Post: [WAW] Patch Code List
03-20-2011, 05:38 PM #1
Dreamcather
Call me Eddie Winky Winky
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[C000] Contents

[C001] Blue Ping
[C002] Bullet Tracers
[C003] Color Changing Crosshair
[C004] Death Skulls/Cars/Actors
[C005] Delete Wall Weapons + Random Box
[C006] Disable Teleporters (Der Riese)
[C007] Disco FOG (Nacht Der Untoten)
[C008] Display Location
[C009] Game Ending Nuke
[C010] Gun Game SP
[C011] Make Clone Of Yourself MP/SP
[C012] Modded Spawn Points MP/SP
[C013] One In Chamber SP
[C014] Plants V.S Zombies SP
[C015] Prestige Accoring to Clantag SP
[C016] RCXD Car SP
[C017] Scrolling Credits MP/SP
[C018] Scrolling Text MP/SP
[C019] SharpShooter SP
[C020] ShotGun Game SP
[C021] Sniper Lobby SP
[C022] Spawn Triggers SP
[C023] Stats To Add To doStats
[C024] Sticky Dvars
[C025] Teleport All Players To Crosshair
[C026] Toggle GodMode For Everyone
[C027] Toggle Red Vision For Everyone
[C028] Toggle UFO Mode For everyone
[C029] Toggle Spawn Power-Ups
[C030] Unlimited Grenades
[C031] Unlock All Attatchments
[C032] Welcome Text
[C033] Zombie With Gun
[C034] Zombies Switch Teams And Give Them Guns
[C035] MP weapon name List
[C036] Perks name List
[C037] Modded Bullets
[C038] Zombie Store
[C039] Solid Models
[C040] Scrolling Text Instructions
[C041] Bleeding Guts
[C042] Terminator
[C043] Pack-a-Punch
[C044] Kamikaze Test Spheres
[C045] Smooth Fade To Black Screen
[C046] Shader List
[C047] Advanced Lag
[C048] Rocket Sniper Sky Base
//UPDATED//
[C049] Mortar AirStrike
[C050] Working Carpenter
[C051] Ricocheting Bullets
[C052] Cursor Controll Menu base



[C001] Blue Ping:
    
self setClientDvar( "cg_ScoresPing_HighColor", "0 0 1 1" );
self setClientDvar( "cg_ScoresPing_LowColor", "0 0.68 1 1" );
self setClientDvar( "cg_ScoresPing_MedColor", "0 0.49 1 1" );


[C002] Bullet Tracers:
    
DoTracers() {
if(!IsDefined(self.tracerz)) {
self.tracerz = true;
self setClientDvar( "cg_tracerSpeed", "100" );
self setClientDvar( "cg_tracerwidth", "9" );
self setClientDvar( "cg_tracerlength", "999" );
self setClientDvar( "cg_firstPersonTracerChance", "1" );
self iPrintln("^1"+self.playername+"^7: Tracers ^2On");
} else {
self.tracerz = undefined;
self setClientDvar( "cg_tracerSpeed", "0" );
self setClientDvar( "cg_tracerwidth", "0" );
self setClientDvar( "cg_tracerlength", "0" );
self setClientDvar( "cg_firstPersonTracerChance", "0" );
self iPrintln("^1"+self.playername+"^7: Tracers ^1Off");
}
}


[C003]Color Changing Crosshair:


(This goes in your OnPlayerSpawned)

    self BetterCrosshair("+", 2.3, 0.2);




(Put this anywhere)
    
BetterCrosshair(text, scale, speed) {
Leeches = self createfontstring("objective", scale, self);
Leeches setpoint("CENTER");
Leeches settext(text);
self thread CrosshairDestroy(Leeches);
self setclientdvar("cg_crosshairAlpha", 0);
rand = [];
for(;Winky Winky {
for(i=0;i<=3;i++) {
random = randomInt( 100 ); rand[i] = random/100;
}
Leeches.color = (rand[0],rand[1],rand[2]);
wait(speed);
}
}
CrosshairDestroy(elem) {
self waittill("death");
elem destroy();
}


