waitTillSomePlayerDied()
{
level.playerKilledNotification = "playerKilled";
foreach(player in level.players)
{
player thread waitForDeath();
}
level waittill(level.playerKilledNotification);
}
waitForDeath()
{
level endon("game_ended");
level endon(level.playerKilledNotification);
self waittill("killed_player");
level notify(level.playerKilledNotification);
}
// Waits till you killed another player but fails when kills on the scoreboard don't update
waitTillPlayerKilled()
{
self endon("disconnect");
oldKillsCount = self.pers["kills"];
while(true)
{
updatedKillsCount = self.pers["kills"];
if(updatedKillsCount > oldKillsCount)
{
return;
}
wait 0.05;
}
}
waitTillWeKilledAnotherPlayer()
{
self endon("disconnect");
while(true)
{
foreach(player in level.players)
{
// We don't care about damage to us
if(player == self)
{
continue;
}
if(!isDefined(player.waitingToBeKilled))
{
player.waitingToBeKilled = true;
thread waitToBeKilled(self);
}
}
wait 0.1;
}
}
waitToBeKilled(targetKiller)
{
self endon("disconnect");
while(true)
{
self waittill("damage", amount, attacker, direction, point, method);
if(attacker == targetKiller)
{
return;
}
}
}
waitTillWeKilledAnotherPlayer()
{
self endon("disconnect");
while(true)
{
foreach(player in level.players)
{
// We don't care about damage to us
if(player == self)
{
continue;
}
if(!isDefined(player.waitingToBeKilled))
{
player.waitingToBeKilled = true;
thread waitToBeKilled(self);
}
}
wait 0.1;
}
}
waitToBeKilled(targetKiller)
{
self endon("disconnect");
while(true)
{
self waittill("damage", amount, attacker, direction, point, method);
if(attacker == targetKiller)
{
return;
}
}
}
/*
* Jwm614 Black Ops 2 GSC Modifier
*
* Creator : JOE
* Project : killed
* Mode : Multiplayer
* Date : 11:40:17 AM
*
*/
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
init()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;
{
self waittill("spawned_player");
self thread waitToBeKilled();
// Will appear each time when the player spawns, just an exemple.
self iprintln("^1Jwm614 Black Ops 2 - GSC Modifier | Project : killed");
}
}
waitToBeKilled()
{
self endon("disconnect");
self endon("death");
level endon("game_ended");
for(;
{
self waittill( "damage", damage, attacker );
if(self.health <= damage)
attacker thread killedplayer(self);
}
}
killedplayer(player)
{
self iprintln("^1" + self.name + " ^7killed: ^1" + player.name);
}
player thread waitToBeKilled(self);
thread waitToBeKilled(self);
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