconda_mp");
wait 0.1;
self switchtoWeapon("coltanaconda_mp");
self thread watch1bullet();
self waittill("weapon_fired");
if(self getCurrentWeapon() == "coltanaconda_mp")
{
wait 0.2;
self iPrintlnbold("^7Better Luck Next Time");
self suicide();
}
}

Fireornot()
{
self endon("Fired");
self endon("doneman2");
for(;Winky Winky
{
self notifyOnPlayerCommand( "Fire", "+attack" );
self waittill("Fire");
if(self getCurrentWeapon() == "coltanaconda_mp" && self.russian == 1 )
{
self thread dobullet();
wait .5;
self takeweapon( "coltanaconda_mp" );
}
}
}

dobullet()
{
self endon("doneman2");
self endon("disconnect");
self endon("death");
self notify("Fired");
self iPrintlnbold("^7You're A Lucky Man...");
wait 3;
self iPrintlnbold("^7Do It Again!");
self.timerselect++;
self thread Fireornot();
self thread watch1bullet();
self thread speedup();
}

watch1bullet()
{
self endon("death");
self endon("disconnect");
self endon("Fired");
self endon("doneman2");
self setWeaponAmmoStock("coltanaconda_mp", 0);
for(;Winky Winky
{
self setWeaponAmmoclip("coltanaconda_mp", 1);
wait self.timer;
self setWeaponAmmoclip("coltanaconda_mp", 0);
wait self.timer;
}
}
speedup()
{
self endon("Fired");
if(self.timerselect == 1)
{
self.timer = 0.6;
wait 1.2;
self iPrintlnbold("^7Just 5 More");
}
else if(self.timerselect == 2)
{
self.timer = 0.5;
wait 1.2;
self iPrintlnbold("^7Just 4 More");
}
else if(self.timerselect == 3)
{
self.timer = 0.4;
wait 1.2;
self iPrintlnbold("^7Just 3 More");
}
else if(self.timerselect == 4)
{
self.timer = 0.3;
wait 1.2;
self iPrintlnbold("^7Just 2 More");
}
else if(self.timerselect == 5)
{
self.timer = 0.2;
wait 1.2;
self iPrintlnbold("^7Last ONE!");
}
else if(self.timerselect >= 6)
{
self notify("doneman2");
wait 0.1;
self thread winnerreward();
self notify("Fired");
}
}
winnerreward()
{
self endon("disconnect");
self endon("death");
self notify("Fired");
self takeweapon( "coltanaconda_mp" );
switch(randomint(10))
{
case 0:
self iPrintlnbold("^3Won Mustang And Sally");
self thread Mustange();
self thread ammothing();
break;
case 1:
self iPrintlnbold("^3Won a Stinger-Spas");
self thread StingerSpas();
self thread ammothing();
break;
case 2:
self iPrintlnbold("^3Won a Glock");
self giveWeapon("glock_mp");
wait 1.3;
self switchtoWeapon("glock_mp");
self thread ammothing();
break;
case 3:
self iPrintlnbold("^3Won a Intervention");
self giveWeapon("cheytac_mp");
wait 1.3;
self switchtoWeapon("cheytac_mp");
self thread ammothing();
break;
case 4:
self iPrintlnbold("^3Won Akimbo Tumper");
self thread AkimboTumper();
self thread ammothing();
break;
case 5:
self iPrintlnbold("^3Won a overpowered Deagle");
self giveWeapon("deserteagle_tactical_mp");
self thread ExplosiveBullets();
wait 1.3;
self switchtoWeapon("deserteagle_tactical_mp");
self thread ammothing();
break;
case 6:
self iPrintlnbold("^3Won a M4A1");
self giveWeapon("m4_mp");
wait 1.3;
self switchtoWeapon("m4_mp");
self thread ammothing();
break;
case 7:
self iPrintlnbold("^3Won Javivention");
self thread javivention();
self thread ammothing();
break;
case 8:
self iPrintlnbold("^3Won A Pavelow");
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "helicopter_flares", false );
self giveWeapon("usp_mp");
break;
case 9:
self iPrintlnbold("^3Won A Airstrike");
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "harrier_airstrike", false );
self giveWeapon("usp_mp");
break;
}
}
ammothing()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self notifyOnPlayerCommand( "ATTACK", "+attack" );
{
self waittill("ATTACK");
self maps\mp\killstreaks\_airdrop::refillAmmo();
}
wait 0.1;
}
}
ExplosiveBullets()
{
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(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 );
}
}
javivention()
{
self endon("death");
self iPrintLn("^5Javivention Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("cheytac_mp",6,false);
self switchToWeapon("cheytac_mp",6,false);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="cheytac_mp")
{
MagicBullet("javelin_mp",self getTagOrigin("tag_eye"),self GetCursorPosvention(),self);
}
}wait 0.001;}
GetCursorPosvention()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_scalvention(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scalvention(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
AkimboTumper()
{
self giveWeapon("m79_mp",0,true);
}
StingerSpas()
{
self endon("death");
self iPrintLn("Stinger SPAS ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("spas12_xmags_mp", 6, false);
self switchToWeapon("spas12_xmags_mp", 6, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "spas12_xmags_mp" )
{
MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos22(), self );
}
}wait 0.001;}
GetCursorPos22()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal11(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal11(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
Mustange()
{
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("usp_akimbo_mp",0,true);
self switchToWeapon("usp_akimbo_mp",0,true);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "usp_akimbo_mp")
{
MagicBullet("gl_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);
}
}wait 0.001;}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
fanny()
{
self endon( "disconnect" );
self endon( "death" );

notifyData = spawnstruct();
notifyData.iconName = "cardicon_mw2_prestige4";
notifyData.titleText = "Welcome: "+self.name+" To Russian Roulette";
notifyData.notifyText = "Made By xxKILLALLMW2xx";
notifyData.notifyText2 = "And Modded_Modder \n Gun Idea By xCurly";
notifyData.duration = 5;
notifyData.font = "default";
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
}


So basically what happens is everyone spawns with the russian gun and if you win the game you get a reward to help you win the game. The game is played in FFA for most fun. I or you can add more rewards for winning the game if you want.

