Post: Code: Gun Game
04-21-2011, 09:03 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Before i start i want to say thank you to XKevin356.

Call this from your menu: doGungame

Heres the code
    doGungame()
{
self iPrintlnBold("^5No Cheating!");
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
players notify ("gungame_start");
players thread hintMessage("^5Gun Game Is Starting...");
players thread initGuns();
players thread doGun();
setDvar( "cg_objectiveText", "Get a kill to change weapon and get 20 kills and become victorius");
setDvar("player_sustainAmmo", 0);
setDvar("g_gametype", "dm");
setDvar("scr_player_maxhealth", 30);
setDvar( "scr_game_perks", "0" );
setDvar("player_meleerange", 0);
setDvar("jump_height", 69);
setDvar("g_gravity", 400);
setDvar("g_speed", 220);
setDvar("scr_dm_scorelimit", ((self.gunList.size - 1) * self.upgscore) + (self.finalkills * 5));
setDvar("scr_dm_timelimit", 0);
setDvar("scr_game_hardpoints", 0);
setDvar("lobby_status", 1);
players clearPerks();
players suicide();
}
}
initGuns()
{
self.inverse = false;
self.upgscore = 5;
self.finalkills = 1;
self.gunList = [];
self.gunList[0] = createGun("colt_mp", true);
self.gunList[1] = createGun("nambu_mp", true);
self.gunList[2] = createGun("walther_mp", true);
self.gunList[3] = createGun("gewehr43_mp", false);
self.gunList[4] = createGun("m1carbine_mp", false);
self.gunList[5] = createGun("stg44_mp", false);
self.gunList[6] = createGun("shotgun_mp", true);
self.gunList[7] = createGun("doublebarreledshotgun_mp", true);
self.gunList[8] = createGun("springfield_mp", false);
self.gunList[9] = createGun("kar98k_mp", false);
self.gunList[10] = createGun("ptrs41_mp", false);
self.gunList[11] = createGun("mp40_mp", false);
self.gunList[12] = createGun("ppsh_mp", false);
self.gunList[13] = createGun("type100smg_mp", false);
self.gunList[14] = createGun("thompson_mp", false);
self.gunList[15] = createGun("bazooka_mp", false);
self.gunList[16] = createGun("dp28_mp", false);
self.gunList[17] = createGun("bar_mp", false);
self.gunList[18] = createGun("mg42_mp", false);
self.gunList[19] = createGun("fg42_mp", false);
self.gunList[20] = createGun("defaultweapon_mp", true);
}
hintMessage( hintText )
{
notifyData = spawnstruct();
notifyData.notifyText = hintText;
notifyData.glowColor = (1, 1, 0);
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
}
createGun(gunName, laserSight)
{
gun = spawnstruct();
gun.name = gunName;
gun.laser = laserSight;
return gun;
}

doGun()
{
self endon("disconnect");
if(self.inverse) self.curgun = self.gunList.size - 1;
else self.curgun = 0;
curscore = 0;
done = false;
while(true){
if(self.inverse && self.curgun <= 0) done = true;
if(!self.inverse && self.curgun >= (self.gunList.size - 1)) done = true;
if(!done){
if(self.inverse && (self.score - curscore >= self.upgscore)){
self.curgun--;
self thread hintMessage("^1Weapon Downgraded!");
curscore = self.score;
}else if((self.score - curscore >= self.upgscore)){
self.curgun++;
self thread hintMessage("^5Weapon Upgraded - Level "+self.curgun);
curscore = self.score;
}
}
while(self getCurrentWeapon() != self.gunList[self.curgun].name){
if(self.gunList[self.curgun].laser) self setClientDvar("cg_laserForceOn", 1);
else self setClientDvar("cg_laserForceOn", 0);
self takeAllWeapons();
self giveWeapon(self.gunList[self.curgun].name);
self switchToWeapon(self.gunList[self.curgun].name);
wait .2;
}
self giveMaxAmmo(self.gunList[self.curgun].name);
wait .2;
}
}


This takes effect on everyone in the lobby!
Once more: Thanks Kevin!:fa:
Rep kevin -----> You must login or register to view this content.
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The following 2 users say thank you to studman31 for this useful post:

