Post: [RELEASE] IVI40A3Fusionz Gun Game v1.0 | Zombies
05-10-2012, 08:13 PM #1
IVI40A3Fusionz
Former Gaming Squad Member
(adsbygoogle = window.adsbygoogle || []).push({}); Well i haven't released anything in a while, although this isn't anything new i thought i would release something that some people may find useful to use or find 'fun' to play.
The game is never ending unless you die, once it is activated Gun Game starts at round 10 and you cycle through the weapons by getting a kill, there are 30 weapons once you reach weapon level 30 Gun Game will restart but the rounds will carry on making it harder for you to complete Gun Game the next time round.
I'm not going to put this is a .ff for you, i think you all know how to do that by now, i will also not tell you how to put it on your PS3 as alot of people know how to do that now and there are hundreds of tutorials about on the internet and just a simple search in Google will give you the answers.


The gamemode itself:
    
initGunGame()
{
self iPrintln("Loading ^2Gun Game^7...");
self thread Rounds(10);
wait 1;
self TakeAllWeapons();
self thread GGGunChange();
self thread doAmmo();
self thread GunGame();
self thread GunGameUpgrades();
self thread doWelcome("Gun Game v1.0", "Created By IVI40A3Fusionz", (1,0,0), 14);
Earthquake( 0.9, 3, self.origin, 850 );
self playlocalsound("zmb_laugh_child");
}
GunGame()
{
self endon("Guns");
self.WeaponList=strTok("ray_gun_upgraded_zm|crossbow_explosive_upgraded_zm|knife_ballistic_bowie_upgraded_zm|defaultweapon|m14_upgraded_zm|m16_gl_upgraded_zm|g11_lps_upgraded_zm|famas_upgraded_zm|galil_upgraded_zm|commando_upgraded_zm|fnfal_upgraded_zm|aug_acog_mk_upgraded_zm|ak47_zm|l96a1_upgraded_zm|dragunov_upgraded_zm|ak74u_upgraded_zm|mp5k_upgraded_zm|mp40_upgraded_zm|mpl_upgraded_zm|pm63_upgraded_zm|spectre_upgraded_zm|rpk_upgraded_zm|hk21_upgraded_zm|spas_upgraded_zm|hs10_upgraded_zm|ithaca_upgraded_zm|rottweil72_upgraded_zm|m1911_upgraded_zm|python_upgraded_zm|cz75dw_upgraded_zm","|");
self.WeaponListNames=strTok("Ray Gun|Crossbow|Ballistic Knife|Default Weapon|M14|M16|G11|Famas|Galil|Commando|FN Fal|AUG|AK47|L96A1|Dragunov|AK74u|MP5k|MP40|MPL|PM63|Spectre|RPK|HK21|Spas|HS10|Stakeout|Olympia|Mustang and Sally|Python|CZ75","|");
self.NumberOfKills = 0;
self GiveWeapon(self.WeaponList[self.NumberOfKills]);
wait .01;
self SwitchToWeapon(self.WeaponList[self.NumberOfKills]);
self iPrintlnBold("New Weapon ^2"+self.WeaponListNames[self.NumberOfKills]);
}
GunGameUpgrades()
{
self endon("Guns");
self.PreviousKills = self.kills;
for(;Winky Winky
{
if(self.kills > self.PreviousKills)
{
self.PreviousKills = self.kills;
self.NumberOfKills++;
self TakeAllWeapons();
self GiveWeapon(self.WeaponList[self.NumberOfKills]);
wait .01;
self SwitchToWeapon(self.WeaponList[self.NumberOfKills]);
self iPrintln("^2Weapon Upgraded");
self iPrintlnBold("New Weapon ^2"+self.WeaponListNames[self.NumberOfKills]);
if(self.NumberOfKills == 29)self iPrintlnBold("^2Final Weapon!");
if(self.NumberOfKills == 30)
{
self thread doWelcome("You Have Won!", "Gun Game Will Now Restart!", (1,0,0), 14);
self thread GunGame();
}
}
wait .1;
}
}
GGGunChange()
{
self endon("Guns");
while(1)
{
CurrentWeapon=self GetCurrentWeapon();
if(CurrentWeapon!=self.WeaponList[self.NumberOfKills] && CurrentWeapon!="none")
{
self TakeAllWeapons();
self giveWeapon(self.WeaponList[self.NumberOfKills]);
wait .05;
self switchToWeapon(self.WeaponList[self.NumberOfKills]);
}
wait .01;
}
}


