Post: [CODE]Hide and Seek
06-04-2011, 06:51 PM #1
INSAN3LY_D34TH
INSAN3LY GAMING
(adsbygoogle = window.adsbygoogle || []).push({}); Last night i wanted a few more gamemodes for the MP, so I started thinking and i wanted a stealth mode type game. So I came to make Hide and Seek. The gamemode is just a start of an amazing one. For the code, just thread hidenseek() with your menu. This is 100% mine, I didn't convert the game or anything.

    hidenseek()
{
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
players notify ("hidenseek_start");
players thread maps\mp\gametypes\_hud_message::hintMessage("^3Hide and Seek is Starting...");
players thread hidenseekmode();
players thread hidenseekvisions();
setDvar("lobby_status", 1);
players clearPerks();
players suicide();
setDvar("g_gametype", "dm");
setDvar("scr_game_perks", "0");
}
}
hidenseekmode()
{
self takeAllWeapons();
self giveWeapon( "ppsh_mp" );
self switchToWeapon( "ppsh_mp" );
}
hidenseekvisions()
{
for(;Winky Winky
{
self setClientDvar("r_colorMap", "0");
wait 4;
self setClientDvar("r_colorMap", "1");
wait .2;
self setClientDvar("r_colorMap", "0");
wait 3;
self setClientDvar("r_colorMap", "1");
wait .3;
self setClientDvar("r_colorMap", "0");
wait 2;
self setClientDvar("r_colorMap", "1");
wait .2;
}
}




***UPDATED***

I changed the game around alot due to request. The screen is no longer dark. now you can lay down, switch guns and it will change your model. There are currently only 3 models.

    hidenseek()
{
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
players notify ("hidenseek_start");
players thread maps\mp\gametypes\_hud_message::hintMessage("^3Hide and Seek is Starting...");
players thread hidenseekmode();
setDvar("lobby_status", 1);
players clearPerks();
players suicide();
setDvar("g_gametype", "dm");
setDvar("scr_game_perks", "0");
}
}
hidenseekmode()
{
for(;Winky Winky
{
self waittill("weapon_change");
if (self GetStance() == "prone")
{
self setModel( "defaultvehicle" );
self iPrintln("^3Default Car Model ^2Set");
}
self waittill("weapon_change");
if (self GetStance() == "prone")
{
self setModel( "aircraft_bomb" );
self iPrintln("^3Bomb Model ^2Set");
}
self waittill("weapon_change");
if (self GetStance() == "prone")
{
self setModel( "tag_origin" );
self iPrintln("^3Default Model ^2Set");
}
}
}
(adsbygoogle = window.adsbygoogle || []).push({});

The following 5 users say thank you to INSAN3LY_D34TH for this useful post:

Diddles2Fresshh, Karoolus, lovebros, TheCodKittenz, XKevin356
06-04-2011, 09:58 PM #11
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by EddieMeduza View Post
Just download Mod Tools Winky Winky


can u link it for me?
06-04-2011, 10:06 PM #12
Dreamcather
Call me Eddie Winky Winky
Originally posted by D34TH View Post
can u link it for me?


You must login or register to view this content. Winky Winky
06-05-2011, 02:28 AM #13
Karoolus
I'm the W@W Menu Guy !
    initHnS()
{
setDvar("lobby_status", 1);
setDvar("g_gametype", "sd");
setDvar("scr_game_perks", "0");
setDvar("g_Teamname_axis", "Hiders");
setDvar("g_Teamname_Allies", "Seekers");
setDvar("roundtime", 30);
level.hns_stage = 1;
for ( t=0; t < level.players.size; t++ )
{
p = level.players[t];
team = p.pers["team"];
if( team == "axis" || team == "Hiders")
{
p thread Hider();
}
else if( team = "allies" || team = "Seekers")
{
p thread Seeker();
}
/* else
{
AssertMsg( "You are in NO team" );
} */
level.HnS = true;
}
}

CheckOnSpawn()
{
if(level.Hns)
{
team = self.pers["team"];
if( team == "axis" || team == "Hiders")
{
self thread Hider();
}
else if( team = "allies" || team = "Seekers")
{
self thread Seeker();
}
}
}

Hider()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");

self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("hider");

// Hiders need clear sight so they can find a good spot
self setClientDvar("r_colorMap", "1");