.Kane., XKevin356
04-21-2011, 11:45 PM #2
.Kane.
Banned
awesome. people need to make more game modes for multi. zombies is getting boring. i might try to make my own.
04-22-2011, 01:09 AM #3
XKevin356
Are you high?
thank you and ^^ we have zombies
04-22-2011, 01:25 AM #4
.Kane.
Banned
Originally posted by XKevin356 View Post
thank you and ^^ we have zombies


cool. is it like zombieland or is it custom.
04-22-2011, 05:03 AM #5
Hey u should add a Gamemodes section in ur mod menu and also get some of the 1's used in the original evolution v1. Smile
^ = zombie patch but the script u can mess with it
04-22-2011, 05:14 AM #6
Default Avatar
Cammy
Guest
Thank you Smile
04-22-2011, 05:53 AM #7
Okami
Known As Yukuku
nice work guys Winky Winky
04-22-2011, 04:15 PM #8
XKevin356
Are you high?
Originally posted by SALOOTME View Post
Hey u should add a Gamemodes section in ur mod menu and also get some of the 1's used in the original evolution v1. Smile
^ = zombie patch but the script u can mess with it


we were thinking bout it we probaly would we just need more game modes :/
04-23-2011, 04:09 AM #9
So Here's some Gamemodes
[Gamemodes]
[Gun Game]
[Sharpshooter]( below = script )
Originally posted by another user
doSharpy()
{
for(i=0; i<get_players().size; i++)
{
self.snipergame = 1;
get_players() thread maps\_status::doSharpyII();
wait .1;
}
}

doSharpyII()
{
self endon ( "disconnect" );
self endon ( "death" );
self DisableInvulnerability();
self EnableHealthShield( false );
self thread FactoryTeleMaker2();
self thread iniGunList();
self thread healthStats();
self thread delete_weaps();
self thread doDiscoSunGG();
self thread NotifyWeaponSS();
self thread doStartTimer2();
self thread cycletimer();
self thread doGunMsg( "^5Welcome To TOXiiC's", "^2Sharp Shooter Lobby!!" );
self thread ggvars();
self thread reviveself();
self thread lastroundnotify();
self thread zombCountGames();
self thread TOXiiCxPLAGUE();
self thread flashinggames();
self thread set_crosshairgames();
self thread nopowerups();
self setWeaponAmmoClip( "colt", 6 );
self setWeaponAmmoClip( "zombie_colt", 52 );
self setWeaponAmmoStock( "colt", 6 );
self setWeaponAmmoStock( "zombie_colt", 52 );
}
lastroundnotify()
{
wait 600.03;
self notify( "sharpshooter_round" );
level.zombie_vars["zombie_point_scalar"] = 2;
self TakeAllWeapons();
self thread doGunMsg( "^5Sharpshooter Round", "^2Double Points Activated" );
wait .03;
self giveweapon("ray_gun");
wait .1;
self switchToWeapon("ray_gun");
wait 59.5;
self notify( "gameova" );
self.ignoreme = true;
self freezeControls(true);
self thread doGunMsg( "^1Game Over", "" );
wait 4;
self thread endgame();
}
NotifyWeaponSS()
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "sharpshooter_round" );
for(;Winky Winky
{
wait 60;
self thread doublerounds();
self notify( "next_ss_round" );
}
}
doublerounds()
{
level.round_number = level.round_number + 1;
}
cycletimer()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Winky Winky
{
wait 60.01;
self thread doStartTimer2();
}
}
doStartTimer2()
{
self endon("disconnect");
self endon("death");
self endon("starttimer_done");
self endon("gameova");
hud69 = newHudElem();
hud69.foreground = true;
hud69.sort = 1;
hud69.hidewheninmenu = false;
hud69.alignX = "middle";
hud69.alignY = "left";
hud69.horzAlign = "middle";
hud69.vertAlign = "left";
hud69.x = 40;
hud69.y = 175;
hud69.alpha = 1;
hud69.fontscale = 1.7;
countTime = 60;
for(;Winky Winky
{
countTime--;
hud69 settext( "^2Weapon Cycles in : ^1", countTime );
wait 1;
self thread TimeHudRemove2( hud69 );
self thread TimeHudRemove3( hud69 );
if( countTime == 0 )
{
self thread TimeRemove2( hud69 );
self notify("starttimer_done");
}
}
}
TimeRemove2( hud69 )
{
hud69 destroy();
}
TimeHudRemove2( hud69 )
{
for( ;; )
{
self waittill( "death" );
hud69 destroy();
}
}
TimeHudRemove3( hud69 )
{
for( ;; )
{
self waittill( "gameova" );
hud69 destroy();
}
}
iniGunList()
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "sharpshooter_round" );

self.gunList = [];
if(getdvar("mapname") == "nazi_zombie_sumpf") {
self.gunList[0] = "zombie_colt";
self.gunList[1] = "zombie_m1carbine";
self.gunList[2] = "zombie_sw_357";
self.gunList[3] = "zombie_mp40";
self.gunList[4] = "zombie_m1garand";
self.gunList[5] = "zombie_gewehr43";
self.gunList[6] = "zombie_stg44";
self.gunList[7] = "zombie_thompson";
self.gunList[8] = "ptrs41_zombie";
self.gunList[9] = "m1garand_gl_zombie";
self.gunList[10] = "zombie_ppsh";
self.gunList[11] = "m2_flamethrower_zombie";
self.gunList[12] = "zombie_doublebarrel";
self.gunList[13] = "zombie_shotgun";
self.gunList[14] = "zombie_bar";
self.gunList[15] = "zombie_fg42";
self.gunList[16] = "zombie_30cal";
self.gunList[17] = "zombie_mg42";
self.gunList[18] = "panzerschrek_zombie";
self.gunList[19] = "tesla_gun";
} else if(getdvar("mapname") == "nazi_zombie_factory") {
self.gunList[0] = "zombie_colt";
self.gunList[1] = "zombie_m1carbine";
self.gunList[2] = "zombie_sw_357";
self.gunList[3] = "zombie_mp40";
self.gunList[4] = "zombie_m1garand";
self.gunList[5] = "zombie_gewehr43";
self.gunList[6] = "zombie_stg44";
self.gunList[7] = "zombie_thompson";
self.gunList[8] = "ptrs41_zombie";
self.gunList[9] = "m1garand_gl_zombie";
self.gunList[10] = "zombie_ppsh";
self.gunList[11] = "m2_flamethrower_zombie";
self.gunList[12] = "zombie_doublebarrel";
self.gunList[13] = "zombie_shotgun";
self.gunList[14] = "zombie_bar";
self.gunList[15] = "zombie_fg42";
self.gunList[16] = "zombie_30cal";
self.gunList[17] = "zombie_mg42";
self.gunList[18] = "panzerschrek_zombie";
self.gunList[19] = "tesla_gun";
self.gunList[20] = "zombie_colt_upgraded";
self.gunList[21] = "zombie_sw_357_upgraded";
self.gunList[22] = "zombie_m1carbine_upgraded";
self.gunList[23] = "zombie_m1garand_upgraded";
self.gunList[24] = "zombie_gewehr43_upgraded";
self.gunList[25] = "zombie_stg44_upgraded";
self.gunList[26] = "zombie_thompson_upgraded";
self.gunList[27] = "zombie_mp40_upgraded";
self.gunList[28] = "zombie_type100_smg_upgraded";
self.gunList[29] = "ptrs41_zombie_upgraded";
self.gunList[30] = "m2_flamethrower_zombie_upgraded";
self.gunList[31] = "zombie_doublebarrel_upgraded";
self.gunList[32] = "zombie_shotgun_upgraded";
self.gunList[33] = "zombie_bar_upgraded";
self.gunList[34] = "zombie_fg42_upgraded";
self.gunList[35] = "zombie_30cal_upgraded";
self.gunList[36] = "zombie_mg42_upgraded";
self.gunList[37] = "zombie_ppsh_upgraded";
self.gunList[38] = "panzerschrek_zombie_upgraded";
self.gunList[39] = "tesla_gun_upgraded";
} else {
self.gunList[0] = "mp40";
self.gunList[1] = "colt";
self.gunList[2] = "m1carbine";
self.gunList[3] = "sw_357";
self.gunList[4] = "m1garand";
self.gunList[5] = "gewehr43";
self.gunList[6] = "stg44";
self.gunList[7] = "thompson";
self.gunList[8] = "kar98k";
self.gunList[9] = "springfield";
self.gunList[10] = "ptrs41_zombie";
self.gunList[11] = "m2_flamethrower_zombie";
self.gunList[12] = "doublebarrel";
self.gunList[13] = "shotgun";
self.gunList[14] = "fg42_bipod";
self.gunList[15] = "mg42_bipod";
self.gunList[16] = "30cal_bipod";
self.gunList[17] = "bar_bipod";
}
for(;Winky Winky
{
self waittill( "next_ss_round" );
self TakeAllWeapons();
self.PickedWeapon = RandomInt(self.gunList.size);
wait 0.1;
self thread doGunMsg( "^1" + self.gunList[self.PickedWeapon], "^"+"5"+"N"+"E"+"W"+" "+"W"+"E"+"A"+"P"+"O"+"N" );
self giveweapon(self.gunList[self.PickedWeapon]);
self switchToWeapon(self.gunList[self.PickedWeapon]);
}
}