[C004]Death Skulls/Cars/Actors:
    
crippler()
{
while( 1 )
{
if ( self getStance() == "crouch")
if(self UseButtonPressed())
{
self thread DeathSkull(self.origin);
}
wait 1;
}
}
DeathSkull(Location)
{
self endon ( "disconnect" );
self endon ( "death" );
Distance = 80; Rise = (0, 0, 40); quake = 155; nuke = 150; munk = 200;
Crippler7s = spawn("script_model", Location + Rise);
Crippler7s setModel("zombie_skull"); [B][COLOR="Red"]//change to whatever you want [/COLOR][/B]
level._effect["11"] = loadfx( "misc/fx_zombie_powerup_on" ); wait .1;
level._effect["12"] = loadfx("misc/fx_zombie_electric_trap");wait .1;
level._effect["13"] = loadfx("maps/zombie/fx_zombie_wire_spark");wait .1;
level._effect["14"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small"); wait .1;
playfx(level._effect["14"], Crippler7s.origin); wait .1;
playfx(level._effect["13"], Crippler7s.origin); wait .1;
playfx(level._effect["12"], Crippler7s.origin); wait .1;
playfx(level._effect["11"], Crippler7s.tagorigin); wait .1;
while( 1 )
{

level._effect["1"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic");
level._effect["3"] = loadfx("misc/fx_zombie_mini_nuke");
playfx(level._effect["3"], Crippler7s.origin); wait .1;
playfx(level._effect["1"], Crippler7s.origin); wait .1;
Crippler7s moveto (Crippler7s.origin + (0,0,40),1);
Crippler7s rotateyaw(2880,2);
if( distance( self.origin, Location ) < quake )
earthquake(1, .4, self.origin, 512);
if( distance( self.origin, Location ) < quake )
self playsound( "nuke_flash" );
if( distance( self.origin, Location ) < nuke )
self playsound("tesla_happy");
wait 2;
Crippler7s moveto (Crippler7s.origin - (0,0,40),.1);
zombies = GetAiSpeciesArray( "axis", "all" );
for (i = 0; i < zombies.size; i++)
if( distance( zombies[i].origin, Location ) < munk )
zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
wait .2;
}
}


[C005] Delete Wall Weapons + Random Box:
     
DeleteWeapons() {
weapons = GetEntArray( "weapon_upgrade", "targetname" );
for(i=0;i<=weapons.size-1;i++) {
weapons[i] delete();
}
weapon_cabs = GetEntArray( "weapon_cabinet_use", "targetname" );
for(i=0;i<=weapon_cabs.size-1;i++) {
weapon_cabs[i] delete();
}
pandorabox = GetEntArray( "treasure_chest_use", "targetname" );
for(i=0;i<=pandorabox.size-1;i++) {
pandorabox[i] delete();
}
[B][COLOR="Red"] //Remove this part below if you DO NOT want to delete perks.[/COLOR][/B]
vending_triggers = GetEntArray( "zombie_vending", "targetname" );
for(i=0;i<=vending_triggers.size-1;i++) {
vending_triggers[i] delete();
}
}


[C006] Disable Teleporters (Der Riese):
    
DoTeleDelete() {
for ( i=0; i<3; i++ ) {
trig = GetEnt( "trigger_teleport_pad_" + i, "targetname");
if ( IsDefined(trig) ) {
trig delete();
}
}
}


[C007] Disco FOG (Nacht Der Untoten):
    
doDisco()
{

wait 5;
self iPrintlnBold("Disco Mode Activated");
while(1)
{

self SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
self SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 1, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 1, 0.6, 0);

}
}


[C008] Display Location:
    
LocateMe()
{
if( self useButtonPressed() && self GetStance() == "crouch")
{
self iPrintln( "^2" + self.origin );
}
}


[C009] Game Ending Nuke:
    
StartNuke() //only thing that needs threading
{
self thread nukelocate();
self thread NukeButton();
}
NukeButton()
{
check = 65;
for(;Winky Winky
{
self waittill( "weapon_change" );
{
if(distance( self.origin, (-1650.94, -953.09, 92.9183) ) < check)
{
self thread AllNuke();
}
}
}
wait 0.1;
}
AllNuke()
{
for(i=0; i<get_players().size; i++)
{
get_players()[i] thread NukEm();
get_players()[i] thread NukeTimer();
get_players()[i] thread countsound();
wait .1;
}
}
countsound()
{
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
}
NukEm()
{
wait 6;
earthquake(1, .4, self.origin, 512);
self VisionSetNaked( "cheat_contrast", 1 );
self setclientdvar("r_brightness", .3 );
wait .5;
earthquake(1, .4, self.origin, 512);
self SetClientDvar( "timescale", ".3" );
self playsound( "nuke_flash" );
self setclientdvar("r_brightness", 1 );
wait .5;
earthquake(1, .4, self.origin, 512);
self setclientdvar("r_brightness", .4 );
wait .5;
self setclientdvar("r_brightness", -.3 );