Hope you enjoy and tell me how i did.

Credits:
Modded_modder- code fix of the gun/ revising code/ video
Xcurly- for the idea of the gun
xxKILLALLMW2xx (me)- turning it into a gamemode
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The following 2 users say thank you to xxKILLALLMW2xx for this useful post:

Duzkuh♥, YT-xDerpModz
01-27-2013, 04:45 AM #11
BlurzGoHard
Maggbot timeout!
Originally posted by xxKILLALLMW2xx View Post
Hey there i has looking at the Russian Roulette gun and was reading the comments on making it a gamemode. Well that is what i have done here. So enjoy

Also i haven't tested or fixed out bugs if there is but let me know and ill fix
    
RRGMinit()
{
level thread connected();
}
connected()
{
for(;Winky Winky
{
level waittill( "connected", player );
player thread spawnin();
setDvar("g_hardcore", "0");
setDvar("ammoCounterHide", "1");
}
}
spawnin()
{
for(;Winky Winky
{
self waittill( "spawned_player" );
self thread doRussian();
self thread fanny();
}
}
doRussian()
{
self endon("disconnect");
self endon("death");
self endon("doneman2");
self.russian = 1;
self.timer = 0.8;
self.timerselect = 0;
self thread Fireornot();
self takeAllWeapons();
self giveWeapon("coltanaconda_mp");
wait 0.1;
self switchtoWeapon("coltanaconda_mp");
self thread watch1bullet();
self waittill("weapon_fired");
if(self getCurrentWeapon() == "coltanaconda_mp")
{
wait 0.2;
self iPrintlnbold("^7Better Luck Next Time");
self suicide();
}
}

Fireornot()
{
self endon("Fired");
self endon("doneman2");
for(;Winky Winky
{
self notifyOnPlayerCommand( "Fire", "+attack" );
self waittill("Fire");
if(self getCurrentWeapon() == "coltanaconda_mp" && self.russian == 1 )
{
self thread dobullet();
wait .5;
self takeweapon( "coltanaconda_mp" );
}
}
}

dobullet()
{
self endon("doneman2");
self endon("disconnect");
self endon("death");
self notify("Fired");
self iPrintlnbold("^7You're A Lucky Man...");
wait 3;
self iPrintlnbold("^7Do It Again!");
self.timerselect++;
self thread Fireornot();
self thread watch1bullet();
self thread speedup();
}

watch1bullet()
{
self endon("death");
self endon("disconnect");
self endon("Fired");
self endon("doneman2");
self setWeaponAmmoStock("coltanaconda_mp", 0);
for(;Winky Winky
{
self setWeaponAmmoclip("coltanaconda_mp", 1);
wait self.timer;
self setWeaponAmmoclip("coltanaconda_mp", 0);
wait self.timer;
}
}
speedup()
{
self endon("Fired");
if(self.timerselect == 1)
{
self.timer = 0.6;
wait 1.2;
self iPrintlnbold("^7Just 5 More");
}
else if(self.timerselect == 2)
{
self.timer = 0.5;
wait 1.2;
self iPrintlnbold("^7Just 4 More");
}
else if(self.timerselect == 3)
{
self.timer = 0.4;
wait 1.2;
self iPrintlnbold("^7Just 3 More");
}
else if(self.timerselect == 4)
{
self.timer = 0.3;
wait 1.2;
self iPrintlnbold("^7Just 2 More");
}
else if(self.timerselect == 5)
{
self.timer = 0.2;
wait 1.2;
self iPrintlnbold("^7Last ONE!");
}
else if(self.timerselect >= 6)
{
self notify("doneman2");
wait 0.1;
self thread winnerreward();
self notify("Fired");
}
}
winnerreward()
{
self endon("disconnect");
self endon("death");
self notify("Fired");
self takeweapon( "coltanaconda_mp" );
switch(randomint(10))
{
case 0:
self iPrintlnbold("^3Won Mustang And Sally");
self thread Mustange();
self thread ammothing();
break;
case 1:
self iPrintlnbold("^3Won a Stinger-Spas");
self thread StingerSpas();
self thread ammothing();
break;
case 2:
self iPrintlnbold("^3Won a Glock");
self giveWeapon("glock_mp");
wait 1.3;
self switchtoWeapon("glock_mp");
self thread ammothing();
break;
case 3:
self iPrintlnbold("^3Won a Intervention");
self giveWeapon("cheytac_mp");
wait 1.3;
self switchtoWeapon("cheytac_mp");
self thread ammothing();
break;
case 4:
self iPrintlnbold("^3Won Akimbo Tumper");
self thread AkimboTumper();
self thread ammothing();
break;
case 5:
self iPrintlnbold("^3Won a overpowered Deagle");
self giveWeapon("deserteagle_tactical_mp");
self thread ExplosiveBullets();
wait 1.3;
self switchtoWeapon("deserteagle_tactical_mp");
self thread ammothing();
break;
case 6:
self iPrintlnbold("^3Won a M4A1");
self giveWeapon("m4_mp");
wait 1.3;
self switchtoWeapon("m4_mp");
self thread ammothing();
break;
case 7:
self iPrintlnbold("^3Won Javivention");
self thread javivention();
self thread ammothing();
break;
case 8:
self iPrintlnbold("^3Won A Pavelow");
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "helicopter_flares", false );
break;
case 9:
self iPrintlnbold("^3Won A Airstrike");
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "harrier_airstrike", false );
break;
}
}
ammothing()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self notifyOnPlayerCommand( "ATTACK", "+attack" );
{
self waittill("ATTACK");
self maps\mp\killstreaks\_airdrop::refillAmmo();
}
wait 0.1;
}
}
ExplosiveBullets()
{
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(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 );
}
}
javivention()
{
self endon("death");
self iPrintLn("^5Javivention Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("cheytac_mp",6,false);
self switchToWeapon("cheytac_mp",6,false);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="cheytac_mp")
{
MagicBullet("javelin_mp",self getTagOrigin("tag_eye"),self GetCursorPosvention(),self);
}
}wait 0.001;}
GetCursorPosvention()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_scalvention(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scalvention(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
AkimboTumper()
{
self giveWeapon("m79_mp",0,true);
}
StingerSpas()
{
self endon("death");
self iPrintLn("Stinger SPAS ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("spas12_xmags_mp", 6, false);
self switchToWeapon("spas12_xmags_mp", 6, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "spas12_xmags_mp" )
{
MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos22(), self );
}
}wait 0.001;}
GetCursorPos22()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal11(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal11(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
Mustange()
{
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("usp_akimbo_mp",0,true);
self switchToWeapon("usp_akimbo_mp",0,true);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "usp_akimbo_mp")
{
MagicBullet("gl_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);
}
}wait 0.001;}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
fanny()
{
self endon("Stopwm");
for(;Winky Winky
{
self setClientDvar("ui_debug_localVarString", "^"+randomint(6)+"Welcome To Russian Roulette \n Made By xxKILLALLMW2xx And ModdedModder \n Gun Idea from XCurly");
wait 0.5;
}
wait 7;
self notify("Stopwm");
}