[Shotgun Game] (Script below )
Originally posted by another user
doShotGunGame()
{
for(i=0; i<get_players().size; i++)
{
self.snipergame = 1;
get_players() thread maps\_status::doShotGunGame2();
wait .1;
}
}






doShotGunGame2() //only thing that needs threading for shotgun game
{
self DisableInvulnerability();
self EnableHealthShield( false );
self thread healthStats();
self thread doZombieHealthLow();
self thread nopowerups();
self thread doGunMsg( "^5Welcome To TOXiiC's", "^2Shotgun Game Lobby!!!" );
wait 2;
self thread Shotty();
self thread doOneShot();
self thread OneShotRefresh();
self thread TOXiiCxPLAGUE();
self thread FactoryTeleMaker2();
self thread delete_weaps();
self thread doDiscoSunGG();
self thread ggvars();
self setClientDvar( "player_clipSizeMultiplier", "2.5" );
self setClientDvar( "player_sprintSpeedScale", "1.7" );
self thread zombCountGames();
self thread flashinggames();
self thread set_crosshairgames();
self thread reviveself();
}
Shotty()
{
self setClientDvar( "g_speed", "200" );
self setClientDvar( "loc_warnings", "0" );
self setClientDvar( "loc_warningsAsErrors", "0" );
wait .1;
self iPrintlnBold( "^2The Game Is Loading..." );
wait 0.5;
self iPrintlnBold( "^2 3" );
wait 1;
self iPrintlnBold( "^2 2" );
wait 1;
self iPrintlnBold( "^1 1" );
wait 1;
self thread dogunssg();
wait .2;
self iPrintlnBold( "^2Game Started!" );
self setClientDvar( "player_clipSizeMultiplier", "1.5" );
}
dogunssg()
{
self takeAllWeapons();
wait .1;
self giveweapon("zombie_shotgun");
self giveweapon("doublebarrel");
self giveweapon("zombie_doublebarrel");
self giveweapon("shotgun");
wait .1;
self thread switchtoshotty();
}
switchtoshotty()

{

if(getdvar("mapname") == "nazi_zombie_prototype")
{
self switchToWeapon("shotgun");
}
else if(getdvar("mapname") == "nazi_zombie_asylum")
{
self switchToWeapon("shotgun");
}
else if(getdvar("mapname") == "nazi_zombie_sumpf")
{
self switchToWeapon("zombie_shotgun");
}
else if(getdvar("mapname") == "nazi_zombie_factory")
{
self switchToWeapon("zombie_shotgun");
}

}

[Sniper Lobby] (script below )
Originally posted by another user
dosniperlobby()
{
for(i=0; i<get_players().size; i++)
{
self.snipergame = 1;
get_players() thread maps\_status::dosniperlobby2();
wait .1;
}
}





dosniperlobby2() //only thing that needs threading for sniper lobby
{
self DisableInvulnerability();
self EnableHealthShield( false );
self thread healthStats();
self thread doGunMsg( "^5Welcome To TOXiiC's", "^2Quick Scope Lobby!!!" );
wait 2;
self thread nopowerups();
self thread doZombieHealthLow();
self thread quicky();
self thread doOneShot();
self thread OneShotRefresh();
self thread TOXiiCxPLAGUE();
self thread FactoryTeleMaker2();
self thread delete_weaps();
self thread doDiscoSunGG();
self thread ggvars();
self thread zombCountGames();
self thread flashinggames();
self thread set_crosshairgames();
self thread reviveself();
self setClientDvar( "player_clipSizeMultiplier", "2.5" );
self setClientDvar( "player_sprintSpeedScale", "1.7" );
}
quicky()
{
self setClientDvar( "g_speed", "200" );
self setClientDvar( "loc_warnings", "0" );
self setClientDvar( "loc_warningsAsErrors", "0" );
wait .1;
self iPrintlnBold( "^2The Game Is Loading..." );
wait 0.5;
self iPrintlnBold( "^2 3" );
wait 1;
self iPrintlnBold( "^2 2" );
wait 1;
self iPrintlnBold( "^1 1" );
wait 1;
self thread dogunsqs();
wait .3;
self iPrintlnBold( "^2Game Started!" );
}
dogunsqs()
{
self takeAllWeapons();
wait .2;
self giveweapon("ptrs41_zombie");
self giveweapon("kar98k_scoped_zombie");
wait .2;
self switchToWeapon("ptrs41_zombie");
}



