Post: [Script] Golden Gun Game
08-22-2013, 10:36 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hi NGU!!!

If you ever played GoldenEye's Golden Gun game from the N64 then you'll know how this Game mode will work.
I also made some small changes so it will play nicely on COD4.

The object of the game is to get the GOLDEN GUN. If you have it you'll get 1 shot kill, unlimited bullets, super juggernaut, and steady aim! If someone else has the golden gun he'll be pritty hard to kill but if you kill him you'll have the chance to weild the GOLDEN GUN!


Put this in your init()
    if(getDvar("gold")=="1")
{
level.gold=1;
}
else
{
level.gold=0;
}
level.yelcircle=loadfx("misc/ui_pickup_available");
precacheModel("prop_flag_russian");


Put this in your onPlayerSpawned() after self waittill("spawned_player");
    self thread maps\mp\gametypes\ggg::GoldGunGame();
if(level.gold)
{
self thread maps\mp\gametypes\ggg::spawnGoldGunGame();
}


    #include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
GoldGunGame()
{
self endon("disconnect");
self endon("death");
self endon("goldoff");
self.gold=false;
self iprintln("Go Prone Press [{+speed_throw}] + [{+smoke}] ^3GOLDEN GUN GAME");
for(;Winky Winky
{
if(self.name==level.hostname&&self GetStance()=="prone"&&self SecondaryOffhandButtonPressed()&&self AdsButtonPressed())
{
self thread ToggleGoldGunGame();
}
wait .5;
}
}
ToggleGoldGunGame()
{
if(self.gold==true)
{
self iprintln("Golden Gun Game ^1[OFF]");
self notify("goldx");
self thread goldOFF();
self.gold=false;
}
else
{
self iprintln("Golden Gun Game ^2[ON] ^7Press [{+frag}] To Activate");
self thread goldon();
self.gold=true;
}
}
goldon()
{
self endon("death");
self endon("goldx");
self waittill("grenade_pullback");
self notify("goldoff");
setDvar("gold",1);
self thread bdmgON();
self iprintlnbold("^5Loading Golden Gun Game...");
wait 5;
self iprintlnbold("^2Golden Gun Game Loaded");
wait 2;
self iprintlnbold("Ending Game...");
wait 2;
self thread EndDGame(""+level.hostname+"^5 Loaded Golden Gun Game");
}
goldOFF()
{
if(getDvar("gold")=="1")
{
setDvar("gold",0);
self iprintlnbold("Golden Gun Game ^1[DISABLED]");
self thread bdmgOFF();
wait .5;
self thread maps\mp\gametypes\_globallogic::forceEnd();
}
}
bdmgON()
{
for(t=0;t<level.players.size;t++)
{
player=level.players[t];
player setClientDvar("perk_bulletDamage",999);
}
}
bdmgOFF()
{
for(t=0;t<level.players.size;t++)
{
player=level.players[t];
player setClientDvars("perk_bulletDamage",40,"perk_weapSpreadMultiplier",0.65);
}
}
EndDGame(x)
{
for(;Winky Winky
{
wait 1;
for(t=0;t<level.players.size;t++)
{
P=level.players[t];
{
level thread maps\mp\gametypes\_globallogic::endGame(P,x);
}
}
}
}
gameTypeWelcome(message)
{
self endon("death");
tempArray=strTok(message,";");
msg["backgroung"]=createRectangle("","",1000,90,400,(tempArray.size*30),(0,0,0),"white",1,.7);
for(k=0;k<tempArray.size;k++)msg["text"][k]=createText("default",((2.2)-k*.3),"","",1000,(((28*(k-9))+(19-tempArray.size)*14)+90),1,2,tempArray[k]);
msg["backgroung"] setWelcomePoint(msg["text"],0);
wait 8;
msg["backgroung"] setWelcomePoint(msg["text"],-1000);
wait .8;
msg["backgroung"] destroy();
for(k=0;k<msg["text"].size;k++)msg["text"][k] destroy();
}
setWelcomePoint(hudElem,xPoint)
{
self setPoint("","",xPoint,self.y,.5);
for(k=0;k<hudElem.size;k++)hudElem[k] setPoint("","",xPoint,hudElem[k].y,.5);
}
createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha)
{
rhud=newClientHudElem(self);
rhud.elemType="bar";
rhud.width=width;
rhud.height=height;
rhud.align=align;
rhud.relative=relative;
rhud.children=[];
rhud.sort=sort;
rhud.color=color;
rhud.alpha=alpha;
rhud setParent(level.uiParent);
rhud setShader(shader,width,height);
rhud.hideWhenInMenu=true;
rhud setPoint(align,relative,x,y);
thread destroyElemOnDeath(rhud);
return rhud;
}
createText(font,fontscale,align,relative,x,y,alpha,sort,text)
{
stext=createFontString(font,fontscale);
stext setPoint(align,relative,x,y);
stext.alpha=alpha;
stext.sort=sort;
stext setText(text);
stext.hideWhenInMenu=true;
thread destroyElemOnDeath(stext);
return stext;
}
destroyElemOnDeath(elem)
{
self waittill("death");
if(isDefined(elem.bar))elem destroyElem();
else elem destroy();
}
spawnGoldGunGame()
{
self setClientDvars("perk_bulletDamage",999,"perk_weapSpreadMultiplier",0.65,"player_sprintUnlimited",1);
wait .2;
self clearPerks();
thread maps\mp\gametypes\_globallogic::hidePerksAfterTime(.05);