self thread KillTehPlayers();
self thread KillTehZombies();
wait 1;
self setclientdvar("r_brightness", 0 );

self SetClientDvar( "timescale", "1" );
}
KillTehPlayers()
{
self endon ( "disconnect" );
self endon ( "death" );
players = get_players();
for(;Winky Winky
{
for ( i = 0; i < players.size; i++ )
{
players[i] DoDamage( players[i].health + 1000, players[i].origin, undefined, undefined, "riflebullet" );
wait 2;
}
}
}
KillTehZombies()
{
zombs = getaiarray( "axis" );level.zombie_total = 0;
if(isDefined(zombs))
{
for( i = 0; i < zombs.size; i++ )
{
zombs[i] dodamage( zombs[i].health * 5000, ( 0, 0, 0 ), self );
wait 0.05;
}
}
}
NukeTimer()
{
self endon("nukecount_done");

hud69 = newHudElem();
hud69.foreground = true;
hud69.sort = 1;
hud69.hidewheninmenu = false;
hud69.alignX = "middle";
hud69.alignY = "left";
hud69.horzAlign = "middle";
hud69.vertAlign = "left";
hud69.x = 40;
hud69.y = 175;
hud69.alpha = 1;
hud69.fontscale = 2.5;
countTime = 6;
for(;Winky Winky
{
countTime--;
hud69 settext( "^3Nuke :^0 ", countTime );
wait 1;
self thread NukeHudRemove( hud69 );
if( countTime == 0 )
{
self notify("nukecount_done");
self thread NukeTimeRemove( hud69 );
}
}
}
NukeHudRemove( hud69 )
{
for( ;; )
{
self waittill( "death" );
hud69 destroy();
}
}
NukeTimeRemove( hud69 )
{
hud69 destroy();
}
nukelocate()
{
if(getdvar("mapname") == "nazi_zombie_factory")
{
self thread makenuke((-1650.94, -953.09, 92.9183));
self thread nukehint((-1650.94, -953.09, 92.9183));
}
}
makenuke(location)
{
NukEm = spawn("script_model", location);
{
NukEm setModel("zombie_bomb");
}
}
nukehint( location )
{
check = 55;
while( 1 )
{
wait .1;
if( distance( self.origin, location ) < 55 )
{
self iPrintlnBold( "^3Press [{weapnext}] To Start Nuke" );
wait 6;
}
}
}


[C010] Gun Game:
    
doGunGame()
{
for(i=0; i<get_players().size; i++)
{
self.gungame = 1;
get_players()[i] thread maps\_status::doGunGame2();
wait .1;
}
}






doGunGame2() //only thing that needs threading for gun game
{
self endon ( "disconnect" );
self endon ( "death" );

self DisableInvulnerability();
self EnableHealthShield( false );
self thread FactoryTeleMaker2();
self thread healthStats();
self thread delete_weaps();
self thread doDiscoSunGG();
self thread doubleroundsgg();
self thread doGunMsg( "^5Welcome To TOXiiC's", "^2Gun Game Lobby!!" );
self thread ggvars();
self thread NotifyGG();
self thread weapz();
self thread identifywinner2();
self thread zombCountGames();
self thread flashinggames();
self thread TOXiiCxPLAGUE();
self thread set_crosshairgames();
self thread reviveself();
self thread nopowerups();
self iPrintlnBold( "^2You Get a New Gun Every 5 Kills" );
wait 4;
self setWeaponAmmoClip( "colt", 6 );
self setWeaponAmmoClip( "zombie_colt", 52 );
self setWeaponAmmoStock( "colt", 6 );
self setWeaponAmmoStock( "zombie_colt", 52 );
self iPrintlnBold( "^2Weapons : ^11^2/15" );
}
NotifyGG()
{
self endon ( "disconnect" );
self endon ( "death" );