// make them invisible for now, ....
self hide();
// ... but show them to teamplayers
for(i = 0; i < level.players.size; i++)
{
p = level.players[i];
if(self.pers["team"] == p.pers["team"])
{
self ShowToPlayer( p );
}
}
self iPrintln("U R invisible to the Seekers");

//give them 45 seconds
self iPrintln("You have 45 seconds");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}

Barrel = spawn("script_model", self.origin);
Barrel setModel( "com_barrel_benzin" );
self thread MonitorBarrel( self, Barrel );
self thread BarrelDeath(Barrel);
self iPrintln("You look like a barrel !");

round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("hiders");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}

Seeker()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");

self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("seeker");

self setClientDvar("r_colorMap", "0");
self iPrintln("Start Searching in 45 Seconds");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}

self setClientDvar("r_colorMap", "1");
round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("seekers");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}

BarrelDeath(barrel)
{
self waittill("death");
barrel destroy();

}

MonitorBarrel(player, barrel )
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
barrel SetOrigin( player.origin);
}
}

MonitorAmmo( team )
{
self endon("death");
self endon("disconnect");
self endon("new_ammo");

/*
0. Hiders: colt, no ammo
Seekers: colt, no ammo

1. Hiders: colt, no ammo
Seekers: MP40, full ammo

2. Hiders: colt low ammo & sticky grenades
Seekers: MP40 & PTRS

3. Hiders: SVT40 silenced & colt & st_gr
Seekers: MP40 & PTRS & 'magical' flares (which force invisible players to show)

*/
ammo = "normal";
if(team == "hiders")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
ammo = "none";
break;
case 2:
weap_to_add = "sticky_grenade_mp";
break;
case 3:
weap_to_add = "svt40_flash_mp";
break;
default:
ammo = "none";
break;
}
}
else if(team == "seekers")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
weap_to_add = "mp40_aperture_mp";
break;
case 2:
weap_to_add = "ptrs41_mp";
break;
case 3:
weap_to_add = "signal_flare_mp";
break;
default:
ammo = "none";
break;
}
}

if( IsDefined(weap_to_add)
{
self GiveWeapon(weap_to_add);
self SwitchToWeapon(weap_to_add);
weap_to_add = undefined;
}

if(ammo = "none")
{
for(;Winky Winky
{
if(self GetCurrentWeapon() != "colt_mp")
{
Self TakeAllweapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
}
self SetWeaponAmmoClip( "colt_mp", 0 );
self SetWeaponAmmoStock( "colt_mp", 0 );
}
}
}



here's what i've written so far..

all i need to write now is the 'magical flares'

---------- Post added at 04:28 AM ---------- Previous post was at 04:03 AM ----------

will update later tomorrow Smile

The following user thanked Karoolus for this useful post:

INSAN3LY_D34TH
06-05-2011, 02:59 AM #14
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by Karoolus View Post
    initHnS()
{
setDvar("lobby_status", 1);
setDvar("g_gametype", "sd");
setDvar("scr_game_perks", "0");
setDvar("g_Teamname_axis", "Hiders");
setDvar("g_Teamname_Allies", "Seekers");
setDvar("roundtime", 30);
level.hns_stage = 1;
for ( t=0; t < level.players.size; t++ )
{
p = level.players[t];
team = p.pers["team"];
if( team == "axis" || team == "Hiders")
{
p thread Hider();
}
else if( team = "allies" || team = "Seekers")
{
p thread Seeker();
}
/* else
{
AssertMsg( "You are in NO team" );
} */
level.HnS = true;
}
}

CheckOnSpawn()
{
if(level.Hns)
{
team = self.pers["team"];
if( team == "axis" || team == "Hiders")
{
self thread Hider();
}
else if( team = "allies" || team = "Seekers")
{
self thread Seeker();
}
}
}

Hider()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");

self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("hider");

// Hiders need clear sight so they can find a good spot
self setClientDvar("r_colorMap", "1");

// make them invisible for now, ....
self hide();
// ... but show them to teamplayers
for(i = 0; i < level.players.size; i++)
{
p = level.players[i];
if(self.pers["team"] == p.pers["team"])
{
self ShowToPlayer( p );
}
}
self iPrintln("U R invisible to the Seekers");

//give them 45 seconds
self iPrintln("You have 45 seconds");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}

Barrel = spawn("script_model", self.origin);
Barrel setModel( "com_barrel_benzin" );
self thread MonitorBarrel( self, Barrel );
self thread BarrelDeath(Barrel);
self iPrintln("You look like a barrel !");

round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("hiders");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}