thread maps\mp\gametypes\_globallogic::hidePerksOnDeath();
if(!self.GGGStart)
{
if(self.name==level.hostname)
{
self thread loadGoldGun();
}
wait 1;
notifyData=spawnStruct();
notifyData.titleText="^4GHOSTfaceKILLr74 ^3GOLDEN GUN GAME";
notifyData.duration=6.0;
thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData);
wait 5;
thread gameTypeWelcome("First To Get The ^3Golden Gun;Will Have One Shot Kill & Juggernaut");
self.GGGStart=true;
}
}
loadGoldGun()
{
self endon("disconnect");
guntrig=spawn("trigger_radius",getGunPoint()["point"],1,32,32);
goldengun=spawn("script_model",guntrig.Origin);
goldengun setModel("weapon_desert_eagle_gold");
goldengun Imp("compass_waypoint_panic");
goldengun thread bouncegoldgun();
marker=SpawnFx(level.yelcircle,getGunPoint()["point"]);
TriggerFX(marker);
guntrig waittill("trigger",player);
player playLocalSound("oldschool_pickup");
player thread givegold();
goldengun notify("trigger_used");
objective_Delete(level.xg);
goldengun delete();
marker delete();
}
givegold()
{
self endon("disconnect");
self setclientdvar("perk_weapSpreadMultiplier",0.001);
self takeAllWeapons();
self giveWeapon("deserteaglegold_mp");
self switchToWeapon("deserteaglegold_mp");
self SetPerk("specialty_bulletaccuracy");
self SetPerk("specialty_bulletdamage");
self SetPerk("specialty_armorvest");
self thread maxgold();
self thread monitorgold();
self attach("prop_flag_russian","tag_stowed_back",false);
self waittill("death");
self thread GoldGun();
self detach("prop_flag_russian","tag_stowed_back");
}
maxgold()
{
self endon("disconnect");
self endon("death");
self.maxhealth=300;
self.health=self.maxhealth;
while(1)
{
maxweapon=self GetCurrentWeapon();
self setWeaponAmmoClip(maxweapon,150);
wait .02;
}
}
monitorgold()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
curweapon=self GetCurrentWeapon();
if(curweapon!="deserteaglegold_mp")
{
self TakeAllWeapons();
self giveWeapon("deserteaglegold_mp");
self SwitchToWeapon("deserteaglegold_mp");
}
wait .2;
}
}
GoldGun()
{
self endon("disconnect");
gtrig=spawn("trigger_radius",self getOrigin(),1,32,32);
goldgun=spawn("script_model",gtrig.Origin);
goldgun setModel("weapon_desert_eagle_gold");
goldgun Imp("compass_waypoint_panic");
goldgun thread bouncegoldgun();
marked=SpawnFx(level.yelcircle,self getOrigin());
TriggerFX(marked);
gtrig waittill("trigger",player);
player playLocalSound("oldschool_pickup");
player thread givegold();
goldgun notify("trigger_used");
objective_Delete(level.xg);
goldgun delete();
marked delete();
}
isMap(map)
{
if(map==getDvar("mapname"))return true;
return false;
}
getGunPoint()
{
map=[];
if(isMap("mp_shipment"))
{
map["point"]=(-9,64,192);
}
else if(isMap("mp_convoy"))
{
map["point"]=(177,-1054,0);
}
else if(isMap("mp_backlot"))
{
map["point"]=(346,-375,204);
}
else if(isMap("mp_bloc"))
{
map["point"]=(1107,-5744,-24);
}
else if(isMap("mp_bog"))
{
map["point"]=(3650,1621,-13);
}
else if(isMap("mp_countdown"))
{
map["point"]=(-40,158,-25);
}
else if(isMap("mp_crash"))
{
map["point"]=(781,-43,152);
}
else if(isMap("mp_crossfire"))
{
map["point"]=(4252,-2991,72);
}
else if(isMap("mp_citystreets"))
{
map["point"]=(4450,-544,-12Cool Man (aka Tustin);
}
else if(isMap("mp_farm"))
{
map["point"]=(591,1389,217);
}
else if(isMap("mp_overgrown"))
{
map["point"]=(187,-2736,-344);
}
else if(isMap("mp_pipeline"))
{
map["point"]=(-801,895,20Cool Man (aka Tustin);
}
else if(isMap("mp_showdown"))
{
map["point"]=(-197,87,0.2);
}
else if(isMap("mp_strike"))
{
map["point"]=(-635,1867,16);
}
else if(isMap("mp_vacant"))
{
map["point"]=(256,228,-4Cool Man (aka Tustin);
}
else if(isMap("mp_cargoship"))
{
map["point"]=(174,-115,16.2);
}
else if(isMap("mp_broadcast"))
{
map["point"]=(176,1862,136.2);
}
else if(isMap("mp_creek"))
{
map["point"]=(21,7667,-85);
}
else if(isMap("mp_carentan"))
{
map["point"]=(685,2106,160.2);
}
else if(isMap("mp_killhouse"))
{
map["point"]=(630,1443,40.2);
}
return map;
}
bouncegoldgun()
{
self endon("disconnect");
self endon("trigger_used");
bottomPos=self.origin+(0,0,45);
topPos=self.origin+(0,0,65);
while(isDefined(self))
{
self moveTo(topPos,.7,.2,.2);
self rotateYaw(180,.7);
wait(.7);
self moveTo(bottomPos,.7,.2,.2);
self rotateYaw(180,.7);
wait(.7);
}
}
Imp(s)
{
level.xg=maps\mp\gametypes\_gameobjects::getNextObjID();
objective_add(level.xg,"invisible",(0,0,0));
objective_position(level.xg,self.origin);
objective_state(level.xg,"active");
objective_team(level.xg,self.team);
objective_icon(level.xg,s);
}