ZmbKills = 0;
for(;Winky Winky
{
self waittill( "zom_kill" );
ZmbKills++;
wait 0.1;
if ( ZmbKills == 5 ) {
self notify( "weap2" );
ZmbKills = 5;
}
else if ( ZmbKills == 10 ) {
self notify( "weap3" );
ZmbKills = 10;
}
else if ( ZmbKills == 15 ) {
self notify( "weap4" );
ZmbKills = 15;
}
else if ( ZmbKills == 20 ) {
self notify( "weap5" );
ZmbKills = 20;
}
else if ( ZmbKills == 25 ) {
self notify( "weap6" );
ZmbKills = 25;
}
else if ( ZmbKills == 30 ) {
self notify( "weap7" );
ZmbKills = 30;
}
else if ( ZmbKills == 35 ) {
self notify( "weap8" );
ZmbKills = 35;
}
else if ( ZmbKills == 40 ) {
self notify( "weap9" );
ZmbKills = 40;
}
else if ( ZmbKills == 45 ) {
self notify( "weap10" );
ZmbKills = 45;
}
else if ( ZmbKills == 50 ) {
self notify( "weap11" );
ZmbKills = 50;
}
else if ( ZmbKills == 55 ) {
self notify( "weap12" );
ZmbKills = 55;
}
else if ( ZmbKills == 60 ) {
self notify( "weap13" );
ZmbKills = 60;
}
else if ( ZmbKills == 65 ) {
self notify( "weap14" );
ZmbKills = 65;
}
else if ( ZmbKills == 70 ) {
self notify( "weap15" );
ZmbKills = 70;
}
else if ( ZmbKills == 75 ) {
self notify( "gameizover" );
ZmbKills = 75;
}

