Post: [CODE] Go Karts V1
03-18-2011, 06:29 AM #1
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
(adsbygoogle = window.adsbygoogle || []).push({}); For those of you who are bypassing or have mw2 on pc here ya go...

[ame=https://www.youtube.com/watch?v=9eoN-319w7Y]YouTube - go karts[/ame]

It may not show it in the video but the melee button to get on as the driver and i belive for ps3 the square button is to get on as the passenger (the use button for pc). Now im not to sure two people can ride this together, i havn't tested that since im on pc...

    WBsGoKarts()
{
self iPrintlnBold( "^2Shoot To Spawn!" );
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
Location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
self thread Kart(Location);
self thread Exit(Location);
self thread Lap(Location);
self thread Bumpers(Location);
self thread Curve(Location);
}

Kart(Location)
{
level.Kart = [];
level.Kart[1] = spawn("script_model",Location+(1600,-170,14));
level.Kart[2] = spawn("script_model",Location+(1600,-90,14));
level.Kart[3] = spawn("script_model",Location+(1400,-90,14));
level.Kart[4] = spawn("script_model",Location+(1400,-170,14));
foreach ( Kart in level.Kart )
{
Kart setModel("com_plasticcase_friendly");
Kart.angles = (0,180,0);
self thread Ride(Kart);
}
level.Kart2 = [];
level.Kart2[1] = spawn("script_model",Location+(1655,-170,14));
level.Kart2[1] LinkTo(level.Kart[1]);
level.Kart2[2] = spawn("script_model",Location+(1655,-90,14));
level.Kart2[2] LinkTo(level.Kart[2]);
level.Kart2[3] = spawn("script_model",Location+(1455,-90,14));
level.Kart2[3] LinkTo(level.Kart[3]);
level.Kart2[4] = spawn("script_model",Location+(1455,-170,14));
level.Kart2[4] LinkTo(level.Kart[4]);
foreach ( Kart2 in level.Kart2 )
{
Kart2 setModel("com_plasticcase_friendly");
Kart2.angles = (0,180,0);
self thread RideBitch(Kart2);
}
}

Ride(Kart)
{
GoKart = 0;
for(;Winky Winky
{
foreach(player in level.players)
{
if(distance(self.origin, Kart.origin) <50 && GoKart == 0)
{
if(level.xenon)
player setlowermessage("Ride", "Hold ^3[{+melee}]^7 To Ride The GoKart", undefined, 50 );
else
player setlowermessage("Ride", "Hold ^3[{+melee}]^7 To Ride The GoKart", undefined, 50 );
if(player meleebuttonpressed())
{
player playerlinkto(Kart);
self setstance("crouch");
player takeAllWeapons();
player clearLowerMessage("Ride");
player setlowermessage("Start", "Hold ^3[{+usereload}]^7 To Start\nHold ^3[{+melee}]^7 to Exit The GoKart");
GoKart = 1;
wait 0.2;
}
}
else if(distance(self.origin, Kart.origin) <50 && GoKart == 1 && player meleebuttonpressed() )
{
player unlink();
self setstance("stand");
player setorigin(Kart.origin+(0,50,0));
player clearLowerMessage("Run");
player clearLowerMessage("Start");
GoKart = 0;
wait 0.2;
}
if(distance(self.origin, Kart.origin) <50 && GoKart == 1 && player usebuttonpressed())
{
self thread Start(Kart);
self playsound("veh_mig29_sonic_boom");
player clearLowerMessage("Start");
player setlowermessage("Run", "Hold ^3[{+frag}]^7 To Drive\nHold ^3[{+smoke}]^7 To Reverse\nHold ^3[{+attack}]^7 To Turn Left\nHold ^3[{+speed_throw}]^7 To Turn Right\nHold ^3[{+melee}]^7 to Exit The GoKart");
self thread Ride2(Kart);
wait 2;
}
if(distance(self.origin, Kart.origin) > 50)
player clearLowerMessage("Ride");
}
wait 0.1;
}
}


Ride2(Kart)
{
GoKart = 1;
for(;Winky Winky
{
foreach(player in level.players)
{
if(distance(self.origin, Kart.origin) <50 && GoKart == 1)
{
if(player fragbuttonpressed())
{
vec = anglestoforward(Kart.angles);
Location = BulletTrace( Kart.origin, Kart.origin+(vec[0] * 30, vec[1] * 30, vec[2] * 30), 0, self)[ "position" ];
Kart moveto(Location, .1);
player clearLowerMessage("Run");
}
if(player secondaryoffhandbuttonpressed())
{
vec = anglestoforward(Kart.angles);
Location = BulletTrace( Kart.origin, Kart.origin+(vec[0] * -30, vec[1] * -30, vec[2] * -30), 0, self)[ "position" ];
Kart moveto(Location, .1);
player clearLowerMessage("Run");
}
if(player attackbuttonpressed())
{
Kart rotateyaw(-6.5, .01);
player clearLowerMessage("Run");
}
if(player adsbuttonpressed())
{
Kart rotateyaw(6.5, .01);
player clearLowerMessage("Run");
}
}
if(distance(self.origin, Kart.origin) > 50)
player clearLowerMessage("Run");
}
wait 0.1;
}
}

RideBitch(Kart2)
{
GoKart2 = 0;
for(;Winky Winky
{
foreach(player in level.players)
{
if(distance(self.origin, Kart2.origin) <50 && GoKart2 == 0)
{
if(level.xenon)
player setlowermessage("Ride2", "Hold ^3[{+usereload}]^7 To Ride Bitch", undefined, 50 );
else
player setlowermessage("Ride2", "Hold ^3[{+usereload}]^7 To Ride Bitch", undefined, 50 );
if(player usebuttonpressed())
{
player playerlinkto(Kart2);
self setstance("crouch");
player takeAllWeapons();
player clearLowerMessage("Ride2");
GoKart2 = 1;
self thread RandWep();
player setlowermessage("Bitch", "Hold ^3[{+usereload}]^7 To Ditch This AssHole");
wait 2;
player clearLowerMessage("Bitch");
wait 0.2;
}
}
else if(distance(self.origin, Kart2.origin) <50 && GoKart2 == 1 && player usebuttonpressed() )
{
player unlink();
self notify("off");
self setstance("stand");
player setorigin(Kart2.origin+(0,50,0));
GoKart2 = 0;
wait 0.2;
}
if(distance(self.origin, Kart2.origin) > 50)
player clearLowerMessage("Ride2");
}
wait .1;
}
}

Bumpers(Location)
{
level.Wall = [];
level.Wall2 = [];
for(x=1;x<=15;x++)
{
level.Wall[1] = spawn("script_model",Location+(0+(x*55), -590, 14));
level.Wall[2] = spawn("script_model",Location+(0+(x*55.5), 0, 14));
level.Wall[3] = spawn("script_model",Location+(-16+(x*55), -294, 14));
foreach(Wall in level.Wall)
{
Wall setModel( "com_plasticcase_enemy" );
self thread Death(Wall);
}
}
for(x=1;x<=15;x++)
{
Wall2 = spawn("script_model",Location+(1066+(x*55), -232, 14));
Wall2 setModel("com_plasticcase_enemy");
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
for(x=1;x<=19;x++)
{
Wall2 = spawn("script_model",Location+(832+(x*55.6), 0, 14));
Wall2 setModel("com_plasticcase_enemy");
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
for(y=1;y<=4;y++)
{
Wall2 = spawn("script_model",Location+(1904, -243+(y*50), 14));
Wall2 setModel("com_plasticcase_enemy");
Wall2.angles = (0,90,0);
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
for(z=1;z<=3;z++)
{
level.Wall2[1] = spawn("script_model",Location+(1904, -232, 0+(z*55)));
level.Wall2[1].angles = (90,0,180);
level.Wall2[2] = spawn("script_model",Location+(1904, 0, 0+(z*55)));
level.Wall2[2].angles = (90,0,180);
level.Wall2[3] = spawn("script_model",Location+(1108, 0, 0+(z*55)));
level.Wall2[3].angles = (90,0,180);
level.Wall2[4] = spawn("script_model",Location+(1108, -232, 0+(z*55)));
level.Wall2[4].angles = (90,0,180);
foreach(Wall3 in level.Wall2)
{
Wall3 setModel( "com_plasticcase_enemy" );
Wall3 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
}
for(x=1;x<=15;x++)
{
for(y=1;y<=9;y++)
{
Wall2 = spawn("script_model",Location+(1066+(x*55), -260+(y*29), 207));
Wall2 setModel("com_plasticcase_enemy");
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
}
}

Curve(Location)
{
level.WB = [];
level.WB[1] = spawn("script_model",Location+(8, -4, 14));
level.WB[1].angles = (0,10,0);
level.WB[2] = spawn("script_model",Location+(-42, -18, 14));
level.WB[2].angles = (0,20,0);
level.WB[3] = spawn("script_model",Location+(-88, -40, 14));
level.WB[3].angles = (0,30,0);
level.WB[4] = spawn("script_model",Location+(-130, -70, 14));
level.WB[4].angles = (0,40,0);
level.WB[5] = spawn("script_model",Location+(-166, -106, 14));
level.WB[5].angles = (0,50,0);
level.WB[6] = spawn("script_model",Location+(-196, -148, 14));
level.WB[6].angles = (0,60,0);
level.WB[7] = spawn("script_model",Location+(-218, -196, 14));
level.WB[7].angles = (0,70,0);
level.WB[8] = spawn("script_model",Location+(-232, -246, 14));
level.WB[8].angles = (0,80,0);
level.WB[9] = spawn("script_model",Location+(-236, -294, 14));
level.WB[9].angles = (0,90,0);
level.WB[10] = spawn("script_model",Location+(-232, -346, 14));
level.WB[10].angles = (0,-80,0);
level.WB[11] = spawn("script_model",Location+(-218, -398, 14));
level.WB[11].angles = (0,-70,0);
level.WB[12] = spawn("script_model",Location+(-196, -444, 14));
level.WB[12].angles = (0,-60,0);
level.WB[13] = spawn("script_model",Location+(-166, -486, 14));
level.WB[13].angles = (0,-50,0);
level.WB[14] = spawn("script_model",Location+(-130, -522, 14));
level.WB[14].angles = (0,-40,0);
level.WB[15] = spawn("script_model",Location+(-88, -551, 14));
level.WB[15].angles = (0,-30,0);
level.WB[16] = spawn("script_model",Location+(-42, -573, 14));
level.WB[16].angles = (0,-20,0);
level.WB[17] = spawn("script_model",Location+(8, -586, 14));
level.WB[17].angles = (0,-10,0);
level.WB[18] = spawn("script_model",Location+(872, -586, 14));
level.WB[18].angles = (0,10,0);
level.WB[19] = spawn("script_model",Location+(922, -573, 14));
level.WB[19].angles = (0,20,0);
level.WB[20] = spawn("script_model",Location+(966, -553, 14));
level.WB[20].angles = (0,30,0);
level.WB[21] = spawn("script_model",Location+(1009, -522, 14));
level.WB[21].angles = (0,40,0);
level.WB[22] = spawn("script_model",Location+(1044, -486, 14));
level.WB[22].angles = (0,50,0);
level.WB[23] = spawn("script_model",Location+(1072, -446, 14));
level.WB[23].angles = (0,60,0);
level.WB[24] = spawn("script_model",Location+(1094, -398, 14));
level.WB[24].angles = (0,70,0);
level.WB[25] = spawn("script_model",Location+(1108, -346, 14));
level.WB[25].angles = (0,80,0);
level.WB[26] = spawn("script_model",Location+(1110, -294, 14));
level.WB[26].angles = (0,90,0);
level.WB[27] = spawn("script_model",Location+(1106, -246, 14));
level.WB[27].angles = (0,-80,0);
foreach(WB in level.WB)
{
WB setModel( "com_plasticcase_enemy" );
self thread Death2(WB);
}
}

Exit(Location)
{
level.WB2 = [];
level.WB2[1] = spawn("script_model", Location+(1092, -196, -14));
level.WB2[1].angles = (0,-70,0);
level.WB2[2] = spawn("script_model",Location+(1070, -148, -14));
level.WB2[2].angles = (0,-60,0);
level.WB2[3] = spawn("script_model",Location+(1042, -106, -14));
level.WB2[3].angles = (0,-50,0);
level.WB2[4] = spawn("script_model",Location+(1008, -70, -14));
level.WB2[4].angles = (0,-40,0);
level.WB2[5] = spawn("script_model",Location+(966, -40, -14));
level.WB2[5].angles = (0,-30,0);
level.WB2[6] = spawn("script_model",Location+(922, -18, -14));
level.WB2[6].angles = (0,-20,0);
level.WB2[7] = spawn("script_model",Location+(872, -4, -14));
level.WB2[7].angles = (0,-10,0);
foreach(WB2 in level.WB2)
{
WB2 setModel( "com_plasticcase_enemy" );
}
}

Lap(Location)
{
level.Lap = [];
for(y=1;y<=5;y++)
{
level.Lap[1] = spawn("script_model",Location+(424, -308+(y*55), -14));
level.Lap[1].angles = (0,90,0);
foreach(Lap in level.Lap)
{
Lap setModel( "com_plasticcase_friendly" );
self thread LapNum(Lap);
}
}
}

LapNum(Lap)
{
self endon("disconnect");
LapNumber = 0;
for (;Winky Winky
{
if(distance(self.origin, Lap.origin) <55 && LapNumber == 0)
{
if (LapNumber == 0)
{
Message("");
wait .3;
LapNumber = 1;
}
}
if(distance(self.origin, Lap.origin) <55 && LapNumber == 1)
{
if (LapNumber == 1)
{
Message("^0Lap 1");
wait .3;
LapNumber = 2;
}
}
if(distance(self.origin, Lap.origin) <55 && LapNumber == 2)
{
if (LapNumber == 2)
{
Message("^0Lap 2");
wait .3;
LapNumber = 3;
}
}
if(distance(self.origin, Lap.origin) <55 && LapNumber == 3)
{
if (LapNumber == 3)
{
Message("^0Lap 3");
wait .3;
LapNumber = 0;
}
}
wait .3;
}
wait .5;
}

Message(text)
{
notifyData = spawnstruct();
notifyData.notifyText = text;
notifyData.glowColor = (1.0, 0.0, 0.0);
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
}

Death(Wall)
{
self endon("disconnect");
for(;Winky Winky
{
Barrier = Wall.origin;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
}
}

Death2(WB)
{
self endon("disconnect");
for(;Winky Winky
{
Barrier = WB.origin;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
}
}

Start(Kart)
{
Kartorg = Kart.origin;
Earthquake (0.5, 1.5, Kartorg, 50);
wait 0.01;
Earthquake (0.5, 1.5, Kartorg, 50);
}

RandWep()
{
self endon("disconnect");
switch(RandomInt(3))
{
case 0:
self thread RandWep1();
break;
case 1:
self thread RandWep2();
break;
case 2:
self thread RandWep3();
}
}
RandWep1()
{
self endon("death");
self endon("off");
self takeallweapons();
self giveWeapon("beretta_mp", 0, false );
self switchToWeapon("beretta_mp", 0, false );
self setWeaponAmmoStock("beretta_mp", 0);
self setWeaponAmmoClip("beretta_mp", 3);
self iprintlnbold("^0Only 3 shots... ^1Make em' count");
for(;Winky Winky
{
self waittill( "weapon_fired" );
bullet = spawn("script_model", self GetCursorPos() );
level.Mapname = getDvar("mapname");
if(level.Mapname=="mp_terminal")
{
bullet setModel( "furniture_blowupdoll01" );
}
else bullet setModel( "c130_zoomrig" );
bullet.angles = self.angles+(0,90,0);
self thread Nuke();
wait 3;
Doll = bullet.origin;
Explosion = loadfx ("fire/fire_smoke_trail_L");
playfx(Explosion, bullet.origin+(0,0,0));
playfx(Explosion, bullet.origin+(0,0,50));
playfx(Explosion, bullet.origin+(0,0,-50));
playfx(Explosion, bullet.origin+(0,-50,0));
playfx(Explosion, bullet.origin+(0,50,0));
playfx(Explosion, bullet.origin+(-50,0,0));
playfx(Explosion, bullet.origin+(50,0,0));
bullet delete();
Earthquake (0.5, 1.5, Doll, 150);
RadiusDamage( Doll, 150, 1000, 75, self );

}
wait 0.5;
}

RandWep2()
{
self endon("death");
self endon("off");
self takeallweapons();
self giveWeapon("usp_mp", 0, false );
self switchToWeapon("usp_mp", 0, false );
self setWeaponAmmoStock("usp_mp", 0);
self setWeaponAmmoClip("usp_mp", 1);
self iprintlnbold("^0One ^1BIG ASS EXPLOSION... ^0coming right up!");
for(;Winky Winky
{
self waittill( "weapon_fired" );
level.Mapname = getDvar("mapname");
if(level.Mapname=="mp_terminal")
{
self thread Term();
}
else self thread other();
}
wait 0.5;
}

Term()
{
bullet2 = spawn("script_model", self GetCursorPos()+(0,0,50));
bullet2 setmodel("com_propane_tank02_small");
bullet2.angles = self.angles+(0,90,0);
self thread Nuke();
wait 3;
Barrel = bullet2.origin;
Explosion = loadfx("explosions/propane_large_exp");
playfx( Explosion, bullet2.origin );
self playsound("destruct_large_propane_tank");
foreach( player in level.players )
{
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
Earthquake (0.5, 1.5, Barrel, 300);
RadiusDamage( Barrel, 250, 1000, 1000, self );
wait 2;
bullet2 delete();
}

other()
{
bullet = spawn("script_model", self GetCursorPos());
bullet setModel( "test_sphere_silver" );
bullet.angles = self.angles+(90,90,0);
self thread Nuke();
wait 3;
Barrel = bullet.origin;
self playsound("destruct_large_propane_tank");
Explosion = loadfx ("fire/fire_smoke_trail_L");
playfx(Explosion, bullet.origin+(0,0,0));
playfx(Explosion, bullet.origin+(0,0,50));
playfx(Explosion, bullet.origin+(0,0,-50));
playfx(Explosion, bullet.origin+(0,-50,0));
playfx(Explosion, bullet.origin+(0,50,0));
playfx(Explosion, bullet.origin+(-50,0,0));
playfx(Explosion, bullet.origin+(50,0,0));
bullet delete();
Earthquake (0.5, 1.5, Barrel, 150);
RadiusDamage( Barrel, 175, 1000, 1000, self );
}

RandWep3()
{
self endon("death");
self endon("off");
self takeallweapons();
self iprintlnbold("^1Flash Bangs!");
wait 2;
self iprintlnbold("^1Flash the shit out of the other players!");
self giveWeapon("concussion_grenade_mp", 0, false );
self switchToWeapon("concussion_grenade_mp", 0, false );
wait 10;
for(;Winky Winky
{
self iprintlnbold("^0Here, have some more... ^1FLASH BANGS!");
self giveWeapon("concussion_grenade_mp", 0, false );
self switchToWeapon("concussion_grenade_mp", 0, false );
wait 10;
self iprintlnbold("^0Here, have some more... ^1FLASH BANGS!");
self giveWeapon("concussion_grenade_mp", 0, false );
self switchToWeapon("concussion_grenade_mp", 0, false );
wait 10;
self iprintlnbold("^0Smoke ^1any one?");
self giveWeapon("smoke_grenade_mp", 0, false );
self switchToWeapon("smoke_grenade_mp", 0, false );
wait 10;
}
}

Nuke()
{
self endon("off");
Nuke = spawn( "script_origin", (0,0,0) );
Nuke hide();
for(i=0;i<3;i++)
{
Nuke playSound( "ui_mp_nukebomb_timer" );
wait 1;
}
}


When you get on as the passenger you get 1 of 3 random weapons their not all that great, but they'll kill.

There is a "Lap System" but its not all that great... I got the idea from x_DaftVader_x.'s stealth mod menu. There is also a death barrier around the actual track so watchout.

Im sure they're bugs or glitches... if there is any please let me know and ill try to fix them. I may also update it and make more tracks but i don't know.

And remember SHOOT TO SPAWN don't shoot at the sky, shoot at the ground. :derp:
Last edited by -Whiteboy- ; 05-18-2011 at 09:15 AM.