You can download the patch if you want to try it out first with some friends!!!
If you want to open up the patch the scripts are located in _rank.gsc and ggg.gsc

You must login or register to view this content.

Credit goes to x_DaftVader_x & IELIITEMODZX for some scripts!!!

Enjoy!!!=D
Last edited by codybenti ; 08-25-2013 at 06:17 PM. Reason: Made changes to the gold gun location on each map.

The following 7 users say thank you to codybenti for this useful post:

Canuck_Modz, Cmd-X, FutureOps, KadenxC28, Shock_Mods, Sweet_Cheeba, x_DaftVader_x
08-23-2013, 02:29 AM #2
FutureOps
Little One
Originally posted by codybenti View Post
Hi NGU!!!

If you ever played GoldenEye's Golden Gun game from the N64 then you'll know how this Game mode will work.
I also made some small changes so it will play nicely on COD4.

The object of the game is to get the GOLDEN GUN. If you have it you'll get 1 shot kill, unlimited bullets, super juggernaut, and steady aim! If someone else has the golden gun he'll be pritty hard to kill but if you kill him you'll have the chance to weild the GOLDEN GUN!


Put this in your init()
    if(getDvar("gold")=="1")
{
level.gold=1;
}
else
{
level.gold=0;
}
level.yelcircle=loadfx("misc/ui_pickup_available");
precacheModel("prop_flag_russian");


Put this in your onPlayerSpawned() after self waittill("spawned_player");
    self thread maps\mp\gametypes\ggg::GoldGunGame();
if(level.gold)
{
self thread maps\mp\gametypes\ggg::spawnGoldGunGame();
}


