Post: Juggernaut Zombies
10-12-2010, 04:21 PM #1
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Juggernaut Zombies


Might as well release it on here, it's just going to get copied and pasted here anyway...

I haven't released anything for a while, but heres a small mini-game I created. You NEED to be hosting an SnD to use this. If you find any error's with the code then fix them yourself. It's optimized for my patch so it's probably got some dead variables lying around.

Game Info
- Two Teams Human, Juggernaut Zombies
- Humans have a Random Weapons Box and Perk Box (shown 9:28 in the Video)
- Juggernaut Zombies can ONLY Knife, they spawn with a random ability (e.g: Riot Shield, Throwing Knife)
- Juggernaut Zombies can see Humans (Unless the Human got the random perk Cold Blooded)
- Humans start with an M9, each kill gains them cash
- Juggernaut Zombies obtain extra health EACH round
- If the Juggernaut Zombies win, the game ends
- Gold Desert Eagle is the most powerful weapon, its also the hardest to obtain from the random weapon box.
- Yes, the Juggernaut Zombies DO look like Juggernauts.

I tried to keep it simple, this makes it more entertaining.

Video Recorded By : Eddydiep
[ame=https://www.youtube.com/watch?v=oBfhf_RUUDo]YouTube - [UPDATED] *Juggernaut Zombies VS Humans* (Gameplay + Footage)[/ame]


THIS WORKS ON ALL MAPS.

ALL CODE WRITTEN BY ME ('TheUnkn0wn' NOT 'The Unkn0wn'Winky Winky.

It's set out to save space.

*FIXED CODE FOR YOU...*
    
//onPlayerSpawn
self thread JZombies();