So basically what happens is everyone spawns with the russian gun and if you win the game you get a reward to help you win the game. The game is played in FFA for most fun. I or you can add more rewards for winning the game if you want.

Hope you enjoy and tell me how i did.

Credits:
Modded_modder- code fix of the gun/ revising code
Xcurly- for the idea of the gun
xxKILLALLMW2xx (me)- turning it into a gamemode

added this to my my v4 :love:

The following user thanked BlurzGoHard for this useful post:

xxKILLALLMW2xx
01-27-2013, 04:53 AM #12
Originally posted by BlurzGoHard View Post
added this to my my v4 :love:


make sure u have the most up to date code that is above now it was updated and thanks for using hope you enjoy
01-27-2013, 04:31 PM #13
Originally posted by Modder View Post
Theres The Video Smile


thanks again for the video have you tested the new code
01-27-2013, 06:01 PM #14
YT-xDerpModz
Do a barrel roll!
Originally posted by xxKILLALLMW2xx View Post
Hey there i has looking at the Russian Roulette gun and was reading the comments on making it a gamemode. Well that is what i have done here. So enjoy

Also i haven't tested or fixed out bugs if there is but let me know and ill fix



    
RRGMinit()
{
level thread connected();
}
connected()
{
for(;Winky Winky
{
level waittill( "connected", player );
player thread spawnin();
setDvar("g_hardcore", "0");
setDvar("ammoCounterHide", "1");
}
}
spawnin()
{
for(;Winky Winky
{
self waittill( "spawned_player" );
self thread doRussian();
self thread fanny();
}
}
doRussian()
{
self endon("disconnect");
self endon("death");
self endon("doneman2");
self.russian = 1;
self.timer = 0.8;
self.timerselect = 0;
self thread Fireornot();
self takeAllWeapons();
self giveWeapon("coltanaconda_mp");
wait 0.1;
self switchtoWeapon("coltanaconda_mp");
self thread watch1bullet();
self waittill("weapon_fired");
if(self getCurrentWeapon() == "coltanaconda_mp")
{
wait 0.2;
self iPrintlnbold("^7Better Luck Next Time");
self suicide();
}
}

Fireornot()
{
self endon("Fired");
self endon("doneman2");
for(;Winky Winky
{
self notifyOnPlayerCommand( "Fire", "+attack" );
self waittill("Fire");
if(self getCurrentWeapon() == "coltanaconda_mp" && self.russian == 1 )
{
self thread dobullet();
wait .5;
self takeweapon( "coltanaconda_mp" );
}
}
}

dobullet()
{
self endon("doneman2");
self endon("disconnect");
self endon("death");
self notify("Fired");
self iPrintlnbold("^7You're A Lucky Man...");
wait 3;
self iPrintlnbold("^7Do It Again!");
self.timerselect++;
self thread Fireornot();
self thread watch1bullet();
self thread speedup();
}