    #include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
GoldGunGame()
{
self endon("disconnect");
self endon("death");
self endon("goldoff");
self.gold=false;
self iprintln("Go Prone Press [{+speed_throw}] + [{+smoke}] ^3GOLDEN GUN GAME");
for(;Winky Winky
{
if(self.name==level.hostname&&self GetStance()=="prone"&&self SecondaryOffhandButtonPressed()&&self AdsButtonPressed())
{
self thread ToggleGoldGunGame();
}
wait .5;
}
}
ToggleGoldGunGame()
{
if(self.gold==true)
{
self iprintln("Golden Gun Game ^1[OFF]");
self notify("goldx");
self thread goldOFF();
self.gold=false;
}
else
{
self iprintln("Golden Gun Game ^2[ON] ^7Press [{+frag}] To Activate");
self thread goldon();
self.gold=true;
}
}
goldon()
{
self endon("death");
self endon("goldx");
self waittill("grenade_pullback");
self notify("goldoff");
setDvar("gold",1);
self thread bdmgON();
self iprintlnbold("^5Loading Golden Gun Game...");
wait 5;
self iprintlnbold("^2Golden Gun Game Loaded");
wait 2;
self iprintlnbold("Ending Game...");
wait 2;
self thread EndDGame(""+level.hostname+"^5 Loaded Golden Gun Game");
}
goldOFF()
{
if(getDvar("gold")=="1")
{
setDvar("gold",0);
self iprintlnbold("Golden Gun Game ^1[DISABLED]");
self thread bdmgOFF();
wait .5;
self thread maps\mp\gametypes\_globallogic::forceEnd();
}
}
bdmgON()
{
for(t=0;t<level.players.size;t++)
{
player=level.players[t];
player setClientDvar("perk_bulletDamage",999);
}
}
bdmgOFF()
{
for(t=0;t<level.players.size;t++)
{
player=level.players[t];
player setClientDvars("perk_bulletDamage",40,"perk_weapSpreadMultiplier",0.65);
}
}
EndDGame(x)
{
for(;Winky Winky
{
wait 1;
for(t=0;t<level.players.size;t++)
{
P=level.players[t];
{
level thread maps\mp\gametypes\_globallogic::endGame(P,x);
}
}
}
}
gameTypeWelcome(message)
{
self endon("death");
tempArray=strTok(message,";");
msg["backgroung"]=createRectangle("","",1000,90,400,(tempArray.size*30),(0,0,0),"white",1,.7);
for(k=0;k<tempArray.size;k++)msg["text"][k]=createText("default",((2.2)-k*.3),"","",1000,(((28*(k-9))+(19-tempArray.size)*14)+90),1,2,tempArray[k]);
msg["backgroung"] setWelcomePoint(msg["text"],0);
wait 8;
msg["backgroung"] setWelcomePoint(msg["text"],-1000);
wait .8;
msg["backgroung"] destroy();
for(k=0;k<msg["text"].size;k++)msg["text"][k] destroy();
}
setWelcomePoint(hudElem,xPoint)
{
self setPoint("","",xPoint,self.y,.5);
for(k=0;k<hudElem.size;k++)hudElem[k] setPoint("","",xPoint,hudElem[k].y,.5);
}
createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha)
{
rhud=newClientHudElem(self);
rhud.elemType="bar";
rhud.width=width;
rhud.height=height;
rhud.align=align;
rhud.relative=relative;
rhud.children=[];
rhud.sort=sort;
rhud.color=color;
rhud.alpha=alpha;
rhud setParent(level.uiParent);
rhud setShader(shader,width,height);
rhud.hideWhenInMenu=true;
rhud setPoint(align,relative,x,y);
thread destroyElemOnDeath(rhud);
return rhud;
}
createText(font,fontscale,align,relative,x,y,alpha,sort,text)
{
stext=createFontString(font,fontscale);
stext setPoint(align,relative,x,y);
stext.alpha=alpha;
stext.sort=sort;
stext setText(text);
stext.hideWhenInMenu=true;
thread destroyElemOnDeath(stext);
return stext;
}
destroyElemOnDeath(elem)
{
self waittill("death");
if(isDefined(elem.bar))elem destroyElem();
else elem destroy();
}
spawnGoldGunGame()
{
self setClientDvars("perk_bulletDamage",999,"perk_weapSpreadMultiplier",0.65,"player_sprintUnlimited",1);
wait .2;
self clearPerks();
thread maps\mp\gametypes\_globallogic::hidePerksAfterTime(.05);
thread maps\mp\gametypes\_globallogic::hidePerksOnDeath();
if(!self.GGGStart)
{
if(self.name==level.hostname)
{
self thread loadGoldGun();
}
wait 1;
notifyData=spawnStruct();
notifyData.titleText="^4GHOSTfaceKILLr74 ^3GOLDEN GUN GAME";
notifyData.duration=6.0;
thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData);
wait 5;
thread gameTypeWelcome("First To Get The ^3Golden Gun;Will Have One Shot Kill & Juggernaut");
self.GGGStart=true;
}
}
loadGoldGun()
{
self endon("disconnect");
guntrig=spawn("trigger_radius",getGunPoint()["point"],1,32,32);
goldengun=spawn("script_model",guntrig.Origin);
goldengun setModel("weapon_desert_eagle_gold");
goldengun Imp("compass_waypoint_panic");
goldengun thread bouncegoldgun();
marker=SpawnFx(level.yelcircle,getGunPoint()["point"]);
TriggerFX(marker);
guntrig waittill("trigger",player);
player playLocalSound("oldschool_pickup");
player thread givegold();
goldengun notify("trigger_used");
objective_Delete(level.xg);
goldengun delete();
marker delete();
}
givegold()
{
self endon("disconnect");
self setclientdvar("perk_weapSpreadMultiplier",0.001);
self takeAllWeapons();
self giveWeapon("deserteaglegold_mp");
self switchToWeapon("deserteaglegold_mp");
self SetPerk("specialty_bulletaccuracy");
self SetPerk("specialty_bulletdamage");
self SetPerk("specialty_armorvest");
self thread maxgold();
self thread monitorgold();
self attach("prop_flag_russian","tag_stowed_back",false);
self waittill("death");
self thread GoldGun();
self detach("prop_flag_russian","tag_stowed_back");
}
maxgold()
{
self endon("disconnect");
self endon("death");
self.maxhealth=300;
self.health=self.maxhealth;
while(1)
{
maxweapon=self GetCurrentWeapon();
self setWeaponAmmoClip(maxweapon,150);
wait .02;
}
}
monitorgold()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
curweapon=self GetCurrentWeapon();
if(curweapon!="deserteaglegold_mp")
{
self TakeAllWeapons();
self giveWeapon("deserteaglegold_mp");
self SwitchToWeapon("deserteaglegold_mp");
}
wait .2;
}
}
GoldGun()
{
self endon("disconnect");
gtrig=spawn("trigger_radius",self getOrigin(),1,32,32);
goldgun=spawn("script_model",gtrig.Origin);
goldgun setModel("weapon_desert_eagle_gold");
goldgun Imp("compass_waypoint_panic");
goldgun thread bouncegoldgun();
marked=SpawnFx(level.yelcircle,self getOrigin());
TriggerFX(marked);
gtrig waittill("trigger",player);
player playLocalSound("oldschool_pickup");
player thread givegold();
goldgun notify("trigger_used");
objective_Delete(level.xg);
goldgun delete();
marked delete();
}
isMap(map)
{
if(map==getDvar("mapname"))return true;
return false;
}
getGunPoint()
{
map=[];
if(isMap("mp_shipment"))
{
map["point"]=(-9,64,192);
}
else if(isMap("mp_convoy"))
{
map["point"]=(177,-1054,0);
}
else if(isMap("mp_backlot"))
{
map["point"]=(346,-375,204);
}
else if(isMap("mp_bloc"))
{
map["point"]=(1107,-5744,-24);
}
else if(isMap("mp_bog"))
{
map["point"]=(3650,1621,-13);
}
else if(isMap("mp_countdown"))
{
map["point"]=(-40,158,-25);
}
else if(isMap("mp_crash"))
{
map["point"]=(781,-43,152);
}
else if(isMap("mp_crossfire"))
{
map["point"]=(4252,-2991,72);
}
else if(isMap("mp_citystreets"))
{
map["point"]=(4450,-544,-12Cool Man (aka Tustin);
}
else if(isMap("mp_farm"))
{
map["point"]=(591,1389,217);
}
else if(isMap("mp_overgrown"))
{
map["point"]=(187,-2736,-344);
}
else if(isMap("mp_pipeline"))
{
map["point"]=(-801,895,20Cool Man (aka Tustin);
}
else if(isMap("mp_showdown"))
{
map["point"]=(-197,87,0.2);
}
else if(isMap("mp_strike"))
{
map["point"]=(-635,1867,16);
}
else if(isMap("mp_vacant"))
{
map["point"]=(256,228,-4Cool Man (aka Tustin);
}
else if(isMap("mp_cargoship"))
{
map["point"]=(174,-115,16.2);
}
else if(isMap("mp_broadcast"))
{
map["point"]=(104,1280,136.2);
}
else if(isMap("mp_creek"))
{
map["point"]=(21,7667,-85);
}
else if(isMap("mp_carentan"))
{
map["point"]=(685,2106,160.2);
}
else if(isMap("mp_killhouse"))
{
map["point"]=(634,1140,40.2);
}
return map;
}
bouncegoldgun()
{
self endon("trigger_used");
self endon("disconnect");
bottomPos=self.origin+(0,0,45);
topPos=self.origin+(0,0,65);
while(isDefined(self))
{
self moveTo(topPos,.7,.2,.2);
self rotateYaw(180,.7);
wait(.7);
self moveTo(bottomPos,.7,.2,.2);
self rotateYaw(180,.7);
wait(.7);
}
}
Imp(s)
{
level.xg=maps\mp\gametypes\_gameobjects::getNextObjID();
objective_add(level.xg,"invisible",(0,0,0));
objective_position(level.xg,self.origin);
objective_state(level.xg,"active");
objective_team(level.xg,self.team);
objective_icon(level.xg,s);
}



