Post: [Script] Cowboys vs Indians (needs work)
07-16-2011, 10:09 AM #1
Karoolus
I'm the W@W Menu Guy !
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/*
-----------------------------------------------
Gametype Name: Cowboys vs. Indians
played in: TDM, SD
max # players: 18
# of teams: 2
team names: Cowboys
Indians
special map requirements: Nothing
------------------------------------------------

---------------------
Gametype Description:
---------------------
This was originally a mw2 idea, but then 1.12 came out :/
So for W@W, basically you have two teams: Cowboys and Indians.

Cowboys get a .357 Magnum and a Double Barrel, and they can't ADS.

Indians get double health, no gun, and they get smoke grenades.

Cowboys must hold out in a "saloon" as long as possible (saloon could e a bunker, building, w/e),
and the indians have to try and knife them.
Basically it's like zombieland but for w@w.

Maybe you could add things where indians can buy
health/perks/special powers, etc. Just an idea
*/

OnPlayerSpawned()
{
//replace your thread to open your menu with this
if(level.CvI)
{
self thread Assign_Team();
}
else
{
if(self.verstat != "NON") //this might need changes to fit in your menu,
self thread MenuEntering(); //but that shouldn't be too hard
}
}

//this is what you thread from host menu to start the gametype..
InitCvI()
{
level.CvI = true;
setDvar("bg_falldamageminheight", 999Cool Man (aka Tustin);
setDvar("bg_falldamagemaxheight", 9999);
setDvar("g_TeamName_Allies", "Cowboys");
setDvar("g_TeamName_Axis", "Indians");
for(a = 0; a < level.players.size;a++)
{
level.players[a] thread AssignTeam();
}
}

Assign_Team()
{
if (self.pers["team"]=game["attackers"])
{
self thread initIndian();
}
else
{
self thread initCowboy();
}
}

isCowBoyWeapon(weapon)
{
switch(weapon)
{
case "doublebarreledshotgun_grip_mp":
case "357magnum_mp":
case "none":
return true;
}
return false;
}

initIndian()
{
self endon("disconnect");
self SetMoveSpeedScale(1.3);
self.maxhealth = 200;
self.health = 200;
self takeAllWeapons();
self GiveWeapon("colt_mp");
while(self getCurrentWeapon()="none")
{
self switchToWeapon("colt_mp");
wait 0.05;
}
self thread doGrenades();
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are an ^2Indian!");
}

initCowboy()
{
self AllowADS(false);
if(!isCowBoyWeapon(self getCurrentWeapon()))
{
self takeAllWeapons();
self GiveWeapon("doublebarreledshotgun_grip_mp");
self GiveWeapon("357magnum_mp");
while(self getCurrentWeapon()="none")
{
self switchToWeapon("doublebarreledshotgun_grip_mp");
wait 0.05;
}
}
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are a ^2Cowboy!");
}

doGrenades()
{
self endon ("disconnect");
self endon ("death");
while (1)
{
currentoffhand=self GetCurrentOffhand();
if (currentoffhand!="m8_white_smoke_mp")
{
self TakeWeapon(currentoffhand);
self GiveWeapon("m8_white_smoke_mp");
self setWeaponAmmoClip("m8_white_smoke_mp",4);
self GiveMaxAmmo("m8_white_smoke_mp");
}
wait 10;
}
}


as title says, it needs work i think..
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The following user thanked Karoolus for this useful post:

Choco
07-16-2011, 10:14 AM #2
iReset Nigga
2Fresshh!!
damn what are u just releasing everything now lol thats 2 in like 10 mins
07-16-2011, 10:32 AM #3
Kane500
< ^ > < ^ >
Originally posted by Karoolus View Post
    OnPlayerSpawned()
{
//replace your thread to open your menu with this
if(level.CvI)
{
self thread Assign_Team();
}
else
{
if(self.verstat != "NON") //this might need changes to fit in your menu,
self thread MenuEntering(); //but that shouldn't be too hard
}
}