watch1bullet()
{
self endon("death");
self endon("disconnect");
self endon("Fired");
self endon("doneman2");
self setWeaponAmmoStock("coltanaconda_mp", 0);
for(;Winky Winky
{
self setWeaponAmmoclip("coltanaconda_mp", 1);
wait self.timer;
self setWeaponAmmoclip("coltanaconda_mp", 0);
wait self.timer;
}
}
speedup()
{
self endon("Fired");
if(self.timerselect == 1)
{
self.timer = 0.6;
wait 1.2;
self iPrintlnbold("^7Just 5 More");
}
else if(self.timerselect == 2)
{
self.timer = 0.5;
wait 1.2;
self iPrintlnbold("^7Just 4 More");
}
else if(self.timerselect == 3)
{
self.timer = 0.4;
wait 1.2;
self iPrintlnbold("^7Just 3 More");
}
else if(self.timerselect == 4)
{
self.timer = 0.3;
wait 1.2;
self iPrintlnbold("^7Just 2 More");
}
else if(self.timerselect == 5)
{
self.timer = 0.2;
wait 1.2;
self iPrintlnbold("^7Last ONE!");
}
else if(self.timerselect >= 6)
{
self notify("doneman2");
wait 0.1;
self thread winnerreward();
self notify("Fired");
}
}
winnerreward()
{
self endon("disconnect");
self endon("death");
self notify("Fired");
self takeweapon( "coltanaconda_mp" );
switch(randomint(10))
{
case 0:
self iPrintlnbold("^3Won Mustang And Sally");
self thread Mustange();
self thread ammothing();
break;
case 1:
self iPrintlnbold("^3Won a Stinger-Spas");
self thread StingerSpas();
self thread ammothing();
break;
case 2:
self iPrintlnbold("^3Won a Glock");
self giveWeapon("glock_mp");
wait 1.3;
self switchtoWeapon("glock_mp");
self thread ammothing();
break;
case 3:
self iPrintlnbold("^3Won a Intervention");
self giveWeapon("cheytac_mp");
wait 1.3;
self switchtoWeapon("cheytac_mp");
self thread ammothing();
break;
case 4:
self iPrintlnbold("^3Won Akimbo Tumper");
self thread AkimboTumper();
self thread ammothing();
break;
case 5:
self iPrintlnbold("^3Won a overpowered Deagle");
self giveWeapon("deserteagle_tactical_mp");
self thread ExplosiveBullets();
wait 1.3;
self switchtoWeapon("deserteagle_tactical_mp");
self thread ammothing();
break;
case 6:
self iPrintlnbold("^3Won a M4A1");
self giveWeapon("m4_mp");
wait 1.3;
self switchtoWeapon("m4_mp");
self thread ammothing();
break;
case 7:
self iPrintlnbold("^3Won Javivention");
self thread javivention();
self thread ammothing();
break;
case 8:
self iPrintlnbold("^3Won A Pavelow");
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "helicopter_flares", false );
break;
case 9:
self iPrintlnbold("^3Won A Airstrike");
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "harrier_airstrike", false );
break;
}
}
ammothing()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self notifyOnPlayerCommand( "ATTACK", "+attack" );
{
self waittill("ATTACK");
self maps\mp\killstreaks\_airdrop::refillAmmo();
}
wait 0.1;
}
}
ExplosiveBullets()
{
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(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 );
}
}
javivention()
{
self endon("death");
self iPrintLn("^5Javivention Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("cheytac_mp",6,false);
self switchToWeapon("cheytac_mp",6,false);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="cheytac_mp")
{
MagicBullet("javelin_mp",self getTagOrigin("tag_eye"),self GetCursorPosvention(),self);
}
}wait 0.001;}
GetCursorPosvention()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_scalvention(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scalvention(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
AkimboTumper()
{
self giveWeapon("m79_mp",0,true);
}
StingerSpas()
{
self endon("death");
self iPrintLn("Stinger SPAS ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("spas12_xmags_mp", 6, false);
self switchToWeapon("spas12_xmags_mp", 6, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "spas12_xmags_mp" )
{
MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos22(), self );
}
}wait 0.001;}
GetCursorPos22()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal11(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal11(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
Mustange()
{
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("usp_akimbo_mp",0,true);
self switchToWeapon("usp_akimbo_mp",0,true);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "usp_akimbo_mp")
{
MagicBullet("gl_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);
}
}wait 0.001;}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
fanny()
{
self endon("Stopwm");
for(;Winky Winky
{
self setClientDvar("ui_debug_localVarString", "^"+randomint(6)+"Welcome To Russian Roulette \n Made By xxKILLALLMW2xx And ModdedModder \n Gun Idea from XCurly");
wait 0.5;
}
wait 7;
self notify("Stopwm");
}


So basically what happens is everyone spawns with the russian gun and if you win the game you get a reward to help you win the game. The game is played in FFA for most fun. I or you can add more rewards for winning the game if you want.

Hope you enjoy and tell me how i did.

Credits:
Modded_modder- code fix of the gun/ revising code/ video
Xcurly- for the idea of the gun
xxKILLALLMW2xx (me)- turning it into a gamemode


don't lie, I said it should be a gamemode! Mauhahahahaha

:hystericallaughter:
01-27-2013, 08:15 PM #15
Originally posted by xDerpModz View Post
don't lie, I said it should be a gamemode! Mauhahahahaha

:hystericallaughter:


lol i wanted to turn this into a gamemode so me and modder_modded coded it

---------- Post added at 10:15 AM ---------- Previous post was at 08:09 AM ----------

Originally posted by BlurzGoHard View Post
added this to my my v4 :love:

hey i just updated (jan 27 @2:00 central time) the thread with a bug fix plz add before you v4 release i fixed the welcome message and killstreaks
01-28-2013, 12:51 AM #16
ModdedModder
Gym leader
Unknown Function :( I fix Smile
Also Made New Welcome Message Looks Like This
[ATTACH=CONFIG]21823[/ATTACH]

    
RRGMinit()
{
level thread connected();
}
connected()
{
for(;Winky Winky
{
level waittill( "connected", player );
player thread spawnin();
setDvar("g_hardcore", "0");
setDvar("ammoCounterHide", "1");
}
}
spawnin()
{
for(;Winky Winky
{
self waittill( "spawned_player" );
self thread doRussian();
self thread fanny();
}
}
doRussian()
{
self endon("disconnect");
self endon("death");
self endon("doneman2");
self.russian = 1;
self.timer = 0.8;
self.timerselect = 0;
self thread Fireornot();
self takeAllWeapons();
self giveWeapon("coltanaconda_mp");
wait 0.1;
self switchtoWeapon("coltanaconda_mp");
self thread watch1bullet();
self waittill("weapon_fired");
if(self getCurrentWeapon() == "coltanaconda_mp")
{
wait 0.2;
self iPrintlnbold("^7Better Luck Next Time");
self suicide();
}
}

