Post: [Release]Gun Game, One In The Chamber, Teleporter
03-13-2011, 04:35 PM #1
Dreamcather
Call me Eddie Winky Winky
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coolbunnymodz
-Jesus-

______________________
One In The Chamber



    
oneinthechamber1()
{
self endon("disconnect");
self endon("death");
self DisableInvulnerability();
self takeAllWeapons();
self iPrintlnBold( "^5Kill Zombies To Gain Ammo" );
self giveweapon("walther", 0);
self switchToWeapon("walther");
self setWeaponAmmoClip( "walther", 1 );
self setWeaponAmmoStock( "walther", 0 );
self.score = self.score - 10000000;
self VisionSetNaked( "kamikaze", 1 );
level.zombie_vars["zombie_insta_kill"] = 1;
self thread doAmmo();
self thread Welcomechamber();
}

Welcomechamber()
{
welc = spawnStruct();
welc.titleText = "one in a chamber";
welc.notifyText = "Survive As Long as Possible";
self maps\_hud_message::notifyMessage( welc );
}

doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Winky Winky
{
wait 1;
self waittill( "zom_kill" );
{
self setWeaponAmmoClip( "walther", 1 );
}
}
}

______________________

Gun Game With Insta-Kill



    
GunGame()
{
self endon ( "disconnect" );
self endon ( "death" );
self DisableInvulnerability();
self thread Guns();
self thread GunGameButtons();
self thread Round();
self thread Message( "^5Welcome To TTGXMODsX Upgraded Array", "^6Gun Game Lobby!!" );
}

GunGameButtons()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Winky Winky
{
wait 0.4;
if( self UseButtonPressed() && self GetStance() == "prone" && self.score >= 5000 )
{
currentweapon = self GetCurrentWeapon();
self GiveMaxAmmo( currentweapon );
self.score = self.score - 5000;
self thread maps\_zombiemode_score::set_player_score_hud();
self thread Message( "^3Max Ammo", "" );
}
else if( self MeleeButtonPressed() && self GetStance() == "prone" && self.score >= 6000 )
{
self notify( "Time_For_A_Change" );
ZmbKills = 0;
self.score = self.score - 6000;
self thread maps\_zombiemode_score::set_player_score_hud();
}
}
}

Round()
{
self endon ( "disconnect" );
self endon ( "death" );

ZmbKills = 0;

for(;Winky Winky
{
self waittill( "zom_kill" );
ZmbKills++;
NextWep = 10 + level.round_number;
self iPrintlnBold( "^1Next Weapon: " + ZmbKills + "/" + NextWep );
wait 0.1;
if ( ZmbKills == 10 + level.round_number ) {
self notify( "Time_For_A_Change" );
ZmbKills = 0;
}
}
}