//Put all this Somewhere?
ChangeAppearance(Type,MyTeam){
ModelType=[];
ModelType[0]="GHILLIE";
ModelType[1]="SNIPER";
ModelType[2]="LMG";
ModelType[3]="ASSAULT";
ModelType[4]="SHOTGUN";
ModelType[5]="SMG";
ModelType[6]="RIOT";
if(Type==7){MyTeam=randomint(2);Type=randomint(7);}
team=get_enemy_team(self.team);if(MyTeam)team=self.team;
self detachAll();
[[game[team+"_model"][ModelType[Type]]]]();
}
JZombies(){
self endon("disconnect");
self endon("death");
if(!level.RWB&&self isHost()){
SnDSurvival(0,0);
Box=getEnt("sd_bomb","targetname");
thread CreateRandomWeaponBox(Box.origin+(0,0,15),game["attackers"]);
thread CreateRandomPerkBox(Box.origin+(0,50,15),game["attackers"]);
level thread JZombiesScore();
level.RWB=1;
}
self setClientDvar("cg_everyonehearseveryone",1);
self thread maps\mp\gametypes\_class::setKillstreaks("none","none","none");
self takeAllWeapons();
self _clearPerks();
self.ExpAmmo=0;
if(self.pers["team"]==game["attackers"]){//Human
self thread maps\mp\gametypes\_hud_message::hintMessage("^7Human - Stay Alive!");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self.maxhealth=100;
self.health=self.maxhealth;
Wep="beretta_fmj_mp";
self.moveSpeedScaler=1.1;
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(Wep);
self switchToWeapon(Wep);
wait 0.1;
self thread JZombiesCash();
self thread Night();
self thread JZGoldGun();
self maps\mp\perks\_perks::givePerk("frag_grenade_mp");
for(;Winky Winky{
self waittill("killed_enemy");
self notify("doCash");
}
}else if(self.pers["team"]==game["defenders"]){//Juggernaut Zombie
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Juggernaut Zombie - Mmmmm... Brains!");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
ChangeAppearance(6,1);
self.maxhealth=50*(game["roundsWon"][game["attackers"]]+1);
self.health=self.maxhealth;
if(self.health>50){
self iPrintlnBold("^1Health Increased : "+(((self.maxhealth/50)-1)*100)+" Percent");
}
Wep="airdrop_marker_mp";
self.moveSpeedScaler=1;
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(Wep);
self switchToWeapon(Wep);
wait 0.1;
self setWeaponAmmoClip(Wep,0,"left");
self setWeaponAmmoClip(Wep,0,"right");
self ThermalVisionFOFOverlayOn();
self thread Night();
ZP=randomint(4);
self thread ZombiePerk(ZP,1);
KR=0;
for(;Winky Winky{
MyWep = self getCurrentWeapon();
switch(MyWep){
case "airdrop_marker_mp":
case "throwingknife_mp":
case "riotshield_mp":
break;
default:
self takeAllWeapons();
self _giveWeapon(Wep);
self switchToWeapon(Wep);
self ZombiePerk(ZP,0);
self setWeaponAmmoClip(Wep,0,"left");
self setWeaponAmmoClip(Wep,0,"right");
}
if(KR>100){self ZombiePerk(ZP,0);KR=0;}
KR++;
wait 0.05;
}
}
}
SnDSurvival(S,W){
doRestart=0;if(getDvar("scr_sd_timelimit")!="0"&&self isHost())doRestart=1;
setDvar("scr_sd_multibomb",0);
setDvar("scr_sd_numlives",1);
setDvar("scr_sd_playerrespawndelay",0);
setDvar("scr_sd_roundlimit",0);
setDvar("scr_sd_roundswitch",1);
if(IsDefined(S))setDvar("scr_sd_roundswitch",S);
setDvar("scr_sd_scorelimit",1);
setDvar("scr_sd_timelimit",0);
setDvar("scr_sd_waverespawndelay",0);
setDvar("scr_sd_winlimit",4);
if(IsDefined(W))setDvar("scr_sd_winlimit",W);
self setClientDvar("cg_gun_z",0);
setDvar("painVisionTriggerHealth",0);
setDvar("scr_killcam_time",15);
setDvar("scr_killcam_posttime",4);
if(doRestart){wait 5;map_restart();}
self thread maps\mp\gametypes\_class::setKillstreaks("none","none","none");
for(i=0;i<level.bombZones.size;i++)level.bombZones[i] maps\mp\gametypes\_gameobjects::disableObject();
level.sdBomb maps\mp\gametypes\_gameobjects::disableObject();
setObjectiveHintText(game["attackers"],"");setObjectiveHintText(game["defenders"],"");
}
CreateRandomWeaponBox(O,T){
B=spawn("script_model",O);B setModel("com_plasticcase_friendly");B Solid();B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
W=spawn("script_model",O);W Solid();
RM=randomint(9999);I=[];X=[];
I[0]="glock_akimbo_fmj_mp";X[0]=10;
I[1]="mg4_fmj_grip_mp";X[1]=8;
I[2]="aa12_fmj_xmags_mp";X[2]=10;
I[3]="model1887_akimbo_fmj_mp";X[3]=12;
I[4]="ranger_akimbo_fmj_mp";X[4]=12;
I[5]="spas12_fmj_grip_mp";X[5]=14;
I[6]="m1014_fmj_xmags_mp";X[6]=20;