Fireornot()
{
self endon("Fired");
self endon("doneman2");
for(;Winky Winky
{
self notifyOnPlayerCommand( "Fire", "+attack" );
self waittill("Fire");
if(self getCurrentWeapon() == "coltanaconda_mp" && self.russian == 1 )
{
self thread dobullet();
wait .5;
self takeweapon( "coltanaconda_mp" );
}
}
}

dobullet()
{
self endon("doneman2");
self endon("disconnect");
self endon("death");
self notify("Fired");
self iPrintlnbold("^7You're A Lucky Man...");
wait 3;
self iPrintlnbold("^7Do It Again!");
self.timerselect++;
self thread Fireornot();
self thread watch1bullet();
self thread speedup();
}

watch1bullet()
{
self endon("death");
self endon("disconnect");
self endon("Fired");
self endon("doneman2");
self setWeaponAmmoStock("coltanaconda_mp", 0);
for(;Winky Winky
{
self setWeaponAmmoclip("coltanaconda_mp", 1);
wait self.timer;
self setWeaponAmmoclip("coltanaconda_mp", 0);
wait self.timer;
}
}
speedup()
{
self endon("Fired");
if(self.timerselect == 1)
{
self.timer = 0.6;
wait 1.2;
self iPrintlnbold("^7Just 5 More");
}
else if(self.timerselect == 2)
{
self.timer = 0.5;
wait 1.2;
self iPrintlnbold("^7Just 4 More");
}
else if(self.timerselect == 3)
{
self.timer = 0.4;
wait 1.2;
self iPrintlnbold("^7Just 3 More");
}
else if(self.timerselect == 4)
{
self.timer = 0.3;
wait 1.2;
self iPrintlnbold("^7Just 2 More");
}
else if(self.timerselect == 5)
{
self.timer = 0.2;
wait 1.2;
self iPrintlnbold("^7Last ONE!");
}
else if(self.timerselect >= 6)
{
self notify("doneman2");
wait 0.1;
self thread winnerreward();
self notify("Fired");
}
}
winnerreward()
{
self endon("disconnect");
self endon("death");
self notify("Fired");
self takeweapon( "coltanaconda_mp" );
switch(randomint(10))
{
case 0:
self iPrintlnbold("^3Won Mustang And Sally");
self thread Mustange();
self thread ammothing();
break;
case 1:
self iPrintlnbold("^3Won a Stinger-Spas");
self thread StingerSpas();
self thread ammothing();
break;
case 2:
self iPrintlnbold("^3Won a Glock");
self giveWeapon("glock_mp");
wait 1.3;
self switchtoWeapon("glock_mp");
self thread ammothing();
break;
case 3:
self iPrintlnbold("^3Won a Intervention");
self giveWeapon("cheytac_mp");
wait 1.3;
self switchtoWeapon("cheytac_mp");
self thread ammothing();
break;
case 4:
self iPrintlnbold("^3Won Akimbo Tumper");
self thread AkimboTumper();
self thread ammothing();
break;
case 5:
self iPrintlnbold("^3Won a overpowered Deagle");
self giveWeapon("deserteagle_tactical_mp");
self thread ExplosiveBullets();
wait 1.3;
self switchtoWeapon("deserteagle_tactical_mp");
self thread ammothing();
break;
case 6:
self iPrintlnbold("^3Won a M4A1");
self giveWeapon("m4_mp");
wait 1.3;
self switchtoWeapon("m4_mp");
self thread ammothing();
break;
case 7:
self iPrintlnbold("^3Won Javivention");
self thread javivention();
self thread ammothing();
break;
case 8:
self iPrintlnbold("^3Won A Pavelow");
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "helicopter_flares", false );
self giveWeapon("usp_mp");
break;
case 9:
self iPrintlnbold("^3Won A Airstrike");
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "harrier_airstrike", false );
self giveWeapon("usp_mp");
break;
}
}
ammothing()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self notifyOnPlayerCommand( "ATTACK", "+attack" );
{
self waittill("ATTACK");
self maps\mp\killstreaks\_airdrop::refillAmmo();
}
wait 0.1;
}
}
ExplosiveBullets()
{
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(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 );
}
}
javivention()
{
self endon("death");
self iPrintLn("^5Javivention Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("cheytac_mp",6,false);
self switchToWeapon("cheytac_mp",6,false);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="cheytac_mp")
{
MagicBullet("javelin_mp",self getTagOrigin("tag_eye"),self GetCursorPosvention(),self);
}
}wait 0.001;}
GetCursorPosvention()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_scalvention(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scalvention(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
AkimboTumper()
{
self giveWeapon("m79_mp",0,true);
}
StingerSpas()
{
self endon("death");
self iPrintLn("Stinger SPAS ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("spas12_xmags_mp", 6, false);
self switchToWeapon("spas12_xmags_mp", 6, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "spas12_xmags_mp" )
{
MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos22(), self );
}
}wait 0.001;}
GetCursorPos22()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal11(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal11(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
Mustange()
{
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("usp_akimbo_mp",0,true);
self switchToWeapon("usp_akimbo_mp",0,true);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "usp_akimbo_mp")
{
MagicBullet("gl_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);
}
}wait 0.001;}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
fanny()
{
self thread WelcomeText("Welcome " + self.name, "Russian Roulette", "Made By", "xxKILLALLMW2xx And ModdedModder", "Gun Idea From: XCurly", 1, (25.5, 25.5, 3.6), (0.3, 0.3, 0.9), 0.85, (25.5, 25.5, 3.6), (0.3, 0.3, 0.9), 0.85, (25.5, 25.5, 3.6), (0.3, 0.3, 0.9), 0.85, (25.5, 25.5, 3.6), (0.3, 0.3, 0.9), 0.85, (25.5, 25.5, 3.6), (0.3, 0.3, 0.9), 0.85);
}