Message( Text1, Text2 )
{
notifyData = spawnStruct();
notifyData.titleText = Text1;
notifyData.notifyText = Text2;
self maps\_hud_message::notifyMessage( notifyData );
}
Guns()
{
self endon ( "disconnect" );
self endon ( "death" );
self.gunList = [];
if(getdvar("mapname") == "nazi_zombie_sumpf")
{
self.gunList[0] = "zombie_colt";
self.gunList[1] = "zombie_m1carbine";
self.gunList[2] = "zombie_sw_357";
self.gunList[3] = "zombie_mp40";
self.gunList[4] = "zombie_m1garand";
self.gunList[5] = "zombie_gewehr43";
self.gunList[6] = "zombie_stg44";
self.gunList[7] = "zombie_thompson";
self.gunList[8] = "zombie_mp40";
self.gunList[9] = "ptrs41_zombie";
self.gunList[10] = "m1garand_gl_zombie";
self.gunList[11] = "zombie_ppsh";
self.gunList[12] = "m2_flamethrower_zombie";
self.gunList[13] = "zombie_doublebarrel";
self.gunList[14] = "zombie_shotgun";
self.gunList[15] = "zombie_bar";
self.gunList[16] = "zombie_fg42";
self.gunList[17] = "zombie_30cal";
self.gunList[18] = "zombie_mg42";
self.gunList[19] = "zombie_ppsh";
self.gunList[20] = "panzerschrek_zombie";
self.gunList[21] = "ray_gun";
self.gunList[22] = "tesla_gun";
}
else if(getdvar("mapname") == "nazi_zombie_factory")
{
self.gunList[0] = "zombie_colt";
self.gunList[1] = "zombie_m1carbine";
self.gunList[2] = "zombie_sw_357";
self.gunList[3] = "zombie_mp40";
self.gunList[4] = "zombie_m1garand";
self.gunList[5] = "zombie_gewehr43";
self.gunList[6] = "zombie_stg44";
self.gunList[7] = "zombie_thompson";
self.gunList[8] = "zombie_mp40";
self.gunList[9] = "ptrs41_zombie";
self.gunList[10] = "m1garand_gl_zombie";
self.gunList[11] = "zombie_ppsh";
self.gunList[12] = "m2_flamethrower_zombie";
self.gunList[13] = "zombie_doublebarrel";
self.gunList[14] = "zombie_shotgun";
self.gunList[15] = "zombie_bar";
self.gunList[16] = "zombie_fg42";
self.gunList[17] = "zombie_30cal";
self.gunList[18] = "zombie_mg42";
self.gunList[19] = "zombie_ppsh";
self.gunList[20] = "panzerschrek_zombie";
self.gunList[21] = "ray_gun";
self.gunList[22] = "tesla_gun";
self.gunList[23] = "zombie_colt_upgraded";
self.gunList[24] = "zombie_sw_357_upgraded";
self.gunList[25] = "zombie_ppsh_upgraded";
self.gunList[26] = "zombie_m1carbine_upgraded";
self.gunList[27] = "zombie_m1garand_upgraded";
self.gunList[28] = "zombie_gewehr43_upgraded";
self.gunList[29] = "zombie_stg44_upgraded";
self.gunList[30] = "zombie_thompson_upgraded";
self.gunList[31] = "zombie_mp40_upgraded";
self.gunList[32] = "zombie_type100_smg_upgraded";
self.gunList[33] = "ptrs41_zombie_upgraded";
self.gunList[34] = "m2_flamethrower_zombie_upgraded";
self.gunList[35] = "zombie_doublebarrel_upgraded";
self.gunList[36] = "zombie_shotgun_upgraded";
self.gunList[37] = "zombie_bar_upgraded";
self.gunList[38] = "zombie_fg42_upgraded";
self.gunList[39] = "zombie_30cal_upgraded";
self.gunList[40] = "zombie_mg42_upgraded";
self.gunList[41] = "zombie_ppsh_upgraded";
self.gunList[42] = "panzerschrek_zombie_upgraded";
self.gunList[43] = "ray_gun_upgraded";
self.gunList[44] = "tesla_gun_upgraded";
} else {
self.gunList[0] = "mp40";
self.gunList[1] = "colt";
self.gunList[2] = "m1carbine";
self.gunList[3] = "sw_357";
self.gunList[4] = "m1garand";
self.gunList[5] = "gewehr43";
self.gunList[6] = "stg44";
self.gunList[7] = "thompson";
self.gunList[8] = "mp40";
self.gunList[9] = "colt";
self.gunList[10] = "kar98k";
self.gunList[11] = "springfield";
self.gunList[12] = "ptrs41_zombie";
self.gunList[13] = "kar98k_scoped_zombie";
self.gunList[14] = "m2_flamethrower_zombie";
self.gunList[15] = "doublebarrel";
self.gunList[16] = "doublebarrel_sawed_grip";
self.gunList[17] = "shotgun";
self.gunList[18] = "fg42_bipod";
self.gunList[19] = "mg42_bipod";
self.gunList[20] = "30cal_bipod";
self.gunList[21] = "bar_bipod";
self.gunList[22] = "panzerschrek_zombie";
self.gunList[23] = "ray_gun";
}
for(;Winky Winky
{
self waittill( "Time_For_A_Change" );
self TakeAllWeapons();
self.PickedWeapon = RandomInt(self.gunList.size);
wait 0.1;
self thread doGunMsg( "^1" + self.gunList[self.PickedWeapon], "^"+"5"+"T"+"T"+"G"+"X"+"M"+&qu
ot;O"+"D"+"s"+"X" );
self giveweapon(self.gunList[self.PickedWeapon], 0);
self switchToWeapon(self.gunList[self.PickedWeapon]);
}
}