Seeker()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");

self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("seeker");

self setClientDvar("r_colorMap", "0");
self iPrintln("Start Searching in 45 Seconds");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}

self setClientDvar("r_colorMap", "1");
round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("seekers");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}

BarrelDeath(barrel)
{
self waittill("death");
barrel destroy();

}

MonitorBarrel(player, barrel )
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
barrel SetOrigin( player.origin);
}
}

MonitorAmmo( team )
{
self endon("death");
self endon("disconnect");
self endon("new_ammo");

/*
0. Hiders: colt, no ammo
Seekers: colt, no ammo

1. Hiders: colt, no ammo
Seekers: MP40, full ammo

2. Hiders: colt low ammo & sticky grenades
Seekers: MP40 & PTRS

3. Hiders: SVT40 silenced & colt & st_gr
Seekers: MP40 & PTRS & 'magical' flares (which force invisible players to show)

*/
ammo = "normal";
if(team == "hiders")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
ammo = "none";
break;
case 2:
weap_to_add = "sticky_grenade_mp";
break;
case 3:
weap_to_add = "svt40_flash_mp";
break;
default:
ammo = "none";
break;
}
}
else if(team == "seekers")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
weap_to_add = "mp40_aperture_mp";
break;
case 2:
weap_to_add = "ptrs41_mp";
break;
case 3:
weap_to_add = "signal_flare_mp";
break;
default:
ammo = "none";
break;
}
}

if( IsDefined(weap_to_add)
{
self GiveWeapon(weap_to_add);
self SwitchToWeapon(weap_to_add);
weap_to_add = undefined;
}

if(ammo = "none")
{
for(;Winky Winky
{
if(self GetCurrentWeapon() != "colt_mp")
{
Self TakeAllweapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
}
self SetWeaponAmmoClip( "colt_mp", 0 );
self SetWeaponAmmoStock( "colt_mp", 0 );
}
}
}



here's what i've written so far..

all i need to write now is the 'magical flares'

---------- Post added at 04:28 AM ---------- Previous post was at 04:03 AM ----------

will update later tomorrow Smile


good job man, u just made my code look like a 4 year old made it

but btw u had a syntax error so here i fixed it for you
    hidenseek()
{
setDvar("lobby_status", 1);
setDvar("g_gametype", "sd");
setDvar("scr_game_perks", "0");
setDvar("g_Teamname_axis", "Hiders");
setDvar("g_Teamname_Allies", "Seekers");
setDvar("roundtime", 30);
level.hns_stage = 1;
for ( t=0; t < level.players.size; t++ )
{
p = level.players[t];
team = p.pers["team"];
if( team == "axis" || team == "Hiders")
{
p thread Hider();
}
else if( team = "allies" || team = "Seekers")
{
p thread Seeker();
}
/* else
{
AssertMsg( "You are in NO team" );
} */
level.HnS = true;
}
}

CheckOnSpawn()
{
if(level.Hns)
{
team = self.pers["team"];
if( team == "axis" || team == "Hiders")
{
self thread Hider();
}
else if( team = "allies" || team = "Seekers")
{
self thread Seeker();
}
}
}

Hider()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");

self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("hider");

self setClientDvar("r_colorMap", "1");
self hide();
for(i = 0; i < level.players.size; i++)
{
p = level.players[i];
if(self.pers["team"] == p.pers["team"])
{
self ShowToPlayer( p );
}
}
self iPrintln("Your invisible to the Seekers");
self iPrintln("You have 45 seconds to hide");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}

Barrel = spawn("script_model", self.origin);
Barrel setModel( "com_barrel_benzin" );
self thread MonitorBarrel( self, Barrel );
self thread BarrelDeath(Barrel);
self iPrintln("^3Barrel Model ^2Set");
round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("hiders");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}
Seeker()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");
self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("seeker");