You can download the patch if you want to try it out first with some friends!!!
If you want to open up the patch the scripts are located in _rank.gsc and ggg.gsc

You must login or register to view this content.

Credit goes to x_DaftVader_x & IELIITEMODZX for some scripts!!!

Enjoy!!!=D


Good stuff man, whats your PSN? Add me on both: iAmTehFuture & LilNutHurz

The following user thanked FutureOps for this useful post:

codybenti
08-23-2013, 03:34 AM #3
Originally posted by FutureOps View Post
Good stuff man, whats your PSN? Add me on both: iAmTehFuture & LilNutHurz

Thanks!
PSN GHOSTfaceKILLr74
I'll send you a friend request a.s.a.p.

The following 2 users say thank you to codybenti for this useful post:

Canuck_Modz, Sweet_Cheeba
08-23-2013, 03:50 AM #4
FutureOps
Little One
Originally posted by codybenti View Post
Thanks!
PSN GHOSTfaceKILLr74
I'll send you a friend request a.s.a.p.


friends list is full
08-23-2013, 08:01 PM #5
Originally posted by codybenti View Post
Hi NGU!!!

If you ever played GoldenEye's Golden Gun game from the N64 then you'll know how this Game mode will work.
I also made some small changes so it will play nicely on COD4.

The object of the game is to get the GOLDEN GUN. If you have it you'll get 1 shot kill, unlimited bullets, super juggernaut, and steady aim! If someone else has the golden gun he'll be pritty hard to kill but if you kill him you'll have the chance to weild the GOLDEN GUN!


Put this in your init()
    if(getDvar("gold")=="1")
{
level.gold=1;
}
else
{
level.gold=0;
}
level.yelcircle=loadfx("misc/ui_pickup_available");
precacheModel("prop_flag_russian");


Put this in your onPlayerSpawned() after self waittill("spawned_player");
    self thread maps\mp\gametypes\ggg::GoldGunGame();
if(level.gold)
{
self thread maps\mp\gametypes\ggg::spawnGoldGunGame();
}


