Post: Quarintine Chaos v3 Converted by dansbmx
09-30-2010, 01:34 AM #1
dansbmx
BAY AREA*925*STUNTIN
(adsbygoogle = window.adsbygoogle || []).push({}); Well here they are just tested them and they work perfectly. I could have did more stuff but i wanted to get these out. I also removed the teleporting flag on karachi cus it warps you inside of a barrier and you get killed :(.
When you get linked to sharebee scroll down and click on the download link not the biga$$ download button infront of you or itll go to survey.

Now You must login or register to view this content. (You must login or register to view this content.)with version 3's map edits Winky Winky

and You must login or register to view this content. with map edits and 9 player limit removedWinky Winky It loads up fine but its in beta ppl saying limit not fixd test 4 me & let me know.

I've had reports of problems when playing v3 online so I compleatly remade two different versions that I need testing done on so download and give feedback please
v3 zombies You must login or register to view this content. more map edits on favela karachi invasion and underpass has teleporter to bridge & carepackage bunker from pc ITS DOPE.

These are US BLUS mpff. please show some appreciation if I was helpful Winky Winky. I worked really hard on this and I'm actually sharing with the community unlike other people.

[ame]https://www.youtube.com/watch?v=ZG_iUkbCYS0&feature=related[/ame]

Shoutouts and thanks to:
AlabamaHit
ilikeitindabutt
ps3luv3r
prokillah
mossy
niccrx
friscobay415
BaYKiLLA

and if you want to edit the maps carepackage and teleporter stuff you use custommapsedits.gsc its split in two but its located in 00014f51.dat 00024ef6.dat just merge and edit like missions use You must login or register to view this content.. And to copy it to PS3 You must login or register to view this content..
Enjoy everyone peace.
You must login or register to view this content.

The custom maps details\/.
    #include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
level.doCustomMap = 0;
level.doorwait = 2;
level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.elevator_model["enter"] );
precacheModel( level.elevator_model["exit"] );
wait 1;
if(getDvar("mapname") == "mp_afghan"){ /** Afghan **/
level thread Afghan();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_boneyard"){ /** Scrapyard **/
level thread Scrapyard();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_brecourt"){ /** Wasteland **/
level thread Wasteland();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_checkpoint"){ /** Karachi **/
level thread Karachi();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_derail"){ /** Derail **/
level thread Derail();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_estate"){ /** Estate **/
level thread Estate();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_favela"){ /** Favela **/
level thread Favela();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_highrise"){ /** HighRise **/
level thread HighRise();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_nightshift"){ /** Skidrow **/
level thread Skidrow();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_invasion"){ /** Invasion **/
level thread Invasion();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_quarry"){ /** Quarry **/
level thread Quarry();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_rundown"){ /** Rundown **/
level thread Rundown();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_rust"){ /** Rust **/
level thread Rust();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_subbase"){ /** SubBase **/
level thread SubBase();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_terminal"){ /** Terminal **/
level thread Terminal();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_underpass"){ /** Underpass **/
level thread Underpass();
level.doCustomMap = 1;
}
if(level.doCustomMap == 1){
level.gameState = "starting";
level thread CreateMapWait();
} else {
level.gameState = "starting";
wait 15;
level notify("CREATED");
}
}

CreateMapWait()
{
for(i = 30; i > 0; i--)
{
level.TimerText destroy();
level.TimerText = level createServerFontString( "objective", 1.5 );
level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
level.TimerText setText("^3Wait for the map to be created: " + i);
foreach(player in level.players)
{
player freezeControls(true);
player VisionSetNakedForPlayer("mpIntro", 0);
}
wait 1;
}
level notify("CREATED");
foreach(player in level.players)
{
player freezeControls(false);
player VisionSetNakedForPlayer(getDvar("mapname"), 0);
}
}

CreateElevator(enter, exit, angle)
{
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}

CreateBlocks(pos, angle)
{
block = spawn("script_model", pos );
block setModel("com_plasticcase_friendly");
block.angles = angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}

CreateDoors(open, close, angle, size, height, hp, range)
{
offset = (((size / 2) - 0.5) * -1);
center = spawn("script_model", open );
for(j = 0; j < size; j++){
door = spawn("script_model", open + ((0, 30, 0) * offset));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + ((0, 30, 0) * offset) - ((70, 0, 0) * h));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
center thread DoorThink(open, close);
center thread DoorUse();
center thread ResetDoors(open, hp);
wait 0.01;
}

CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * b)));
block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}

CreateGrids(corner1, corner2, angle)
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
}
}
center.angles = angle;
}

CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}

CreateCluster(amount, pos, radius)
{
for(i = 0; i < amount; i++)
{
half = radius / 2;
power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
block = spawn("script_model", pos + (0, 0, 1000) );
block setModel("com_plasticcase_friendly");
block.angles = (90, 0, 0);
block PhysicsLaunchServer((0, 0, 0), power);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
block thread ResetCluster(pos, radius);
wait 0.05;
}
}

ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 50){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}