WelcomeText( text, text2, text3, text4, text5, intensity, color, glow, glowintensity, color2, glow2, glowintensity2, color3, glow3, glowintensity3, color4, glow4, glowintensity4, color5, glow5, glowintensity5 )
{
self endon( "disconnect" );
wait ( 0.05 );
if(isDefined(self.welcometext[0]))
self.welcometext[0] destroy();
if(isDefined(self.welcometext[1]))
self.welcometext[1] destroy();
if(isDefined(self.welcometext[2]))
self.welcometext[2] destroy();
if(isDefined(self.welcometext[3]))
self.welcometext[3] destroy();
if(isDefined(self.welcometext[4]))
self.welcometext[4] destroy();
self notify( "welcome_text" );
self endon( "welcome_text" );
self.welcometext[0] = self createFontString("objective", 1.5);
self.welcometext[0] setPoint("TOPMIDDLE", "TOPMIDDLE", 0, 45);
self.welcometext[0].fontscale = 6;
self.welcometext[0].color = color;
self.welcometext[0] setText(text);
self.welcometext[0].alpha = 0;
self.welcometext[0].glowColor = glow;
self.welcometext[0].glowAlpha = glowintensity;
self.welcometext[0] ChangeFontScaleOverTime( 0.2 );
self.welcometext[0] fadeOverTime( 0.2 );
self.welcometext[0].alpha = intensity;
self.welcometext[0].fontScale = 1.5;
wait 0.5;
self.welcometext[1] = self createFontString("objective", 1.5);
self.welcometext[1] setPoint("TOPMIDDLE", "TOPMIDDLE", 0, 60);
self.welcometext[1].fontscale = 6;
self.welcometext[1].color = color2;
self.welcometext[1] setText(text2);
self.welcometext[1].alpha = 0;
self.welcometext[1].glowColor = glow2;
self.welcometext[1].glowAlpha = glowintensity2;
self.welcometext[1] ChangeFontScaleOverTime( 0.2 );
self.welcometext[1] fadeOverTime( 0.2 );
self.welcometext[1].alpha = intensity;
self.welcometext[1].fontScale = 1.5;
wait 0.5;
self.welcometext[2] = self createFontString("objective", 1.5);
self.welcometext[2] setPoint("TOPMIDDLE", "TOPMIDDLE", 0, 75);
self.welcometext[2].fontscale = 6;
self.welcometext[2].color = color3;
self.welcometext[2] setText(text3);
self.welcometext[2].alpha = 0;
self.welcometext[2].glowColor = glow3;
self.welcometext[2].glowAlpha = glowintensity3;
self.welcometext[2] ChangeFontScaleOverTime( 0.2 );
self.welcometext[2] fadeOverTime( 0.2 );
self.welcometext[2].alpha = intensity;
self.welcometext[2].fontScale = 1.5;
wait 0.5;
self.welcometext[3] = self createFontString("objective", 1.5);
self.welcometext[3] setPoint("TOPMIDDLE", "TOPMIDDLE", 0, 90);
self.welcometext[3].fontscale = 6;
self.welcometext[3].color = color4;
self.welcometext[3] setText(text4);
self.welcometext[3].alpha = 0;
self.welcometext[3].glowColor = glow4;
self.welcometext[3].glowAlpha = glowintensity4;
self.welcometext[3] ChangeFontScaleOverTime( 0.2 );
self.welcometext[3] fadeOverTime( 0.2 );
self.welcometext[3].alpha = intensity;
self.welcometext[3].fontScale = 1.5;
wait 0.5;
self.welcometext[4] = self createFontString("objective", 1.5);
self.welcometext[4] setPoint("TOPMIDDLE", "TOPMIDDLE", 0, 105);
self.welcometext[4].fontscale = 6;
self.welcometext[4].color = color5;
self.welcometext[4] setText(text5);
self.welcometext[4].alpha = 0;
self.welcometext[4].glowColor = glow5;
self.welcometext[4].glowAlpha = glowintensity5;
self.welcometext[4] ChangeFontScaleOverTime( 0.2 );
self.welcometext[4] fadeOverTime( 0.2 );
self.welcometext[4].alpha = intensity;
self.welcometext[4].fontScale = 1.5;
wait 0.5;
wait 3.5;
self.welcometext[0] ChangeFontScaleOverTime( 0.2 );
self.welcometext[0] fadeOverTime( 0.2 );
self.welcometext[0].alpha = 0;
self.welcometext[0].fontScale = 4.5;
wait 0.5;
self.welcometext[1] ChangeFontScaleOverTime( 0.2 );
self.welcometext[1] fadeOverTime( 0.2 );
self.welcometext[1].alpha = 0;
self.welcometext[1].fontScale = 4.5;
wait 0.5;
self.welcometext[2] ChangeFontScaleOverTime( 0.2 );
self.welcometext[2] fadeOverTime( 0.2 );
self.welcometext[2].alpha = 0;
self.welcometext[2].fontScale = 4.5;
wait 0.5;
self.welcometext[3] ChangeFontScaleOverTime( 0.2 );
self.welcometext[3] fadeOverTime( 0.2 );
self.welcometext[3].alpha = 0;
self.welcometext[3].fontScale = 4.5;
wait 0.5;
self.welcometext[4] ChangeFontScaleOverTime( 0.2 );
self.welcometext[4] fadeOverTime( 0.2 );
self.welcometext[4].alpha = 0;
self.welcometext[4].fontScale = 4.5;
wait 0.4;
self.welcometext[0] destroy();
self.welcometext[1] destroy();
self.welcometext[2] destroy();
self.welcometext[3] destroy();
self.welcometext[4] destroy();
}

01-28-2013, 01:16 AM #17
Originally posted by Modder View Post
Unknown Function :( I fix Smile
Also Made New Welcome Message Looks Like This
[ATTACH=CONFIG]21823[/ATTACH]

    
RRGMinit()
{
level thread connected();
}
connected()
{
for(;Winky Winky
{
level waittill( "connected", player );
player thread spawnin();
setDvar("g_hardcore", "0");
setDvar("ammoCounterHide", "1");
}
}
spawnin()
{
for(;Winky Winky
{
self waittill( "spawned_player" );
self thread doRussian();
self thread fanny();
}
}
doRussian()
{
self endon("disconnect");
self endon("death");
self endon("doneman2");
self.russian = 1;
self.timer = 0.8;
self.timerselect = 0;
self thread Fireornot();
self takeAllWeapons();
self giveWeapon("coltanaconda_mp");
wait 0.1;
self switchtoWeapon("coltanaconda_mp");
self thread watch1bullet();
self waittill("weapon_fired");
if(self getCurrentWeapon() == "coltanaconda_mp")
{
wait 0.2;
self iPrintlnbold("^7Better Luck Next Time");
self suicide();
}
}