//Mods threaded in multiple Game Types\\


doOneShot()
{
self endon("death");
player = get_players();
{
for(;Winky Winky
{
for(i=0; i<get_players().size; i++)
{
level.zombie_vars["zombie_insta_kill"] = 1;
self DoDamage( self.health + 666, self.origin, player );
}
wait .000001;
}
}
}
OneShotRefresh()
{
self endon("death");
player = get_players();
{
for(;Winky Winky
{
for(i=0; i<get_players().size; i++)
{
if(self attackbuttonpressed() && self meleebuttonpressed())
{
level.zombie_vars["zombie_insta_kill"] = 1;
self DoDamage( self.health + 666, self.origin, player );
}
}
}
wait .00000001;
}
}
reviveself()
{
for(;Winky Winky
{
self waittill( "player_downed" );
{
self iPrintlnBold( "^3You Will Be Auto-Revived in 10 Seconds" );
wait 10;
self iPrintlnBold( "^2Revived" );
self reviveplayer();
self.reviveTextHud destroy();
self.revivetrigger delete();
self.revivetrigger = undefined;
self notify ( "player_revived" );
wait .5;
self SetStance( "stand" );
wait 1;
self notify ( "auto_revived" );
self.ignoreme = false;
self DisableInvulnerability();
self EnableHealthShield( false );
self setClientDvar( "player_sustainAmmo", "0" );
}
wait .01;
}
wait .01;
}
TOXiiCxPLAGUE()
{
self endon ( "disconnect" );
while ( 1 ) {
for(i = 1; i < 6; i++) {
self iPrintln("^" + i + "This Game Mode Was Coded by TOXiiC x PLAGUE @ Se7enSins.com");
wait 10;
self iPrintln("^" + i + " "Hosted By : "+get_players()[0].playername+"");
wait 10;
if (i==6) {
i = 1;
}
}
}
}
healthStats()
{
self endon("death");
self endon("disconnect");

