Post: [Script] Cowboys vs Indians (needs work)
07-16-2011, 10:09 AM #1
Karoolus
I'm the W@W Menu Guy !
(adsbygoogle = window.adsbygoogle || []).push({});
    
/*
-----------------------------------------------
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..
(adsbygoogle = window.adsbygoogle || []).push({});

The following user thanked Karoolus for this useful post:

Choco
07-16-2011, 08:49 PM #11
ok my bad I don't have my cod5 atm to test. But do you think one of these might work r_glowSkyBleedIntensity0 "2.0"
r_glowSkyBleedIntensity1 "2.0"
if they work we can mess with numbers to get it how you want it.
07-17-2011, 07:09 PM #12
Choco
Respect my authoritah!!
Originally posted by Karoolus View Post
    
/*
-----------------------------------------------
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..


    
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 [color="red"]Assign_Team();[/color]
}
}


Fixed the syntax error Winky Winky
07-18-2011, 04:27 AM #13
Blackstorm
Veni. Vidi. Vici.
Originally posted by chocomonkey321 View Post
    
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 [color="red"]Assign_Team();[/color]
}
}


Fixed the syntax error Winky Winky


There's another one. Winky Winky
07-18-2011, 05:53 AM #14
Karoolus
I'm the W@W Menu Guy !
Originally posted by D34TH View Post
it wont because its a zombie vision, it needs to be a multiplayer vision


visions work in both zombie & MP, but i meant, if you set the vision ins MP, EVERYONE in the lobby will have zombie_turned

Originally posted by Blackstorm View Post
I spy a syntax error. :rolleyes:


i'm pretty sure there's more than one Winky Winky

Originally posted by chocomonkey321 View Post
    
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 [color="red"]Assign_Team();[/color]
}
}


Fixed the syntax error Winky Winky


thx Smile

Originally posted by Blackstorm View Post
There's another one. Winky Winky


as i said :p there's more Winky Winky
07-18-2011, 06:49 AM #15
Dreamcather
Call me Eddie Winky Winky
Originally posted by Karoolus View Post
visions work in both zombie & MP, but i meant, if you set the vision ins MP, EVERYONE in the lobby will have zombie_turned



i'm pretty sure there's more than one Winky Winky



thx Smile



as i said :p there's more Winky Winky


Upload an video of this Winky Winky
And congrats on 2 silver stars Smile
07-18-2011, 07:13 AM #16
Karoolus
I'm the W@W Menu Guy !
Originally posted by EddieMeduza View Post
Upload an video of this Winky Winky
And congrats on 2 silver stars Smile


I'll fix it tonight, make sure it's working & upload the working script with a video Winky Winky

then it's up to someone else to put it in a patch Winky Winky

---------- Post added at 09:13 AM ---------- Previous post was at 09:11 AM ----------

Originally posted by Blackstorm View Post
There's another one. Winky Winky


found it Winky Winky

it's in an IF statement, isn't it ? Winky Winky
07-18-2011, 07:14 AM #17
Blackstorm
Veni. Vidi. Vici.
Originally posted by Karoolus View Post
I'll fix it tonight, make sure it's working & upload the working script with a video Winky Winky

then it's up to someone else to put it in a patch Winky Winky

---------- Post added at 09:13 AM ---------- Previous post was at 09:11 AM ----------



found it Winky Winky

it's in an IF statement, isn't it ? Winky Winky


Yeahh. Lol. Awesome face
08-04-2011, 03:27 PM #18
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by Karoolus View Post
    
/*
-----------------------------------------------
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..


Have you fixed the Syntax Error yet M8?
08-05-2011, 05:46 AM #19
PryZeex
Do a barrel roll!
This sounds cool lol. Hope you get it working Karoolus! Smile

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo