Post: [RELEASE]J&B*'s Cod4 Play-Time!
09-04-2013, 11:26 PM #1
Jacob-And-Britt
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); I know its been a while sense my last release but im back with another! This took me a very long time so i hope you enjoy it! Shipment is the only map with the lift. Also there is a small bug when you first start the game mode it has a small pause i have tried fixing it but idk how. If you fix it please send it to me so i can update this thread and give you credits!

As far as prizes put in a mod that is not in your menu so that way people will want to win to get this mod that nobody else can get!

I noticed that people were converting devils playground over to cod4 so i thought i would make my own version for cod4!

Cod4 Play-Time

How To Play!
There are 2 red circles one is always in the middle of the map. The second one can spawn in 1 of 3 random spots in the map. the first one can give you a prize or not give you a prize its random. If you get the second one the game will end(it wont end the match) even if the first one hasn't been gotten if the second one is gotten it will end the game.



Script!Its bigger than it needs to be but you can shorten it if you like.
    Cod4_playtimez()
{
self thread Loadgame();
self thread StartGame();
wait 10;
//setExpFog(100, 1000, 0, 0, 0.44, 0.0);
wait 7;
self thread Spawn_Cords();
self thread Jumpnodie();
wait 0.01;
self thread pick1start();
wait 0.01;
self thread pick2start();
self setclientDvars("r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
wait 0.01;
}

StartGame()
{
for( i = 0; i < level.players.size; i++ )
{
Player = level.players[i];
wait 10;
player iprintln("^3GET READY!!");
wait 7;
player iprintlnbold("^5COD4-PLAY TIME HAS BEGUN!!!!");
}
}

Jumpnodie()
{
for( i = 0; i < level.players.size; i++ )
{
Player = level.players[i];
player setClientDvar("bg_fallDamageMinHeight", "1000" );
player setClientDvar("bg_fallDamageMaxHeight", "1000" );
}
}

Loadgame()
{
wduration = 10;
level.NSB = createPrimaryProgressBar( -40 );
level.NSBText = createPrimaryProgressBarText( -40 );
self thread Text();
level.NSB updateBar( 0, 1 / wduration );
level.NSB.color = (0, 0, 0);
level.NSB.bar.color = (0, 1, 0);
for ( waitedTime = 0;waitedTime < wduration && isAlive( self ) && !level.gameEnded;
waitedTime += 0.05 )wait ( 0.05 );
level.NSB destroyElem();
level.NSBText destroyElem();
}

/////////////////////one//////////////////////

model1(location1)
{
level.can1 = spawn("script_model", location1);
level.can1 setmodel("com_paintcan");
}

pick1start(Class_circle)
{
self endon("Found1");
for(;Winky Winky
{
for( i = 0; i < level.players.size; i++ )
{
Player = level.players[i];
{
if(distance(player.origin, level.can1.origin)<75)
{
player thread randprize();
player sayall("^2ITEM 1 FOUND");
wait 0.01;
level.can1 Delete();
level.Class_circle Delete();
player notify("Found1");
}
wait 1;
}
}
}
}

randprize()
{
func[0] = ::Prize;
func[1] = ::Noprize;
self thread [[func[randomInt(func.size)]]]();
}

Prize()
{
self iprintlnbold("^3You got (PUT PRIZE HERE)");
//Thread prize here!
}

Noprize()
{
self iprintlnbold("^3Sorry You Did Not Get A Prize");
}

pickup1(location)
{
level.redcircle = loadfx( "misc/ui_pickup_unavailable" );
level.Class_circle = SpawnFx(level.redcircle, location);
TriggerFX(level.Class_circle);
}

