Post: [SCRIPT] Wasted Mode
05-05-2012, 02:47 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); this is just somthing i made awhile back for my menu, its not that good but its ok to add to your menu's.

Here is a little video.


here is the script:

    drunkMode()
{
if(!self.drunk)
{
self.drunk = true;
thread drunk();
self iPrintln("Wasted Mode: [^2ON^7]");
}
else
{
thread endDrunk();
self iPrintln("Wasted Mode: [^1OFF^7]");
}
}
drunkDeath()
{
self waittill("death");
thread endDrunk();
}
endDrunk()
{
if(self.drunk)
{
self notify("endDrunk");
self.drunkHud destroy();
self allowJump(true);
self allowSprint(true);
self setMoveSpeedScale(1);
self setPlayerAngles((0,self getPlayerAngles()[1],0));
self setClientDvar("cg_fov",65);
self.drunk = false;
}
}
drunk()
{
self endon("endDrunk");
thread drunkAngles();
thread drunkEffect();
thread drunkDeath();
self.drunkHud = createRectangle("","",0,0,1000,720,getColor(),"white",1,.2);
for(;Winky Winky
{
for(k = 0;k < 5;k+=.2)
{
self setClientDvar("r_blur",k);
self.drunkHud fadeOverTime(.1);
self.drunkHud.color = getColor();
wait .1;
}
for(k = 5;k > 0;k-=.2)
{
self setClientDvar("r_blur",k);
self.drunkHud fadeOverTime(.1);
self.drunkHud.color = getColor();
wait .1;
}
wait .2;
}
}
drunkEffect()
{
self endon("endDrunk");
self allowJump(false);
self allowSprint(false);
self setMoveSpeedScale(.5);
for(;Winky Winky
{
for(k = 65;k < 80;k+=.5)
{
self setClientDvar("cg_fov",k);
wait .05;
}
for(k = 80;k > 65;k-=.5)
{
self setClientDvar("cg_fov",k);
wait .05;
}
wait .05;
}
}
drunkAngles()
{
angleInUse = false;
while(self.drunk)
{
angles = self getPlayerAngles();
if(!angleInUse)
{
self setPlayerAngles(angles+(.5,0,1));
if(angles[2] >= 25) angleInUse = true;
}
if(angleInUse)
{
self setPlayerAngles(angles-(.5,0,1));
if(angles[2] <= -25) angleInUse = false;
}
wait .05;
}
}
getColor()
{
return (randomIntRange(10,255)/255, randomIntRange(10,255)/255, randomIntRange(10,255)/255);
}


you may need this:

    createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha)
{
barElem = newClientHudElem(self);
barElem.elemType = "bar";
barElem.width = width;
barElem.height = height;
barElem.align = align;
barElem.relative = relative;
barElem.children = [];
barElem.sort = sort;
barElem.color = color;
barElem.alpha = alpha;
barElem setParent(level.uiParent);
barElem setShader(shader,width,height);
barElem.hidden = false;
barElem setPoint(align,relative,x,y);
thread destroyElemOnDeath(barElem);
return barElem;
}
destroyElemOnDeath(elem)
{
self waittill("death");
if(isDefined(elem.bar))
elem destroyElem();
else
elem destroy();
}
Last edited by IELIITEMODZX ; 05-17-2012 at 08:46 PM.

The following 6 users say thank you to IELIITEMODZX for this useful post:

1337HaXaLoT, Jacob-And-Britt, KingcreekS, Taylor, ThePhantom410.
05-05-2012, 02:55 PM #2
Originally posted by IELIITEMODZX View Post
this is just somthing i made awhile back for my menu, its not that good but its ok to add to your menu's.

Here is a little video.


here is the script:

    drunkMode()
{
if(!self.drunk)
{
closeMenu();
self.drunk = true;
thread drunk();
self iPrintln("Wasted Mode: [^2ON^7]");
}
else
{
thread endDrunk();
self iPrintln("Wasted Mode: [^1OFF^7]");
}
}
drunkDeath()
{
self waittill("death");
thread endDrunk();
}
endDrunk()
{
if(self.drunk)
{
self notify("endDrunk");
self.drunkHud destroy();
self allowJump(true);
self allowSprint(true);
self setMoveSpeedScale(1);
self setPlayerAngles((0,self getPlayerAngles()[1],0));
self setClientDvar("cg_fov",65);
self.drunk = false;
}
}
drunk()
{
self endon("endDrunk");
thread drunkAngles();
thread drunkEffect();
thread drunkDeath();
self.drunkHud = createRectangle("","",0,0,1000,720,getColor(),"white",1,.2);
for(;Winky Winky
{
for(k = 0;k < 5;k+=.2)
{
self setClientDvar("r_blur",k);
self.drunkHud fadeOverTime(.1);
self.drunkHud.color = getColor();
wait .1;
}
for(k = 5;k > 0;k-=.2)
{
self setClientDvar("r_blur",k);
self.drunkHud fadeOverTime(.1);
self.drunkHud.color = getColor();
wait .1;
}
wait .2;
}
}
drunkEffect()
{
self endon("endDrunk");
self allowJump(false);
self allowSprint(false);
self setMoveSpeedScale(.5);
for(;Winky Winky
{
for(k = 65;k < 80;k+=.5)
{
self setClientDvar("cg_fov",k);
wait .05;
}
for(k = 80;k > 65;k-=.5)
{
self setClientDvar("cg_fov",k);
wait .05;
}
wait .05;
}
}
drunkAngles()
{
angleInUse = false;
while(self.drunk)
{
angles = self getPlayerAngles();
if(!angleInUse)
{
self setPlayerAngles(angles+(.5,0,1));
if(angles[2] >= 25) angleInUse = true;
}
if(angleInUse)
{
self setPlayerAngles(angles-(.5,0,1));
if(angles[2] <= -25) angleInUse = false;
}
wait .05;
}
}
getColor()
{
return (randomIntRange(10,255)/255, randomIntRange(10,255)/255, randomIntRange(10,255)/255);
}