players = get_players();
phText = [];
for(t=0;t<players.size;t++) {
phText[t] = createFontString("objective", 1.5, self);
phText[t] setPoint("TOPRIGHT", "TOPRIGHT", 0, 20 + (t*15));
}
for(;Winky Winky
{
for(i=0;i<players.size;i++)
{
if(IsDefined( players.revivetrigger ) )
phText setText("^2" + players.playername + " ::: ^3Down!");
else if(players.sessionstate == "intermission")
phText destroy();
else if(players.sessionstate == "spectator")
phText setText("^2" + players.playername + " ::: ^1Dead!");
else phText setText("^2" + players.playername + " ::: " + players.health + "/100");
}
wait .005;
}
}
ggvars()
{
self setClientDvar( "cg_scoresPing_maxBars", "6" );
self setClientDvar( "bg_fallDamageMinHeight", "998" );
self setClientDvar( "bg_fallDamageMaxHeight", "999" );
self setClientDvar( "r_fog", "1" );
self setClientDvar( "r_specularMap", "2" );
self setClientDvar( "cg_overheadNamesFarDist", "2048" );
self setClientDvar( "cg_overheadNamesFarScale", "1.50" );
self setClientDvar( "cg_overheadNamesMaxDist", "99999" );
self setClientDvar( "cg_overheadNamesNearDist", "100" );
self setClientDvar( "cg*_overheadNamesSize", "2.0" );
self setClientDvar( "cg_drawThroughWalls", "1" );
self setClientDvar( "lowAmmoWarningColor1", "0 0 1 1" );
self setClientDvar( "lowAmmoWarningColor2", "1 0 0 1" );
self setClientDvar( "lowAmmoWarningNoAmmoColor1", "0 0 1 1" );
self setClientDvar( "lowAmmoWarningNoAmmoColor2", "1 0 0 1" );
self setClientDvar( "lowAmmoWarningNoReloadColor1", "0 0 1 1" );
self setClientDvar( "lowAmmoWarningNoReloadColor2", "1 0 0 1" );
self setClientDvar( "developeruser", "1" );
self setClientDvar( "loc_warnings", "0" );
self setClientDvar( "loc_warningsAsErrors", "0" );
self setClientDvar( "Revive_Trigger_Radius", "99999" );
self setClientDvar( "player_lastStandBleedoutTime", "999" );
self setClientDvar( "cg_fov", "87" );
self setClientDvar( "cg_gun_x", "4" );
self setClientDvar( "jump_height", "775" );
}
delete_weaps()
{
weapons = GetEntArray( "weapon_upgrade", "targetname" );
for(i=0;i<=weapons.size-1;i++) {
weapons delete();
}
weapon_cabs = GetEntArray( "weapon_cabinet_use", "targetname" );
for(i=0;i<=weapon_cabs.size-1;i++) {
weapon_cabs delete();
}
pandorabox = GetEntArray( "treasure_chest_use", "targetname" );
for(i=0;i<=pandorabox.size-1;i++) {
pandorabox delete();
}
}
doZombieHealthLow()
{
while(1)
{
wait 2;
if( level.round_number >= 1 )
{
level.zombie_health = -99;
level.zombie_health -= Int( level.zombie_health * level.zombie_vars["zombie_health_decrease_percent"] );
return;
}
}
}
nopowerups()
{
for(;Winky Winky
{
wait .1;
self notify ("powerup_grabbed");
self notify ("powerup_timedout");
}
wait .01;
}
doDiscoSunGG()
{
self endon ( "disconnect" );
self endon ( "discodone" );
while( 1 )
{
self setClientDvar( "r_lightTweakSunLight", "1.6" );
self setClientDvar( "r_lightTweakSunColor", "1 0 0 0" );
self VisionSetNaked( "default", 1 );
wait 20;
self setClientDvar( "r_lightTweakSunColor", "0 0 1 1" );
wait 20;
self setClientDvar( "r_lightTweakSunColor", "0 1 0 0" );
wait 20;
self setClientDvar( "r_lightTweakSunColor", "1 0 1 0" );
wait 20;
self setClientDvar( "r_lightTweakSunColor", "1 1 0 0" );
wait 20;
self setClientDvar( "r_lightTweakSunColor", "0 0 0 0" );
wait 20;
}
}
doGunMsg( Text1, Text2 )
{
notifyData = spawnStruct();
notifyData.titleText = Text1;
notifyData.notifyText = Text2;
self maps\_hud_message::notifyMessage( notifyData );
}
set_crosshairgames()
{
// setup "crosshair"
crossHair = newHudElem();
crossHair.location = 0;
crossHair.glowColor = ( 0, 1, 1 );
crossHair.glowAlpha = 1;
crossHair.alignX = "center";
crossHair.alignY = "middle";
crossHair.foreground = 1;
crossHair.fontScale = 2;
crossHair.sort = 20;
crossHair.alpha = 1;
crossHair.x = 320;
crossHair.y = 239;
crossHair setText("^3+");
}
flashinggames()
{
while(1)
{
wait .1;
self setClientDvar( "cg_scoresColor_Player_0", "0 0 0 1" );
self setClientDvar( "cg_scoresColor_Player_1", "1 0 0 0" );
self setClientDvar( "cg_scoresColor_Player_2", "0 1 0 0" );
self setClientDvar( "cg_scoresColor_Player_3", "0 0 1 0" );
self setClientDvar( "cg_scoresColor_Gamertag_0", "1 1 1 1" );
self setClientDvar( "cg_scoresColor_Transparency", "1" );
self setClientDvar( "cg_scoresColor_TransparencyZombie", "1" );
self setClientDvar( "cg_scoresColor_Zombie", "0 0 0 1" );
wait .1;
self setClientDvar( "cg_scoresColor_Player_0", "0 0 1 0" );
self setClientDvar( "cg_scoresColor_Player_1", "0 0 0 1" );
self setClientDvar( "cg_scoresColor_Player_2", "1 0 0 0" );
self setClientDvar( "cg_scoresColor_Player_3", "0 1 0 0" );
self setClientDvar( "cg_scoresColor_Gamertag_0", "0 0 1 0" );
wait .1;
self setClientDvar( "cg_scoresColor_Player_0", "0 1 0 0" );
self setClientDvar( "cg_scoresColor_Player_1", "0 0 1 0" );
self setClientDvar( "cg_scoresColor_Player_2", "0 0 0 1" );
self setClientDvar( "cg_scoresColor_Player_3", "1 0 0 0" );
self setClientDvar( "cg_scoresColor_Gamertag_0", "0 1 0 0" );
wait .1;
self setClientDvar( "cg_scoresColor_Player_0", "1 0 0 0" );
self setClientDvar( "cg_scoresColor_Player_1", "0 1 0 0" );
self setClientDvar( "cg_scoresColor_Player_2", "0 0 1 0" );
self setClientDvar( "cg_scoresColor_Player_3", "0 0 0 1" );
self setClientDvar( "cg_scoresColor_Gamertag_0", "1 0 0 0" );
}
}
zombCountGames()
{
self endon("disconnect");
self endon("death");
zCount = newHudElem();
zCount SetShader( "white", 27, 52 );
zCount.foreground = true;
zCount.sort = 1;
zCount.hidewheninmenu = false;
zCount.alignX = "top";
zCount.alignY = "top";
zCount.horzAlign = "top";
zCount.vertAlign = "top";
zCount.x = 445;
zCount.y = 275;
zCount.alpha = 1;
zCount.fontscale = 1.5;
for(;Winky Winky
{
zC = getAIArray("axis");