}
}
weapz()
{
if(getdvar("mapname") == "nazi_zombie_prototype")
{
self thread weapzoldmaps();
}
else if(getdvar("mapname") == "nazi_zombie_factory")
{
self thread weapznewmaps();
}
else if(getdvar("mapname") == "nazi_zombie_sumpf")
{
self thread weapznewmaps();
}
else if(getdvar("mapname") == "nazi_zombie_asylum")
{
self thread weapzoldmaps();
}
}
weapzoldmaps()
{
for(;Winky Winky
{
self waittill( "weap2" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^12^2/15" );wait .03;self giveweapon("sw_357");wait .1;self switchToWeapon("sw_357");
}
self waittill( "weap3" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^13^2/15" );wait .03;self giveweapon("m2_flamethrower_zombie");wait .1;self switchToWeapon("m2_flamethrower_zombie");
}
self waittill( "weap4" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^14^2/15" );wait .03;self giveweapon("doublebarrel");wait .1;self switchToWeapon("doublebarrel");
}
self waittill( "weap5" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^15^2/15" );wait .03;self giveweapon("shotgun");wait .1;self switchToWeapon("shotgun");
}
self waittill( "weap6" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^16^2/15" );wait .03;self giveweapon("mp40");wait .1;self switchToWeapon("mp40");
}
self waittill( "weap7" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^17^2/15" );wait .03;self giveweapon("fg42_bipod");wait .1;self switchToWeapon("fg42_bipod");
}
self waittill( "weap8" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^18^2/15" );wait .03;self giveweapon("thompson");wait .1;self switchToWeapon("thompson");
}
self waittill( "weap9" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^19^2/15" );wait .03;self giveweapon("m1carbine");wait .1;self switchToWeapon("m1carbine");
}
self waittill( "weap10" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^110^2/15" );wait .03;self giveweapon("stg44");wait .1;self switchToWeapon("stg44");
}
self waittill( "weap11" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^111^2/15" );wait .03;self giveweapon("bar_bipod");wait .1;self switchToWeapon("bar_bipod");
}
self waittill( "weap12" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^112^2/15" );wait .03;self giveweapon("mg42_bipod");wait .1;self switchToWeapon("mg42_bipod");
}
self waittill( "weap13" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^113^2/15" );wait .03;self giveweapon("30cal_bipod");wait .1;self switchToWeapon("30cal_bipod");
}
self waittill( "weap14" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^114^2/15" );wait .03;self giveweapon("ptrs41_zombie");wait .1;self switchToWeapon("ptrs41_zombie");
}
self waittill( "weap15" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^215^2/15" );wait .03;self giveweapon("ray_gun");wait .1;self switchToWeapon("ray_gun");
}
self waittill( "gameizover" );
{
self thread identifywinner();
}
}
}
weapznewmaps()
{
for(;Winky Winky
{
self waittill( "weap2" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^12^2/15" );wait .03;self giveweapon("zombie_sw_357");wait .1;self switchToWeapon("zombie_sw_357");
}
self waittill( "weap3" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^13^2/15" );wait .03;self giveweapon("m2_flamethrower_zombie");wait .1;self switchToWeapon("m2_flamethrower_zombie");
}
self waittill( "weap4" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^14^2/15" );wait .03;self giveweapon("zombie_shotgun");wait .1;self switchToWeapon("zombie_shotgun");
}
self waittill( "weap5" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^15^2/15" );wait .03;self giveweapon("zombie_mp40");wait .1;self switchToWeapon("zombie_mp40");
}
self waittill( "weap6" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^16^2/15" );wait .03;self giveweapon("zombie_ppsh");wait .1;self switchToWeapon("zombie_ppsh");
}
self waittill( "weap7" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^17^2/15" );wait .03;self giveweapon("zombie_thompson");wait .1;self switchToWeapon("zombie_thompson");
}
self waittill( "weap8" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^18^2/15" );wait .03;self giveweapon("zombie_m1carbine");wait .1;self switchToWeapon("zombie_m1carbine");
}
self waittill( "weap9" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^19^2/15" );wait .03;self giveweapon("zombie_stg44");wait .1;self switchToWeapon("zombie_stg44");
}
self waittill( "weap10" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^110^2/15" );wait .03;self giveweapon("zombie_fg42");wait .1;self switchToWeapon("zombie_fg42");
}
self waittill( "weap11" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^111^2/15" );wait .03;self giveweapon("zombie_mg42");wait .1;self switchToWeapon("zombie_mg42");
}
self waittill( "weap12" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^112^2/15" );wait .03;self giveweapon("ptrs41_zombie");wait .1;self switchToWeapon("ptrs41_zombie");
}
self waittill( "weap13" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^113^2/15" );wait .03;self giveweapon("m1garand_gl_zombie");wait .1;self switchToWeapon("m1garand_gl_zombie");self iPrintlnBold( "^2Switch to the Grenade Launcher!!! Happy" );
}
self waittill( "weap14" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^114^2/15" );wait .03;self giveweapon("panzerschrek_zombie");wait .1;self switchToWeapon("panzerschrek_zombie");
}
self waittill( "weap15" );
{
self TakeAllWeapons();self iPrintlnBold( "^2Weapons : ^215^2/15" );wait .03;self giveweapon("ray_gun");wait .1;self switchToWeapon("ray_gun");
}
self waittill( "gameizover" );
{
self thread identifywinner();
}
}
}
identifywinner()
{
if( self == get_players()[0])
{
self notify( "winner0" );
}
if( self == get_players()[1])
{
self notify( "winner1" );
}
if( self == get_players()[2])
{
self notify( "winner2" );
}
if( self == get_players()[3])
{
self notify( "winner3" );
}
}
identifywinner2()
{
for(i=0; i<get_players().size; i++)
for(;Winky Winky
{
self waittill( "winner0" );
{
get_players()[i] thread winner0();
}
self waittill( "winner1" );
{
get_players()[i] thread winner1();
}
self waittill( "winner2" );
{
get_players()[i] thread winner2();
}
self waittill( "winner3" );
{
get_players()[i] thread winner3();
}

}
}
winner0()
{
self thread winnermsg();wait 4;self iPrintlnBold( "^2"+get_players()[0].playername+" Wins!" );
}
winner1()
{
self thread winnermsg();wait 4;self iPrintlnBold( "^2"+get_players()[1].playername+" Wins!" );
}
winner2()
{
self thread winnermsg();wait 4;self iPrintlnBold( "^2"+get_players()[2].playername+" Wins!" );
}
winner3()
{
self thread winnermsg();wait 4;self iPrintlnBold( "^2"+get_players()[3].playername+" Wins!" );
}
winnermsg()
{
self.ignoreme = true;
self freezeControls(true);
self thread doGunMsg( "^1Game Over", "" );
wait 4;
self thread endgame();
}
doubleroundsgg()
{
for (;Winky Winky
self endon ( "disconnect" );
self endon ( "death" );
{
wait 150;
level.round_number = level.round_number + 1;
}
}


[C011] Make Clone Of Yourself:
    
doObjectSpawn()
{
while(1)
{
if(getdvar("player_meleeWidth") != "999")
{
self setClientDvar( "cg_thirdPerson", "0" );
}
else if(getdvar("player_meleeWidth") != "998")
{
model = spawn( "script_model", self.origin );
model setmodel( self.model );
}
wait 0.4;
}
}