The following 11 users say thank you to -Whiteboy- for this useful post:

-Google-, 247Yamato, Blackstorm, CAMMO-ECKERT, Demmonnixx, homeedog, ImTrippinHoes, Macdaddy4sure, pro185, Scrumilation, Xr3v0 HD
03-18-2011, 06:35 AM #2
247Yamato
< ^ > < ^ >
Nice Mod, very imaginative. That driving sistem if it is Godlymodz garage one, it has a big problem, it can only drive 1 player, :p
03-18-2011, 06:48 AM #3
Xanadu
Banned
Originally posted by WHIITEBOY View Post
For those of you who are bypassing or have mw2 on pc here ya go...

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It may not show it in the video but the melee button to get on as the driver and i belive for ps3 the square button is to get on as the passenger (the use button for pc). Now im not to sure two people can ride this together, i havn't tested that since im on pc...

    WBsGoKarts()
{
self iPrintlnBold( "^2Shoot To Spawn!" );
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
Location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
self thread Kart(Location);
self thread Exit(Location);
self thread Lap(Location);
self thread Bumpers(Location);
self thread Curve(Location);
}

Kart(Location)
{
level.Kart = [];
level.Kart[1] = spawn("script_model",Location+(1600,-170,14));
level.Kart[2] = spawn("script_model",Location+(1600,-90,14));
level.Kart[3] = spawn("script_model",Location+(1400,-90,14));
level.Kart[4] = spawn("script_model",Location+(1400,-170,14));
foreach ( Kart in level.Kart )
{
Kart setModel("com_plasticcase_friendly");
Kart.angles = (0,180,0);
self thread Ride(Kart);
}
level.Kart2 = [];
level.Kart2[1] = spawn("script_model",Location+(1655,-170,14));
level.Kart2[1] LinkTo(level.Kart[1]);
level.Kart2[2] = spawn("script_model",Location+(1655,-90,14));
level.Kart2[2] LinkTo(level.Kart[2]);
level.Kart2[3] = spawn("script_model",Location+(1455,-90,14));
level.Kart2[3] LinkTo(level.Kart[3]);
level.Kart2[4] = spawn("script_model",Location+(1455,-170,14));
level.Kart2[4] LinkTo(level.Kart[4]);
foreach ( Kart2 in level.Kart2 )
{
Kart2 setModel("com_plasticcase_friendly");
Kart2.angles = (0,180,0);
self thread RideBitch(Kart2);
}
}

Ride(Kart)
{
GoKart = 0;
for(;Winky Winky
{
foreach(player in level.players)
{
if(distance(self.origin, Kart.origin) <50 && GoKart == 0)
{
if(level.xenon)
player setlowermessage("Ride", "Hold ^3[{+melee}]^7 To Ride The GoKart", undefined, 50 );
else
player setlowermessage("Ride", "Hold ^3[{+melee}]^7 To Ride The GoKart", undefined, 50 );
if(player meleebuttonpressed())
{
player playerlinkto(Kart);
self setstance("crouch");
player takeAllWeapons();
player clearLowerMessage("Ride");
player setlowermessage("Start", "Hold ^3[{+usereload}]^7 To Start\nHold ^3[{+melee}]^7 to Exit The GoKart");
GoKart = 1;
wait 0.2;
}
}
else if(distance(self.origin, Kart.origin) <50 && GoKart == 1 && player meleebuttonpressed() )
{
player unlink();
self setstance("stand");
player setorigin(Kart.origin+(0,50,0));
player clearLowerMessage("Run");
player clearLowerMessage("Start");
GoKart = 0;
wait 0.2;
}
if(distance(self.origin, Kart.origin) <50 && GoKart == 1 && player usebuttonpressed())
{
self thread Start(Kart);
self playsound("veh_mig29_sonic_boom");
player clearLowerMessage("Start");
player setlowermessage("Run", "Hold ^3[{+frag}]^7 To Drive\nHold ^3[{+smoke}]^7 To Reverse\nHold ^3[{+attack}]^7 To Turn Left\nHold ^3[{+speed_throw}]^7 To Turn Right\nHold ^3[{+melee}]^7 to Exit The GoKart");
self thread Ride2(Kart);
wait 2;
}
if(distance(self.origin, Kart.origin) > 50)
player clearLowerMessage("Ride");
}
wait 0.1;
}
}


Ride2(Kart)
{
GoKart = 1;
for(;Winky Winky
{
foreach(player in level.players)
{
if(distance(self.origin, Kart.origin) <50 && GoKart == 1)
{
if(player fragbuttonpressed())
{
vec = anglestoforward(Kart.angles);
Location = BulletTrace( Kart.origin, Kart.origin+(vec[0] * 30, vec[1] * 30, vec[2] * 30), 0, self)[ "position" ];
Kart moveto(Location, .1);
player clearLowerMessage("Run");
}
if(player secondaryoffhandbuttonpressed())
{
vec = anglestoforward(Kart.angles);
Location = BulletTrace( Kart.origin, Kart.origin+(vec[0] * -30, vec[1] * -30, vec[2] * -30), 0, self)[ "position" ];
Kart moveto(Location, .1);
player clearLowerMessage("Run");
}
if(player attackbuttonpressed())
{
Kart rotateyaw(6.5, .01);
player clearLowerMessage("Run");
}
if(player adsbuttonpressed())
{
Kart rotateyaw(-6.5, .01);
player clearLowerMessage("Run");
}
}
if(distance(self.origin, Kart.origin) > 50)
player clearLowerMessage("Run");
}
wait 0.1;
}
}

RideBitch(Kart2)
{
GoKart2 = 0;
for(;Winky Winky
{
foreach(player in level.players)
{
if(distance(self.origin, Kart2.origin) <50 && GoKart2 == 0)
{
if(level.xenon)
player setlowermessage("Ride2", "Hold ^3[{+usereload}]^7 To Ride Bitch", undefined, 50 );
else
player setlowermessage("Ride2", "Hold ^3[{+usereload}]^7 To Ride Bitch", undefined, 50 );
if(player usebuttonpressed())
{
player playerlinkto(Kart2);
self setstance("crouch");
player takeAllWeapons();
player clearLowerMessage("Ride2");
GoKart2 = 1;
self thread RandWep();
player setlowermessage("Bitch", "Hold ^3[{+usereload}]^7 To Ditch This AssHole");
wait 2;
player clearLowerMessage("Bitch");
wait 0.2;
}
}
else if(distance(self.origin, Kart2.origin) <50 && GoKart2 == 1 && player usebuttonpressed() )
{
player unlink();
self notify("off");
self setstance("stand");
player setorigin(Kart2.origin+(0,50,0));
GoKart2 = 0;
wait 0.2;
}
if(distance(self.origin, Kart2.origin) > 50)
player clearLowerMessage("Ride2");
}
wait .1;
}
}

Bumpers(Location)
{
level.Wall = [];
level.Wall2 = [];
for(x=1;x<=15;x++)
{
level.Wall[1] = spawn("script_model",Location+(0+(x*55), -590, 14));
level.Wall[2] = spawn("script_model",Location+(0+(x*55.5), 0, 14));
level.Wall[3] = spawn("script_model",Location+(-16+(x*55), -294, 14));
foreach(Wall in level.Wall)
{
Wall setModel( "com_plasticcase_enemy" );
self thread Death(Wall);
}
}
for(x=1;x<=15;x++)
{
Wall2 = spawn("script_model",Location+(1066+(x*55), -232, 14));
Wall2 setModel("com_plasticcase_enemy");
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
for(x=1;x<=19;x++)
{
Wall2 = spawn("script_model",Location+(832+(x*55.6), 0, 14));
Wall2 setModel("com_plasticcase_enemy");
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
for(y=1;y<=4;y++)
{
Wall2 = spawn("script_model",Location+(1904, -243+(y*50), 14));
Wall2 setModel("com_plasticcase_enemy");
Wall2.angles = (0,90,0);
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
for(z=1;z<=3;z++)
{
level.Wall2[1] = spawn("script_model",Location+(1904, -232, 0+(z*55)));
level.Wall2[1].angles = (90,0,180);
level.Wall2[2] = spawn("script_model",Location+(1904, 0, 0+(z*55)));
level.Wall2[2].angles = (90,0,180);
level.Wall2[3] = spawn("script_model",Location+(1108, 0, 0+(z*55)));
level.Wall2[3].angles = (90,0,180);
level.Wall2[4] = spawn("script_model",Location+(1108, -232, 0+(z*55)));
level.Wall2[4].angles = (90,0,180);
foreach(Wall3 in level.Wall2)
{
Wall3 setModel( "com_plasticcase_enemy" );
Wall3 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
}
for(x=1;x<=15;x++)
{
for(y=1;y<=9;y++)
{
Wall2 = spawn("script_model",Location+(1066+(x*55), -260+(y*29), 207));
Wall2 setModel("com_plasticcase_enemy");
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
}
}

Curve(Location)
{
level.WB = [];
level.WB[1] = spawn("script_model",Location+(8, -4, 14));
level.WB[1].angles = (0,10,0);
level.WB[2] = spawn("script_model",Location+(-42, -18, 14));
level.WB[2].angles = (0,20,0);
level.WB[3] = spawn("script_model",Location+(-88, -40, 14));
level.WB[3].angles = (0,30,0);
level.WB[4] = spawn("script_model",Location+(-130, -70, 14));
level.WB[4].angles = (0,40,0);
level.WB[5] = spawn("script_model",Location+(-166, -106, 14));
level.WB[5].angles = (0,50,0);
level.WB[6] = spawn("script_model",Location+(-196, -148, 14));
level.WB[6].angles = (0,60,0);
level.WB[7] = spawn("script_model",Location+(-218, -196, 14));
level.WB[7].angles = (0,70,0);
level.WB[8] = spawn("script_model",Location+(-232, -246, 14));
level.WB[8].angles = (0,80,0);
level.WB[9] = spawn("script_model",Location+(-236, -294, 14));
level.WB[9].angles = (0,90,0);
level.WB[10] = spawn("script_model",Location+(-232, -346, 14));
level.WB[10].angles = (0,-80,0);
level.WB[11] = spawn("script_model",Location+(-218, -398, 14));
level.WB[11].angles = (0,-70,0);
level.WB[12] = spawn("script_model",Location+(-196, -444, 14));
level.WB[12].angles = (0,-60,0);
level.WB[13] = spawn("script_model",Location+(-166, -486, 14));
level.WB[13].angles = (0,-50,0);
level.WB[14] = spawn("script_model",Location+(-130, -522, 14));
level.WB[14].angles = (0,-40,0);
level.WB[15] = spawn("script_model",Location+(-88, -551, 14));
level.WB[15].angles = (0,-30,0);
level.WB[16] = spawn("script_model",Location+(-42, -573, 14));
level.WB[16].angles = (0,-20,0);
level.WB[17] = spawn("script_model",Location+(8, -586, 14));
level.WB[17].angles = (0,-10,0);
level.WB[18] = spawn("script_model",Location+(872, -586, 14));
level.WB[18].angles = (0,10,0);
level.WB[19] = spawn("script_model",Location+(922, -573, 14));
level.WB[19].angles = (0,20,0);
level.WB[20] = spawn("script_model",Location+(966, -553, 14));
level.WB[20].angles = (0,30,0);
level.WB[21] = spawn("script_model",Location+(1009, -522, 14));
level.WB[21].angles = (0,40,0);
level.WB[22] = spawn("script_model",Location+(1044, -486, 14));
level.WB[22].angles = (0,50,0);
level.WB[23] = spawn("script_model",Location+(1072, -446, 14));
level.WB[23].angles = (0,60,0);
level.WB[24] = spawn("script_model",Location+(1094, -398, 14));
level.WB[24].angles = (0,70,0);
level.WB[25] = spawn("script_model",Location+(1108, -346, 14));
level.WB[25].angles = (0,80,0);
level.WB[26] = spawn("script_model",Location+(1110, -294, 14));
level.WB[26].angles = (0,90,0);
level.WB[27] = spawn("script_model",Location+(1106, -246, 14));
level.WB[27].angles = (0,-80,0);
foreach(WB in level.WB)
{
WB setModel( "com_plasticcase_enemy" );
self thread Death2(WB);
}
}

