/*
-----------------------------------------------
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", 999
;
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;
}
}
/*
-----------------------------------------------
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", 999
;
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;
}
}
InitCvI()
{
level.CvI = true;
setDvar("bg_falldamageminheight", 999
;
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]
}
}
InitCvI()
{
level.CvI = true;
setDvar("bg_falldamageminheight", 999
;
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]
}
}

InitCvI()
{
level.CvI = true;
setDvar("bg_falldamageminheight", 999
;
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]
}
}







/*
-----------------------------------------------
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", 999
;
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;
}
}
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