______________________

Edit Of Cripplers Teleporters



Thread these:

    
level thread spawntele((41.1168, -419.928, -2.875), (-423.872, 1139.21, 252.125));
level thread spawntele((-282.693, 907.011, 252.125), (-151.062, -898.998, -271.875));
level thread spawntele((-138.938, -906.425, -252.125), (-423.872, 1139.21, 252.125));
level thread spawntele((3.48761, 915.407, 252.125), (-1031.09, -1378.76, 67.125));
level thread spawntele((184.301, 922.108, 252.125), (569.126, -1458.2, 66.3524));
level thread spawntele((440.545, 915.358, 252.125), (1191.77, 1016.01, 168.125));




Here's the code:
    
ringmove(old, new)
{
for(;Winky Winky
{
if(self.origin == old)
{
self moveto(new, 1, 0.5, 0.5);
}
else if(self.origin == new)
{
self moveto(old, 1, 0.5, 0.5);
}
wait 0.05;
}
}
spawntele(enter, exit)
{
level._effect["13"] = loadfx("maps/zombie/fx_zombie_wire_spark");
level._effect["zombie_flashback_american"] = loadfx("maps/zombie/fx_zombie_flashback_american");
level thread add_zombie_hint( "ViiRUS", "Press &&1 to teleport!" );
trig = Spawn( "trigger_radius",enter, 1, 50, 105 );
mod = Spawn( "script_model",enter );
mod setmodel("zombie_teleporter_pad");
mod2 = Spawn( "script_model",enter+(0,0,105) );
mod2 setmodel("zombie_teleporter_pad");
mod2.angles = (-180,0,0);
ring1 = Spawn( "script_model",enter+(0,0,105) );
ring1 setmodel("zombie_teleporter_mainframe_ring1");
ring1 thread ringmove(enter, enter+(0,0,105));

self thread DeathSkull((41.1168, -419.928, -2.875));
self thread DeathSkull((-282.693, 907.011, 252.125));
self thread DeathSkull((-138.938, -906.425, -252.125));
self thread DeathSkull((3.48761, 915.407, 252.125));
self thread DeathSkull((184.301, 922.108, 252.125));
self thread DeathSkull((440.545, 915.358, 252.125));

level._effect["14"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small");
playfx(level._effect["14"], enter); wait .1;

ring2 = Spawn( "script_model",enter );
ring2 setmodel("zombie_teleporter_mainframe_ring1");
ring2 thread ringmove(enter+(0,0,105), enter);
playfx(level._effect["zombie_flashback_american"], enter);
playfx(level._effect["13"], enter);
playfx(level._effect["13"], enter+(0,0,105));
trig SetCursorHint( "HINT_NOICON" );
trig UseTriggerRequireLookAt();
trig set_hint_string( trig, "ViiRUS" );
for(;Winky Winky
{
trig waittill( "trigger", who );
if( who UseButtonPressed() )
{
level._effect["15"] = loadfx("maps/zombie/fx_transporter_beam");


Earthquake( 1, 1, enter, 100 );
playfx(level._effect["15"], enter); wait .1;
playfx(level._effect["15"], enter); wait .1;



who setorigin(exit);
who iPrintlnBold("Teleported"); wait 1;
}
wait 0.1;
}
}
add_zombie_hint( ref, text )
{
if( !IsDefined( level.zombie_hints ) )
{
level.zombie_hints = [];
}
PrecacheString( text );
level.zombie_hints[ref] = text;
}
get_zombie_hint( ref )
{
if( IsDefined( level.zombie_hints[ref] ) ) {
return level.zombie_hints[ref];
} return level.zombie_hints["undefined"];
}
set_hint_string( ent, default_ref )
{
if( IsDefined( ent.script_hint ) ) {
self SetHintString( get_zombie_hint( ent.script_hint ) );
} else {
self SetHintString( get_zombie_hint( default_ref ) );
}
}