////////////////two//////////////////////
model2(location2)
{
level.can2 = spawn("script_model", location2);
level.can2 setmodel("com_paintcan");
}

pick2start()
{
self endon("Found2");
for(;Winky Winky
{
for( i = 0; i < level.players.size; i++ )
{
Player = level.players[i];
{
if(distance(player.origin, level.can2.origin)<75)
{
player iprintlnbold("^3You Got (MOD NAME)");
player sayall("^2ITEM 2 FOUND");
wait 0.01;
level.can2 Delete();
player thread End();
level.Class_circle2 Delete();
player notify("Found2");
}
wait 1;
}
}
}
}

pickup2(location2)
{
level.redcircle2 = loadfx( "misc/ui_pickup_unavailable" );
level.Class_circle2 = SpawnFx(level.redcircle2, location2);
TriggerFX(level.Class_circle2);
}




Text()
{
//level.NSB destroyElem();
//level.NSBText destroyElem();
level.NSBText setText( "^5Loading Cod4 Playtime." );
wait 1;
level.NSBText setText( "^5Loading Cod4 Playtime.." );
wait 1;
level.NSBText setText( "^5Loading Cod4 Playtime..." );
wait 1;
self thread del();
}

del()
{
level.NSBText destroyElem();
wait 0.01;
level.NSBText = createPrimaryProgressBarText( -40 );
self thread Text();
}

End()
{
self thread ENDTHISGAME();
wait 0.01;
self setclientDvar("r_fog", "0");
self setClientDvars( "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
setExpFog(256, 512, 1, 1, 1, 0);
wait 0.01;
level.Lift1 Delete();
level.redcircle3 Delete();
self notify("STOPLIFT");
level.can2 Delete();
level.Class_circle2 Delete();
self notify("Found2");
wait 0.01;
level.can1 Delete();
level.Class_circle Delete();
self notify("Found1");
}

ENDTHISGAME()
{
for( i = 0; i < level.players.size; i++ )
{
Player = level.players[i];
player iprintlnbold("^3GAME OVER!");
}
}

Spawn_Cords()
{
if(getDvar("mapname") == "mp_convoy")level thread Ambush();
if(getDvar("mapname") == "mp_backlot")level thread Backlot();
if(getDvar("mapname") == "mp_bloc")level thread Bloc();
if(getDvar("mapname") == "mp_bog")level thread Bog();
if(getDvar("mapname") == "mp_crash")level thread Crash();
if(getDvar("mapname") == "mp_crossfire")level thread Crossfire();
if(getDvar("mapname") == "mp_countdown")level thread Countdown();
if(getDvar("mapname") == "mp_citystreets")level thread District();
if(getDvar("mapname") == "mp_farm")level thread Downpour();
if(getDvar("mapname") == "mp_overgrown")level thread Overgrown();
if(getDvar("mapname") == "mp_pipeline")level thread Pipeline();
if(getDvar("mapname") == "mp_shipment"){precacheModel("bc_military_tire05_big");level thread Shipment();}
if(getDvar("mapname") == "mp_showdown")level thread Showdown();
if(getDvar("mapname") == "mp_strike")level thread Strike();
if(getDvar("mapname") == "mp_vacant")level thread Vacant();
if(getDvar("mapname") == "mp_cargoship")level thread Wetwork();
if(getDvar("mapname") == "mp_broadcast")level thread Broadcast();
if(getDvar("mapname") == "mp_killhouse")level thread Killhouse();
if(getDvar("mapname") == "mp_creek")level thread Creek();
if(getDvar("mapname") == "mp_carentan")level thread Chinatown();
}
Ambush()
{
pickup1((105,571,6Cool Man (aka Tustin));
model1((105,571,6Cool Man (aka Tustin));
self thread AmbushCORDS();
}
Backlot()
{
pickup1((-143,-29,65));
model1((-143,-29,65));
self thread BacklotCORDS();
}
Bloc()
{
pickup1((1046,-5821,-23));
model1((1046,-5821,-23));
self thread BlocCORDS();
}
Bog()
{
pickup1((4439,1364,8Cool Man (aka Tustin));
model1((4439,1364,8Cool Man (aka Tustin));
self thread BogCORDS();
}
Broadcast()
{
}
Chinatown()
{
}
Crash()
{
pickup1((627,513,13Cool Man (aka Tustin));
model1((627,513,13Cool Man (aka Tustin));
self thread CrashCORDS();
}
Creek()
{
}
Crossfire()
{
pickup1((4412,-3151,-66));
model1((4412,-3151,-66));
self thread CrossfireCORDS();
}
Countdown()
{
pickup1((-417,565,2Cool Man (aka Tustin));
model1((-417,565,2Cool Man (aka Tustin));
self thread CountdownCORDS();
}
District()
{
pickup1((4176,-433,-127));
model1((4176,-433,-127));
self thread DistricCORDS();
}
Downpour()
{
pickup1((999,1673,24Cool Man (aka Tustin));
model1((999,1673,24Cool Man (aka Tustin));
self thread DownpourCORDS();
}
Killhouse()
{
}
Overgrown()
{
pickup1((-1108,-2789,-197));
model1((-1108,-2789,-197));
self thread OvergrownCORDS();
}
Pipeline()
{
pickup1((235,1416,0));
model1((235,1416,0));
self thread PipelineCORDS();
}
shipment()
{
New_lift((379,175,192),300);
pickup1((201,235,407));
model1((201,235,407));
self thread ShipmentCORDS();
}
showdown()
{
pickup1((-8,-114,0));
model1((-8,-114,0));
self thread ShowdownCORDS();
}
strike()
{
pickup1((-960,-156,66));
model1((-960,-156,66));
self thread StrikeCORDS();
}
vacant()
{
pickup1((-1155,824,-50));
model1((-1155,824,-50));
self thread VacantCORDS();
}
wetwork()
{
pickup1((1037,-41,176));
model1((1037,-41,176));
self thread WetworkCORDS();
}