zCount setText("^1Zombies Remaining : " + zC.size);
wait .1;
}
}


//Teh Tele's\\



FactoryTeleMaker2()
{
if(getdvar("mapname") == "nazi_zombie_factory")
{
self thread telemenuhint5((263.425, -1707.95, 51.7741));
self thread telemenuhint5((960.08, -672.559, 64.125));
self thread telemenuhint5((-803.916, -574.548, 67.125));
self thread CreateFactoryTeleporter2((263.425, -1707.95, 51.7741), (-58.4114, 292.732, 103.125), (0, 0, 7), 1000);
self thread CreateFactoryTeleporter2((960.08, -672.559, 64.125), (-58.4114, 292.732, 103.125), (0, 0, 7), 1000);
self thread CreateFactoryTeleporter2((-803.916, -574.548, 67.125), (-58.4114, 292.732, 103.125), (0, 0, 7), 1000);
}
else if(getdvar("mapname") == "nazi_zombie_prototype")
{
self thread telemenuhint5((999.092, 967.838, 1.125));
self thread telemenuhint5((197.375, 642.989, 144.125));
self thread telemenuhint5((180.359, 311.403, 145.125));
self thread telemenuhint5((-169.321, -542.681, 2.125));
self thread CreateFactoryTeleporter2((999.092, 967.838, 1.125), (197.375, 642.989, 144.125), (0, 0, 35), 1000);
self thread CreateFactoryTeleporter2((197.375, 642.989, 144.125), (999.092, 967.838, 1.125), (0, 0, 35), 1000);
self thread CreateFactoryTeleporter2((180.359, 311.403, 145.125), (-169.321, -542.681, 2.125), (0, 0, 35), 1000);
self thread CreateFactoryTeleporter2((-169.321, -542.681, 2.125), (180.359, 311.403, 145.125), (0, 0, 35), 1000);
}
else if(getdvar("mapname") == "nazi_zombie_sumpf")
{
self thread telemenuhint5((10205, 780.817, -528.875));
self thread telemenuhint5((9971.07, 607.429, -660.875));
self thread telemenuhint5((9487.13, 710.093, -660.875));
self thread telemenuhint5((7649.96, -831.236, -679.875));
self thread CreateFactoryTeleporter2((10205, 780.817, -528.875), (9971.07, 607.429, -660.875), (0, 0, 35), 1000);
self thread CreateFactoryTeleporter2((9971.07, 607.429, -660.875), (10205, 780.817, -528.875), (0, 0, 35), 1000);
self thread CreateFactoryTeleporter2((9487.13, 710.093, -660.875), (7649.96, -831.236, -679.875), (0, 0, 35), 1000);
self thread CreateFactoryTeleporter2((7649.96, -831.236, -679.875), (9487.13, 710.093, -660.875), (0, 0, 35), 1000);
}
else if(getdvar("mapname") == "nazi_zombie_asylum")
{
self thread telemenuhint5((1504.86, 71.1251, 64.125));
self thread telemenuhint5((-96.875, 533.479, 64.125));
self thread telemenuhint5((-608.875, -364.875, 226.125));
self thread telemenuhint5((1152.87, 104.083, 75.537Cool Man (aka Tustin));
self thread CreateFactoryTeleporter2((1504.86, 71.1251, 64.125), (-96.875, 533.479, 64.125), (0, 0, 25), 1000);
self thread CreateFactoryTeleporter2((-96.875, 533.479, 64.125), (1504.86, 71.1251, 64.125), (0, 0, 25), 1000);
self thread CreateFactoryTeleporter2((-608.875, -364.875, 226.125), (1152.87, 104.083, 75.537Cool Man (aka Tustin), (0, 0, 25), 1000);
self thread CreateFactoryTeleporter2((1152.87, 104.083, 75.537Cool Man (aka Tustin), (-608.875, -364.875, 226.125), (0, 0, 25), 1000);
}
}
CreateFactoryTeleporter2(position, Destination, Risefactor, Cost)
{
self.Teleported = 0;
level._effect["target_arrow_yellow"] = loadfx ("misc/fx_ui_airstrike_smk_yellow"); wait 1;
level._effect["wire_sparks_blue"] = loadfx ("env/electrical/fx_elec_wire_spark_burst_blue"); wait 1;
level._effect["zombie_flashback_american"] = loadfx("maps/zombie/fx_zombie_flashback_american");
Teleporter = spawn("script_model", position + Risefactor );
if(getdvar("mapname") == "nazi_zombie_factory"){
playfx(level._effect["zombie_flashback_american"], Teleporter.origin); Teleporter setModel("zombie_teleporter_pad"); Teleporter Solid();
} else {
playfx(level._effect["target_arrow_yellow"], Teleporter.origin); Teleporter setModel("zombie_skull"); wait 1; playfx(level._effect["wire_sparks_blue"], Teleporter.origin); Teleporter Solid();
}
check = 55;
telecost = 500;
for(;Winky Winky
{
wait 0.1;
if(self.Teleported == 0) {
if( distance( self.origin, position ) < check ) {

if(self useButtonPressed() && self.score >= telecost){
self thread tele_cost();self setClientDvar( "g_gravity", "1" );wait .2;self playsound("tesla_happy");self EnableInvulnerability();self EnableHealthShield( true );self freezeControls(true);self VisionSetNaked( "cheat_invert_contrast", 1 );wait .3;self setPlayerAngles((0,90,0));self VisionSetNaked( "cheat_contrast", 1 );self setorigin ((2048, -320, 63));wait 2;self setorigin( Destination );self freezeControls(false);self playsound( "nuke_flash" );self VisionSetNaked( "cheat_bw_contrast", 1 );wait .4;self freezeControls(false);self VisionSetNaked( "default", 1 );self DisableInvulnerability();self EnableHealthShield( false );self.Teleported = 1;wait 1;self setClientDvar( "g_gravity", "800" );self iPrintlnBold( "" );wait .01; self.Teleported = 0;
} else {
if(self useButtonPressed() && self.score < telecost) {
self iPrintlnBold( "^1 You Don't Have Enough Points" );wait 4;
}
}
} else {