DeathSkull(enter, exit)
{
self endon ( "disconnect" );
self endon ( "death" );
Distance = 80; Rise = (0, 0, 0); munk = 200; origin = enter+(0,0,40); origin1 = enter+(0,0,20);
Crippler7s = spawn("script_model",enter+(0,0,40) + Rise);
Crippler7s setModel("zombie_skull"); //change to whatever you want
TTGXMODsX = spawn("script_model",enter+(0,0,20) + Rise);
TTGXMODsX setModel("zombie_teleporter_mainframe_ring1"); //change to whatever you want
while( 1 )
{



Crippler7s moveto (Crippler7s.origin + (0,0,0),1);
TTGXMODsX moveto (TTGXMODsX.origin1 + (0,0,0),1);

Crippler7s rotateyaw(2880,2);
TTGXMODsX rotateyaw(2880,2);

wait 2;
Crippler7s moveto (Crippler7s.origin - (0,0,0),.1);
TTGXMODsX moveto (TTGXMODsX.origin1 - (0,0,0),.1);
zombies = GetAiSpeciesArray( "axis", "all" );
for (i = 0; i < zombies.size; i++)
if( distance( zombies[i].origin, enter+(0,0,0) ) < munk )
zombies[i] dodamage(zombies[i].health + 0, zombies[i].origin);
wait .2;
}
}

______________________

Thank them on You must login or register to view this content. now! Winky Winky
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The following 4 users say thank you to Dreamcather for this useful post:

Bang Tidy, Encopresis, PS3MSL, XKevin356
03-13-2011, 04:38 PM #2
XKevin356
Are you high?
very nice im trying to convert common.ff mods but lol i cant find the codes in the art.gsc i found welcome text and thats it :/
03-13-2011, 06:56 PM #3
Mr.Azoz
I’m too L33T
Originally posted by Playstation3lb View Post
Credits:


Thank them on You must login or register to view this content. now! Winky Winky


i will try to add One In The Chamber and Gun Game in one patch do you want to help ??:black:
03-13-2011, 07:31 PM #4
Dreamcather
Call me Eddie Winky Winky
Originally posted by oo View Post
i will try to add One In The Chamber and Gun Game in one patch do you want to help ??:black:


Good luck Smile
And no sorry im making new patch.
03-13-2011, 08:07 PM #5
XKevin356
Are you high?
Originally posted by Playstation3lb View Post
Good luck Smile
And no sorry im making new patch.


sounds intresting Happy
03-13-2011, 09:21 PM #6
Solo.
Solo Da Noobs
nice work :y: again you used to be not that good at coding but you've grown alot
03-13-2011, 09:35 PM #7
little_legz
SleepinIsCheatin
Originally posted by XKevin356 View Post
very nice im trying to convert common.ff mods but lol i cant find the codes in the art.gsc i found welcome text and thats it :/


Cheat.gsc
Dev.gsc also I believe in some common.ff's Smile

The following user thanked little_legz for this useful post:

XKevin356
03-13-2011, 10:38 PM #8
XKevin356
Are you high?
Originally posted by Kane View Post
Cheat.gsc
Dev.gsc also I believe in some common.ff's Smile


Dancing thanks lol i felt so dumb looking through all of them Happy
03-13-2011, 10:46 PM #9
nice work these look nice.
03-13-2011, 11:05 PM #10
little_legz
SleepinIsCheatin
Originally posted by XKevin356 View Post
Dancing thanks lol i felt so dumb looking through all of them Happy


No problem, I did the same mistake aswell ages ago haha
I'm pretty sure there's another 1 or 2 GSC's that are used not sure though I'll look around

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