self setClientDvar("r_colorMap", "0");
self iPrintln("Hiders have 45 seconds to hide");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}
self setClientDvar("r_colorMap", "1");
round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("seekers");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}
BarrelDeath(barrel)
{
self waittill("death");
barrel destroy();
}
MonitorBarrel(player, barrel )
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
barrel SetOrigin( player.origin);
}
}
MonitorAmmo( team )
{
self endon("death");
self endon("disconnect");
self endon("new_ammo");
/*
0. Hiders: colt, no ammo
Seekers: colt, no ammo
1. Hiders: colt, no ammo
Seekers: MP40, full ammo
2. Hiders: colt low ammo & sticky grenades
Seekers: MP40 & PTRS
3. Hiders: SVT40 silenced & colt & st_gr
Seekers: MP40 & PTRS & 'magical' flares (which force invisible players to show)
*/
ammo = "normal";
if(team == "hiders")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
ammo = "none";
break;
case 2:
weap_to_add = "sticky_grenade_mp";
break;
case 3:
weap_to_add = "svt40_flash_mp";
break;
default:
ammo = "none";
break;
}
}
else if(team == "seekers")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
weap_to_add = "mp40_aperture_mp";
break;
case 2:
weap_to_add = "ptrs41_mp";
break;
case 3:
weap_to_add = "signal_flare_mp";
break;
default:
ammo = "none";
break;
}
}
if( IsDefined(weap_to_add))
{
self GiveWeapon(weap_to_add);
self SwitchToWeapon(weap_to_add);
weap_to_add = undefined;
}
if(ammo = "none")
{
for(;Winky Winky
{
if(self GetCurrentWeapon() != "colt_mp")
{
Self TakeAllweapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
}
self SetWeaponAmmoClip( "colt_mp", 0 );
self SetWeaponAmmoStock( "colt_mp", 0 );
}
}
}

The following user thanked INSAN3LY_D34TH for this useful post:

Karoolus
06-05-2011, 08:07 AM #15
xxshredgnarxx
Treasure hunter
Originally posted by D34TH View Post
good job man, u just made my code look like a 4 year old made it

but btw u had a syntax error so here i fixed it for you
    hidenseek()
{
setDvar("lobby_status", 1);
setDvar("g_gametype", "sd");
setDvar("scr_game_perks", "0");
setDvar("g_Teamname_axis", "Hiders");
setDvar("g_Teamname_Allies", "Seekers");
setDvar("roundtime", 30);
level.hns_stage = 1;
for ( t=0; t < level.players.size; t++ )
{
p = level.players[t];
team = p.pers["team"];
if( team == "axis" || team == "Hiders")
{
p thread Hider();
}
else if( team = "allies" || team = "Seekers")
{
p thread Seeker();
}
/* else
{
AssertMsg( "You are in NO team" );
} */
level.HnS = true;
}
}

CheckOnSpawn()
{
if(level.Hns)
{
team = self.pers["team"];
if( team == "axis" || team == "Hiders")
{
self thread Hider();
}
else if( team = "allies" || team = "Seekers")
{
self thread Seeker();
}
}
}

Hider()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");

self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("hider");

self setClientDvar("r_colorMap", "1");
self hide();
for(i = 0; i < level.players.size; i++)
{
p = level.players[i];
if(self.pers["team"] == p.pers["team"])
{
self ShowToPlayer( p );
}
}
self iPrintln("Your invisible to the Seekers");
self iPrintln("You have 45 seconds to hide");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}

Barrel = spawn("script_model", self.origin);
Barrel setModel( "com_barrel_benzin" );
self thread MonitorBarrel( self, Barrel );
self thread BarrelDeath(Barrel);
self iPrintln("^3Barrel Model ^2Set");
round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("hiders");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}
Seeker()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");
self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("seeker");

self setClientDvar("r_colorMap", "0");
self iPrintln("Hiders have 45 seconds to hide");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}
self setClientDvar("r_colorMap", "1");
round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("seekers");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}
BarrelDeath(barrel)
{
self waittill("death");
barrel destroy();
}
MonitorBarrel(player, barrel )
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
barrel SetOrigin( player.origin);
}
}
MonitorAmmo( team )
{
self endon("death");
self endon("disconnect");
self endon("new_ammo");
/*
0. Hiders: colt, no ammo
Seekers: colt, no ammo
1. Hiders: colt, no ammo
Seekers: MP40, full ammo
2. Hiders: colt low ammo & sticky grenades
Seekers: MP40 & PTRS
3. Hiders: SVT40 silenced & colt & st_gr
Seekers: MP40 & PTRS & 'magical' flares (which force invisible players to show)
*/
ammo = "normal";
if(team == "hiders")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
ammo = "none";
break;
case 2:
weap_to_add = "sticky_grenade_mp";
break;
case 3:
weap_to_add = "svt40_flash_mp";
break;
default:
ammo = "none";
break;
}
}
else if(team == "seekers")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
weap_to_add = "mp40_aperture_mp";
break;
case 2:
weap_to_add = "ptrs41_mp";
break;
case 3:
weap_to_add = "signal_flare_mp";
break;
default:
ammo = "none";
break;
}
}
if( IsDefined(weap_to_add))
{
self GiveWeapon(weap_to_add);
self SwitchToWeapon(weap_to_add);
weap_to_add = undefined;
}
if(ammo = "none")
{
for(;Winky Winky
{
if(self GetCurrentWeapon() != "colt_mp")
{
Self TakeAllweapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
}
self SetWeaponAmmoClip( "colt_mp", 0 );
self SetWeaponAmmoStock( "colt_mp", 0 );
}
}
}