You will also need these:

    
doWelcome(Text1, Text2, Colour, Time)
{
notifyData = spawnstruct();
notifyData.titleText = Text1;
notifyData.notifyText = Text2;
notifyData.glowColor = Colour;
notifyData.duration = Time;
self maps\_hud_message::notifyMessage(notifyData);
}
Rounds(Value)
{
level.round_number = Value-1;
self thread ZombieKill();
}
ZombieKill()
{
Zombz = GetAiSpeciesArray( "axis" );
level.zombie_total = 0;
for( i = 0;i < Zombz.size;i++ )
{
Zombz[i] maps\_zombiemode_spawner::zombie_head_gib();
Zombz[i] DoDamage( Zombz[i].health * 5000, Zombz[i].origin, self );
wait .05;
}
}




- Feel free to record if you like!
- No need for credits as this is coded 100% by me, it was going to be released alongside my Project Reborn v2.
Last edited by IVI40A3Fusionz ; 05-11-2012 at 07:04 AM.

The following 9 users say thank you to IVI40A3Fusionz for this useful post:

ᴠevo, FM|T xR3PMz, User23434, Murt, Taylor, TOM DAINTY, xMrSuperMoDzZ--, ZeiiKeN
05-10-2012, 08:21 PM #2
Murt
< ^ > < ^ >
first! nice, ill record it later on Happy good job
05-10-2012, 08:23 PM #3
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by Murt View Post
first! nice, ill record it later on Happy good job


Thanks :y:
:wub:

The following user thanked IVI40A3Fusionz for this useful post:

Vultra
05-10-2012, 08:29 PM #4
ZeiiKeN
Group 935
YEAHHHHHHHHHHHH Thank bro Happy
05-10-2012, 08:36 PM #5
CyberNomadic
Web Developer
Awesome job Bro!
05-10-2012, 09:20 PM #6
Originally posted by IVI40A3Fusionz View Post
Well i haven't released anything in a while, although this isn't anything new i thought i would release something that some people may find useful to use or find 'fun' to play.
The game is never ending unless you die, once it is activated Gun Game starts at round 10 and you cycle through the weapons by getting a kill, there are 30 weapons once you reach weapon level 30 Gun Game will restart but the rounds will carry on making it harder for you to complete Gun Game the next time round.
I'm not going to put this is a .ff for you, i think you all know how to do that by now, i will also not tell you how to put it on your PS3 as alot of people know how to do that now and there are hundreds of tutorials about on the internet and just a simple search in Goggle will give you the answers.


The gamemode itself:
    