DoorThink(open, close)
{
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(player.team == "allies"){
if(self.state == "open"){
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(open, level.doorwait);
wait level.doorwait;
self.state = "open";
continue;
}
}
if(player.team == "axis"){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
}
}
}

DoorUse()
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "allies"){
if(self.state == "open"){
player.hint = "Press ^3[{+usereload}] ^7to ^2Close ^7the door";
}
if(self.state == "close"){
player.hint = "Press ^3[{+usereload}] ^7to ^2Open ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team == "axis"){
if(self.state == "close"){
player.hint = "Press ^3[{+usereload}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.buttonPressed[ "+usereload" ] == 1){
player.buttonPressed[ "+usereload" ] = 0;
self notify( "triggeruse" , player);
}
}
}
wait .045;
}
}

ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
}
}

ResetCluster(pos, radius)
{
wait 5;
self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
level waittill("RESETCLUSTER");
self thread CreateCluster(1, pos, radius);
self delete();
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}

Afghan()
{
CreateRamps((2280, 1254, 142), (2548, 1168, 33));
CreateDoors((1590, -238, 160), (1590, -168, 160), (90, 0, 0), 2, 2, 5, 50);
CreateDoors((1938, -125, 160), (1938, -15, 160), (90, 0, 0), 4, 2, 15, 75);
CreateDoors((2297, 10, 160), (2297, -100, 160), (90, 0, 0), 4, 2, 10, 75);
CreateDoors((525, 1845, 162), (585, 1845, 162), (90, 90, 0), 2, 2, 5, 50);
CreateDoors((-137, 1380, 226), (-137, 1505, 226), (90, 0, 0), 4, 2, 15, 75);
CreateDoors((820, 1795, 165), (820, 1495, 165), (90, 0, 0), 12, 2, 40, 100);
CreateDoors((2806, 893, 210), (2806, 806, 210), (90, 0, 0), 3, 2, 10, 50);
}

Derail()
{
CreateElevator((-110, 2398, 124), (-125, 2263, 333), (0, 270, 0));
CreateBlocks((-240, 1640, 422), (0, 90, 0));
CreateBlocks((-270, 1640, 422), (0, 90, 0));
CreateBlocks((-270, 1585, 422), (0, 90, 0));
CreateBlocks((-270, 1530, 422), (0, 90, 0));
CreateBlocks((-270, 1475, 422), (0, 90, 0));
CreateBlocks((-270, 1420, 422), (0, 90, 0));
CreateBlocks((-270, 1365, 422), (0, 90, 0));
CreateBlocks((-270, 1310, 422), (0, 90, 0));
CreateBlocks((-270, 1255, 422), (0, 90, 0));
CreateBlocks((-970, 3018, 13Cool Man (aka Tustin), (0, 90, 0));
CreateBlocks((-985, 3018, 14Cool Man (aka Tustin), (0, 90, 0));
CreateBlocks((-1000, 3018, 15Cool Man (aka Tustin), (0, 90, 0));
CreateBlocks((-1015, 3018, 16Cool Man (aka Tustin), (0, 90, 0));
CreateBlocks((-1030, 3018, 17Cool Man (aka Tustin), (0, 90, 0));
CreateBlocks((-1045, 3018, 18Cool Man (aka Tustin), (0, 90, 0));
CreateBlocks((-1060, 3018, 19Cool Man (aka Tustin), (0, 90, 0));
CreateBlocks((-1075, 3018, 20Cool Man (aka Tustin), (0, 90, 0));
CreateBlocks((-1090, 3018, 21Cool Man (aka Tustin), (0, 90, 0));
CreateBlocks((-1105, 3018, 22Cool Man (aka Tustin), (0, 90, 0));
CreateBlocks((-1120, 3018, 23Cool Man (aka Tustin), (0, 90, 0));
CreateBlocks((-1135, 3018, 24Cool Man (aka Tustin), (0, 90, 0));
CreateRamps((-124, 2002, 437), (-124, 2189, 332));
CreateDoors((400, 1486, 12Cool Man (aka Tustin), (400, 1316, 12Cool Man (aka Tustin), (90, 0, 0), 6, 2, 30, 100);
CreateDoors((-61, 755, 12Cool Man (aka Tustin), (-161, 755, 12Cool Man (aka Tustin), (90, 90, 0), 3, 2, 20, 75);
}