you may need this:

    createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha)
{
barElem = newClientHudElem(self);
barElem.elemType = "bar";
barElem.width = width;
barElem.height = height;
barElem.align = align;
barElem.relative = relative;
barElem.children = [];
barElem.sort = sort;
barElem.color = color;
barElem.alpha = alpha;
barElem setParent(level.uiParent);
barElem setShader(shader,width,height);
barElem.hidden = false;
barElem setPoint(align,relative,x,y);
thread destroyElemOnDeath(barElem);
return barElem;
}
destroyElemOnDeath(elem)
{
self waittill("death");
if(isDefined(elem.bar))
elem destroyElem();
else
elem destroy();
}


completely pointless as a menu option but could maybe be used in a Zombie gamemode or something...
05-05-2012, 03:14 PM #3
Originally posted by x. View Post
completely pointless as a menu option but could maybe be used in a Zombie gamemode or something...
or for a player menu lol to piss the noobs off Happy

The following user thanked IELIITEMODZX for this useful post:

1337HaXaLoT
05-05-2012, 03:26 PM #4
its better than other drunk modes. oh and off topic whats the name of the little star shader?
05-05-2012, 03:26 PM #5
Jacob-And-Britt
I’m too L33T
Originally posted by IELIITEMODZX View Post
this is just somthing i made awhile back for my menu, its not that good but its ok to add to your menu's.

Here is a little video.


here is the script:

    drunkMode()
{
if(!self.drunk)
{
closeMenu();
self.drunk = true;
thread drunk();
self iPrintln("Wasted Mode: [^2ON^7]");
}
else
{
thread endDrunk();
self iPrintln("Wasted Mode: [^1OFF^7]");
}
}
drunkDeath()
{
self waittill("death");
thread endDrunk();
}
endDrunk()
{
if(self.drunk)
{
self notify("endDrunk");
self.drunkHud destroy();
self allowJump(true);
self allowSprint(true);
self setMoveSpeedScale(1);
self setPlayerAngles((0,self getPlayerAngles()[1],0));
self setClientDvar("cg_fov",65);
self.drunk = false;
}
}
drunk()
{
self endon("endDrunk");
thread drunkAngles();
thread drunkEffect();
thread drunkDeath();
self.drunkHud = createRectangle("","",0,0,1000,720,getColor(),"white",1,.2);
for(;Winky Winky
{
for(k = 0;k < 5;k+=.2)
{
self setClientDvar("r_blur",k);
self.drunkHud fadeOverTime(.1);
self.drunkHud.color = getColor();
wait .1;
}
for(k = 5;k > 0;k-=.2)
{
self setClientDvar("r_blur",k);
self.drunkHud fadeOverTime(.1);
self.drunkHud.color = getColor();
wait .1;
}
wait .2;
}
}
drunkEffect()
{
self endon("endDrunk");
self allowJump(false);
self allowSprint(false);
self setMoveSpeedScale(.5);
for(;Winky Winky
{
for(k = 65;k < 80;k+=.5)
{
self setClientDvar("cg_fov",k);
wait .05;
}
for(k = 80;k > 65;k-=.5)
{
self setClientDvar("cg_fov",k);
wait .05;
}
wait .05;
}
}
drunkAngles()
{
angleInUse = false;
while(self.drunk)
{
angles = self getPlayerAngles();
if(!angleInUse)
{
self setPlayerAngles(angles+(.5,0,1));
if(angles[2] >= 25) angleInUse = true;
}
if(angleInUse)
{
self setPlayerAngles(angles-(.5,0,1));
if(angles[2] <= -25) angleInUse = false;
}
wait .05;
}
}
getColor()
{
return (randomIntRange(10,255)/255, randomIntRange(10,255)/255, randomIntRange(10,255)/255);
}


you may need this:

    createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha)
{
barElem = newClientHudElem(self);
barElem.elemType = "bar";
barElem.width = width;
barElem.height = height;
barElem.align = align;
barElem.relative = relative;
barElem.children = [];
barElem.sort = sort;
barElem.color = color;
barElem.alpha = alpha;
barElem setParent(level.uiParent);
barElem setShader(shader,width,height);
barElem.hidden = false;
barElem setPoint(align,relative,x,y);
thread destroyElemOnDeath(barElem);
return barElem;
}
destroyElemOnDeath(elem)
{
self waittill("death");
if(isDefined(elem.bar))
elem destroyElem();
else
elem destroy();
}
Completely Pointless and worthless mod GTFO YOU LEECH!! :carling: LOL JK! Smile
05-05-2012, 03:28 PM #6
Originally posted by JakeModz View Post
its better than other drunk modes. oh and off topic whats the name of the little star shader?
ui_host and if you want more good shaders go here: You must login or register to view this content.

The following 3 users say thank you to IELIITEMODZX for this useful post:

1337HaXaLoT, JakeModz
05-05-2012, 03:57 PM #7
Originally posted by IELIITEMODZX View Post
ui_host and if you want more good shaders go here: You must login or register to view this content.


thanks haha, i knew all those i just didn't know which one it was. Winky Winky
05-05-2012, 04:25 PM #8
247Yamato
< ^ > < ^ >
I remember I did something like this to make a sprinting animation, but the angles I used were more random.
05-05-2012, 04:29 PM #9
Originally posted by 247Yamato View Post
I remember I did something like this to make a sprinting animation, but the angles I used were more random.
yeah same im working on a new one for my menu, i made this one to fill my menu "when it was empty", but now ive got some time to make a good one Winky Winky
05-06-2012, 04:41 PM #10
Originally posted by IELIITEMODZX View Post
this is just somthing i made awhile back for my menu, its not that good but its ok to add to your menu's.

Here is a little video.


here is the script:

    drunkMode()
{
if(!self.drunk)
{
closeMenu();
self.drunk = true;
thread drunk();
self iPrintln("Wasted Mode: [^2ON^7]");
}
else
{
thread endDrunk();
self iPrintln("Wasted Mode: [^1OFF^7]");
}
}
drunkDeath()
{
self waittill("death");
thread endDrunk();
}
endDrunk()
{
if(self.drunk)
{
self notify("endDrunk");
self.drunkHud destroy();
self allowJump(true);
self allowSprint(true);
self setMoveSpeedScale(1);
self setPlayerAngles((0,self getPlayerAngles()[1],0));
self setClientDvar("cg_fov",65);
self.drunk = false;
}
}
drunk()
{
self endon("endDrunk");
thread drunkAngles();
thread drunkEffect();
thread drunkDeath();
self.drunkHud = createRectangle("","",0,0,1000,720,getColor(),"white",1,.2);
for(;Winky Winky
{
for(k = 0;k < 5;k+=.2)
{
self setClientDvar("r_blur",k);
self.drunkHud fadeOverTime(.1);
self.drunkHud.color = getColor();
wait .1;
}
for(k = 5;k > 0;k-=.2)
{
self setClientDvar("r_blur",k);
self.drunkHud fadeOverTime(.1);
self.drunkHud.color = getColor();
wait .1;
}
wait .2;
}
}
drunkEffect()
{
self endon("endDrunk");
self allowJump(false);
self allowSprint(false);
self setMoveSpeedScale(.5);
for(;Winky Winky
{
for(k = 65;k < 80;k+=.5)
{
self setClientDvar("cg_fov",k);
wait .05;
}
for(k = 80;k > 65;k-=.5)
{
self setClientDvar("cg_fov",k);
wait .05;
}
wait .05;
}
}
drunkAngles()
{
angleInUse = false;
while(self.drunk)
{
angles = self getPlayerAngles();
if(!angleInUse)
{
self setPlayerAngles(angles+(.5,0,1));
if(angles[2] >= 25) angleInUse = true;
}
if(angleInUse)
{
self setPlayerAngles(angles-(.5,0,1));
if(angles[2] <= -25) angleInUse = false;
}
wait .05;
}
}
getColor()
{
return (randomIntRange(10,255)/255, randomIntRange(10,255)/255, randomIntRange(10,255)/255);
}


you may need this:

    createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha)
{
barElem = newClientHudElem(self);
barElem.elemType = "bar";
barElem.width = width;
barElem.height = height;
barElem.align = align;
barElem.relative = relative;
barElem.children = [];
barElem.sort = sort;
barElem.color = color;
barElem.alpha = alpha;
barElem setParent(level.uiParent);
barElem setShader(shader,width,height);
barElem.hidden = false;
barElem setPoint(align,relative,x,y);
thread destroyElemOnDeath(barElem);
return barElem;
}
destroyElemOnDeath(elem)
{
self waittill("death");
if(isDefined(elem.bar))
elem destroyElem();
else
elem destroy();
}


you should try using the shellshock from the stun grenade, looks much nicer Smile

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