//this is what you thread from host menu to start the gametype..
InitCvI()
{
level.CvI = true;
setDvar("bg_falldamageminheight", 999Cool Man (aka Tustin);
setDvar("bg_falldamagemaxheight", 9999);
setDvar("g_TeamName_Allies", "Cowboys");
setDvar("g_TeamName_Axis", "Indians");
for(a = 0; a < level.players.size;a++)
{
level.players[a] thread AssignTeam();
}
}

Assign_Team()
{
if (self.pers["team"]=game["attackers"])
{
self thread initIndian();
}
else
{
self thread initCowboy();
}
}

isCowBoyWeapon(weapon)
{
switch(weapon)
{
case "doublebarreledshotgun_grip_mp":
case "357magnum_mp":
case "none":
return true;
}
return false;
}

initIndian()
{
self endon("disconnect");
self SetMoveSpeedScale(1.3);
self.maxhealth = 200;
self.health = 200;
self takeAllWeapons();
self GiveWeapon("colt_mp");
while(self getCurrentWeapon()="none")
{
self switchToWeapon("colt_mp");
wait 0.05;
}
self thread doGrenades();
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are an ^2Indian!");
}

initCowboy()
{
self AllowADS(false);
if(!isCowBoyWeapon(self getCurrentWeapon()))
{
self takeAllWeapons();
self GiveWeapon("doublebarreledshotgun_grip_mp");
self GiveWeapon("357magnum_mp");
while(self getCurrentWeapon()="none")
{
self switchToWeapon("doublebarreledshotgun_grip_mp");
wait 0.05;
}
}
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are a ^2Cowboy!");
}

doGrenades()
{
self endon ("disconnect");
self endon ("death");
while (1)
{
currentoffhand=self GetCurrentOffhand();
if (currentoffhand!="m8_white_smoke_mp")
{
self TakeWeapon(currentoffhand);
self GiveWeapon("m8_white_smoke_mp");
self setWeaponAmmoClip("m8_white_smoke_mp",4);
self GiveMaxAmmo("m8_white_smoke_mp");
}
wait 10;
}
}


as title says, it needs work i think..


I'll see what I can do Smile.

The following user thanked Kane500 for this useful post:

Karoolus
07-16-2011, 11:04 AM #4
Karoolus
I'm the W@W Menu Guy !
Originally posted by kane212v2isgay View Post
I'll see what I can do Smile.


this is one from the 'inspiration thread' i really liked, & i took a look at a AvP base before i started Winky Winky

---------- Post added at 01:04 PM ---------- Previous post was at 01:00 PM ----------

just came up with something better:

it needs to be played in SnD

cowboys get 1 life
indians get 3 lives

stuff like that you know..

also:

indians get increased melee, faster running, red vision (but not too red, just a little)

cowboys get NO perks

just to make sure both teams are in balance Winky Winky
07-16-2011, 12:37 PM #5
iReset Nigga
2Fresshh!!
Originally posted by Karoolus View Post
this is one from the 'inspiration thread' i really liked, & i took a look at a AvP base before i started Winky Winky

---------- Post added at 01:04 PM ---------- Previous post was at 01:00 PM ----------

just came up with something better:

it needs to be played in SnD

cowboys get 1 life
indians get 3 lives

stuff like that you know..

also:

indians get increased melee, faster running, red vision (but not too red, just a little)

cowboys get NO perks

just to make sure both teams are in balance Winky Winky


wow if some1 took the time and made this work it would be really sick i might try 1ce i can test which should be monday
07-16-2011, 07:41 PM #6
I tried to add some stuff in if you want to look at it and tell me if I am on the right track. I am kinda new to this so please no hating if im totally off i just wanted to try.
    /*
-----------------------------------------------
Gametype Name: Cowboys vs. Indians
played in: TDM
max # players: 18
# of teams: 2
team names: Cowboys
Indians
special map requirements: Nothing
------------------------------------------------

---------------------
Gametype Description:
---------------------
This was originally a mw2 idea, but then 1.12 came out :/
So for W@W, basically you have two teams: Cowboys and Indians.