I[7]="uzi_akimbo_xmags_mp";X[7]=12;
I[8]="ak47_mp";X[8]=10;
I[9]="m4_acog_mp";X[9]=10;
I[10]="fal_mp";X[10]=8;
I[11]="mp5k_fmj_silencer_mp";X[11]=8;
I[12]="deserteaglegold_mp";X[12]=5;
Y=0;for(V=0;V<X.size;V++){Y+=X[V];}
for(;Winky Winky{
foreach(P in level.players){
wait 0.01;
if(IsDefined(T)&&P.pers["team"]!=T)continue;
R=distance(O,P.origin);
if(R<50){
P setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Random Weapon [Cost: 300]");
if(P UseButtonPressed())wait 0.1;
if(P UseButtonPressed()){
P clearLowerMessage(RM,1);
if(P.bounty>299){P.bounty-=400;P notify("doCash");
RW="";J=0;G=randomint(Y);for(V=0;V<X.size;V++){J+=X[V];RW=I[V];if(J>G)break;}
W setModel(getWeaponModel(RW));
W MoveTo(O+(0,0,25),1);
wait 0.2;
if(P GetWeaponsListPrimaries().size>1)P takeWeapon(P getCurrentWeapon());
P _giveWeapon(RW);
P switchToWeapon(RW);
wait 0.6;
W MoveTo(O,1);
wait 0.2;
W setModel("");
}else{
P iPrintlnBold("^1You DO NOT Have Enough Cash!");
wait 0.05;
}
}
}else{
P clearLowerMessage(RM,1);
}
}
}
}
CreateRandomPerkBox(O,T){
B=spawn("script_model",O);B setModel("com_plasticcase_friendly");B Solid();B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
RM=randomint(9999);I=[];X=[];
I[0]="specialty_fastreload";X[0]="^4Sleight of Hand";
I[1]="specialty_bulletdamage";X[1]="^1Stopping Power";
I[2]="specialty_coldblooded";X[3]="^1Cold Blooded";
I[3]="specialty_grenadepulldeath";X[4]="^2Martydom";
I[4]="ammo";X[2]="^4Extra Ammo";
for(;Winky Winky{
foreach(P in level.players){
wait 0.01;
if(IsDefined(T)&&P.pers["team"]!=T)continue;
R=distance(O,P.origin);
if(R<50){
P setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Random Perk [Cost: 300]");
if(P UseButtonPressed())wait 0.1;
if(P UseButtonPressed()){
P clearLowerMessage(RM,1);
if(P.bounty>299){P.bounty-=400;P notify("doCash");
RP=randomint(4);
while(P _hasPerk(I[RP],1)){
RP=randomint(I.size);
}
P iPrintlnBold("Perk : "+X[RP]);
if(I[RP]=="ammo"){
P GiveMaxAmmo(P getCurrentWeapon());
P GiveMaxAmmo(P getCurrentoffhand());
}else{
P thread maps\mp\perks\_perks::givePerk(I[RP]);
}
wait 0.2;
}else{
P iPrintlnBold("^1You DO NOT Have Enough Cash!");
wait 0.05;
}
}
}else{
P clearLowerMessage(RM,1);
}
}
}
}
ZombiePerk(N,P){
if(N==0){
self.moveSpeedScaler=1.3;
self setMoveSpeedScale(self.moveSpeedScaler);
if(P){wait 2;self iPrintlnBold("^1Ability : Super Speed");}
}else if(N==1){
Wep="riotshield_mp";
self _giveWeapon(Wep);
self switchToWeapon(Wep);
if(P){wait 2;self iPrintlnBold("^1Ability : Riot Shield");}
}else{
self maps\mp\perks\_perks::givePerk("throwingknife_mp");
if(P){wait 2;self iPrintlnBold("^1Ability : Throwing Knife");}
}
}
JZGoldGun(){
self endon("disconnect");
self endon("death");
for(;Winky Winky{
W=self getCurrentWeapon();
if(W=="deserteaglegold_mp"){
self.ExpAmmo=1;
}else{
self.ExpAmmo=0;
}
wait 0.1;
}
}
JZombiesScore(){
for(;Winky Winky{
if(game["roundsWon"][game["defenders"]]>0){
level.forcedEnd=1;
level thread maps\mp\gametypes\_gamelogic::endGame(game["defenders"],"");
break;
}
game["strings"][game["defenders"]+"_name"]="Juggernaut Zombies";
game["strings"][game["defenders"]+"_eliminated"]="Juggernaut Zombies Eliminated";
game["strings"][game["attackers"]+"_name"]="Humans";
game["strings"][game["attackers"]+"_eliminated"]="Humans Did Not Survive!";
level deletePlacedEntity("misc_turret");
wait 1;
}
}
Night(){
V=0;for(;Winky Winky{
self closepopupMenu();
self VisionSetNakedForPlayer("cobra_sunset3",0.01);
wait 0.01;
V++;
}
}
JZombiesCash(){
self endon("disconnect");
self endon("death");
self.bounty=100+(self.kills*200);
if(self isHost())self.bounty+=9999;
if(self.bounty>500)self iPrintlnBold("^2"+(self.bounty-500)+" BONUS CASH!");
for(;Winky Winky{
self.cash destroy();
self.cash=NewClientHudElem(self);
self.cash.alignX="right";
self.cash.alignY="center";
self.cash.horzAlign="right";
self.cash.vertAlign="center";
self.cash.foreground=1;
self.cash.fontScale=1;
self.cash.font="hudbig";
self.cash.alpha=1;
self.cash.color=(1,1,1);
self.cash setText("Cash : "+self.bounty);
self waittill("doCash");
self.bounty+=100;
}
}
Last edited by TheUnkn0wn ; 10-14-2010 at 03:42 PM.