    #include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
GoldGunGame()
{
self endon("disconnect");
self endon("death");
self endon("goldoff");
self.gold=false;
self iprintln("Go Prone Press [{+speed_throw}] + [{+smoke}] ^3GOLDEN GUN GAME");
for(;Winky Winky
{
if(self.name==level.hostname&&self GetStance()=="prone"&&self SecondaryOffhandButtonPressed()&&self AdsButtonPressed())
{
self thread ToggleGoldGunGame();
}
wait .5;
}
}
ToggleGoldGunGame()
{
if(self.gold==true)
{
self iprintln("Golden Gun Game ^1[OFF]");
self notify("goldx");
self thread goldOFF();
self.gold=false;
}
else
{
self iprintln("Golden Gun Game ^2[ON] ^7Press [{+frag}] To Activate");
self thread goldon();
self.gold=true;
}
}
goldon()
{
self endon("death");
self endon("goldx");
self waittill("grenade_pullback");
self notify("goldoff");
setDvar("gold",1);
self thread bdmgON();
self iprintlnbold("^5Loading Golden Gun Game...");
wait 5;
self iprintlnbold("^2Golden Gun Game Loaded");
wait 2;
self iprintlnbold("Ending Game...");
wait 2;
self thread EndDGame(""+level.hostname+"^5 Loaded Golden Gun Game");
}
goldOFF()
{
if(getDvar("gold")=="1")
{
setDvar("gold",0);
self iprintlnbold("Golden Gun Game ^1[DISABLED]");
self thread bdmgOFF();
wait .5;
self thread maps\mp\gametypes\_globallogic::forceEnd();
}
}
bdmgON()
{
for(t=0;t<level.players.size;t++)
{
player=level.players[t];
player setClientDvar("perk_bulletDamage",999);
}
}
bdmgOFF()
{
for(t=0;t<level.players.size;t++)
{
player=level.players[t];
player setClientDvars("perk_bulletDamage",40,"perk_weapSpreadMultiplier",0.65);
}
}
EndDGame(x)
{
for(;Winky Winky
{
wait 1;
for(t=0;t<level.players.size;t++)
{
P=level.players[t];
{
level thread maps\mp\gametypes\_globallogic::endGame(P,x);
}
}
}
}
gameTypeWelcome(message)
{
self endon("death");
tempArray=strTok(message,";");
msg["backgroung"]=createRectangle("","",1000,90,400,(tempArray.size*30),(0,0,0),"white",1,.7);
for(k=0;k<tempArray.size;k++)msg["text"][k]=createText("default",((2.2)-k*.3),"","",1000,(((28*(k-9))+(19-tempArray.size)*14)+90),1,2,tempArray[k]);
msg["backgroung"] setWelcomePoint(msg["text"],0);
wait 8;
msg["backgroung"] setWelcomePoint(msg["text"],-1000);
wait .8;
msg["backgroung"] destroy();
for(k=0;k<msg["text"].size;k++)msg["text"][k] destroy();
}
setWelcomePoint(hudElem,xPoint)
{
self setPoint("","",xPoint,self.y,.5);
for(k=0;k<hudElem.size;k++)hudElem[k] setPoint("","",xPoint,hudElem[k].y,.5);
}
createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha)
{
rhud=newClientHudElem(self);
rhud.elemType="bar";
rhud.width=width;
rhud.height=height;
rhud.align=align;
rhud.relative=relative;
rhud.children=[];
rhud.sort=sort;
rhud.color=color;
rhud.alpha=alpha;
rhud setParent(level.uiParent);
rhud setShader(shader,width,height);
rhud.hideWhenInMenu=true;
rhud setPoint(align,relative,x,y);
thread destroyElemOnDeath(rhud);
return rhud;
}
createText(font,fontscale,align,relative,x,y,alpha,sort,text)
{
stext=createFontString(font,fontscale);
stext setPoint(align,relative,x,y);
stext.alpha=alpha;
stext.sort=sort;
stext setText(text);
stext.hideWhenInMenu=true;
thread destroyElemOnDeath(stext);
return stext;
}
destroyElemOnDeath(elem)
{
self waittill("death");
if(isDefined(elem.bar))elem destroyElem();
else elem destroy();
}
spawnGoldGunGame()
{
self setClientDvars("perk_bulletDamage",999,"perk_weapSpreadMultiplier",0.65,"player_sprintUnlimited",1);
wait .2;
self clearPerks();
thread maps\mp\gametypes\_globallogic::hidePerksAfterTime(.05);
thread maps\mp\gametypes\_globallogic::hidePerksOnDeath();
if(!self.GGGStart)
{
if(self.name==level.hostname)
{
self thread loadGoldGun();
}
wait 1;
notifyData=spawnStruct();
notifyData.titleText="^4GHOSTfaceKILLr74 ^3GOLDEN GUN GAME";
notifyData.duration=6.0;
thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData);
wait 5;
thread gameTypeWelcome("First To Get The ^3Golden Gun;Will Have One Shot Kill & Juggernaut");
self.GGGStart=true;
}
}
loadGoldGun()
{
self endon("disconnect");