Cowboys get a .357 Magnum and a Double Barrel, and they can't ADS.

Indians get double health, no gun, and they get smoke grenades.

Cowboys must hold out in a "saloon" as long as possible (saloon could e a bunker, building, w/e),
and the indians have to try and knife them.
Basically it's like zombieland but for w@w.

Maybe you could add things where indians can buy
health/perks/special powers, etc. Just an idea
*/

OnPlayerSpawned()
{
//replace your thread to open your menu with this
if(level.CvI)
{
self thread doCvI();
}
else
{
if(self.verstat != "NON") //this might need changes to fit in your menu,
self thread MenuEntering(); //but that shouldn't be too hard
}
}

//this is what you thread from host menu to start the gametype..
InitCvI()
{
level.CvI = true;
Map_Restart( false );
}
doCvI()
{
setDvar("bg_falldamageminheight", 999Cool Man (aka Tustin);
setDvar("bg_falldamagemaxheight", 9999);
setDvar("g_TeamName_Allies", "Cowboys");
setDvar("g_TeamName_Axis", "Indians");
for(a = 0; a < level.players.size;a++)
{
level.players[a] thread Assign_Team();
}
}

Assign_Team()
{
if (self.pers["team"]=game["attackers"])
{
self thread initIndian();
}
else
{
self thread initCowboy();
}
}

isCowBoyWeapon(weapon)
{
switch(weapon)
{
case "doublebarreledshotgun_grip_mp":
case "357magnum_mp":
case "none":
return true;
}
return false;
}

initIndian()
{
self endon("disconnect");
self SetMoveSpeedScale(1.3);
self.maxhealth = 200;
self.health = self.maxhealth;
self takeAllWeapons();
self GiveWeapon("colt_mp");
self setWeaponAmmoClip("colt_mp", 0);
self setWeaponAmmoStock("colt_mp", 0);
self setClientDvar( "player_meleeRange", "250" );
self setClientDvar( "scr_player_numlives" "3" );
self VisionSetNakedForPlayer( "zombie_turned", 1);
while(self getCurrentWeapon()="none")
{
self switchToWeapon("colt_mp");
wait 0.05;
}
self thread doGrenades();
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are an ^2Indian!");
}

initCowboy()
{
self AllowADS(false);
self _clearPerks();
if(!isCowBoyWeapon(self getCurrentWeapon()))
{
self setClientDvar( "scr_player_numlives" "1" );
self takeAllWeapons();
self GiveWeapon("doublebarreledshotgun_grip_mp");
self GiveWeapon("357magnum_mp");
while(self getCurrentWeapon()="none")
{
self switchToWeapon("doublebarreledshotgun_grip_mp");
wait 0.05;
}
}
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are a ^2Cowboy!");
}

doGrenades()
{
self endon ("disconnect");
self endon ("death");
while (1)
{
currentoffhand=self GetCurrentOffhand();
if (currentoffhand!="m8_white_smoke_mp")
{
self TakeWeapon(currentoffhand);
self GiveWeapon("m8_white_smoke_mp");
self setWeaponAmmoClip("m8_white_smoke_mp",4);
self GiveMaxAmmo("m8_white_smoke_mp");
}
wait 10;
}
}
07-16-2011, 08:06 PM #7
Choco
Respect my authoritah!!
Yay! Karoolus liked my idea =D
07-16-2011, 08:14 PM #8
Karoolus
I'm the W@W Menu Guy !
Originally posted by xOUTLAWx View Post
I tried to add some stuff in if you want to look at it and tell me if I am on the right track. I am kinda new to this so please no hating if im totally off i just wanted to try.
    /*
-----------------------------------------------
Gametype Name: Cowboys vs. Indians
played in: TDM
max # players: 18
# of teams: 2
team names: Cowboys
Indians
special map requirements: Nothing
------------------------------------------------

---------------------
Gametype Description:
---------------------
This was originally a mw2 idea, but then 1.12 came out :/
So for W@W, basically you have two teams: Cowboys and Indians.