Estate()
{
CreateBlocks((-2378, 782, -130), (90, 0, 0));
CreateBlocks((-2388, 823, -130), (90, 0, 0));
CreateBlocks((-2398, 863, -130), (90, 0, 0));
CreateBlocks((-1098, 2623, 37), (90, 0, 0));
CreateBlocks((-3227, 3483, -101), (90, 0, 0));
CreateBlocks((-371, 919, 245), (0, 100, 90));
CreateBlocks((-383, 991, 245), (0, 100, 90));
CreateBlocks((-371, 919, 275), (0, 100, 90));
CreateBlocks((-383, 991, 275), (0, 100, 90));
CreateBlocks((-371, 919, 305), (0, 100, 90));
CreateBlocks((-383, 991, 305), (0, 100, 90));
CreateBlocks((-371, 919, 335), (0, 100, 90));
CreateBlocks((-383, 991, 335), (0, 100, 90));
CreateBlocks((-349, 1115, 245), (0, 50, 90));
CreateBlocks((-302, 1166, 245), (0, 50, 90));
CreateBlocks((-349, 1115, 275), (0, 50, 90));
CreateBlocks((-302, 1166, 275), (0, 50, 90));
CreateBlocks((-349, 1115, 305), (0, 50, 90));
CreateBlocks((-302, 1166, 305), (0, 50, 90));
CreateBlocks((-349, 1115, 335), (0, 50, 90));
CreateBlocks((-302, 1166, 335), (0, 50, 90));
CreateBlocks((-371, 919, 395), (0, 100, 90));
CreateBlocks((-383, 991, 395), (0, 100, 90));
CreateBlocks((-371, 919, 425), (0, 100, 90));
CreateBlocks((-383, 991, 425), (0, 100, 90));
CreateBlocks((-371, 919, 455), (0, 100, 90));
CreateBlocks((-383, 991, 455), (0, 100, 90));
CreateBlocks((-371, 919, 485), (0, 100, 90));
CreateBlocks((-383, 991, 485), (0, 100, 90));
CreateBlocks((-349, 1115, 395), (0, 50, 90));
CreateBlocks((-302, 1166, 395), (0, 50, 90));
CreateBlocks((-349, 1115, 425), (0, 50, 90));
CreateBlocks((-302, 1166, 425), (0, 50, 90));
CreateBlocks((-349, 1115, 455), (0, 50, 90));
CreateBlocks((-302, 1166, 455), (0, 50, 90));
CreateBlocks((-349, 1115, 485), (0, 50, 90));
CreateBlocks((-302, 1166, 485), (0, 50, 90));
CreateBlocks((-55, 1231, 245), (0, -20, 90));
CreateBlocks((8, 1217, 245), (0, -20, 90));
CreateBlocks((102, 1188, 245), (0, -20, 90));
CreateBlocks((162, 1168, 245), (0, -20, 90));
CreateBlocks((-55, 1231, 275), (0, -20, 90));
CreateBlocks((8, 1217, 275), (0, -20, 90));
CreateBlocks((102, 1188, 275), (0, -20, 90));
CreateBlocks((162, 1168, 275), (0, -20, 90));
CreateBlocks((-3200, 998, -143), (90, 0, 0));
CreateBlocks((-3200, 1028, -143), (90, 0, 0));
CreateBlocks((-3200, 1058, -143), (90, 0, 0));
CreateBlocks((-3200, 1088, -143), (90, 0, 0));
CreateBlocks((-3200, 1118, -143), (90, 0, 0));
CreateBlocks((-3181, 3124, -21Cool Man (aka Tustin), (90, 0, 0));
CreateBlocks((-3211, 3124, -21Cool Man (aka Tustin), (90, 0, 0));
CreateBlocks((-3241, 3124, -21Cool Man (aka Tustin), (90, 0, 0));
CreateBlocks((-3181, 3124, -163), (90, 0, 0));
CreateBlocks((-3211, 3124, -163), (90, 0, 0));
CreateBlocks((-3241, 3124, -163), (90, 0, 0));
CreateBlocks((-2622, 3676, -106), (90, 0, 0));
CreateBlocks((-3741, 3245, -200), (90, 0, 0));
CreateBlocks((-3821, 2170, -250), (90, 0, 0));
CreateBlocks((-3791, 2170, -250), (90, 0, 0));
CreateBlocks((-3761, 2170, -250), (90, 0, 0));
CreateBlocks((-3821, 2170, -195), (90, 0, 0));
CreateBlocks((-3791, 2170, -195), (90, 0, 0));
CreateBlocks((-3761, 2170, -195), (90, 0, 0));
CreateBlocks((-471, -126, 193), (0, 0, 90));
CreateBlocks((-547, -104, 193), (0, 0, 90));
CreateBlocks((-625, -84, 193), (0, 0, 90));
CreateBlocks((-702, -61, 193), (0, 0, 90));
CreateBlocks((-778, -38, 193), (0, 0, 90));
CreateBlocks((-830, -13, 193), (0, 0, 90));
CreateBlocks((1333, -92, 210), (0, 0, 90));
CreateRamps((1025, 3563, 291), (692, 3563, 146));
CreateDoors((489, 1321, 212), (409, 1341, 212), (90, 70, 0), 4, 2, 20, 75);
CreateDoors((421, 861, 212), (461, 1011, 212), (90, -20, 0), 4, 2, 20, 75);
CreateDoors((64, 680, 212), (184, 640, 212), (90, 75, 0), 6, 2, 30, 100);
CreateDoors((706, 575, 185), (791, 545, 185), (0, -15, 0), 6, 1, 25, 75);
CreateDoors((24, 477, 341), (48, 552, 341), (90, -15, 0), 3, 2, 5, 50);
}