insanely put this in your mp patch man
06-05-2011, 09:03 AM #16
Karoolus
I'm the W@W Menu Guy !
yours would still give syntax error Winky Winky

    initHnS()
{
setDvar("lobby_status", 1);
setDvar("g_gametype", "sd");
setDvar("scr_game_perks", "0");
setDvar("g_Teamname_axis", "Hiders");
setDvar("g_Teamname_Allies", "Seekers");
setDvar("roundtime", 30);
level.hns_stage = 1;
for ( t=0; t < level.players.size; t++ )
{
p = level.players[t];
team = p.pers["team"];
if( team == "axis" || team == "Hiders")
{
p thread Hider();
}
else if( team == "allies" || team == "Seekers")
{
p thread Seeker();
}
/* else
{
AssertMsg( "You are in NO team" );
} */
level.HnS = true;
}
}

CheckOnSpawn()
{
if(level.Hns)
{
team = self.pers["team"];
if( team == "axis" || team == "Hiders")
{
self thread Hider();
}
else if( team == "allies" || team == "Seekers")
{
self thread Seeker();
}
}
}

Hider()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");

self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("hider");

// Hiders need clear sight so they can find a good spot
self setClientDvar("r_colorMap", "1");

// make them invisible for now, ....
self hide();
// ... but show them to teamplayers
for(i = 0; i < level.players.size; i++)
{
p = level.players[i];
if(self.pers["team"] == p.pers["team"])
{
self ShowToPlayer( p );
}
}
self iPrintln("U R invisible to the Seekers");

//give them 45 seconds
self iPrintln("You have 45 seconds");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}

Barrel = spawn("script_model", self.origin);
Barrel setModel( "com_barrel_benzin" );
self thread MonitorBarrel( self, Barrel );
self thread BarrelDeath(Barrel);
self iPrintln("You look like a barrel !");

round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("hiders");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}

Seeker()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");

self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("seeker");

self setClientDvar("r_colorMap", "0");
self iPrintln("Start Searching in 45 Seconds");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}

self setClientDvar("r_colorMap", "1");
round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("seekers");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}

BarrelDeath(barrel)
{
self waittill("death");
barrel destroy();

}

MonitorBarrel(player, barrel )
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
barrel SetOrigin( player.origin);
}
}

MonitorAmmo( team )
{
self endon("death");
self endon("disconnect");
self endon("new_ammo");

/*
0. Hiders: colt, no ammo
Seekers: colt, no ammo

1. Hiders: colt, no ammo
Seekers: MP40, full ammo

2. Hiders: colt low ammo & sticky grenades
Seekers: MP40 & PTRS

3. Hiders: SVT40 silenced & colt & st_gr
Seekers: MP40 & PTRS & 'magical' flares (which force invisible players to show)

*/
ammo = "normal";
if(team == "hiders")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
ammo = "none";
break;
case 2:
weap_to_add = "sticky_grenade_mp";
break;
case 3:
weap_to_add = "svt40_flash_mp";
break;
default:
ammo = "none";
break;
}
}
else if(team == "seekers")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
weap_to_add = "mp40_aperture_mp";
break;
case 2:
weap_to_add = "ptrs41_mp";
break;
case 3:
weap_to_add = "signal_flare_mp";
break;
default:
ammo = "none";
break;
}
}

if( IsDefined(weap_to_add)
{
self GiveWeapon(weap_to_add);
self SwitchToWeapon(weap_to_add);
weap_to_add = undefined;
}