initGunGame()
{
self iPrintln("Loading ^2Gun Game^7...");
self thread Rounds(10);
wait 1;
self TakeAllWeapons();
self thread GGGunChange();
self thread doAmmo();
self thread GunGame();
self thread GunGameUpgrades();
self thread doWelcome("Gun Game v1.0", "Created By IVI40A3Fusionz", (1,0,0), 14);
Earthquake( 0.9, 3, self.origin, 850 );
self playlocalsound("zmb_laugh_child");
}
GunGame()
{
self endon("Guns");
self.WeaponList=strTok("ray_gun_upgraded_zm|crossbow_explosive_upgraded_zm|knife_ballistic_bowie_upgraded_zm|defaultweapon|m14_upgraded_zm|m16_gl_upgraded_zm|g11_lps_upgraded_zm|famas_upgraded_zm|galil_upgraded_zm|commando_upgraded_zm|fnfal_upgraded_zm|aug_acog_mk_upgraded_zm|ak47_zm|l96a1_upgraded_zm|dragunov_upgraded_zm|ak74u_upgraded_zm|mp5k_upgraded_zm|mp40_upgraded_zm|mpl_upgraded_zm|pm63_upgraded_zm|spectre_upgraded_zm|rpk_upgraded_zm|hk21_upgraded_zm|spas_upgraded_zm|hs10_upgraded_zm|ithaca_upgraded_zm|rottweil72_upgraded_zm|m1911_upgraded_zm|python_upgraded_zm|cz75dw_upgraded_zm","|");
self.WeaponListNames=strTok("Ray Gun|Crossbow|Ballistic Knife|Default Weapon|M14|M16|G11|Famas|Galil|Commando|FN Fal|AUG|AK47|L96A1|Dragunov|AK74u|MP5k|MP40|MPL|PM63|Spectre|RPK|HK21|Spas|HS10|Stakeout|Olympia|Mustang and Sally|Python|CZ75","|");
self.NumberOfKills = 0;
self GiveWeapon(self.WeaponList[self.NumberOfKills]);
wait .01;
self SwitchToWeapon(self.WeaponList[self.NumberOfKills]);
self iPrintlnBold("New Weapon ^2"+self.WeaponListNames[self.NumberOfKills]);
}
GunGameUpgrades()
{
self endon("Guns");
self.PreviousKills = self.kills;
for(;Winky Winky
{
if(self.kills > self.PreviousKills)
{
self.PreviousKills = self.kills;
self.NumberOfKills++;
self TakeAllWeapons();
self GiveWeapon(self.WeaponList[self.NumberOfKills]);
wait .01;
self SwitchToWeapon(self.WeaponList[self.NumberOfKills]);
self iPrintln("^2Weapon Upgraded");
self iPrintlnBold("New Weapon ^2"+self.WeaponListNames[self.NumberOfKills]);
if(self.NumberOfKills == 29)self iPrintlnBold("^2Final Weapon!");
if(self.NumberOfKills == 30)
{
self thread doWelcome("You Have Won!", "Gun Game Will Now Restart!", (1,0,0), 14);
self thread GunGame();
}
}
wait .1;
}
}
GGGunChange()
{
self endon("Guns");
while(1)
{
CurrentWeapon=self GetCurrentWeapon();
if(CurrentWeapon!=self.WeaponList[self.NumberOfKills] && CurrentWeapon!="none")
{
self TakeAllWeapons();
self giveWeapon(self.WeaponList[self.NumberOfKills]);
wait .05;
self switchToWeapon(self.WeaponList[self.NumberOfKills]);
}
wait .01;
}
}


You will also need these:

    
doWelcome(Text1, Text2, Colour, Time)
{
notifyData = spawnstruct();
notifyData.titleText = Text1;
notifyData.notifyText = Text2;
notifyData.glowColor = Colour;
notifyData.duration = Time;
self maps\_hud_message::notifyMessage(notifyData);
}
Rounds(Value)
{
level.round_number = Value-1;
self thread ZombieKill();
}
ZombieKill()
{
Zombz = GetAiSpeciesArray( "axis" );
level.zombie_total = 0;
for( i = 0;i < Zombz.size;i++ )
{
Zombz[i] maps\_zombiemode_spawner::zombie_head_gib();
Zombz[i] DoDamage( Zombz[i].health * 5000, Zombz[i].origin, self );
wait .05;
}
}




- Feel free to record if you like!
- No need for credits as this is coded 100% by me, it was going to be released alongside my Project Reborn v2.


You know you spelled Google wrong. You spelled it Goggle :P
But still <3 the Tut
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05-10-2012, 09:40 PM #7
Choco
Respect my authoritah!!
Ryan your mods all suck :carling:
05-11-2012, 12:09 AM #8
Taylor
Former Black Knight.
Originally posted by IVI40A3Fusionz View Post
Well i haven't released anything in a while, although this isn't anything new i thought i would release something that some people may find useful to use or find 'fun' to play.
The game is never ending unless you die, once it is activated Gun Game starts at round 10 and you cycle through the weapons by getting a kill, there are 30 weapons once you reach weapon level 30 Gun Game will restart but the rounds will carry on making it harder for you to complete Gun Game the next time round.
I'm not going to put this is a .ff for you, i think you all know how to do that by now, i will also not tell you how to put it on your PS3 as alot of people know how to do that now and there are hundreds of tutorials about on the internet and just a simple search in Goggle will give you the answers.