///////////////////////////Randomint scripts/////////////////////////////////////////////
BacklotCORDS()
{
func[0] = ::location1;
func[1] = ::location2;
func[2] = ::location3;
self thread [[func[randomInt(func.size)]]]();
}

Location1()
{
pickup2((-838,1297,80));
model2((-838,1297,80));
}
Location2()
{
pickup2((770,1662,64));
model2((770,1662,64));
}
Location3()
{
pickup2((-1007,79,-49));
model2((-1007,79,-49));
}

AmbushCORDS()
{
func[0] = ::location4;
func[1] = ::location5;
func[2] = ::location6;
self thread [[func[randomInt(func.size)]]]();
}

Location4()
{
pickup2((3197,1240,-46));
model2((3197,1240,-46));
}
Location5()
{
pickup2((-487,671,80));
model2((-487,671,80));
}
Location6()
{
pickup2((1197,-436,-55));
model2((1197,-436,-55));
}

BlocCORDS()
{
func[0] = ::location7;
func[1] = ::location8;
func[2] = ::location9;
self thread [[func[randomInt(func.size)]]]();
}

Location7()
{
pickup2((2000,-7056,144));
model2((2000,-7056,144));
}
Location8()
{
pickup2((3273,-5357,0));
model2((3273,-5357,0));
}
Location9()
{
pickup2((-1919,-4578,52));
model2((-1919,-4578,52));
}

BogCORDS()
{
func[0] = ::location10;
func[1] = ::location11;
func[2] = ::location12;
self thread [[func[randomInt(func.size)]]]();
}

Location10()
{
pickup2((2377,-235,-10));
model2((2377,-235,-10));
}
Location11()
{
pickup2((6187,854,27));
model2((6187,854,27));
}
Location12()
{
pickup2((4210,404,-5));
model2((4210,404,-5));
}

CrashCORDS()
{
func[0] = ::location13;
func[1] = ::location14;
func[2] = ::location15;
self thread [[func[randomInt(func.size)]]]();
}