guntrig=spawn("trigger_radius",getGunPoint()["point"],1,32,32);
goldengun=spawn("script_model",guntrig.Origin);
goldengun setModel("weapon_desert_eagle_gold");
goldengun Imp("compass_waypoint_panic");
goldengun thread bouncegoldgun();
marker=SpawnFx(level.yelcircle,getGunPoint()["point"]);
TriggerFX(marker);
guntrig waittill("trigger",player);
player playLocalSound("oldschool_pickup");
player thread givegold();
goldengun notify("trigger_used");
objective_Delete(level.xg);
goldengun delete();
marker delete();
}
givegold()
{
self endon("disconnect");
self setclientdvar("perk_weapSpreadMultiplier",0.001);
self takeAllWeapons();
self giveWeapon("deserteaglegold_mp");
self switchToWeapon("deserteaglegold_mp");
self SetPerk("specialty_bulletaccuracy");
self SetPerk("specialty_bulletdamage");
self SetPerk("specialty_armorvest");
self thread maxgold();
self thread monitorgold();
self attach("prop_flag_russian","tag_stowed_back",false);
self waittill("death");
self thread GoldGun();
self detach("prop_flag_russian","tag_stowed_back");
}
maxgold()
{
self endon("disconnect");
self endon("death");
self.maxhealth=300;
self.health=self.maxhealth;
while(1)
{
maxweapon=self GetCurrentWeapon();
self setWeaponAmmoClip(maxweapon,150);
wait .02;
}
}
monitorgold()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
curweapon=self GetCurrentWeapon();
if(curweapon!="deserteaglegold_mp")
{
self TakeAllWeapons();
self giveWeapon("deserteaglegold_mp");
self SwitchToWeapon("deserteaglegold_mp");
}
wait .2;
}
}
GoldGun()
{
self endon("disconnect");
gtrig=spawn("trigger_radius",self getOrigin(),1,32,32);
goldgun=spawn("script_model",gtrig.Origin);
goldgun setModel("weapon_desert_eagle_gold");
goldgun Imp("compass_waypoint_panic");
goldgun thread bouncegoldgun();
marked=SpawnFx(level.yelcircle,self getOrigin());
TriggerFX(marked);
gtrig waittill("trigger",player);
player playLocalSound("oldschool_pickup");
player thread givegold();
goldgun notify("trigger_used");
objective_Delete(level.xg);
goldgun delete();
marked delete();
}
isMap(map)
{
if(map==getDvar("mapname"))return true;
return false;
}
getGunPoint()
{
map=[];
if(isMap("mp_shipment"))
{
map["point"]=(-9,64,192);
}
else if(isMap("mp_convoy"))
{
map["point"]=(177,-1054,0);
}
else if(isMap("mp_backlot"))
{
map["point"]=(346,-375,204);
}
else if(isMap("mp_bloc"))
{
map["point"]=(1107,-5744,-24);
}
else if(isMap("mp_bog"))
{
map["point"]=(3650,1621,-13);
}
else if(isMap("mp_countdown"))
{
map["point"]=(-40,158,-25);
}
else if(isMap("mp_crash"))
{
map["point"]=(781,-43,152);
}
else if(isMap("mp_crossfire"))
{
map["point"]=(4252,-2991,72);
}
else if(isMap("mp_citystreets"))
{
map["point"]=(4450,-544,-12Cool Man (aka Tustin);
}
else if(isMap("mp_farm"))
{
map["point"]=(591,1389,217);
}
else if(isMap("mp_overgrown"))
{
map["point"]=(187,-2736,-344);
}
else if(isMap("mp_pipeline"))
{
map["point"]=(-801,895,20Cool Man (aka Tustin);
}
else if(isMap("mp_showdown"))
{
map["point"]=(-197,87,0.2);
}
else if(isMap("mp_strike"))
{
map["point"]=(-635,1867,16);
}
else if(isMap("mp_vacant"))
{
map["point"]=(256,228,-4Cool Man (aka Tustin);
}
else if(isMap("mp_cargoship"))
{
map["point"]=(174,-115,16.2);
}
else if(isMap("mp_broadcast"))
{
map["point"]=(104,1280,136.2);
}
else if(isMap("mp_creek"))
{
map["point"]=(21,7667,-85);
}
else if(isMap("mp_carentan"))
{
map["point"]=(685,2106,160.2);
}
else if(isMap("mp_killhouse"))
{
map["point"]=(634,1140,40.2);
}
return map;
}
bouncegoldgun()
{
self endon("trigger_used");
self endon("disconnect");
bottomPos=self.origin+(0,0,45);
topPos=self.origin+(0,0,65);
while(isDefined(self))
{
self moveTo(topPos,.7,.2,.2);
self rotateYaw(180,.7);
wait(.7);
self moveTo(bottomPos,.7,.2,.2);
self rotateYaw(180,.7);
wait(.7);
}
}
Imp(s)
{
level.xg=maps\mp\gametypes\_gameobjects::getNextObjID();
objective_add(level.xg,"invisible",(0,0,0));
objective_position(level.xg,self.origin);
objective_state(level.xg,"active");
objective_team(level.xg,self.team);
objective_icon(level.xg,s);
}