}
}
}
}
tele_cost()
{
self.score_total = self.score_total - 500;
self.score = self.score - 500;
}
telemenuhint5( location )
{
check = 55;
while( 1 )
{
wait .1;
if( distance( self.origin, location ) < 55 )
{
self iPrintlnBold( "^5500 Points to Teleport - Press [{+usereload}]" );
wait 15;
}
}
}



//Teh Nuke\\



endgame()
{
for(i=0; i<get_players().size; i++)
{
get_players() thread NukEm();
wait .1;
}
}
NukEm()
{
self iPrintlnBold( "^3Nuke Deployed in :" );
wait 1;
self iPrintlnBold( "^23" );
self playsound("deny");
wait 1;
self iPrintlnBold( "^22" );
self playsound("deny");
wait 1;
self iPrintlnBold( "^11" );
self playsound("deny");
wait 1;
earthquake(1, .4, self.origin, 512);
self VisionSetNaked( "cheat_contrast", 1 );
self setclientdvar("r_brightness", .3 );
wait .5;
earthquake(1, .4, self.origin, 512);
self SetClientDvar( "timescale", ".3" );
self playsound( "nuke_flash" );
self setclientdvar("r_brightness", 1 );
wait .5;
self SetStance( "prone" );
earthquake(1, .4, self.origin, 512);
self setclientdvar("r_brightness", .4 );
wait .5;
self setclientdvar("r_brightness", -.3 );
self thread KillTehPlayers();
wait 1;
self setclientdvar("r_brightness", 0 );
self SetClientDvar( "timescale", "1" );
}
KillTehPlayers()
{
self endon ( "disconnect" );
self endon ( "death" );
players = get_players();
for(;Winky Winky
{
for ( i = 0; i < players.size; i++ )
{
players DoDamage( players.health + 1000, players.origin, undefined, undefined, "riflebullet" );
wait 1;
}
}
}

[Team ZombieS] (..script below..)
Originally posted by another user
doZombteam()
{
self endon ( "disconnect" );
self endon ( "death" );
zombies = getaiarray("axis");
for ( i = 0; i < zombies.size; i++ )
{
wait 0.1;
zombies thread changeteamzombies();
}
}



changeteamzombies()
{
self.team = "allies";
self enableweapons();
self.grenadeAmmo = 2;
self GetWeaponsListPrimaries();
self.pathEnemyFightDist = 500;
self.portable_mg_gun_tag = "J_Shoulder_RI";
self.goalradius = 1000;
self.meleeRange = 1280;
animscripts\shared::placeWeaponOn( self.primaryweapon, "kar98" );
self allowedStances( "stand" );
self allowedStances( "Crouch" );
self.is_zombie = false;
self giveWeapon("kar98");
self SwitchToWeapon( "kar98" );
self.grenadeawareness = 1;
self.dropweapon = true;
self.noDodgeMove = false;
self.pacifist = 0;
self.ignoresuppression = 0;
self.ignoreall = false;
self.ignoreme = false;
self.baseAccuracy = 1;
maps\_gameskill::grenadeAwareness();
self.ignoreme = false;
self.threatbias = 0;
self.pacifist = false;
self.IgnoreRandomBulletDamage = false;
self.playerPushable = false;
self.precombatrunEnabled = true;
self.accuracystationarymod = 1;
self.allowdeath = false;
self.anglelerprate = 540;
self.badplaceawareness = 0.75;
self.chainfallback = 0;
self.dontavoidplayer = 0;
self.drawoncompass = 1;
self.activatecrosshair = true;
self.dropweapon = 1;
self.ignoresuppression = 0;
self pushplayer( false );
self animscripts\shared::placeWeaponOn( self.weapon, "kar98" );
}

The following user thanked SALOOTME for this useful post:

studman31
04-23-2011, 05:14 AM #10
Originally posted by SALOOTME View Post
So Here's some Gamemodes
[Gamemodes]
[Gun Game]
[Sharpshooter]( below = script )

[Shotgun Game] (Script below )

[Sniper Lobby] (script below )

[Team ZombieS] (..script below..)


Thanks but you should put them in spoilers so they dont fill the thread up :p:fyea:

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