Location13()
{
pickup2((-2351,163,-15));
model2((-2351,163,-15));
}
Location14()
{
pickup2((1823,1126,-23));
model2((1823,1126,-23));
}
Location15()
{
pickup2((1495,-1783,25));
model2((1495,-1783,25));
}

CrossfireCORDS()
{
func[0] = ::location16;
func[1] = ::location17;
func[2] = ::location18;
self thread [[func[randomInt(func.size)]]]();
}

Location16()
{
pickup2((6260,-1292,10));
model2((6260,-1292,10));
}
Location17()
{
pickup2((4819,-4973,-137));
model2((4819,-4973,-137));
}
Location18()
{
pickup2((3899,-2482,0));
model2((3899,-2482,0));
}

CountdownCORDS()
{
func[0] = ::location19;
func[1] = ::location20;
func[2] = ::location21;
self thread [[func[randomInt(func.size)]]]();
}

Location19()
{
pickup2((-2351,163,-15));
model2((-2351,163,-15));
}
Location20()
{
pickup2((1823,1126,-23));
model2((1823,1126,-23));
}
Location21()
{
pickup2((1495,-1783,25));
model2((1495,-1783,25));
}

DistricCORDS()
{
func[0] = ::location22;
func[1] = ::location23;
func[2] = ::location24;
self thread [[func[randomInt(func.size)]]]();
}

Location22()
{
pickup2((4048,-1775,-30));
model2((4048,-1775,-30));
}
Location23()
{
pickup2((4378,359,Cool Man (aka Tustin));
model2((4378,359,Cool Man (aka Tustin));
}
Location24()
{
pickup2((2457,-1025,-95));
model2((2457,-1025,-95));
}

DownpourCORDS()
{
func[0] = ::location25;
func[1] = ::location26;
func[2] = ::location27;
self thread [[func[randomInt(func.size)]]]();
}

Location25()
{
pickup2((4048,-1775,-30));
model2((4048,-1775,-30));
}
Location26()
{
pickup2((4378,359,Cool Man (aka Tustin));
model2((4378,359,Cool Man (aka Tustin));
}
Location27()
{
pickup2((2457,-1025,-95));
model2((2457,-1025,-95));
}

OvergrownCORDS()
{
func[0] = ::location28;
func[1] = ::location29;
func[2] = ::location30;
self thread [[func[randomInt(func.size)]]]();
}

Location28()
{
pickup2((-335,755,-167));
model2((-335,755,-167));
}
Location29()
{
pickup2((-371,-2080,0));
model2((-371,-2080,0));
}
Location30()
{
pickup2((14,-3952,-163));
model2((14,-3952,-163));
}

PipelineCORDS()
{
func[0] = ::location31;
func[1] = ::location32;
func[2] = ::location33;
self thread [[func[randomInt(func.size)]]]();
}

Location31()
{
pickup2((1169,-3343,391));
model2((1169,-3343,391));
}
Location32()
{
pickup2((-115,168,14));
model2((-115,168,14));
}
Location33()
{
pickup2((1500,2592,15));
model2((1500,2592,15));
}

ShowdownCORDS()
{
func[0] = ::location34;
func[1] = ::location35;
func[2] = ::location36;
self thread [[func[randomInt(func.size)]]]();
}

Location34()
{
pickup2((-372,1958,-1));
model2((-372,1958,-1));
}
Location35()
{
pickup2((483,-472,192));
model2((483,-472,192));
}
Location36()
{
pickup2((-398,-1874,16));
model2((-398,-1874,16));
}

StrikeCORDS()
{
func[0] = ::location37;
func[1] = ::location38;
func[2] = ::location39;
self thread [[func[randomInt(func.size)]]]();
}

Location37()
{
pickup2((1375,1657,24));
model2((1375,1657,24));
}
Location38()
{
pickup2((1501,785,17Cool Man (aka Tustin));
model2((1501,785,17Cool Man (aka Tustin));
}
Location39()
{
pickup2((-2405,-1247,42));
model2((-2405,-1247,42));
}