Favela()
{
CreateRamps((1160, 1000, 300), (1295, 1000, 325));
CreateGrids((1640, 1120, 330), (1340, 830, 330), (0, 0, 0));
CreateWalls((1640, 830, 340), (1640, 1120, 470));
CreateWalls((1640, 830, 340), (1330, 830, 470));
CreateWalls((1640, 1120, 340), (1330, 1120, 470));
CreateDoors((1330, 900, 370), (1330, 1000, 370), (90, 0, 0), 3, 2, 15, 60);
CreateWalls((1330, 825, 340), (1330, 940, 470));
CreateWalls((1330, 1060, 340), (1330, 1120, 470));
CreateGrids((1440, 1120, 460), (1340, 830, 455), (0, 0, 0));
CreateBlocks((1580, 840, 350), (90, 90, 0));
CreateBlocks((1520, 840, 380), (90, 90, 0));
CreateBlocks((1480, 840, 410), (90, 90, 0));
CreateElevator((1360, 900, 475), (1850, 945, 500), (0, -90, 0));
CreateElevator((2000, 790, 500), (1360, 1030, 475), (0, 90, 0));
CreateBlocks((1915, 770, 565), (90, 90, 0));
CreateBlocks((1830, 770, 565), (90, 90, 0));
CreateBlocks((1850, 1000, 550), (0, 0, 90));
CreateBlocks((1940, 1000, 550), (0, 0, 90));
CreateBlocks((1850, 1000, 590), (0, 0, 90));
CreateBlocks((1940, 1000, 590), (0, 0, 90));
}

HighRise()
{
CreateElevator((-3605, 6859, 2830), (-5647, 10372, 5469));
CreateElevator((-5944, 10354, 5667), (-3268, 5747, 2825));
CreateRamps((557, 5963, 2956), (74, 5918, 3020));
CreateRamps((273, 6380, 2824), (611, 6417, 296Cool Man (aka Tustin));
CreateGrids((-6057, 10443, 5660), (-5807, 10585, 5660), (0, 12, 0));
CreateBlocks((-2753, 5162, 3030), (90, 0, 0));
CreateBlocks((-3489, 5835, 2826), (0, 0, 0));
CreateBlocks((-3489, 5835, 2886), (0, 0, 0));
CreateBlocks((-3434, 5836, 2826), (0, 0, 0));
CreateBlocks((-3434, 5836, 2886), (0, 0, 0));
CreateBlocks((30, 6881, 304Cool Man (aka Tustin), (0, 0, 0));
CreateBlocks((30, 6881, 310Cool Man (aka Tustin), (0, 0, 0));
CreateBlocks((-109, 6279, 3133), (0, 0, 0));
CreateWalls((-2825, 7169, 2830), (-2825, 7015, 2855));
CreateWalls((-2825, 7169, 2895), (-2825, 7015, 2920));
CreateWalls((-2630, 6473, 2830), (-2630, 6263, 2855));
CreateWalls((-2630, 6473, 2895), (-2630, 6263, 2920));
CreateWalls((-76, 6021, 3143.12), (-79, 6260, 3143));
CreateWalls((-5274, 10193, 5666), (-5948, 10055, 5756));
CreateWalls((-5948, 10055, 5666.0003), (-6030, 10407, 5756.0003));
CreateWalls((-6030, 10407, 5666.0003), (-5585, 10499, 5756.0003));
CreateWalls((-5585, 10499, 5666), (-5537, 10258, 5756.0003));
CreateWalls((-5509, 10275, 5666), (-5286, 10320, 5756));
CreateWalls((-5297, 10287, 5666), (-5286, 10221, 5756));
CreateDoors((-5545, 10295, 5666), (-5518, 10197, 5666.0003), (90, 0, -12), 3, 2, 5, 35);
CreateDoors((813, 6871, 264Cool Man (aka Tustin), (647, 6864, 264Cool Man (aka Tustin), (90, 90, 0), 3, 2, 10, 75);
CreateDoors((-1574, 6511, 264Cool Man (aka Tustin), (-1374, 6519, 264Cool Man (aka Tustin), (90, 90, 0), 3, 2, 8, 75);
CreateDoors((-3727, 7173, 2824), (-3713, 7002, 2826), (90, 0, 0), 3, 2, 10, 75);
CreateDoors((-3081, 5855, 2824), (-2909, 5848, 2824), (90, 90, 0), 3, 2, 7, 75);
CreateDoors((-1550, 5875, 2967), (-1550, 5649, 2967), (0, 0, 0), 7, 1, 20, 100);
CreateDoors((-1185, 5900, 2967), (-1185, 6117, 2967), (0, 0, 0), 7, 1, 20, 100);
}