Exit(Location)
{
level.WB2 = [];
level.WB2[1] = spawn("script_model", Location+(1092, -196, -14));
level.WB2[1].angles = (0,-70,0);
level.WB2[2] = spawn("script_model",Location+(1070, -148, -14));
level.WB2[2].angles = (0,-60,0);
level.WB2[3] = spawn("script_model",Location+(1042, -106, -14));
level.WB2[3].angles = (0,-50,0);
level.WB2[4] = spawn("script_model",Location+(1008, -70, -14));
level.WB2[4].angles = (0,-40,0);
level.WB2[5] = spawn("script_model",Location+(966, -40, -14));
level.WB2[5].angles = (0,-30,0);
level.WB2[6] = spawn("script_model",Location+(922, -18, -14));
level.WB2[6].angles = (0,-20,0);
level.WB2[7] = spawn("script_model",Location+(872, -4, -14));
level.WB2[7].angles = (0,-10,0);
foreach(WB2 in level.WB2)
{
WB2 setModel( "com_plasticcase_enemy" );
}
}

Lap(Location)
{
level.Lap = [];
for(y=1;y<=5;y++)
{
level.Lap[1] = spawn("script_model",Location+(424, -308+(y*55), -14));
level.Lap[1].angles = (0,90,0);
foreach(Lap in level.Lap)
{
Lap setModel( "com_plasticcase_friendly" );
self thread LapNum(Lap);
}
}
}

LapNum(Lap)
{
self endon("disconnect");
LapNumber = 0;
for (;Winky Winky
{
if(distance(self.origin, Lap.origin) <55 && LapNumber == 0)
{
if (LapNumber == 0)
{
Message("");
wait .3;
LapNumber = 1;
}
}
if(distance(self.origin, Lap.origin) <55 && LapNumber == 1)
{
if (LapNumber == 1)
{
Message("^0Lap 1");
wait .3;
LapNumber = 2;
}
}
if(distance(self.origin, Lap.origin) <55 && LapNumber == 2)
{
if (LapNumber == 2)
{
Message("^0Lap 2");
wait .3;
LapNumber = 3;
}
}
if(distance(self.origin, Lap.origin) <55 && LapNumber == 3)
{
if (LapNumber == 3)
{
Message("^0Lap 3");
wait .3;
LapNumber = 0;
}
}
wait .3;
}
wait .5;
}

Message(text)
{
notifyData = spawnstruct();
notifyData.notifyText = text;
notifyData.glowColor = (1.0, 0.0, 0.0);
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
}

Death(Wall)
{
self endon("disconnect");
for(;Winky Winky
{
Barrier = Wall.origin;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
}
}

Death2(WB)
{
self endon("disconnect");
for(;Winky Winky
{
Barrier = WB.origin;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
}
}

Start(Kart)
{
Kartorg = Kart.origin;
Earthquake (0.5, 1.5, Kartorg, 50);
wait 0.01;
Earthquake (0.5, 1.5, Kartorg, 50);
}

RandWep()
{
self endon("disconnect");
switch(RandomInt(3))
{
case 0:
self thread RandWep1();
break;
case 1:
self thread RandWep2();
break;
case 2:
self thread RandWep3();
}
}
RandWep1()
{
self endon("death");
self endon("off");
self takeallweapons();
self giveWeapon("beretta_mp", 0, false );
self switchToWeapon("beretta_mp", 0, false );
self setWeaponAmmoStock("beretta_mp", 0);
self setWeaponAmmoClip("beretta_mp", 3);
self iprintlnbold("^0Only 3 shots... ^1Make em' count");
for(;Winky Winky
{
self waittill( "weapon_fired" );
bullet = spawn("script_model", self GetCursorPos() );
level.Mapname = getDvar("mapname");
if(level.Mapname=="mp_terminal")
{
bullet setModel( "furniture_blowupdoll01" );
}
else bullet setModel( "c130_zoomrig" );
bullet.angles = self.angles+(0,90,0);
self thread Nuke();
wait 3;
Doll = bullet.origin;
Explosion = loadfx ("fire/fire_smoke_trail_L");
playfx(Explosion, bullet.origin+(0,0,0));
playfx(Explosion, bullet.origin+(0,0,50));
playfx(Explosion, bullet.origin+(0,0,-50));
playfx(Explosion, bullet.origin+(0,-50,0));
playfx(Explosion, bullet.origin+(0,50,0));
playfx(Explosion, bullet.origin+(-50,0,0));
playfx(Explosion, bullet.origin+(50,0,0));
bullet delete();
Earthquake (0.5, 1.5, Doll, 150);
RadiusDamage( Doll, 150, 1000, 75, self );

}
wait 0.5;
}

RandWep2()
{
self endon("death");
self endon("off");
self takeallweapons();
self giveWeapon("usp_mp", 0, false );
self switchToWeapon("usp_mp", 0, false );
self setWeaponAmmoStock("usp_mp", 0);
self setWeaponAmmoClip("usp_mp", 1);
self iprintlnbold("^0One ^1BIG ASS EXPLOSION... ^0coming right up!");
for(;Winky Winky
{
self waittill( "weapon_fired" );
level.Mapname = getDvar("mapname");
if(level.Mapname=="mp_terminal")
{
self thread Term();
}
else self thread other();
}
wait 0.5;
}

Term()
{
bullet2 = spawn("script_model", self GetCursorPos()+(0,0,50));
bullet2 setmodel("com_propane_tank02_small");
bullet2.angles = self.angles+(0,90,0);
self thread Nuke();
wait 3;
Barrel = bullet2.origin;
Explosion = loadfx("explosions/propane_large_exp");
playfx( Explosion, bullet2.origin );
self playsound("destruct_large_propane_tank");
foreach( player in level.players )
{
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
Earthquake (0.5, 1.5, Barrel, 300);
RadiusDamage( Barrel, 250, 1000, 1000, self );
wait 2;
bullet2 delete();
}

other()
{
bullet = spawn("script_model", self GetCursorPos());
bullet setModel( "test_sphere_silver" );
bullet.angles = self.angles+(90,90,0);
self thread Nuke();
wait 3;
Barrel = bullet.origin;
self playsound("destruct_large_propane_tank");
Explosion = loadfx ("fire/fire_smoke_trail_L");
playfx(Explosion, bullet.origin+(0,0,0));
playfx(Explosion, bullet.origin+(0,0,50));
playfx(Explosion, bullet.origin+(0,0,-50));
playfx(Explosion, bullet.origin+(0,-50,0));
playfx(Explosion, bullet.origin+(0,50,0));
playfx(Explosion, bullet.origin+(-50,0,0));
playfx(Explosion, bullet.origin+(50,0,0));
bullet delete();
Earthquake (0.5, 1.5, Barrel, 150);
RadiusDamage( Barrel, 175, 1000, 1000, self );
}

RandWep3()
{
self endon("death");
self endon("off");
self takeallweapons();
self iprintlnbold("^1Flash Bangs!");
wait 2;
self iprintlnbold("^1Flash the shit out of the other players!");
self giveWeapon("concussion_grenade_mp", 0, false );
self switchToWeapon("concussion_grenade_mp", 0, false );
wait 10;
for(;Winky Winky
{
self iprintlnbold("^0Here, have some more... ^1FLASH BANGS!");
self giveWeapon("concussion_grenade_mp", 0, false );
self switchToWeapon("concussion_grenade_mp", 0, false );
wait 10;
self iprintlnbold("^0Here, have some more... ^1FLASH BANGS!");
self giveWeapon("concussion_grenade_mp", 0, false );
self switchToWeapon("concussion_grenade_mp", 0, false );
wait 10;
self iprintlnbold("^0Smoke ^1any one?");
self giveWeapon("smoke_grenade_mp", 0, false );
self switchToWeapon("smoke_grenade_mp", 0, false );
wait 10;
}
}

Nuke()
{
self endon("off");
Nuke = spawn( "script_origin", (0,0,0) );
Nuke hide();
for(i=0;i<3;i++)
{
Nuke playSound( "ui_mp_nukebomb_timer" );
wait 1;
}
}


When you get on as the passenger you get 1 of 3 random weapons their not all that great, but they'll kill.

There is a "Lap System" but its not all that great... I got the idea from x_DaftVader_x.'s stealth mod menu. There is also a death barrier around the actual track so watchout.

Im sure they're bugs or glitches... if there is any please let me know and ill try to fix them. I may also update it and make more tracks but i don't know.

And remember SHOOT TO SPAWN don't shoot at the sky, shoot at the ground. :derp:


thats cool to bad none of its online did u make this?
03-18-2011, 07:04 AM #4
Joe Stalin
Geohot FTW!
whats up nigga.You went to PC?
03-18-2011, 07:11 AM #5
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by 247Yamato View Post
Nice Mod, very imaginative. That driving sistem if it is Godlymodz garage one, it has a big problem, it can only drive 1 player, :p


Ive never used godlymodz garage, so i don't know...