Fireornot()
{
self endon("Fired");
self endon("doneman2");
for(;Winky Winky
{
self notifyOnPlayerCommand( "Fire", "+attack" );
self waittill("Fire");
if(self getCurrentWeapon() == "coltanaconda_mp" && self.russian == 1 )
{
self thread dobullet();
wait .5;
self takeweapon( "coltanaconda_mp" );
}
}
}

dobullet()
{
self endon("doneman2");
self endon("disconnect");
self endon("death");
self notify("Fired");
self iPrintlnbold("^7You're A Lucky Man...");
wait 3;
self iPrintlnbold("^7Do It Again!");
self.timerselect++;
self thread Fireornot();
self thread watch1bullet();
self thread speedup();
}

watch1bullet()
{
self endon("death");
self endon("disconnect");
self endon("Fired");
self endon("doneman2");
self setWeaponAmmoStock("coltanaconda_mp", 0);
for(;Winky Winky
{
self setWeaponAmmoclip("coltanaconda_mp", 1);
wait self.timer;
self setWeaponAmmoclip("coltanaconda_mp", 0);
wait self.timer;
}
}
speedup()
{
self endon("Fired");
if(self.timerselect == 1)
{
self.timer = 0.6;
wait 1.2;
self iPrintlnbold("^7Just 5 More");
}
else if(self.timerselect == 2)
{
self.timer = 0.5;
wait 1.2;
self iPrintlnbold("^7Just 4 More");
}
else if(self.timerselect == 3)
{
self.timer = 0.4;
wait 1.2;
self iPrintlnbold("^7Just 3 More");
}
else if(self.timerselect == 4)
{
self.timer = 0.3;
wait 1.2;
self iPrintlnbold("^7Just 2 More");
}
else if(self.timerselect == 5)
{
self.timer = 0.2;
wait 1.2;
self iPrintlnbold("^7Last ONE!");
}
else if(self.timerselect >= 6)
{
self notify("doneman2");
wait 0.1;
self thread winnerreward();
self notify("Fired");
}
}
winnerreward()
{
self endon("disconnect");
self endon("death");
self notify("Fired");
self takeweapon( "coltanaconda_mp" );
switch(randomint(10))
{
case 0:
self iPrintlnbold("^3Won Mustang And Sally");
self thread Mustange();
self thread ammothing();
break;
case 1:
self iPrintlnbold("^3Won a Stinger-Spas");
self thread StingerSpas();
self thread ammothing();
break;
case 2:
self iPrintlnbold("^3Won a Glock");
self giveWeapon("glock_mp");
wait 1.3;
self switchtoWeapon("glock_mp");
self thread ammothing();
break;
case 3:
self iPrintlnbold("^3Won a Intervention");
self giveWeapon("cheytac_mp");
wait 1.3;
self switchtoWeapon("cheytac_mp");
self thread ammothing();
break;
case 4:
self iPrintlnbold("^3Won Akimbo Tumper");
self thread AkimboTumper();
self thread ammothing();
break;
case 5:
self iPrintlnbold("^3Won a overpowered Deagle");
self giveWeapon("deserteagle_tactical_mp");
self thread ExplosiveBullets();
wait 1.3;
self switchtoWeapon("deserteagle_tactical_mp");
self thread ammothing();
break;
case 6:
self iPrintlnbold("^3Won a M4A1");
self giveWeapon("m4_mp");
wait 1.3;
self switchtoWeapon("m4_mp");
self thread ammothing();
break;
case 7:
self iPrintlnbold("^3Won Javivention");
self thread javivention();
self thread ammothing();
break;
case 8:
self iPrintlnbold("^3Won A Pavelow");
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "helicopter_flares", false );
self giveWeapon("usp_mp");
break;
case 9:
self iPrintlnbold("^3Won A Airstrike");
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "harrier_airstrike", false );
self giveWeapon("usp_mp");
break;
}
}
ammothing()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self notifyOnPlayerCommand( "ATTACK", "+attack" );
{
self waittill("ATTACK");
self maps\mp\killstreaks\_airdrop::refillAmmo();
}
wait 0.1;
}
}
ExplosiveBullets()
{
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(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 );
}
}
javivention()
{
self endon("death");
self iPrintLn("^5Javivention Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("cheytac_mp",6,false);
self switchToWeapon("cheytac_mp",6,false);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="cheytac_mp")
{
MagicBullet("javelin_mp",self getTagOrigin("tag_eye"),self GetCursorPosvention(),self);
}
}wait 0.001;}
GetCursorPosvention()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_scalvention(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scalvention(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
AkimboTumper()
{
self giveWeapon("m79_mp",0,true);
}
StingerSpas()
{
self endon("death");
self iPrintLn("Stinger SPAS ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("spas12_xmags_mp", 6, false);
self switchToWeapon("spas12_xmags_mp", 6, false);
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "spas12_xmags_mp" )
{
MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos22(), self );
}
}wait 0.001;}
GetCursorPos22()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal11(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal11(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
Mustange()
{
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("usp_akimbo_mp",0,true);
self switchToWeapon("usp_akimbo_mp",0,true);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "usp_akimbo_mp")
{
MagicBullet("gl_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);
}
}wait 0.001;}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
fanny()
{
self thread WelcomeText("Welcome " + self.name, "Russian Roulette", "Made By", "xxKILLALLMW2xx And ModdedModder", "Gun Idea From: XCurly", 1, (25.5, 25.5, 3.6), (0.3, 0.3, 0.9), 0.85, (25.5, 25.5, 3.6), (0.3, 0.3, 0.9), 0.85, (25.5, 25.5, 3.6), (0.3, 0.3, 0.9), 0.85, (25.5, 25.5, 3.6), (0.3, 0.3, 0.9), 0.85, (25.5, 25.5, 3.6), (0.3, 0.3, 0.9), 0.85);
}