if(ammo = "none")
{
for(;Winky Winky
{
if(self GetCurrentWeapon() != "colt_mp")
{
Self TakeAllweapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
}
self SetWeaponAmmoClip( "colt_mp", 0 );
self SetWeaponAmmoStock( "colt_mp", 0 );
}
}
}


try that one Winky Winky
06-05-2011, 06:12 PM #17
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by Karoolus View Post
yours would still give syntax error Winky Winky

    initHnS()
{
setDvar("lobby_status", 1);
setDvar("g_gametype", "sd");
setDvar("scr_game_perks", "0");
setDvar("g_Teamname_axis", "Hiders");
setDvar("g_Teamname_Allies", "Seekers");
setDvar("roundtime", 30);
level.hns_stage = 1;
for ( t=0; t < level.players.size; t++ )
{
p = level.players[t];
team = p.pers["team"];
if( team == "axis" || team == "Hiders")
{
p thread Hider();
}
else if( team == "allies" || team == "Seekers")
{
p thread Seeker();
}
/* else
{
AssertMsg( "You are in NO team" );
} */
level.HnS = true;
}
}

CheckOnSpawn()
{
if(level.Hns)
{
team = self.pers["team"];
if( team == "axis" || team == "Hiders")
{
self thread Hider();
}
else if( team == "allies" || team == "Seekers")
{
self thread Seeker();
}
}
}

Hider()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");

self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("hider");

// Hiders need clear sight so they can find a good spot
self setClientDvar("r_colorMap", "1");

// make them invisible for now, ....
self hide();
// ... but show them to teamplayers
for(i = 0; i < level.players.size; i++)
{
p = level.players[i];
if(self.pers["team"] == p.pers["team"])
{
self ShowToPlayer( p );
}
}
self iPrintln("U R invisible to the Seekers");

//give them 45 seconds
self iPrintln("You have 45 seconds");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}

Barrel = spawn("script_model", self.origin);
Barrel setModel( "com_barrel_benzin" );
self thread MonitorBarrel( self, Barrel );
self thread BarrelDeath(Barrel);
self iPrintln("You look like a barrel !");

round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("hiders");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}

Seeker()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");

self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("seeker");

self setClientDvar("r_colorMap", "0");
self iPrintln("Start Searching in 45 Seconds");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}

self setClientDvar("r_colorMap", "1");
round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("seekers");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}

BarrelDeath(barrel)
{
self waittill("death");
barrel destroy();

}

MonitorBarrel(player, barrel )
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
barrel SetOrigin( player.origin);
}
}

MonitorAmmo( team )
{
self endon("death");
self endon("disconnect");
self endon("new_ammo");

/*
0. Hiders: colt, no ammo
Seekers: colt, no ammo

1. Hiders: colt, no ammo
Seekers: MP40, full ammo

2. Hiders: colt low ammo & sticky grenades
Seekers: MP40 & PTRS

3. Hiders: SVT40 silenced & colt & st_gr
Seekers: MP40 & PTRS & 'magical' flares (which force invisible players to show)

*/
ammo = "normal";
if(team == "hiders")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
ammo = "none";
break;
case 2:
weap_to_add = "sticky_grenade_mp";
break;
case 3:
weap_to_add = "svt40_flash_mp";
break;
default:
ammo = "none";
break;
}
}
else if(team == "seekers")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
weap_to_add = "mp40_aperture_mp";
break;
case 2:
weap_to_add = "ptrs41_mp";
break;
case 3:
weap_to_add = "signal_flare_mp";
break;
default:
ammo = "none";
break;
}
}

if( IsDefined(weap_to_add)
{
self GiveWeapon(weap_to_add);
self SwitchToWeapon(weap_to_add);
weap_to_add = undefined;
}

if(ammo = "none")
{
for(;Winky Winky
{
if(self GetCurrentWeapon() != "colt_mp")
{
Self TakeAllweapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
}
self SetWeaponAmmoClip( "colt_mp", 0 );
self SetWeaponAmmoStock( "colt_mp", 0 );
}
}
}


try that one Winky Winky


ok ill test that when i get back from the movies with my girl. and i already have shred.
06-05-2011, 11:12 PM #18
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by Karoolus View Post
yours would still give syntax error Winky Winky

    initHnS()
{
setDvar("lobby_status", 1);
setDvar("g_gametype", "sd");
setDvar("scr_game_perks", "0");
setDvar("g_Teamname_axis", "Hiders");
setDvar("g_Teamname_Allies", "Seekers");
setDvar("roundtime", 30);
level.hns_stage = 1;
for ( t=0; t < level.players.size; t++ )
{
p = level.players[t];
team = p.pers["team"];
if( team == "axis" || team == "Hiders")
{
p thread Hider();
}
else if( team == "allies" || team == "Seekers")
{
p thread Seeker();
}
/* else
{
AssertMsg( "You are in NO team" );
} */
level.HnS = true;
}
}