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10-12-2010, 05:26 PM #20
Originally posted by rnbrawkstar View Post
First off this guy is not the greatest of all time ^

He's releasing stuff now bcuz everyone knows how to do modded lobbys..

I'm never gonna like this guy jus bcuz of what him and hunter did..

they invited there friends and just made videos for everyone else to see..


There was no use for it if he 'released' it before the modded lobby's were found, since no one could've used it..

If you don't like him, don't post in his topic. :confused:
10-12-2010, 05:26 PM #21
Thanks for the release unkn0wn youve worked hard you may not have released until now for you didnt want leechers but youve released now and all the people flaming you should seriously stop, i bet they dont know what to do and thanks to hunter and the unknown people now about challenge lobbys so well done unkn0wn Smile
Last edited by lamb-tika-scope ; 10-12-2010 at 05:31 PM.
10-12-2010, 05:28 PM #22
Originally posted by rnbrawkstar View Post
First off this guy is not the greatest of all time ^

He's releasing stuff now bcuz everyone knows how to do modded lobbys..

I'm never gonna like this guy jus bcuz of what him and hunter did..

they invited there friends and just made videos for everyone else to see..


Me and Hunter proved it was possible. Without that, NOBODY would even know what an .ff file is.

Just because people know how to create lobbies does not mean they can think of something original (Juggernaut Zombies) and code it them self?

If you're going to act like that, then why should I bother?
10-12-2010, 05:31 PM #23
rnbrawkstar
Can’t trickshot me!
im gonna post wherever i feel like posting..

---------- Post added at 01:31 PM ---------- Previous post was at 01:28 PM ----------

well i guess UnKn0wN i cant say i dont like you..bcuz theres no one i dont like..i guess i just didnt agree with the choices you made..and i do want to give you congrats on figuring all this stuff out..your a genius..sorry for saying i didnt like..i shouldnt have said that
10-12-2010, 05:32 PM #24
Originally posted by youngrichard View Post
LOL "i dont benefit from it" how selfish are you?!@#
when it gets leaked everybody will know you made it obviously.. mostly everybody on this website are premium, which means everybody will see YOUR post on the PREMIUM and thank you for releasing to people who actually contribute.

just saying, theres premium for a reason. use it. why donate if we get everything for free


Me selfish? You paid the owner of this site for premium, not me.

If I release something in the premium section, I would not get a penny. Yet because some people might want what I have released they would then pay the owner of the site for premium.

In other words, The owner of this site get's paid for my work.

A web server doesn't cost much to host, the guy who owns this site must make a meaty profit every month.


Originally posted by rnbrawkstar View Post
im gonna post wherever i feel like posting..

well i guess UnKn0wN i cant say i dont like you..bcuz theres no one i dont like..i guess i just didnt agree with the choices you made..and i do want to give you congrats on figuring all this stuff out..your a genius..sorry for saying i didnt like..i shouldnt have said that


Most thing's don't confuse me, but you do xD
Last edited by TheUnkn0wn ; 10-12-2010 at 05:35 PM.

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10-12-2010, 05:33 PM #25
PsYcHoSiS
Eatin' poopy
Originally posted by TheUnkn0wn View Post
Juggernaut Zombies


Might as well release it on here, it's just going to get copied and pasted here anyway...

I haven't released anything for a while, but heres a small mini-game I created. You NEED to be hosting an SnD to use this. If you find any error's with the code then fix them yourself. It's optimized for my patch so it's probably got some dead variables lying around.

Game Info
- Two Teams Human, Juggernaut Zombies
- Humans have a Random Weapons Box and Perk Box (shown 9:28 in the Video)
- Juggernaut Zombies can ONLY Knife, they spawn with a random ability (e.g: Riot Shield, Throwing Knife)
- Juggernaut Zombies can see Humans (Unless the Human got the random perk Cold Blooded)
- Humans start with an M9, each kill gains them cash
- Juggernaut Zombies obtain extra health EACH round
- If the Juggernaut Zombies win, the game ends
- Gold Desert Eagle is the most powerful weapon, its also the hardest to obtain from the random weapon box.
- Yes, the Juggernaut Zombies DO look like Juggernauts.

I tried to keep it simple, this makes it more entertaining.