Cowboys get a .357 Magnum and a Double Barrel, and they can't ADS.

Indians get double health, no gun, and they get smoke grenades.

Cowboys must hold out in a "saloon" as long as possible (saloon could e a bunker, building, w/e),
and the indians have to try and knife them.
Basically it's like zombieland but for w@w.

Maybe you could add things where indians can buy
health/perks/special powers, etc. Just an idea
*/

OnPlayerSpawned()
{
//replace your thread to open your menu with this
if(level.CvI)
{
self thread doCvI();
}
else
{
if(self.verstat != "NON") //this might need changes to fit in your menu,
self thread MenuEntering(); //but that shouldn't be too hard
}
}

//this is what you thread from host menu to start the gametype..
InitCvI()
{
level.CvI = true;
Map_Restart( false );
}
doCvI()
{
setDvar("bg_falldamageminheight", 999Cool Man (aka Tustin);
setDvar("bg_falldamagemaxheight", 9999);
setDvar("g_TeamName_Allies", "Cowboys");
setDvar("g_TeamName_Axis", "Indians");
for(a = 0; a < level.players.size;a++)
{
level.players[a] thread Assign_Team();
}
}

Assign_Team()
{
if (self.pers["team"]=game["attackers"])
{
self thread initIndian();
}
else
{
self thread initCowboy();
}
}

isCowBoyWeapon(weapon)
{
switch(weapon)
{
case "doublebarreledshotgun_grip_mp":
case "357magnum_mp":
case "none":
return true;
}
return false;
}

initIndian()
{
self endon("disconnect");
self SetMoveSpeedScale(1.3);
self.maxhealth = 200;
self.health = self.maxhealth;
self takeAllWeapons();
self GiveWeapon("colt_mp");
self setWeaponAmmoClip("colt_mp", 0);
self setWeaponAmmoStock("colt_mp", 0);
self setClientDvar( "player_meleeRange", "250" );
self setClientDvar( "scr_player_numlives" "3" );
self VisionSetNakedForPlayer( "zombie_turned", 1);
while(self getCurrentWeapon()="none")
{
self switchToWeapon("colt_mp");
wait 0.05;
}
self thread doGrenades();
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are an ^2Indian!");
}

initCowboy()
{
self AllowADS(false);
self _clearPerks();
if(!isCowBoyWeapon(self getCurrentWeapon()))
{
self setClientDvar( "scr_player_numlives" "1" );
self takeAllWeapons();
self GiveWeapon("doublebarreledshotgun_grip_mp");
self GiveWeapon("357magnum_mp");
while(self getCurrentWeapon()="none")
{
self switchToWeapon("doublebarreledshotgun_grip_mp");
wait 0.05;
}
}
self thread maps\mp\gametypes\_hud_message::hintMessage("^7You are a ^2Cowboy!");
}

doGrenades()
{
self endon ("disconnect");
self endon ("death");
while (1)
{
currentoffhand=self GetCurrentOffhand();
if (currentoffhand!="m8_white_smoke_mp")
{
self TakeWeapon(currentoffhand);
self GiveWeapon("m8_white_smoke_mp");
self setWeaponAmmoClip("m8_white_smoke_mp",4);
self GiveMaxAmmo("m8_white_smoke_mp");
}
wait 10;
}
}


self VisionSetNakedForPlayer( "zombie_turned", 1);
wont work i think but you're on the right track Smile
07-16-2011, 08:18 PM #9
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by Karoolus View Post
self VisionSetNakedForPlayer( "zombie_turned", 1);
wont work i think but you're on the right track Smile


it wont because its a zombie vision, it needs to be a multiplayer vision
07-16-2011, 08:42 PM #10
Blackstorm
Veni. Vidi. Vici.
I spy a syntax error. :rolleyes:

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