Originally posted by MOTOFREAK18 View Post
thats cool to bad none of its online did u make this?


Yea

Originally posted by Joe
whats up nigga.You went to PC?


Yup, i didn't feel like losing online for my ps3 just to mod, so i got it for pc
03-18-2011, 10:16 AM #6
Thats awesome might give it a go
03-18-2011, 06:15 PM #7
xQuZe-
You talkin to me?
Originally posted by WHIITEBOY View Post
For those of you who are bypassing or have mw2 on pc here ya go...

You must login or register to view this content.

It may not show it in the video but the melee button to get on as the driver and i belive for ps3 the square button is to get on as the passenger (the use button for pc). Now im not to sure two people can ride this together, i havn't tested that since im on pc...

    WBsGoKarts()
{
self iPrintlnBold( "^2Shoot To Spawn!" );
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
Location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
self thread Kart(Location);
self thread Exit(Location);
self thread Lap(Location);
self thread Bumpers(Location);
self thread Curve(Location);
}

Kart(Location)
{
level.Kart = [];
level.Kart[1] = spawn("script_model",Location+(1600,-170,14));
level.Kart[2] = spawn("script_model",Location+(1600,-90,14));
level.Kart[3] = spawn("script_model",Location+(1400,-90,14));
level.Kart[4] = spawn("script_model",Location+(1400,-170,14));
foreach ( Kart in level.Kart )
{
Kart setModel("com_plasticcase_friendly");
Kart.angles = (0,180,0);
self thread Ride(Kart);
}
level.Kart2 = [];
level.Kart2[1] = spawn("script_model",Location+(1655,-170,14));
level.Kart2[1] LinkTo(level.Kart[1]);
level.Kart2[2] = spawn("script_model",Location+(1655,-90,14));
level.Kart2[2] LinkTo(level.Kart[2]);
level.Kart2[3] = spawn("script_model",Location+(1455,-90,14));
level.Kart2[3] LinkTo(level.Kart[3]);
level.Kart2[4] = spawn("script_model",Location+(1455,-170,14));
level.Kart2[4] LinkTo(level.Kart[4]);
foreach ( Kart2 in level.Kart2 )
{
Kart2 setModel("com_plasticcase_friendly");
Kart2.angles = (0,180,0);
self thread RideBitch(Kart2);
}
}

Ride(Kart)
{
GoKart = 0;
for(;Winky Winky
{
foreach(player in level.players)
{
if(distance(self.origin, Kart.origin) <50 && GoKart == 0)
{
if(level.xenon)
player setlowermessage("Ride", "Hold ^3[{+melee}]^7 To Ride The GoKart", undefined, 50 );
else
player setlowermessage("Ride", "Hold ^3[{+melee}]^7 To Ride The GoKart", undefined, 50 );
if(player meleebuttonpressed())
{
player playerlinkto(Kart);
self setstance("crouch");
player takeAllWeapons();
player clearLowerMessage("Ride");
player setlowermessage("Start", "Hold ^3[{+usereload}]^7 To Start\nHold ^3[{+melee}]^7 to Exit The GoKart");
GoKart = 1;
wait 0.2;
}
}
else if(distance(self.origin, Kart.origin) <50 && GoKart == 1 && player meleebuttonpressed() )
{
player unlink();
self setstance("stand");
player setorigin(Kart.origin+(0,50,0));
player clearLowerMessage("Run");
player clearLowerMessage("Start");
GoKart = 0;
wait 0.2;
}
if(distance(self.origin, Kart.origin) <50 && GoKart == 1 && player usebuttonpressed())
{
self thread Start(Kart);
self playsound("veh_mig29_sonic_boom");
player clearLowerMessage("Start");
player setlowermessage("Run", "Hold ^3[{+frag}]^7 To Drive\nHold ^3[{+smoke}]^7 To Reverse\nHold ^3[{+attack}]^7 To Turn Left\nHold ^3[{+speed_throw}]^7 To Turn Right\nHold ^3[{+melee}]^7 to Exit The GoKart");
self thread Ride2(Kart);
wait 2;
}
if(distance(self.origin, Kart.origin) > 50)
player clearLowerMessage("Ride");
}
wait 0.1;
}
}


Ride2(Kart)
{
GoKart = 1;
for(;Winky Winky
{
foreach(player in level.players)
{
if(distance(self.origin, Kart.origin) <50 && GoKart == 1)
{
if(player fragbuttonpressed())
{
vec = anglestoforward(Kart.angles);
Location = BulletTrace( Kart.origin, Kart.origin+(vec[0] * 30, vec[1] * 30, vec[2] * 30), 0, self)[ "position" ];
Kart moveto(Location, .1);
player clearLowerMessage("Run");
}
if(player secondaryoffhandbuttonpressed())
{
vec = anglestoforward(Kart.angles);
Location = BulletTrace( Kart.origin, Kart.origin+(vec[0] * -30, vec[1] * -30, vec[2] * -30), 0, self)[ "position" ];
Kart moveto(Location, .1);
player clearLowerMessage("Run");
}
if(player attackbuttonpressed())
{
Kart rotateyaw(6.5, .01);
player clearLowerMessage("Run");
}
if(player adsbuttonpressed())
{
Kart rotateyaw(-6.5, .01);
player clearLowerMessage("Run");
}
}
if(distance(self.origin, Kart.origin) > 50)
player clearLowerMessage("Run");
}
wait 0.1;
}
}

RideBitch(Kart2)
{
GoKart2 = 0;
for(;Winky Winky
{
foreach(player in level.players)
{
if(distance(self.origin, Kart2.origin) <50 && GoKart2 == 0)
{
if(level.xenon)
player setlowermessage("Ride2", "Hold ^3[{+usereload}]^7 To Ride Bitch", undefined, 50 );
else
player setlowermessage("Ride2", "Hold ^3[{+usereload}]^7 To Ride Bitch", undefined, 50 );
if(player usebuttonpressed())
{
player playerlinkto(Kart2);
self setstance("crouch");
player takeAllWeapons();
player clearLowerMessage("Ride2");
GoKart2 = 1;
self thread RandWep();
player setlowermessage("Bitch", "Hold ^3[{+usereload}]^7 To Ditch This AssHole");
wait 2;
player clearLowerMessage("Bitch");
wait 0.2;
}
}
else if(distance(self.origin, Kart2.origin) <50 && GoKart2 == 1 && player usebuttonpressed() )
{
player unlink();
self notify("off");
self setstance("stand");
player setorigin(Kart2.origin+(0,50,0));
GoKart2 = 0;
wait 0.2;
}
if(distance(self.origin, Kart2.origin) > 50)
player clearLowerMessage("Ride2");
}
wait .1;
}
}

Bumpers(Location)
{
level.Wall = [];
level.Wall2 = [];
for(x=1;x<=15;x++)
{
level.Wall[1] = spawn("script_model",Location+(0+(x*55), -590, 14));
level.Wall[2] = spawn("script_model",Location+(0+(x*55.5), 0, 14));
level.Wall[3] = spawn("script_model",Location+(-16+(x*55), -294, 14));
foreach(Wall in level.Wall)
{
Wall setModel( "com_plasticcase_enemy" );
self thread Death(Wall);
}
}
for(x=1;x<=15;x++)
{
Wall2 = spawn("script_model",Location+(1066+(x*55), -232, 14));
Wall2 setModel("com_plasticcase_enemy");
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
for(x=1;x<=19;x++)
{
Wall2 = spawn("script_model",Location+(832+(x*55.6), 0, 14));
Wall2 setModel("com_plasticcase_enemy");
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
for(y=1;y<=4;y++)
{
Wall2 = spawn("script_model",Location+(1904, -243+(y*50), 14));
Wall2 setModel("com_plasticcase_enemy");
Wall2.angles = (0,90,0);
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
for(z=1;z<=3;z++)
{
level.Wall2[1] = spawn("script_model",Location+(1904, -232, 0+(z*55)));
level.Wall2[1].angles = (90,0,180);
level.Wall2[2] = spawn("script_model",Location+(1904, 0, 0+(z*55)));
level.Wall2[2].angles = (90,0,180);
level.Wall2[3] = spawn("script_model",Location+(1108, 0, 0+(z*55)));
level.Wall2[3].angles = (90,0,180);
level.Wall2[4] = spawn("script_model",Location+(1108, -232, 0+(z*55)));
level.Wall2[4].angles = (90,0,180);
foreach(Wall3 in level.Wall2)
{
Wall3 setModel( "com_plasticcase_enemy" );
Wall3 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
}
for(x=1;x<=15;x++)
{
for(y=1;y<=9;y++)
{
Wall2 = spawn("script_model",Location+(1066+(x*55), -260+(y*29), 207));
Wall2 setModel("com_plasticcase_enemy");
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
}
}

