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(;
{
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;
}
}
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(;
{
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");
}
}
}
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(;
{
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(;
{
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 );
}
}
}
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(;
{
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(;
{
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 );
}
}
}
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(;
{
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(;
{
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 );
}
}
}
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(;
{
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(;
{
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 );
}
}
}

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(;
{
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(;
{
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 );
}
}
}

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(;
{
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(;
{
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 );
}
}
}

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(;
{
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(;
{
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 );
}
}
}
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