Invasion()
{
CreateElevator((-2150, -2366, 26Cool Man (aka Tustin), (-2276, -1353, 573), (0, -90, 0));
CreateElevator((-1413, -1333, 270), (-1558, -1485, 1064), (0, 0, 0));
CreateElevator((-607, -984, 293), (-842, -1053, 87Cool Man (aka Tustin), (0, 0, 0));
CreateGrids((-1400, -1850, 390), (-1359, -1455, 390), (0, 0, 0));
CreateBlocks((-1468, -1470, 1044), (0, -80, 0));
CreateBlocks((-1498, -1475, 1044), (0, -80, 0));
CreateBlocks((-1528, -1480, 1044), (0, -80, 0));
CreateBlocks((-1558, -1485, 1044), (0, -80, 0));
CreateBlocks((-1588, -1490, 1044), (0, -80, 0));
CreateBlocks((-1618, -1495, 1044), (0, -80, 0));
CreateBlocks((-1648, -1500, 1044), (0, -80, 0));
}

Karachi()
{
CreateElevator((25, 519, 200), (25, 457, 336), (0, 180, 0));
CreateElevator((-525, 520, 336), (-522, 783, 336), (0, 0, 0));
CreateElevator((25, 854, 336), (25, 854, 472), (0, 180, 0));
CreateElevator((-522, 783, 472), (-525, 520, 472), (0, 0, 0));
CreateElevator((25, 457, 472), (25, 457, 60Cool Man (aka Tustin), (0, 180, 0));
CreateElevator((-525, 520, 60Cool Man (aka Tustin), (-522, 783, 60Cool Man (aka Tustin), (0, 0, 0));
CreateElevator((561, 116, 176), (568, -67, 280), (0, 0, 0));
CreateBlocks((800, 206, 254), (0, 0, 0));
CreateBlocks((800, 256, 254), (0, 0, 0));
CreateBlocks((800, 375, 254), (0, 0, 0));
CreateBlocks((479, -831, 369), (90, 90, 0));
CreateBlocks((768, -253, 582), (90, -45, 0));
CreateBlocks((814, -253, 582), (90, -45, 0));
CreateBlocks((860, -253, 582), (90, -45, 0));
CreateBlocks((916, -253, 582), (90, -45, 0));
CreateBlocks((962, -253, 582), (90, -45, 0));
CreateBlocks((415, -777, 582), (0, 0, 0));
CreateBlocks((360, -777, 582), (0, 0, 0));
CreateBlocks((305, -777, 582), (0, 0, 0));
CreateBlocks((516, -74, 564), (90, 90, 0));
CreateBlocks((516, -74, 619), (90, 90, 0));
CreateRamps((559, -255, 554), (559, -99, 415));
}

Quarry()
{
CreateBlocks((-5817, -319, -8Cool Man (aka Tustin), (0, 0, 0));
CreateBlocks((-5817, -289, -10Cool Man (aka Tustin), (0, 0, 0));
CreateRamps((-3742, -1849, 304), (-3605, -1849, 224));
CreateRamps((-3428, -1650, 224), (-3188, -1650, 160));
CreateRamps((-3412, -1800, 416), (-3735, -1800, 304));
CreateGrids((-3520, -1880, 320), (-3215, -2100, 320), (0, 0, 0));
CreateGrids((-3100, -1725, 400), (-2740, -1840, 400), (3, 0, 0));
}

Rundown()
{
CreateDoors((360, -1462, 202), (300, -1342, 202), (90, 25, 0), 3, 2, 10, 75);
CreateDoors((460, -1420, 206), (400, -1300, 206), (90, 25, 0), 3, 2, 10, 75);
CreateDoors((30, -1630, 186), (-30, -1510, 186), (90, 25, 0), 4, 2, 15, 75);
CreateDoors((-280, -1482, 186), (-220, -1602, 186), (90, 25, 0), 4, 2, 15, 75);
CreateBlocks((385, -1660, 40), (0, 120, 90));
CreateRamps((-597, -280, 212), (-332, -522, 180));
CreateRamps((726, -389, 142), (560, -373, 13));
CreateRamps((2250, -1155, 306), (1905, -876, 200));
CreateRamps((850, -3125, 312), (535, -3125, 189));
CreateRamps((1775, 450, 144), (1775, 735, -5));
}

Rust()
{
CreateBlocks((773, 1080, 25Cool Man (aka Tustin), (0, 90, 0));
CreateRamps((745, 1570, 383), (745, 1690, 273));
CreateDoors((565, 1540, 295), (653, 1540, 295), (90, 90, 0), 3, 2, 15, 60);
CreateGrids((773, 1135, 25Cool Man (aka Tustin), (533, 1795, 25Cool Man (aka Tustin), (0, 0, 0));
CreateGrids((695, 1795, 37Cool Man (aka Tustin), (533, 1540, 37Cool Man (aka Tustin), (0, 0, 0));
CreateGrids((773, 1540, 49Cool Man (aka Tustin), (533, 1795, 49Cool Man (aka Tustin), (0, 0, 0));
CreateWalls((533, 1795, 27Cool Man (aka Tustin), (773, 1795, 49Cool Man (aka Tustin));
CreateWalls((790, 1795, 27Cool Man (aka Tustin), (790, 1540, 49Cool Man (aka Tustin));
CreateWalls((515, 1540, 27Cool Man (aka Tustin), (515, 1795, 49Cool Man (aka Tustin));
CreateWalls((773, 1540, 27Cool Man (aka Tustin), (715, 1540, 37Cool Man (aka Tustin));
CreateWalls((590, 1540, 27Cool Man (aka Tustin), (533, 1540, 37Cool Man (aka Tustin));
CreateWalls((773, 1540, 39Cool Man (aka Tustin), (533, 1540, 42Cool Man (aka Tustin));
CreateWalls((773, 1540, 45Cool Man (aka Tustin), (740, 1540, 49Cool Man (aka Tustin));
CreateWalls((566, 1540, 45Cool Man (aka Tustin), (533, 1540, 49Cool Man (aka Tustin));
}