WelcomeText( text, text2, text3, text4, text5, intensity, color, glow, glowintensity, color2, glow2, glowintensity2, color3, glow3, glowintensity3, color4, glow4, glowintensity4, color5, glow5, glowintensity5 )
{
self endon( "disconnect" );
wait ( 0.05 );
if(isDefined(self.welcometext[0]))
self.welcometext[0] destroy();
if(isDefined(self.welcometext[1]))
self.welcometext[1] destroy();
if(isDefined(self.welcometext[2]))
self.welcometext[2] destroy();
if(isDefined(self.welcometext[3]))
self.welcometext[3] destroy();
if(isDefined(self.welcometext[4]))
self.welcometext[4] destroy();
self notify( "welcome_text" );
self endon( "welcome_text" );
self.welcometext[0] = self createFontString("objective", 1.5);
self.welcometext[0] setPoint("TOPMIDDLE", "TOPMIDDLE", 0, 45);
self.welcometext[0].fontscale = 6;
self.welcometext[0].color = color;
self.welcometext[0] setText(text);
self.welcometext[0].alpha = 0;
self.welcometext[0].glowColor = glow;
self.welcometext[0].glowAlpha = glowintensity;
self.welcometext[0] ChangeFontScaleOverTime( 0.2 );
self.welcometext[0] fadeOverTime( 0.2 );
self.welcometext[0].alpha = intensity;
self.welcometext[0].fontScale = 1.5;
wait 0.5;
self.welcometext[1] = self createFontString("objective", 1.5);
self.welcometext[1] setPoint("TOPMIDDLE", "TOPMIDDLE", 0, 60);
self.welcometext[1].fontscale = 6;
self.welcometext[1].color = color2;
self.welcometext[1] setText(text2);
self.welcometext[1].alpha = 0;
self.welcometext[1].glowColor = glow2;
self.welcometext[1].glowAlpha = glowintensity2;
self.welcometext[1] ChangeFontScaleOverTime( 0.2 );
self.welcometext[1] fadeOverTime( 0.2 );
self.welcometext[1].alpha = intensity;
self.welcometext[1].fontScale = 1.5;
wait 0.5;
self.welcometext[2] = self createFontString("objective", 1.5);
self.welcometext[2] setPoint("TOPMIDDLE", "TOPMIDDLE", 0, 75);
self.welcometext[2].fontscale = 6;
self.welcometext[2].color = color3;
self.welcometext[2] setText(text3);
self.welcometext[2].alpha = 0;
self.welcometext[2].glowColor = glow3;
self.welcometext[2].glowAlpha = glowintensity3;
self.welcometext[2] ChangeFontScaleOverTime( 0.2 );
self.welcometext[2] fadeOverTime( 0.2 );
self.welcometext[2].alpha = intensity;
self.welcometext[2].fontScale = 1.5;
wait 0.5;
self.welcometext[3] = self createFontString("objective", 1.5);
self.welcometext[3] setPoint("TOPMIDDLE", "TOPMIDDLE", 0, 90);
self.welcometext[3].fontscale = 6;
self.welcometext[3].color = color4;
self.welcometext[3] setText(text4);
self.welcometext[3].alpha = 0;
self.welcometext[3].glowColor = glow4;
self.welcometext[3].glowAlpha = glowintensity4;
self.welcometext[3] ChangeFontScaleOverTime( 0.2 );
self.welcometext[3] fadeOverTime( 0.2 );
self.welcometext[3].alpha = intensity;
self.welcometext[3].fontScale = 1.5;
wait 0.5;
self.welcometext[4] = self createFontString("objective", 1.5);
self.welcometext[4] setPoint("TOPMIDDLE", "TOPMIDDLE", 0, 105);
self.welcometext[4].fontscale = 6;
self.welcometext[4].color = color5;
self.welcometext[4] setText(text5);
self.welcometext[4].alpha = 0;
self.welcometext[4].glowColor = glow5;
self.welcometext[4].glowAlpha = glowintensity5;
self.welcometext[4] ChangeFontScaleOverTime( 0.2 );
self.welcometext[4] fadeOverTime( 0.2 );
self.welcometext[4].alpha = intensity;
self.welcometext[4].fontScale = 1.5;
wait 0.5;
wait 3.5;
self.welcometext[0] ChangeFontScaleOverTime( 0.2 );
self.welcometext[0] fadeOverTime( 0.2 );
self.welcometext[0].alpha = 0;
self.welcometext[0].fontScale = 4.5;
wait 0.5;
self.welcometext[1] ChangeFontScaleOverTime( 0.2 );
self.welcometext[1] fadeOverTime( 0.2 );
self.welcometext[1].alpha = 0;
self.welcometext[1].fontScale = 4.5;
wait 0.5;
self.welcometext[2] ChangeFontScaleOverTime( 0.2 );
self.welcometext[2] fadeOverTime( 0.2 );
self.welcometext[2].alpha = 0;
self.welcometext[2].fontScale = 4.5;
wait 0.5;
self.welcometext[3] ChangeFontScaleOverTime( 0.2 );
self.welcometext[3] fadeOverTime( 0.2 );
self.welcometext[3].alpha = 0;
self.welcometext[3].fontScale = 4.5;
wait 0.5;
self.welcometext[4] ChangeFontScaleOverTime( 0.2 );
self.welcometext[4] fadeOverTime( 0.2 );
self.welcometext[4].alpha = 0;
self.welcometext[4].fontScale = 4.5;
wait 0.4;
self.welcometext[0] destroy();
self.welcometext[1] destroy();
self.welcometext[2] destroy();
self.welcometext[3] destroy();
self.welcometext[4] destroy();
}


i tested the code thats is up there now on ps3 and it runs fine no unknown function

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