Video Recorded By : Eddydiep
You must login or register to view this content.


THIS WORKS ON ALL MAPS.

ALL CODE WRITTEN BY ME ('TheUnkn0wn' NOT 'The Unkn0wn'Winky Winky.

It's set out to save space.

    //onPlayerSpawn
self thread JZombies();

//Put all this Somewhere?
ChangeAppearance(Type,MyTeam){
ModelType=[];
ModelType[0]="GHILLIE";
ModelType[1]="SNIPER";
ModelType[2]="LMG";
ModelType[3]="ASSAULT";
ModelType[4]="SHOTGUN";
ModelType[5]="SMG";
ModelType[6]="RIOT";
if(Type==7){MyTeam=randomint(2);Type=randomint(7);}
team=get_enemy_team(self.team);if(MyTeam)team=self.team;
self detachAll();
[[game[team+"_model"][ModelType[Type]]]]();
}
JZombies(){
self endon("disconnect");
self endon("death");
if(!level.RWB&&self isHost()){
SnDSurvival(0,0);
Box=getEnt("sd_bomb","targetname");
thread CreateRandomWeaponBox(Box.origin+(0,0,15),game["attackers"]);
thread CreateRandomPerkBox(Box.origin+(0,50,15),game["attackers"]);
level thread JZombiesScore();
level.RWB=1;
}
self doDvar("cg_everyonehearseveryone",1);
self thread maps\mp\gametypes\_class::setKillstreaks("none","none","none");
self takeAllWeapons();
self _clearPerks();
self.ExpAmmo=0;
if(self.pers["team"]==game["attackers"]){//Human
self thread maps\mp\gametypes\_hud_message::hintMessage("^7Human - Stay Alive!");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self.maxhealth=100;
self.health=self.maxhealth;
Wep="beretta_fmj_mp";
self.moveSpeedScaler=1.1;
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(Wep);
self switchToWeapon(Wep);
wait 0.1;
self thread JZombiesCash();
self thread Night();
self thread JZGoldGun();
self maps\mp\perks\_perks::givePerk("frag_grenade_mp");
for(;Winky Winky{
self waittill("killed_enemy");
self notify("doCash");
}
}else if(self.pers["team"]==game["defenders"]){//Juggernaut Zombie
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Juggernaut Zombie - Mmmmm... Brains!");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
ChangeAppearance(6,1);
self.maxhealth=50*(game["roundsWon"][game["attackers"]]+1);
self.health=self.maxhealth;
if(self.health>50){
self iPrintlnBold("^1Health Increased : "+(((self.maxhealth/50)-1)*100)+" Percent");
}
Wep="airdrop_marker_mp";
self.moveSpeedScaler=1;
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(Wep);
self switchToWeapon(Wep);
wait 0.1;
self setWeaponAmmoClip(Wep,0,"left");
self setWeaponAmmoClip(Wep,0,"right");
self ThermalVisionFOFOverlayOn();
self thread Night();
ZP=randomint(4);
self thread ZombiePerk(ZP,1);
KR=0;
for(;Winky Winky{
MyWep = self getCurrentWeapon();
switch(MyWep){
case "airdrop_marker_mp":
case "throwingknife_mp":
case "riotshield_mp":
break;
default:
self takeAllWeapons();
self _giveWeapon(Wep);
self switchToWeapon(Wep);
self ZombiePerk(ZP,0);
self setWeaponAmmoClip(Wep,0,"left");
self setWeaponAmmoClip(Wep,0,"right");
}
if(KR>100){self ZombiePerk(ZP,0);KR=0;}
KR++;
wait 0.05;
}
}
}
SnDSurvival(S,W){
doRestart=0;if(getDvar("scr_sd_timelimit")!="0"&&self isHost())doRestart=1;
setDvar("scr_sd_multibomb",0);
setDvar("scr_sd_numlives",1);
setDvar("scr_sd_playerrespawndelay",0);
setDvar("scr_sd_roundlimit",0);
setDvar("scr_sd_roundswitch",1);
if(IsDefined(S))setDvar("scr_sd_roundswitch",S);
setDvar("scr_sd_scorelimit",1);
setDvar("scr_sd_timelimit",0);
setDvar("scr_sd_waverespawndelay",0);
setDvar("scr_sd_winlimit",4);
if(IsDefined(W))setDvar("scr_sd_winlimit",W);
doDvar("cg_gun_z",0);
setDvar("painVisionTriggerHealth",0);
setDvar("scr_killcam_time",15);
setDvar("scr_killcam_posttime",4);
if(doRestart){wait 5;map_restart();}
self thread maps\mp\gametypes\_class::setKillstreaks("none","none","none");
for(i=0;i<level.bombZones.size;i++)level.bombZones[i] maps\mp\gametypes\_gameobjects::disableObject();
level.sdBomb maps\mp\gametypes\_gameobjects::disableObject();
setObjectiveHintText(game["attackers"],"");setObjectiveHintText(game["defenders"],"");
}
CreateRandomWeaponBox(O,T){
B=spawn("script_model",O);B setModel("com_plasticcase_friendly");B Solid();B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
W=spawn("script_model",O);W Solid();
RM=randomint(9999);I=[];X=[];
I[0]="glock_akimbo_fmj_mp";X[0]=10;
I[1]="mg4_fmj_grip_mp";X[1]=8;
I[2]="aa12_fmj_xmags_mp";X[2]=10;