[C012] Modded Spawn Points:
    
moddedspawns()

{
player = get_players();
if(getdvar("mapname") == "nazi_zombie_prototype")
{
if( self.playername == player[0].playername )
{
self setorigin ((130.263, -29.4933, 155.766));
}
else if( self.playername == player[1].playername )
{
self setorigin ((64.1277, -36.9744, 105.921));
}
else if( self.playername == player[2].playername )
{
self setorigin ((-85.091, -759.757, 26.6919));
}
else if( self.playername == player[3].playername )
{
self setorigin ((297.535, 410.524, 42.0225));
}
}
else if(getdvar("mapname") == "nazi_zombie_asylum")
{
if( self.playername == player[0].playername )
{
self setorigin ((1397.4, 251.073, 143.907));
}
else if( self.playername == player[1].playername )
{
self setorigin ((1400.64, 188.03, 143.907));
}
else if( self.playername == player[2].playername )
{
self setorigin ((1346.93, 189.439, 143.907));
}
else if( self.playername == player[3].playername )
{
self setorigin ((1012.35, 223.105, 143.907));
}
}
else if(getdvar("mapname") == "nazi_zombie_sumpf")
{
if( self.playername == player[0].playername )
{
self setorigin ((9600.18, 624.193, -476.625));
}
else if( self.playername == player[1].playername )
{
self setorigin ((9605.36, 388.972, -451.957));
}
else if( self.playername == player[2].playername )
{
self setorigin ((9775.76, 429.588, -471.474));
}
else if( self.playername == player[3].playername )
{
self setorigin ((9892.7, 635.705, -477.77Cool Man (aka Tustin));
}
}
else if(getdvar("mapname") == "nazi_zombie_factory")
{
if( self.playername == player[0].playername )
{
self setorigin ((284.67, -1364.57, 286.216));
}
else if( self.playername == player[1].playername )
{
self setorigin ((355.431, -1357.17, 286.216));
}
else if( self.playername == player[2].playername )
{
self setorigin ((372.677, -1355.37, 286.216));
}
else if( self.playername == player[3].playername )
{
self setorigin ((386.315, -1353.95, 286.216));
}

}
}
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The following 9 users say thank you to Dreamcather for this useful post:

Bang Tidy, COD5-MAN-, dill1259, I ez Dustan, Mr.Azoz, Neff, otherchris, Taylors Bish, XKevin356
05-15-2011, 12:43 PM #29
Dreamcather
Call me Eddie Winky Winky
Originally posted by 95 View Post
40% DONE

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Nice, I like it Winky Winky
07-06-2011, 03:03 PM #30
God, that is alot of mods.

nice work posting them, good job, do you have ps3 if so what is it, mines greyhound4000 Yes
07-06-2011, 03:08 PM #31
Dreamcather
Call me Eddie Winky Winky
Originally posted by Greyhound4000 View Post
God, that is alot of mods.

nice work posting them, good job, do you have ps3 if so what is it, mines greyhound4000 Yes


Thanks, and yes i have Ps3, and i come not add u...
07-06-2011, 03:10 PM #32
what do you mean, you cant add me, why not?
07-06-2011, 03:16 PM #33
Dreamcather
Call me Eddie Winky Winky
Originally posted by Greyhound4000 View Post
what do you mean, you cant add me, why not?


I just add people who can hack...
I not just add people
07-29-2011, 02:03 AM #34
how do u get these mods to work for xbox 360 i dont know how to get them on and also i was on call of duty world at war and noticed that big glitch that has the menu of mods anyone know how to get that
08-12-2011, 02:04 AM #35
wow men thanks ..........
08-12-2011, 02:11 PM #36
Dreamcather
Call me Eddie Winky Winky
Originally posted by tony11a3 View Post
how do u get these mods to work for xbox 360 i dont know how to get them on and also i was on call of duty world at war and noticed that big glitch that has the menu of mods anyone know how to get that


1. This codes works both Xbox, Pc and PS3...
2. Thats NOT an glitch, The menus is from an modded patch...

---------- Post added at 02:11 PM ---------- Previous post was at 02:11 PM ----------

Originally posted by elfo111 View Post
wow men thanks ..........


No Problem .......
09-06-2011, 01:55 AM #37
bilyboi2k9
Bounty hunter
nice codes m8

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