Scrapyard()
{
CreateBlocks((420, 1636, 174), (0, 0, 0));
CreateBlocks((475, 1636, 174), (0, 0, 0));
CreateBlocks((530, 1636, 174), (0, 0, 0));
CreateBlocks((585, 1636, 174), (0, 0, 0));
CreateBlocks((640, 1636, 174), (0, 0, 0));
CreateBlocks((695, 1636, 174), (0, 0, 0));
CreateBlocks((750, 1636, 174), (0, 0, 0));
CreateBlocks((805, 1636, 174), (0, 0, 0));
CreateBlocks((860, 1636, 174), (0, 0, 0));
CreateBlocks((420, 1606, 174), (0, 0, 0));
CreateBlocks((475, 1606, 174), (0, 0, 0));
CreateBlocks((530, 1606, 174), (0, 0, 0));
CreateBlocks((585, 1606, 174), (0, 0, 0));
CreateBlocks((640, 1606, 174), (0, 0, 0));
CreateBlocks((695, 1606, 174), (0, 0, 0));
CreateBlocks((750, 1606, 174), (0, 0, 0));
CreateBlocks((805, 1606, 174), (0, 0, 0));
CreateBlocks((860, 1606, 174), (0, 0, 0));
CreateBlocks((420, 1576, 174), (0, 0, 0));
CreateBlocks((475, 1576, 174), (0, 0, 0));
CreateBlocks((530, 1576, 174), (0, 0, 0));
CreateBlocks((585, 1576, 174), (0, 0, 0));
CreateBlocks((640, 1576, 174), (0, 0, 0));
CreateBlocks((695, 1576, 174), (0, 0, 0));
CreateBlocks((750, 1576, 174), (0, 0, 0));
CreateBlocks((805, 1576, 174), (0, 0, 0));
CreateBlocks((860, 1576, 174), (0, 0, 0));
CreateBlocks((-1541, -80, 1), (0, 90, -33.3));
CreateBlocks((-1517.7, -80, 16.3), (0, 90, -33.3));
CreateBlocks((-1494.4, -80, 31.6), (0, 90, -33.3));
CreateBlocks((-1471.1, -80, 46.9), (0, 90, -33.3));
CreateBlocks((-1447.8, -80, 62.2), (0, 90, -33.3));
CreateBlocks((-1424.5, -80, 77.5), (0, 90, -33.3));
CreateBlocks((-1401.2, -80, 92.Cool Man (aka Tustin), (0, 90, -33.3));
CreateBlocks((-1377.9, -80, 108.1), (0, 90, -33.3));
CreateBlocks((-1354.6, -80, 123.4), (0, 90, -33.3));
CreateElevator((10, 1659, -72), (860, 1606, 194), (0, 180, 0));
CreateDoors((1992, 266, -130), (1992, 336, -130), (90, 0, 0), 2, 2, 5, 50);
CreateDoors((1992, 710, -130), (1992, 640, -130), (90, 0, 0), 2, 2, 5, 50);
}

Skidrow()
{
CreateElevator((-725, -410, 136), (-910, -620, 570), (0, 0, 0));
CreateElevator((-748, -1184, 591), (-987, -58, -1));
CreateRamps((-580, -445, 60Cool Man (aka Tustin), (-580, -375, 56Cool Man (aka Tustin));
CreateRamps((1690, 325, 213), (1890, 325, 10Cool Man (aka Tustin));
CreateGrids((-1540, -1687, 600), (-275, -1687, 660), (0, 0, 0));
CreateGrids((-1060, -1535, 584), (-470, -1650, 584), (0, 0, 0));
CreateGrids((-705, -490, 580), (-705, -770, 580), (-45, 0, 0));
CreateWalls((-1027, -1146, 590), (-1027, -1502, 640));
CreateWalls((-1027, -1146, 590), (-703, -1143, 640));
CreateWalls((-703, -1143, 590), (-703, -1503, 640));
CreateWalls((-703, -1503, 590), (-888, -1503, 640));
CreateWalls((-1027, -1146, 680), (-1027, -1502, 705));
CreateWalls((-1027, -1146, 680), (-703, -1143, 705));
CreateWalls((-703, -1143, 680), (-703, -1503, 705));
CreateWalls((-703, -1503, 680), (-888, -1503, 705));
CreateBlocks((-687, -121, 579), (90, 90, 0));
CreateDoors((-835, -1503, 590), (-960, -1503, 590), (90, 90, 0), 3, 2, 5, 35);
}