Curve(Location)
{
level.WB = [];
level.WB[1] = spawn("script_model",Location+(8, -4, 14));
level.WB[1].angles = (0,10,0);
level.WB[2] = spawn("script_model",Location+(-42, -18, 14));
level.WB[2].angles = (0,20,0);
level.WB[3] = spawn("script_model",Location+(-88, -40, 14));
level.WB[3].angles = (0,30,0);
level.WB[4] = spawn("script_model",Location+(-130, -70, 14));
level.WB[4].angles = (0,40,0);
level.WB[5] = spawn("script_model",Location+(-166, -106, 14));
level.WB[5].angles = (0,50,0);
level.WB[6] = spawn("script_model",Location+(-196, -148, 14));
level.WB[6].angles = (0,60,0);
level.WB[7] = spawn("script_model",Location+(-218, -196, 14));
level.WB[7].angles = (0,70,0);
level.WB[8] = spawn("script_model",Location+(-232, -246, 14));
level.WB[8].angles = (0,80,0);
level.WB[9] = spawn("script_model",Location+(-236, -294, 14));
level.WB[9].angles = (0,90,0);
level.WB[10] = spawn("script_model",Location+(-232, -346, 14));
level.WB[10].angles = (0,-80,0);
level.WB[11] = spawn("script_model",Location+(-218, -398, 14));
level.WB[11].angles = (0,-70,0);
level.WB[12] = spawn("script_model",Location+(-196, -444, 14));
level.WB[12].angles = (0,-60,0);
level.WB[13] = spawn("script_model",Location+(-166, -486, 14));
level.WB[13].angles = (0,-50,0);
level.WB[14] = spawn("script_model",Location+(-130, -522, 14));
level.WB[14].angles = (0,-40,0);
level.WB[15] = spawn("script_model",Location+(-88, -551, 14));
level.WB[15].angles = (0,-30,0);
level.WB[16] = spawn("script_model",Location+(-42, -573, 14));
level.WB[16].angles = (0,-20,0);
level.WB[17] = spawn("script_model",Location+(8, -586, 14));
level.WB[17].angles = (0,-10,0);
level.WB[18] = spawn("script_model",Location+(872, -586, 14));
level.WB[18].angles = (0,10,0);
level.WB[19] = spawn("script_model",Location+(922, -573, 14));
level.WB[19].angles = (0,20,0);
level.WB[20] = spawn("script_model",Location+(966, -553, 14));
level.WB[20].angles = (0,30,0);
level.WB[21] = spawn("script_model",Location+(1009, -522, 14));
level.WB[21].angles = (0,40,0);
level.WB[22] = spawn("script_model",Location+(1044, -486, 14));
level.WB[22].angles = (0,50,0);
level.WB[23] = spawn("script_model",Location+(1072, -446, 14));
level.WB[23].angles = (0,60,0);
level.WB[24] = spawn("script_model",Location+(1094, -398, 14));
level.WB[24].angles = (0,70,0);
level.WB[25] = spawn("script_model",Location+(1108, -346, 14));
level.WB[25].angles = (0,80,0);
level.WB[26] = spawn("script_model",Location+(1110, -294, 14));
level.WB[26].angles = (0,90,0);
level.WB[27] = spawn("script_model",Location+(1106, -246, 14));
level.WB[27].angles = (0,-80,0);
foreach(WB in level.WB)
{
WB setModel( "com_plasticcase_enemy" );
self thread Death2(WB);
}
}

Exit(Location)
{
level.WB2 = [];
level.WB2[1] = spawn("script_model", Location+(1092, -196, -14));
level.WB2[1].angles = (0,-70,0);
level.WB2[2] = spawn("script_model",Location+(1070, -148, -14));
level.WB2[2].angles = (0,-60,0);
level.WB2[3] = spawn("script_model",Location+(1042, -106, -14));
level.WB2[3].angles = (0,-50,0);
level.WB2[4] = spawn("script_model",Location+(1008, -70, -14));
level.WB2[4].angles = (0,-40,0);
level.WB2[5] = spawn("script_model",Location+(966, -40, -14));
level.WB2[5].angles = (0,-30,0);
level.WB2[6] = spawn("script_model",Location+(922, -18, -14));
level.WB2[6].angles = (0,-20,0);
level.WB2[7] = spawn("script_model",Location+(872, -4, -14));
level.WB2[7].angles = (0,-10,0);
foreach(WB2 in level.WB2)
{
WB2 setModel( "com_plasticcase_enemy" );
}
}

Lap(Location)
{
level.Lap = [];
for(y=1;y<=5;y++)
{
level.Lap[1] = spawn("script_model",Location+(424, -308+(y*55), -14));
level.Lap[1].angles = (0,90,0);
foreach(Lap in level.Lap)
{
Lap setModel( "com_plasticcase_friendly" );
self thread LapNum(Lap);
}
}
}

LapNum(Lap)
{
self endon("disconnect");
LapNumber = 0;
for (;Winky Winky
{
if(distance(self.origin, Lap.origin) <55 && LapNumber == 0)
{
if (LapNumber == 0)
{
Message("");
wait .3;
LapNumber = 1;
}
}
if(distance(self.origin, Lap.origin) <55 && LapNumber == 1)
{
if (LapNumber == 1)
{
Message("^0Lap 1");
wait .3;
LapNumber = 2;
}
}
if(distance(self.origin, Lap.origin) <55 && LapNumber == 2)
{
if (LapNumber == 2)
{
Message("^0Lap 2");
wait .3;
LapNumber = 3;
}
}
if(distance(self.origin, Lap.origin) <55 && LapNumber == 3)
{
if (LapNumber == 3)
{
Message("^0Lap 3");
wait .3;
LapNumber = 0;
}
}
wait .3;
}
wait .5;
}

Message(text)
{
notifyData = spawnstruct();
notifyData.notifyText = text;
notifyData.glowColor = (1.0, 0.0, 0.0);
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
}

Death(Wall)
{
self endon("disconnect");
for(;Winky Winky
{
Barrier = Wall.origin;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
}
}

Death2(WB)
{
self endon("disconnect");
for(;Winky Winky
{
Barrier = WB.origin;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
}
}

Start(Kart)
{
Kartorg = Kart.origin;
Earthquake (0.5, 1.5, Kartorg, 50);
wait 0.01;
Earthquake (0.5, 1.5, Kartorg, 50);
}

RandWep()
{
self endon("disconnect");
switch(RandomInt(3))
{
case 0:
self thread RandWep1();
break;
case 1:
self thread RandWep2();
break;
case 2:
self thread RandWep3();
}
}
RandWep1()
{
self endon("death");
self endon("off");
self takeallweapons();
self giveWeapon("beretta_mp", 0, false );
self switchToWeapon("beretta_mp", 0, false );
self setWeaponAmmoStock("beretta_mp", 0);
self setWeaponAmmoClip("beretta_mp", 3);
self iprintlnbold("^0Only 3 shots... ^1Make em' count");
for(;Winky Winky
{
self waittill( "weapon_fired" );
bullet = spawn("script_model", self GetCursorPos() );
level.Mapname = getDvar("mapname");
if(level.Mapname=="mp_terminal")
{
bullet setModel( "furniture_blowupdoll01" );
}
else bullet setModel( "c130_zoomrig" );
bullet.angles = self.angles+(0,90,0);
self thread Nuke();
wait 3;
Doll = bullet.origin;
Explosion = loadfx ("fire/fire_smoke_trail_L");
playfx(Explosion, bullet.origin+(0,0,0));
playfx(Explosion, bullet.origin+(0,0,50));
playfx(Explosion, bullet.origin+(0,0,-50));
playfx(Explosion, bullet.origin+(0,-50,0));
playfx(Explosion, bullet.origin+(0,50,0));
playfx(Explosion, bullet.origin+(-50,0,0));
playfx(Explosion, bullet.origin+(50,0,0));
bullet delete();
Earthquake (0.5, 1.5, Doll, 150);
RadiusDamage( Doll, 150, 1000, 75, self );

}
wait 0.5;
}

RandWep2()
{
self endon("death");
self endon("off");
self takeallweapons();
self giveWeapon("usp_mp", 0, false );
self switchToWeapon("usp_mp", 0, false );
self setWeaponAmmoStock("usp_mp", 0);
self setWeaponAmmoClip("usp_mp", 1);
self iprintlnbold("^0One ^1BIG ASS EXPLOSION... ^0coming right up!");
for(;Winky Winky
{
self waittill( "weapon_fired" );
level.Mapname = getDvar("mapname");
if(level.Mapname=="mp_terminal")
{
self thread Term();
}
else self thread other();
}
wait 0.5;
}

Term()
{
bullet2 = spawn("script_model", self GetCursorPos()+(0,0,50));
bullet2 setmodel("com_propane_tank02_small");
bullet2.angles = self.angles+(0,90,0);
self thread Nuke();
wait 3;
Barrel = bullet2.origin;
Explosion = loadfx("explosions/propane_large_exp");
playfx( Explosion, bullet2.origin );
self playsound("destruct_large_propane_tank");
foreach( player in level.players )
{
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
Earthquake (0.5, 1.5, Barrel, 300);
RadiusDamage( Barrel, 250, 1000, 1000, self );
wait 2;
bullet2 delete();
}

other()
{
bullet = spawn("script_model", self GetCursorPos());
bullet setModel( "test_sphere_silver" );
bullet.angles = self.angles+(90,90,0);
self thread Nuke();
wait 3;
Barrel = bullet.origin;
self playsound("destruct_large_propane_tank");
Explosion = loadfx ("fire/fire_smoke_trail_L");
playfx(Explosion, bullet.origin+(0,0,0));
playfx(Explosion, bullet.origin+(0,0,50));
playfx(Explosion, bullet.origin+(0,0,-50));
playfx(Explosion, bullet.origin+(0,-50,0));
playfx(Explosion, bullet.origin+(0,50,0));
playfx(Explosion, bullet.origin+(-50,0,0));
playfx(Explosion, bullet.origin+(50,0,0));
bullet delete();
Earthquake (0.5, 1.5, Barrel, 150);
RadiusDamage( Barrel, 175, 1000, 1000, self );
}

RandWep3()
{
self endon("death");
self endon("off");
self takeallweapons();
self iprintlnbold("^1Flash Bangs!");
wait 2;
self iprintlnbold("^1Flash the shit out of the other players!");
self giveWeapon("concussion_grenade_mp", 0, false );
self switchToWeapon("concussion_grenade_mp", 0, false );
wait 10;
for(;Winky Winky
{
self iprintlnbold("^0Here, have some more... ^1FLASH BANGS!");
self giveWeapon("concussion_grenade_mp", 0, false );
self switchToWeapon("concussion_grenade_mp", 0, false );
wait 10;
self iprintlnbold("^0Here, have some more... ^1FLASH BANGS!");
self giveWeapon("concussion_grenade_mp", 0, false );
self switchToWeapon("concussion_grenade_mp", 0, false );
wait 10;
self iprintlnbold("^0Smoke ^1any one?");
self giveWeapon("smoke_grenade_mp", 0, false );
self switchToWeapon("smoke_grenade_mp", 0, false );
wait 10;
}
}

Nuke()
{
self endon("off");
Nuke = spawn( "script_origin", (0,0,0) );
Nuke hide();
for(i=0;i<3;i++)
{
Nuke playSound( "ui_mp_nukebomb_timer" );
wait 1;
}
}


When you get on as the passenger you get 1 of 3 random weapons their not all that great, but they'll kill.

There is a "Lap System" but its not all that great... I got the idea from x_DaftVader_x.'s stealth mod menu. There is also a death barrier around the actual track so watchout.

Im sure they're bugs or glitches... if there is any please let me know and ill try to fix them. I may also update it and make more tracks but i don't know.

And remember SHOOT TO SPAWN don't shoot at the sky, shoot at the ground. :derp:


Good job Winky Winky
03-18-2011, 09:28 PM #8
JamazkieHD
Are You Dizzee Blud?
Originally posted by WHIITEBOY View Post
For those of you who are bypassing or have mw2 on pc here ya go...