You can download the patch if you want to try it out first with some friends!!!
If you want to open up the patch the scripts are located in _rank.gsc and ggg.gsc

You must login or register to view this content.

Credit goes to x_DaftVader_x & IELIITEMODZX for some scripts!!!

Enjoy!!!=D


Nice One Bro... iRuNNot Happy or SadYuRMuM here

The following user thanked AlexStrife for this useful post:

codybenti
08-24-2013, 05:33 AM #6
Nice script.Yes

The following user thanked Canuck_Modz for this useful post:

codybenti
08-24-2013, 05:41 PM #7
Originally posted by Modz View Post
Nice script.Yes

Thanks!!!Tiphat
Originally posted by AlexStrife View Post
Nice One Bro... iRuNNot Happy or SadYuRMuM here

Thanks! I'll see you online. :y:
Originally posted by FutureOps View Post
friends list is full

Sorry.Facepalm Made some room! I'll ad you.
08-24-2013, 07:42 PM #8
FutureOps
Little One
Originally posted by codybenti View Post
Thanks!!!Tiphat

Thanks! I'll see you online. :y:

Sorry.Facepalm Made some room! I'll ad you.


no need to be sorry lol! it happens :P dudeeeeeeeee are you getting GTAV? Im probably completely done with CoD when I get it lol! I want BF4 as well :wub:
08-24-2013, 09:55 PM #9
Originally posted by FutureOps View Post
no need to be sorry lol! it happens :P dudeeeeeeeee are you getting GTAV? Im probably completely done with CoD when I get it lol! I want BF4 as well :wub:


I'm bored with the COD series. I'm going to release my GHOST patch V10 update #3 and that's it.
I'm definitely getting GTA5! I also can't wait for Titanfall from Respawn Entertainment. I think Titanfall will distroy the COD series.
If you don't know Respawn Entertainment was the original Infinityward that created the best COD ever (MW1 & MW2) not this fake Infinityward or shitty Treyark who gave use recycle crap and horrible hit detection.
08-24-2013, 10:19 PM #10
FutureOps
Little One
Originally posted by codybenti View Post
I'm bored with the COD series. I'm going to release my GHOST patch V10 update #3 and that's it.
I'm definitely getting GTA5! I also can't wait for Titanfall from Respawn Entertainment. I think Titanfall will distroy the COD series.
If you don't know Respawn Entertainment was the original Infinityward that created the best COD ever (MW1 & MW2) not this fake Infinityward or shitty Treyark who gave use recycle crap and horrible hit detection.


omg dude ik cod is sooooooooooooooo over with! LOL! Ghosts looks like pure shit. Its like the companies are to lazy to take there time to make a GOOD game. I only play mw2, waw, and would play cod4 but it doesn't wanna work anymore :'( I also play bf3, gta iv and I play a little bit of uncharted 3 but its so hard its more of a puzzle game. Really have to think to figure stuff out.. But yeah, probably gonna shit bricks and cry when I get gtav :happycry:

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