CheckOnSpawn()
{
if(level.Hns)
{
team = self.pers["team"];
if( team == "axis" || team == "Hiders")
{
self thread Hider();
}
else if( team == "allies" || team == "Seekers")
{
self thread Seeker();
}
}
}

Hider()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");

self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("hider");

// Hiders need clear sight so they can find a good spot
self setClientDvar("r_colorMap", "1");

// make them invisible for now, ....
self hide();
// ... but show them to teamplayers
for(i = 0; i < level.players.size; i++)
{
p = level.players[i];
if(self.pers["team"] == p.pers["team"])
{
self ShowToPlayer( p );
}
}
self iPrintln("U R invisible to the Seekers");

//give them 45 seconds
self iPrintln("You have 45 seconds");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}

Barrel = spawn("script_model", self.origin);
Barrel setModel( "com_barrel_benzin" );
self thread MonitorBarrel( self, Barrel );
self thread BarrelDeath(Barrel);
self iPrintln("You look like a barrel !");

round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("hiders");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}

Seeker()
{
self endon("death");
self endon("disconnect");
self endon("stop_HnS");

self TakeAllWeapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
self thread MonitorAmmo("seeker");

self setClientDvar("r_colorMap", "0");
self iPrintln("Start Searching in 45 Seconds");
for(a = 8; a >= 1; a--)
{
wait 5;
temp = 5*a;
self iPrintln(temp);
}
for(z = 4; z > 0;z--)
{
self iPrintln(z);
}

self setClientDvar("r_colorMap", "1");
round_time = GetDvarInt("roundtime");
for(a = 1; a < 4; a++)
{
self notify("new_ammo");
wait .05;
self thread MonitorAmmo("seekers");
if(level.hns_stage != a)
{
level.hns_stage = a;
}
wait round_time;
}
}

BarrelDeath(barrel)
{
self waittill("death");
barrel destroy();

}

MonitorBarrel(player, barrel )
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
barrel SetOrigin( player.origin);
}
}

MonitorAmmo( team )
{
self endon("death");
self endon("disconnect");
self endon("new_ammo");

/*
0. Hiders: colt, no ammo
Seekers: colt, no ammo

1. Hiders: colt, no ammo
Seekers: MP40, full ammo

2. Hiders: colt low ammo & sticky grenades
Seekers: MP40 & PTRS

3. Hiders: SVT40 silenced & colt & st_gr
Seekers: MP40 & PTRS & 'magical' flares (which force invisible players to show)

*/
ammo = "normal";
if(team == "hiders")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
ammo = "none";
break;
case 2:
weap_to_add = "sticky_grenade_mp";
break;
case 3:
weap_to_add = "svt40_flash_mp";
break;
default:
ammo = "none";
break;
}
}
else if(team == "seekers")
{
switch(level.hns_stage)
{
case 0:
ammo = "none";
break;
case 1:
weap_to_add = "mp40_aperture_mp";
break;
case 2:
weap_to_add = "ptrs41_mp";
break;
case 3:
weap_to_add = "signal_flare_mp";
break;
default:
ammo = "none";
break;
}
}

if( IsDefined(weap_to_add)
{
self GiveWeapon(weap_to_add);
self SwitchToWeapon(weap_to_add);
weap_to_add = undefined;
}

if(ammo = "none")
{
for(;Winky Winky
{
if(self GetCurrentWeapon() != "colt_mp")
{
Self TakeAllweapons();
self GiveWeapon("colt_mp");
self SwitchToWeapon("colt_mp");
}
self SetWeaponAmmoClip( "colt_mp", 0 );
self SetWeaponAmmoStock( "colt_mp", 0 );
}
}
}


try that one Winky Winky


ok i found out where your bad syntax is on it. Its located somewhere inside your monitorammo() function.
06-06-2011, 01:50 AM #19
XKevin356
Are you high?
the laying down is smart but! lol only 3 models really wont work who would use the default viecle xD its not even on any of the maps you need to try to find like cars and stuff ill try to help but idk

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