You must login or register to view this content.

It may not show it in the video but the melee button to get on as the driver and i belive for ps3 the square button is to get on as the passenger (the use button for pc). Now im not to sure two people can ride this together, i havn't tested that since im on pc...

    WBsGoKarts()
{
self iPrintlnBold( "^2Shoot To Spawn!" );
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
Location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
self thread Kart(Location);
self thread Exit(Location);
self thread Lap(Location);
self thread Bumpers(Location);
self thread Curve(Location);
}

Kart(Location)
{
level.Kart = [];
level.Kart[1] = spawn("script_model",Location+(1600,-170,14));
level.Kart[2] = spawn("script_model",Location+(1600,-90,14));
level.Kart[3] = spawn("script_model",Location+(1400,-90,14));
level.Kart[4] = spawn("script_model",Location+(1400,-170,14));
foreach ( Kart in level.Kart )
{
Kart setModel("com_plasticcase_friendly");
Kart.angles = (0,180,0);
self thread Ride(Kart);
}
level.Kart2 = [];
level.Kart2[1] = spawn("script_model",Location+(1655,-170,14));
level.Kart2[1] LinkTo(level.Kart[1]);
level.Kart2[2] = spawn("script_model",Location+(1655,-90,14));
level.Kart2[2] LinkTo(level.Kart[2]);
level.Kart2[3] = spawn("script_model",Location+(1455,-90,14));
level.Kart2[3] LinkTo(level.Kart[3]);
level.Kart2[4] = spawn("script_model",Location+(1455,-170,14));
level.Kart2[4] LinkTo(level.Kart[4]);
foreach ( Kart2 in level.Kart2 )
{
Kart2 setModel("com_plasticcase_friendly");
Kart2.angles = (0,180,0);
self thread RideBitch(Kart2);
}
}

Ride(Kart)
{
GoKart = 0;
for(;Winky Winky
{
foreach(player in level.players)
{
if(distance(self.origin, Kart.origin) <50 && GoKart == 0)
{
if(level.xenon)
player setlowermessage("Ride", "Hold ^3[{+melee}]^7 To Ride The GoKart", undefined, 50 );
else
player setlowermessage("Ride", "Hold ^3[{+melee}]^7 To Ride The GoKart", undefined, 50 );
if(player meleebuttonpressed())
{
player playerlinkto(Kart);
self setstance("crouch");
player takeAllWeapons();
player clearLowerMessage("Ride");
player setlowermessage("Start", "Hold ^3[{+usereload}]^7 To Start\nHold ^3[{+melee}]^7 to Exit The GoKart");
GoKart = 1;
wait 0.2;
}
}
else if(distance(self.origin, Kart.origin) <50 && GoKart == 1 && player meleebuttonpressed() )
{
player unlink();
self setstance("stand");
player setorigin(Kart.origin+(0,50,0));
player clearLowerMessage("Run");
player clearLowerMessage("Start");
GoKart = 0;
wait 0.2;
}
if(distance(self.origin, Kart.origin) <50 && GoKart == 1 && player usebuttonpressed())
{
self thread Start(Kart);
self playsound("veh_mig29_sonic_boom");
player clearLowerMessage("Start");
player setlowermessage("Run", "Hold ^3[{+frag}]^7 To Drive\nHold ^3[{+smoke}]^7 To Reverse\nHold ^3[{+attack}]^7 To Turn Left\nHold ^3[{+speed_throw}]^7 To Turn Right\nHold ^3[{+melee}]^7 to Exit The GoKart");
self thread Ride2(Kart);
wait 2;
}
if(distance(self.origin, Kart.origin) > 50)
player clearLowerMessage("Ride");
}
wait 0.1;
}
}


Ride2(Kart)
{
GoKart = 1;
for(;Winky Winky
{
foreach(player in level.players)
{
if(distance(self.origin, Kart.origin) <50 && GoKart == 1)
{
if(player fragbuttonpressed())
{
vec = anglestoforward(Kart.angles);
Location = BulletTrace( Kart.origin, Kart.origin+(vec[0] * 30, vec[1] * 30, vec[2] * 30), 0, self)[ "position" ];
Kart moveto(Location, .1);
player clearLowerMessage("Run");
}
if(player secondaryoffhandbuttonpressed())
{
vec = anglestoforward(Kart.angles);
Location = BulletTrace( Kart.origin, Kart.origin+(vec[0] * -30, vec[1] * -30, vec[2] * -30), 0, self)[ "position" ];
Kart moveto(Location, .1);
player clearLowerMessage("Run");
}
if(player attackbuttonpressed())
{
Kart rotateyaw(6.5, .01);
player clearLowerMessage("Run");
}
if(player adsbuttonpressed())
{
Kart rotateyaw(-6.5, .01);
player clearLowerMessage("Run");
}
}
if(distance(self.origin, Kart.origin) > 50)
player clearLowerMessage("Run");
}
wait 0.1;
}
}

RideBitch(Kart2)
{
GoKart2 = 0;
for(;Winky Winky
{
foreach(player in level.players)
{
if(distance(self.origin, Kart2.origin) <50 && GoKart2 == 0)
{
if(level.xenon)
player setlowermessage("Ride2", "Hold ^3[{+usereload}]^7 To Ride Bitch", undefined, 50 );
else
player setlowermessage("Ride2", "Hold ^3[{+usereload}]^7 To Ride Bitch", undefined, 50 );
if(player usebuttonpressed())
{
player playerlinkto(Kart2);
self setstance("crouch");
player takeAllWeapons();
player clearLowerMessage("Ride2");
GoKart2 = 1;
self thread RandWep();
player setlowermessage("Bitch", "Hold ^3[{+usereload}]^7 To Ditch This AssHole");
wait 2;
player clearLowerMessage("Bitch");
wait 0.2;
}
}
else if(distance(self.origin, Kart2.origin) <50 && GoKart2 == 1 && player usebuttonpressed() )
{
player unlink();
self notify("off");
self setstance("stand");
player setorigin(Kart2.origin+(0,50,0));
GoKart2 = 0;
wait 0.2;
}
if(distance(self.origin, Kart2.origin) > 50)
player clearLowerMessage("Ride2");
}
wait .1;
}
}

Bumpers(Location)
{
level.Wall = [];
level.Wall2 = [];
for(x=1;x<=15;x++)
{
level.Wall[1] = spawn("script_model",Location+(0+(x*55), -590, 14));
level.Wall[2] = spawn("script_model",Location+(0+(x*55.5), 0, 14));
level.Wall[3] = spawn("script_model",Location+(-16+(x*55), -294, 14));
foreach(Wall in level.Wall)
{
Wall setModel( "com_plasticcase_enemy" );
self thread Death(Wall);
}
}
for(x=1;x<=15;x++)
{
Wall2 = spawn("script_model",Location+(1066+(x*55), -232, 14));
Wall2 setModel("com_plasticcase_enemy");
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
for(x=1;x<=19;x++)
{
Wall2 = spawn("script_model",Location+(832+(x*55.6), 0, 14));
Wall2 setModel("com_plasticcase_enemy");
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
for(y=1;y<=4;y++)
{
Wall2 = spawn("script_model",Location+(1904, -243+(y*50), 14));
Wall2 setModel("com_plasticcase_enemy");
Wall2.angles = (0,90,0);
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
for(z=1;z<=3;z++)
{
level.Wall2[1] = spawn("script_model",Location+(1904, -232, 0+(z*55)));
level.Wall2[1].angles = (90,0,180);
level.Wall2[2] = spawn("script_model",Location+(1904, 0, 0+(z*55)));
level.Wall2[2].angles = (90,0,180);
level.Wall2[3] = spawn("script_model",Location+(1108, 0, 0+(z*55)));
level.Wall2[3].angles = (90,0,180);
level.Wall2[4] = spawn("script_model",Location+(1108, -232, 0+(z*55)));
level.Wall2[4].angles = (90,0,180);
foreach(Wall3 in level.Wall2)
{
Wall3 setModel( "com_plasticcase_enemy" );
Wall3 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
}
for(x=1;x<=15;x++)
{
for(y=1;y<=9;y++)
{
Wall2 = spawn("script_model",Location+(1066+(x*55), -260+(y*29), 207));
Wall2 setModel("com_plasticcase_enemy");
Wall2 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
}
}

Curve(Location)
{
level.WB = [];
level.WB[1] = spawn("script_model",Location+(8, -4, 14));
level.WB[1].angles = (0,10,0);
level.WB[2] = spawn("script_model",Location+(-42, -18, 14));
level.WB[2].angles = (0,20,0);
level.WB[3] = spawn("script_model",Location+(-88, -40, 14));
level.WB[3].angles = (0,30,0);
level.WB[4] = spawn("script_model",Location+(-130, -70, 14));
level.WB[4].angles = (0,40,0);
level.WB[5] = spawn("script_model",Location+(-166, -106, 14));
level.WB[5].angles = (0,50,0);
level.WB[6] = spawn("script_model",Location+(-196, -148, 14));
level.WB[6].angles = (0,60,0);
level.WB[7] = spawn("script_model",Location+(-218, -196, 14));
level.WB[7].angles = (0,70,0);
level.WB[8] = spawn("script_model",Location+(-232, -246, 14));
level.WB[8].angles = (0,80,0);
level.WB[9] = spawn("script_model",Location+(-236, -294, 14));
level.WB[9].angles = (0,90,0);
level.WB[10] = spawn("script_model",Location+(-232, -346, 14));
level.WB[10].angles = (0,-80,0);
level.WB[11] = spawn("script_model",Location+(-218, -398, 14));
level.WB[11].angles = (0,-70,0);
level.WB[12] = spawn("script_model",Location+(-196, -444, 14));
level.WB[12].angles = (0,-60,0);
level.WB[13] = spawn("script_model",Location+(-166, -486, 14));
level.WB[13].angles = (0,-50,0);
level.WB[14] = spawn("script_model",Location+(-130, -522, 14));
level.WB[14].angles = (0,-40,0);
level.WB[15] = spawn("script_model",Location+(-88, -551, 14));
level.WB[15].angles = (0,-30,0);
level.WB[16] = spawn("script_model",Location+(-42, -573, 14));
level.WB[16].angles = (0,-20,0);
level.WB[17] = spawn("script_model",Location+(8, -586, 14));
level.WB[17].angles = (0,-10,0);
level.WB[18] = spawn("script_model",Location+(872, -586, 14));
level.WB[18].angles = (0,10,0);
level.WB[19] = spawn("script_model",Location+(922, -573, 14));
level.WB[19].angles = (0,20,0);
level.WB[20] = spawn("script_model",Location+(966, -553, 14));
level.WB[20].angles = (0,30,0);
level.WB[21] = spawn("script_model",Location+(1009, -522, 14));
level.WB[21].angles = (0,40,0);
level.WB[22] = spawn("script_model",Location+(1044, -486, 14));
level.WB[22].angles = (0,50,0);
level.WB[23] = spawn("script_model",Location+(1072, -446, 14));
level.WB[23].angles = (0,60,0);
level.WB[24] = spawn("script_model",Location+(1094, -398, 14));
level.WB[24].angles = (0,70,0);
level.WB[25] = spawn("script_model",Location+(1108, -346, 14));
level.WB[25].angles = (0,80,0);
level.WB[26] = spawn("script_model",Location+(1110, -294, 14));
level.WB[26].angles = (0,90,0);
level.WB[27] = spawn("script_model",Location+(1106, -246, 14));
level.WB[27].angles = (0,-80,0);
foreach(WB in level.WB)
{
WB setModel( "com_plasticcase_enemy" );
self thread Death2(WB);
}
}