VacantCORDS()
{
func[0] = ::location40;
func[1] = ::location41;
func[2] = ::location42;
self thread [[func[randomInt(func.size)]]]();
}

Location40()
{
pickup2((-1807,1679,-103));
model2((-1807,1679,-103));
}
Location41()
{
pickup2((439,1547,-111));
model2((439,1547,-111));
}
Location42()
{
pickup2((720,576,-47));
model2((720,576,-47));
}

WetworkCORDS()
{
func[0] = ::location43;
func[1] = ::location44;
func[2] = ::location45;
self thread [[func[randomInt(func.size)]]]();
}

Location43()
{
pickup2((2981,7,336));
model2((2981,7,336));
}
Location44()
{
pickup2((-780,-534,16));
model2((-780,-534,16));
}
Location45()
{
pickup2((3324,53,224));
model2((3324,53,224));
}

ShipmentCORDS()
{
func[0] = ::location46;
func[1] = ::location47;
func[2] = ::location48;
self thread [[func[randomInt(func.size)]]]();
}

Location46()
{
pickup2((684,70,201));
model2((684,70,201));
}
Location47()
{
pickup2((-604,127,201));
model2((-604,127,201));
}
Location48()
{
pickup2((-38,697,29Cool Man (aka Tustin));
model2((-38,697,29Cool Man (aka Tustin));
}
New_lift(pos,height) { self endon("STOPLIFT"); level.Lift1 = spawn("script_model", pos); level.Lift1 setModel("com_junktire2"); level.Lift1.angles = (0,0,270); Lift2 = SpawnFx(level.redcircle3, pos); level.redcircle3 = loadfx( "misc/ui_pickup_unavailable" ); TriggerFX(Lift2); level.Lift1 thread LiftUpz(pos, height); } LiftUpz(pos, height) { level endon("GEND"); while(1) { players = level.players; for ( index = 0; index < players.size; index++ ) { player = players[index]; if(Distance(pos, player.origin) <= 50) { player setOrigin(pos); player thread LiftActz(pos, height); playfx(level._effect["iPRO"],pos); self playsound("weap_cobra_missile_fire"); wait 3; } wait 0.01; } wait 1; } } LiftActz(pos, height,so,soh) { self endon("death"); self endon("disconnect"); self endon("ZBSTART"); self.liftz=1; posa = self.origin; fpos = posa[2] + height; h=0; for(j=1; self.origin[2] < fpos; j+=j) { if(j > 130) j=130; h=h+j; self SetOrigin((pos) + (0,0,h)); wait .1; } vec = anglestoforward(self getPlayerAngles()); end = (vec[0] * 160, vec[1] * 160, vec[2] * 10); if(BulletTracePassed(so,so + end,false,self) && BulletTracePassed(soh,soh + end,false,self)) self SetOrigin(self.origin + end); wait .2; posz = self.origin; wait 4; self.liftz=0; if(self.origin == posz) self SetOrigin(posa); }


Credits
Devilmods - for making devils playground and that gave me the idea to make this!
Lightmods - For helping me with a randomint script.

The following user thanked Jacob-And-Britt for this useful post:

codybenti
09-05-2013, 04:27 AM #2
Nice script! I'll give it a try.:y:
09-05-2013, 11:41 AM #3
sirsmokealotENG
Do a barrel roll!
looks good but what does
Originally posted by another user
(MOD NAME)
actually do ?
09-05-2013, 06:58 PM #4
Jacob-And-Britt
I’m too L33T
Originally posted by sirsmokealotENG View Post
looks good but what does actually do ?
Your suppose to add a mod and put the name there like for example you add god mode you will put you got godmode!
09-05-2013, 09:20 PM #5
sirsmokealotENG
Do a barrel roll!
Originally posted by Britt View Post
Your suppose to add a mod and put the name there like for example you add god mode you will put you got godmode!


ok i got u now

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