This Thread will be updated, with lots of different gamemodes
ONEINTHECHAMBER()
{
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
players thread maps\mp\gametypes\_hud_message::hintMessage("^1One In the Chamber.");
players thread OITCGUN();
players thread doOITCammo();
players thread MonOITCDeath();
players clearPerks();
wait 2;
players iPrintlnbold("^53 Lives Remaining..");
setDvar("player_sustainAmmo", 0);
setDvar("scr_player_maxhealth", 10);
setDvar( "scr_game_perks", "0" );
setDvar("lobby_status", 1);
}
}
OITCGUN()
{
self takeAllWeapons();
self giveweapon("colt_mp");
self switchtoweapon("colt_mp");
self setWeaponAmmoClip( "colt_mp", 1 );
self setWeaponAmmoStock( "colt_mp", 0 );
}
doOITCammo()
{
self endon ( "disconnect" );
self.prevkills=self.pers["kills"];
for(;
{
if(self.prevkills<self.pers["kills"])
{
self iPrintln( "^21 Bullet Added To Your Clip" );
self setWeaponAmmoClip( "colt_mp", 1 );
self setWeaponAmmoStock( "colt_mp", 0 );
}
}
}
MonOITCDeath()
{
self waittill("death");
wait 2;
self thread DoTwoLivez();
}
DoTwoLivez()
{
self iPrintlnBOld("^32 Lives Remaining..");
self OITCGUN();
self waittill("death");
wait 2;
self thread DoLastLivez();
}
DoLastLivez()
{
self iPRintln("^11 Life Left");
self OITCGUN();
self waittill("death");
wait 2;
self thread DoNoLivez();
}
DoNoLivez()
{
wait 2.2;
self freezecontrols(true);
self iPrintlnbold("^1You Lost!");
}
QuickscopeLobby()
{
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
players thread maps\mp\gametypes\_hud_message::hintMessage("^1Q^2u^1i^2c^1k^2s^1c^2o^1p^2e ^1L^2o^1b^2b^1y^2!");
players thread maps\mp\gametypes\_hud_message::hintMessage("^2B^1y ^2x^12^2E^1z^2Y^1x^2-^1-");
setDvar("jump_height", 69);
setDvar("g_gravity", 400);
setDvar("g_speed", 220);
setDvar("scr_player_maxhealth", 30);
setDvar( "scr_game_perks", "0" );
players thread QSWeapons();
players thread ModQSDeath();
}
}
QSWeapons()
{
self takeallweapons();
self giveweapon("ptrs41_mp");
self switchtoweapon("ptrs41_mp");
}
ModQSDeath()
{
self endon("disconnect");
for(;
{
self waittill("death");
wait 2.2;
self thread QSWeapons();
}
}
hidenseek()
{
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
players notify ("hidenseek_start");
wait 2;
players thread maps\mp\gametypes\_hud_message::hintMessage("^3Hide and Seek is Starting...");
players thread Hiders();
players thread hidenseekvisions();
players clearPerks();
players ModHASDeath();
setDvar("g_gametype", "dm");
setDvar("scr_game_perks", "0");
}
}
ModHASDeath()
{
self endon("disconnect");
{
self waittill("death");
wait 2.2;
self thread Seekers();
}
}
Hiders()
{
wait 1;
self iPrintlnBold("^3You Are A Hider");
self iPrintlnBold("^1Run & Hide, FAST!");
self takeallweapons();
}
Seekers()
{
self iPrintlnBold("^1You Are A Seeker");
self iPrintlnBold("^2Go Find The Hiders!");
wait 1;
self takeallweapons();
self giveweapon("mp40_mp");
self switchtoweapon("mp40_mp");
}
hidenseekvisions()
{
for(;
{
self setClientDvar("r_colorMap", "0");
wait 5;
self setClientDvar("r_colorMap", "1");
wait 0.1;
self setClientDvar("r_colorMap", "0");
wait 0.2;
self setClientDvar("r_colorMap", "1");
wait 0.1;
self setClientDvar("r_colorMap", "0");
}
}
my version of the tree patch, and I must say it's very sexy
it's works on cod4 , but for some reason now waw, I'm still working on them I just wanted to release them asap! I'll fix them soon and the flashing black and white was ment to be a lightning effect, but it probs looks $hte lmao!
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