Exit(Location)
{
level.WB2 = [];
level.WB2[1] = spawn("script_model", Location+(1092, -196, -14));
level.WB2[1].angles = (0,-70,0);
level.WB2[2] = spawn("script_model",Location+(1070, -148, -14));
level.WB2[2].angles = (0,-60,0);
level.WB2[3] = spawn("script_model",Location+(1042, -106, -14));
level.WB2[3].angles = (0,-50,0);
level.WB2[4] = spawn("script_model",Location+(1008, -70, -14));
level.WB2[4].angles = (0,-40,0);
level.WB2[5] = spawn("script_model",Location+(966, -40, -14));
level.WB2[5].angles = (0,-30,0);
level.WB2[6] = spawn("script_model",Location+(922, -18, -14));
level.WB2[6].angles = (0,-20,0);
level.WB2[7] = spawn("script_model",Location+(872, -4, -14));
level.WB2[7].angles = (0,-10,0);
foreach(WB2 in level.WB2)
{
WB2 setModel( "com_plasticcase_enemy" );
}
}

Lap(Location)
{
level.Lap = [];
for(y=1;y<=5;y++)
{
level.Lap[1] = spawn("script_model",Location+(424, -308+(y*55), -14));
level.Lap[1].angles = (0,90,0);
foreach(Lap in level.Lap)
{
Lap setModel( "com_plasticcase_friendly" );
self thread LapNum(Lap);
}
}
}

LapNum(Lap)
{
self endon("disconnect");
LapNumber = 0;
for (;Winky Winky
{
if(distance(self.origin, Lap.origin) <55 && LapNumber == 0)
{
if (LapNumber == 0)
{
Message("");
wait .3;
LapNumber = 1;
}
}
if(distance(self.origin, Lap.origin) <55 && LapNumber == 1)
{
if (LapNumber == 1)
{
Message("^0Lap 1");
wait .3;
LapNumber = 2;
}
}
if(distance(self.origin, Lap.origin) <55 && LapNumber == 2)
{
if (LapNumber == 2)
{
Message("^0Lap 2");
wait .3;
LapNumber = 3;
}
}
if(distance(self.origin, Lap.origin) <55 && LapNumber == 3)
{
if (LapNumber == 3)
{
Message("^0Lap 3");
wait .3;
LapNumber = 0;
}
}
wait .3;
}
wait .5;
}

Message(text)
{
notifyData = spawnstruct();
notifyData.notifyText = text;
notifyData.glowColor = (1.0, 0.0, 0.0);
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
}

Death(Wall)
{
self endon("disconnect");
for(;Winky Winky
{
Barrier = Wall.origin;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
}
}

Death2(WB)
{
self endon("disconnect");
for(;Winky Winky
{
Barrier = WB.origin;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
RadiusDamage( Barrier, 20, 1000, 1000, self );
wait 0.4;
}
}

Start(Kart)
{
Kartorg = Kart.origin;
Earthquake (0.5, 1.5, Kartorg, 50);
wait 0.01;
Earthquake (0.5, 1.5, Kartorg, 50);
}

RandWep()
{
self endon("disconnect");
switch(RandomInt(3))
{
case 0:
self thread RandWep1();
break;
case 1:
self thread RandWep2();
break;
case 2:
self thread RandWep3();
}
}
RandWep1()
{
self endon("death");
self endon("off");
self takeallweapons();
self giveWeapon("beretta_mp", 0, false );
self switchToWeapon("beretta_mp", 0, false );
self setWeaponAmmoStock("beretta_mp", 0);
self setWeaponAmmoClip("beretta_mp", 3);
self iprintlnbold("^0Only 3 shots... ^1Make em' count");
for(;Winky Winky
{
self waittill( "weapon_fired" );
bullet = spawn("script_model", self GetCursorPos() );
level.Mapname = getDvar("mapname");
if(level.Mapname=="mp_terminal")
{
bullet setModel( "furniture_blowupdoll01" );
}
else bullet setModel( "c130_zoomrig" );
bullet.angles = self.angles+(0,90,0);
self thread Nuke();
wait 3;
Doll = bullet.origin;
Explosion = loadfx ("fire/fire_smoke_trail_L");
playfx(Explosion, bullet.origin+(0,0,0));
playfx(Explosion, bullet.origin+(0,0,50));
playfx(Explosion, bullet.origin+(0,0,-50));
playfx(Explosion, bullet.origin+(0,-50,0));
playfx(Explosion, bullet.origin+(0,50,0));
playfx(Explosion, bullet.origin+(-50,0,0));
playfx(Explosion, bullet.origin+(50,0,0));
bullet delete();
Earthquake (0.5, 1.5, Doll, 150);
RadiusDamage( Doll, 150, 1000, 75, self );

}
wait 0.5;
}

RandWep2()
{
self endon("death");
self endon("off");
self takeallweapons();
self giveWeapon("usp_mp", 0, false );
self switchToWeapon("usp_mp", 0, false );
self setWeaponAmmoStock("usp_mp", 0);
self setWeaponAmmoClip("usp_mp", 1);
self iprintlnbold("^0One ^1BIG ASS EXPLOSION... ^0coming right up!");
for(;Winky Winky
{
self waittill( "weapon_fired" );
level.Mapname = getDvar("mapname");
if(level.Mapname=="mp_terminal")
{
self thread Term();
}
else self thread other();
}
wait 0.5;
}

Term()
{
bullet2 = spawn("script_model", self GetCursorPos()+(0,0,50));
bullet2 setmodel("com_propane_tank02_small");
bullet2.angles = self.angles+(0,90,0);
self thread Nuke();
wait 3;
Barrel = bullet2.origin;
Explosion = loadfx("explosions/propane_large_exp");
playfx( Explosion, bullet2.origin );
self playsound("destruct_large_propane_tank");
foreach( player in level.players )
{
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
Earthquake (0.5, 1.5, Barrel, 300);
RadiusDamage( Barrel, 250, 1000, 1000, self );
wait 2;
bullet2 delete();
}

other()
{
bullet = spawn("script_model", self GetCursorPos());
bullet setModel( "test_sphere_silver" );
bullet.angles = self.angles+(90,90,0);
self thread Nuke();
wait 3;
Barrel = bullet.origin;
self playsound("destruct_large_propane_tank");
Explosion = loadfx ("fire/fire_smoke_trail_L");
playfx(Explosion, bullet.origin+(0,0,0));
playfx(Explosion, bullet.origin+(0,0,50));
playfx(Explosion, bullet.origin+(0,0,-50));
playfx(Explosion, bullet.origin+(0,-50,0));
playfx(Explosion, bullet.origin+(0,50,0));
playfx(Explosion, bullet.origin+(-50,0,0));
playfx(Explosion, bullet.origin+(50,0,0));
bullet delete();
Earthquake (0.5, 1.5, Barrel, 150);
RadiusDamage( Barrel, 175, 1000, 1000, self );
}

RandWep3()
{
self endon("death");
self endon("off");
self takeallweapons();
self iprintlnbold("^1Flash Bangs!");
wait 2;
self iprintlnbold("^1Flash the shit out of the other players!");
self giveWeapon("concussion_grenade_mp", 0, false );
self switchToWeapon("concussion_grenade_mp", 0, false );
wait 10;
for(;Winky Winky
{
self iprintlnbold("^0Here, have some more... ^1FLASH BANGS!");
self giveWeapon("concussion_grenade_mp", 0, false );
self switchToWeapon("concussion_grenade_mp", 0, false );
wait 10;
self iprintlnbold("^0Here, have some more... ^1FLASH BANGS!");
self giveWeapon("concussion_grenade_mp", 0, false );
self switchToWeapon("concussion_grenade_mp", 0, false );
wait 10;
self iprintlnbold("^0Smoke ^1any one?");
self giveWeapon("smoke_grenade_mp", 0, false );
self switchToWeapon("smoke_grenade_mp", 0, false );
wait 10;
}
}

Nuke()
{
self endon("off");
Nuke = spawn( "script_origin", (0,0,0) );
Nuke hide();
for(i=0;i<3;i++)
{
Nuke playSound( "ui_mp_nukebomb_timer" );
wait 1;
}
}


When you get on as the passenger you get 1 of 3 random weapons their not all that great, but they'll kill.

There is a "Lap System" but its not all that great... I got the idea from x_DaftVader_x.'s stealth mod menu. There is also a death barrier around the actual track so watchout.

Im sure they're bugs or glitches... if there is any please let me know and ill try to fix them. I may also update it and make more tracks but i don't know.

And remember SHOOT TO SPAWN don't shoot at the sky, shoot at the ground. :derp:


That is SIIIIIIIIIIIIIIIIK:420:
03-19-2011, 03:04 AM #9
Joe Stalin
Geohot FTW!
Originally posted by WHIITEBOY View Post
Ive never used godlymodz garage, so i don't know...



Yea



Yup, i didn't feel like losing online for my ps3 just to mod, so i got it for pc


get on skype hoe. lol
03-19-2011, 12:03 PM #10
NextGenA
Save Point
This is so cool !

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