The gamemode itself:
    
initGunGame()
{
self iPrintln("Loading ^2Gun Game^7...");
self thread Rounds(10);
wait 1;
self TakeAllWeapons();
self thread GGGunChange();
self thread doAmmo();
self thread GunGame();
self thread GunGameUpgrades();
self thread doWelcome("Gun Game v1.0", "Created By IVI40A3Fusionz", (1,0,0), 14);
Earthquake( 0.9, 3, self.origin, 850 );
self playlocalsound("zmb_laugh_child");
}
GunGame()
{
self endon("Guns");
self.WeaponList=strTok("ray_gun_upgraded_zm|crossbow_explosive_upgraded_zm|knife_ballistic_bowie_upgraded_zm|defaultweapon|m14_upgraded_zm|m16_gl_upgraded_zm|g11_lps_upgraded_zm|famas_upgraded_zm|galil_upgraded_zm|commando_upgraded_zm|fnfal_upgraded_zm|aug_acog_mk_upgraded_zm|ak47_zm|l96a1_upgraded_zm|dragunov_upgraded_zm|ak74u_upgraded_zm|mp5k_upgraded_zm|mp40_upgraded_zm|mpl_upgraded_zm|pm63_upgraded_zm|spectre_upgraded_zm|rpk_upgraded_zm|hk21_upgraded_zm|spas_upgraded_zm|hs10_upgraded_zm|ithaca_upgraded_zm|rottweil72_upgraded_zm|m1911_upgraded_zm|python_upgraded_zm|cz75dw_upgraded_zm","|");
self.WeaponListNames=strTok("Ray Gun|Crossbow|Ballistic Knife|Default Weapon|M14|M16|G11|Famas|Galil|Commando|FN Fal|AUG|AK47|L96A1|Dragunov|AK74u|MP5k|MP40|MPL|PM63|Spectre|RPK|HK21|Spas|HS10|Stakeout|Olympia|Mustang and Sally|Python|CZ75","|");
self.NumberOfKills = 0;
self GiveWeapon(self.WeaponList[self.NumberOfKills]);
wait .01;
self SwitchToWeapon(self.WeaponList[self.NumberOfKills]);
self iPrintlnBold("New Weapon ^2"+self.WeaponListNames[self.NumberOfKills]);
}
GunGameUpgrades()
{
self endon("Guns");
self.PreviousKills = self.kills;
for(;Winky Winky
{
if(self.kills > self.PreviousKills)
{
self.PreviousKills = self.kills;
self.NumberOfKills++;
self TakeAllWeapons();
self GiveWeapon(self.WeaponList[self.NumberOfKills]);
wait .01;
self SwitchToWeapon(self.WeaponList[self.NumberOfKills]);
self iPrintln("^2Weapon Upgraded");
self iPrintlnBold("New Weapon ^2"+self.WeaponListNames[self.NumberOfKills]);
if(self.NumberOfKills == 29)self iPrintlnBold("^2Final Weapon!");
if(self.NumberOfKills == 30)
{
self thread doWelcome("You Have Won!", "Gun Game Will Now Restart!", (1,0,0), 14);
self thread GunGame();
}
}
wait .1;
}
}
GGGunChange()
{
self endon("Guns");
while(1)
{
CurrentWeapon=self GetCurrentWeapon();
if(CurrentWeapon!=self.WeaponList[self.NumberOfKills] && CurrentWeapon!="none")
{
self TakeAllWeapons();
self giveWeapon(self.WeaponList[self.NumberOfKills]);
wait .05;
self switchToWeapon(self.WeaponList[self.NumberOfKills]);
}
wait .01;
}
}


You will also need these:

    
doWelcome(Text1, Text2, Colour, Time)
{
notifyData = spawnstruct();
notifyData.titleText = Text1;
notifyData.notifyText = Text2;
notifyData.glowColor = Colour;
notifyData.duration = Time;
self maps\_hud_message::notifyMessage(notifyData);
}
Rounds(Value)
{
level.round_number = Value-1;
self thread ZombieKill();
}
ZombieKill()
{
Zombz = GetAiSpeciesArray( "axis" );
level.zombie_total = 0;
for( i = 0;i < Zombz.size;i++ )
{
Zombz[i] maps\_zombiemode_spawner::zombie_head_gib();
Zombz[i] DoDamage( Zombz[i].health * 5000, Zombz[i].origin, self );
wait .05;
}
}




- Feel free to record if you like!
- No need for credits as this is coded 100% by me, it was going to be released alongside my Project Reborn v2.


Thanks To Me For Pointng Out The Missing Thread (KillZombies) Happy
05-11-2012, 02:40 PM #9
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by xYARDSALEx View Post
Thanks To Me For Pointng Out The Missing Thread (KillZombies) Happy


Ohhh shhhhh Taylor we all make mistakes stare.
05-11-2012, 02:54 PM #10
ᴠevo
Banned
Nice mod bro. I love it Happy

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