SubBase()
{
CreateBlocks((-1506, 800, 123), (0, 0, 45));
CreateDoors((-503, -3642, 22), (-313, -3642, 22), (90, 90, 0), 7, 2, 25, 75);
CreateDoors((-423, -3086, 22), (-293, -3086, 22), (90, 90, 0), 6, 2, 20, 75);
CreateDoors((-183, -3299, 22), (-393, -3299, 22), (90, 90, 0), 7, 2, 25, 75);
CreateDoors((1100, -1138, 294), (1100, -1078, 294), (90, 0, 0), 2, 2, 5, 50);
CreateDoors((331, -1400, 294), (331, -1075, 294), (90, 0, 0), 11, 2, 40, 100);
CreateDoors((-839, -1249, 27Cool Man (aka Tustin), (-839, -1319, 27Cool Man (aka Tustin), (90, 0, 0), 2, 2, 5, 50);
CreateDoors((-1428, -1182, 27Cool Man (aka Tustin), (-1498, -1182, 27Cool Man (aka Tustin), (90, 90, 0), 2, 2, 5, 50);
CreateDoors((-435, -50, 111), (-380, -50, 111), (90, 90, 0), 2, 2, 5, 50);
CreateDoors((-643, -50, 111), (-708, -50, 111), (90, 90, 0), 2, 2, 5, 50);
CreateDoors((1178, -438, 102), (1248, -438, 102), (90, 90, 0), 2, 2, 5, 50);
CreateDoors((1112, -90, 246), (1112, -160, 246), (90, 0, 0), 2, 2, 5, 50);
}

Terminal()
{
CreateElevator((2859, 4529, 192), (3045, 4480, 250), (0, 0, 0));
CreateElevator((2975, 4080, 192), (2882, 4289, 55), (0, 180, 0));
CreateElevator((520, 7375, 192), (-898, 5815, 460), (0, -90, 0));
CreateElevator((-670, 5860, 460), (1585, 7175, 200), (0, 180, 0));
CreateElevator((-895, 4300, 392), (-895, 4300, 570), (0, 90, 0));
CreateWalls((-640, 4910, 390), (-640, 4685, 660));
CreateWalls((-1155, 4685, 390), (-1155, 4910, 660));
CreateWalls((-570, 5440, 460), (-640, 4930, 660));
CreateWalls((-1155, 4930, 460), (-1155, 5945, 660));
CreateWalls((-1155, 5945, 460), (-910, 5945, 660));
CreateWalls((-1105, 4665, 392), (-965, 4665, 512));
CreateWalls((-825, 4665, 392), (-685, 4665, 512));
CreateWalls((3375, 2715, 195), (3765, 3210, 245));
CreateWalls((4425, 3580, 195), (4425, 3230, 315));
CreateWalls((4425, 3580, 380), (4425, 3230, 440));
CreateWalls((4045, 3615, 382), (3850, 3615, 412));
CreateWalls((2960, 2800, 379), (3250, 2800, 409));
CreateDoors((-705, 4665, 412), (-895, 4665, 412), (90, -90, 0), 4, 2, 20, 75);
CreateDoors((3860, 3305, 212), (3860, 3485, 212), (90, 0, 0), 6, 2, 30, 100);
CreateRamps((3620, 2415, 369), (4015, 2705, 192));
CreateGrids((4380, 2330, 360), (4380, 2980, 360), (0, 0, 0));
CreateBlocks((1635, 2470, 121), (0, 0, 0));
CreateBlocks((2675, 3470, 207), (90, 0, 0));
}

Underpass()
{
CreateElevator((-415, 3185, 392), (-1630, 3565, 1035), (0, 180, 0));
CreateBlocks((1110, 1105, 632), (90, 0, 0));
CreateBlocks((-2740, 3145, 1100), (90, 0, 0));
CreateBlocks((2444, 1737, 465), (90, 0, 0));
CreateWalls((-1100, 3850, 1030), (-1100, 3085, 1160));
CreateWalls((-2730, 3453, 1030), (-2730, 3155, 1150));
CreateWalls((-2730, 3155, 1030), (-3330, 3155, 1180));
CreateWalls((-3330, 3155, 1030), (-3330, 3890, 1180));
CreateWalls((-3330, 3890, 1030), (-2730, 3890, 1180));
CreateWalls((-2730, 3890, 1030), (-2730, 3592, 1150));
CreateWalls((-2730, 3890, 1150), (-2730, 3155, 1180));
CreateDoors((-2730, 3400, 1052), (-2730, 3522.5, 1052), (90, 180, 0), 4, 2, 20, 75);
CreateRamps((-3285, 3190, 1125), (-3285, 3353, 1030));
CreateRamps((-3285, 3855, 1125), (-3285, 3692, 1030));
CreateGrids((-2770, 3190, 1120), (-3230, 3190, 1120), (0, 0, 0));
CreateGrids((-2770, 3855, 1120), (-3230, 3855, 1120), (0, 0, 0));
CreateGrids((-2770, 3220, 1120), (-2770, 3825, 1120), (0, 0, 0));
CreateCluster(20, (-3030, 3522.5, 1030), 250);
}