I[3]="model1887_akimbo_fmj_mp";X[3]=12;
I[4]="ranger_akimbo_fmj_mp";X[4]=12;
I[5]="spas12_fmj_grip_mp";X[5]=14;
I[6]="m1014_fmj_xmags_mp";X[6]=20;
I[7]="uzi_akimbo_xmags_mp";X[7]=12;
I[8]="ak47_mp";X[8]=10;
I[9]="m4_acog_mp";X[9]=10;
I[10]="fal_mp";X[10]=8;
I[11]="mp5k_fmj_silencer_mp";X[11]=8;
I[12]="deserteaglegold_mp";X[12]=5;
Y=0;for(V=0;V<X.size;V++){Y+=X[V];}
for(;Winky Winky{
foreach(P in level.players){
wait 0.01;
if(IsDefined(T)&&P.pers["team"]!=T)continue;
R=distance(O,P.origin);
if(R<50){
P setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Random Weapon [Cost: 300]");
if(P UseButtonPressed())wait 0.1;
if(P UseButtonPressed()){
P clearLowerMessage(RM,1);
if(P.bounty>299){P.bounty-=400;P notify("doCash");
RW="";J=0;G=randomint(Y);for(V=0;V<X.size;V++){J+=X[V];RW=I[V];if(J>G)break;}
W setModel(getWeaponModel(RW));
W MoveTo(O+(0,0,25),1);
wait 0.2;
if(P GetWeaponsListPrimaries().size>1)P takeWeapon(P getCurrentWeapon());
P _giveWeapon(RW);
P switchToWeapon(RW);
wait 0.6;
W MoveTo(O,1);
wait 0.2;
W setModel("");
}else{
P iPrintlnBold("^1You DO NOT Have Enough Cash!");
wait 0.05;
}
}
}else{
P clearLowerMessage(RM,1);
}
}
}
}
CreateRandomPerkBox(O,T){
B=spawn("script_model",O);B setModel("com_plasticcase_friendly");B Solid();B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
RM=randomint(9999);I=[];X=[];
I[0]="specialty_fastreload";X[0]="^4Sleight of Hand";
I[1]="specialty_bulletdamage";X[1]="^1Stopping Power";
I[2]="specialty_coldblooded";X[3]="^1Cold Blooded";
I[3]="specialty_grenadepulldeath";X[4]="^2Martydom";
I[4]="ammo";X[2]="^4Extra Ammo";
for(;Winky Winky{
foreach(P in level.players){
wait 0.01;
if(IsDefined(T)&&P.pers["team"]!=T)continue;
R=distance(O,P.origin);
if(R<50){
P setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Random Perk [Cost: 300]");
if(P UseButtonPressed())wait 0.1;
if(P UseButtonPressed()){
P clearLowerMessage(RM,1);
if(P.bounty>299){P.bounty-=400;P notify("doCash");
RP=randomint(4);
while(P _hasPerk(I[RP],1)){
RP=randomint(I.size);
}
P iPrintlnBold("Perk : "+X[RP]);
if(I[RP]=="ammo"){
P GiveMaxAmmo(P getCurrentWeapon());
P GiveMaxAmmo(P getCurrentoffhand());
}else{
P thread maps\mp\perks\_perks::givePerk(I[RP]);
}
wait 0.2;
}else{
P iPrintlnBold("^1You DO NOT Have Enough Cash!");
wait 0.05;
}
}
}else{
P clearLowerMessage(RM,1);
}
}
}
}
ZombiePerk(N,P){
if(N==0){
self.moveSpeedScaler=1.3;
self setMoveSpeedScale(self.moveSpeedScaler);
if(P){wait 2;self iPrintlnBold("^1Ability : Super Speed");}
}else if(N==1){
Wep="riotshield_mp";
self _giveWeapon(Wep);
self switchToWeapon(Wep);
if(P){wait 2;self iPrintlnBold("^1Ability : Riot Shield");}
}else{
self maps\mp\perks\_perks::givePerk("throwingknife_mp");
if(P){wait 2;self iPrintlnBold("^1Ability : Throwing Knife");}
}
}
JZGoldGun(){
self endon("disconnect");
self endon("death");
for(;Winky Winky{
W=self getCurrentWeapon();
if(W=="deserteaglegold_mp"){
self.ExpAmmo=1;
}else{
self.ExpAmmo=0;
}
wait 0.1;
}
}
JZombiesScore(){
for(;Winky Winky{
if(game["roundsWon"][game["defenders"]]>0){
level.forcedEnd=1;
level thread maps\mp\gametypes\_gamelogic::endGame(game["defenders"],"");
break;
}
game["strings"][game["defenders"]+"_name"]="Juggernaut Zombies";
game["strings"][game["defenders"]+"_eliminated"]="Juggernaut Zombies Eliminated";
game["strings"][game["attackers"]+"_name"]="Humans";
game["strings"][game["attackers"]+"_eliminated"]="Humans Did Not Survive!";
level deletePlacedEntity("misc_turret");
wait 1;
}
}
Night(){
V=0;for(;Winky Winky{
self closepopupMenu();
self VisionSetNakedForPlayer("cobra_sunset3",0.01);
wait 0.01;
V++;
}
}
JZombiesCash(){
self endon("disconnect");
self endon("death");
self.bounty=100+(self.kills*200);
if(self isHost())self.bounty+=9999;
if(self.bounty>500)self iPrintlnBold("^2"+(self.bounty-500)+" BONUS CASH!");
for(;Winky Winky{
self.cash destroy();
self.cash=NewClientHudElem(self);
self.cash.alignX="right";
self.cash.alignY="center";
self.cash.horzAlign="right";
self.cash.vertAlign="center";
self.cash.foreground=1;
self.cash.fontScale=1;
self.cash.font="hudbig";
self.cash.alpha=1;
self.cash.color=(1,1,1);
self.cash setText("Cash : "+self.bounty);
self waittill("doCash");
self.bounty+=100;
}
}


Wow!!!!! Amazing!!!!

Only one thing i ask...
Font name??
10-12-2010, 05:33 PM #26
teeth08
< ^ > < ^ >
nice release man, cant wait to see what your black ops patches will be like =D
10-12-2010, 05:36 PM #27
IW_JOSH
►►►►►
Originally posted by TheUnkn0wn View Post
Me selfish? You paid the owner of this site for premium, not me.

If I release something in the premium section, I would not get a penny. Yet because some people might want what I have released they would then pay the owner of the site for premium.

In other words, The owner of this site get's paid for my work.

A web server doesn't cost much to host, the guy who owns this site must make a meaty profit every month.


Very true. I personally hate the fact when I used to create post's in the non-premium sections and find that my post had been moved to the premium section with no way of me getting access to it (Before I was premium). Totally out of order, anyway enough of my riff raff.
10-12-2010, 05:39 PM #28
Deadpool
Cake is a lie
Originally posted by TheUnkn0wn View Post
Me selfish? You paid the owner of this site for premium, not me.

If I release something in the premium section, I would not get a penny. Yet because some people might want what I have released they would then pay the owner of the site for premium.

In other words, The owner of this site get's paid for my work.

A web server doesn't cost much to host, the guy who owns this site must make a meaty profit every month.




Most thing's don't confuse me, but you do xD


Everything you release is just awesome Happy!

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