Wasteland()
{
CreateDoors((1344, -778, -33), (1344, -898, -33), (90, 0, 0), 5, 2, 15, 75);
CreateDoors((684, -695, -16), (684, -825, -16), (90, 0, 0), 5, 2, 15, 75);
CreateDoors((890, -120, -12), (760, -120, -12), (90, 90, 0), 5, 2, 15, 125);
CreateDoors((958, -1072, -36), (958, -972, -36), (90, 0, 0), 3, 2, 10, 50);
CreateDoors((1057, -648, -36), (997, -748, -36), (90, -30, 0), 3, 2, 10, 50);
}
Last edited by dansbmx ; 10-03-2010 at 11:38 PM.

The following 12 users say thank you to dansbmx for this useful post:

$oulja, CoookieMonster, DEREKTROTTER, FourzerotwoFAILS, GUESS_HU, juddylovespizza, lilkiller6009, lovebros, Nolzad0, Sert, silsil, xTrYiPiCz
09-30-2010, 01:41 AM #2
Thanks, video of what it looks like would be nice :P
09-30-2010, 01:43 AM #3
dansbmx
BAY AREA*925*STUNTIN
Originally posted by FourzerotwoFAILS View Post
Thanks, video of what it looks like would be nice :P


It's wayyyyyyyy better and no bugs like the other one I dont think theres a limit either Im pretty sure you can haz 18 playerz.
09-30-2010, 01:44 AM #4
Originally posted by dansbmx View Post
It's wayyyyyyyy better and no bugs like the other one I dont think theres a limit either Im pretty sure you can haz 18 playerz.


kk, I'm going to download it and wait for my psJailbreak to arrive, then load it up.
09-30-2010, 01:46 AM #5
dansbmx
BAY AREA*925*STUNTIN
Originally posted by FourzerotwoFAILS View Post
kk, I'm going to download it and wait for my psJailbreak to arrive, then load it up.


Yeah the other v2 zombies has a code in it's missions.gsc that makes it 9 only i'll go in and change it later and reupload itWinky Winky
09-30-2010, 01:48 AM #6
Originally posted by dansbmx View Post
Yeah the other v2 zombies has a code in it's missions.gsc that makes it 9 only i'll go in and change it later and reupload itWinky Winky


So, you're a patch maker/editor? I would love to help out. If you can transfer patch's, i could try and make them lol.
09-30-2010, 01:51 AM #7
dansbmx
BAY AREA*925*STUNTIN
Originally posted by FourzerotwoFAILS View Post
So, you're a patch maker/editor? I would love to help out. If you can transfer patch's, i could try and make them lol.


I can transfer patches and edit them and convert them now!:beer:
09-30-2010, 02:22 AM #8
PS3LUV3R
Too Beast
Wooh I'm in the shoutouts! Lol.

Nice to see you got it Winky Winky

---------- Post added at 09:20 PM ---------- Previous post was at 09:19 PM ----------

Originally posted by FourzerotwoFAILS View Post
So, you're a patch maker/editor? I would love to help out. If you can transfer patch's, i could try and make them lol.


Yes please make some epic 360 patches so we can convert them over! :y:

---------- Post added at 09:22 PM ---------- Previous post was at 09:20 PM ----------

Wait what!? The download has a survey.... Not Happy or Sad
09-30-2010, 02:55 AM #9
Nolzad0
Big Sister
Originally posted by dansbmx View Post
Well here they are just tested them and they work perfectly. I could have did more stuff but i wanted to get these out. I also removed the teleporting flag on karachi cus it warps you inside of a barrier and you get killed :(.
When you get linked to sharebee scroll down and click on the download link not the biga$$ download button infront of you or itll go to survey.
Now You must login or register to view this content. (You must login or register to view this content.)with version 3's map edits Winky Winky

You must login or register to view this content. with map edits and 9 player limit removedWinky Winky

and You must login or register to view this content.(You must login or register to view this content.)

These are US BLUS mpff. please show some appreciation if I was helpful Winky Winky. I worked really hard on this and I'm actually sharing with the community unlike other people.

Shoutouts and thanks to:
AlabamaHit
ilikeitindabutt
ps3luv3r
prokillah
mossy
niccrx

and if you want to edit the maps carepackage and teleporter stuff you use custommapsedits.gsc its split in two but its located in 00014f51.dat 00024ef6.dat just merge and edit like missions use You must login or register to view this content.. And to copy it to PS3 You must login or register to view this content..
Enjoy everyone peace.
You must login or register to view this content.

Wow This Is Gna Be Beast Cant W8 To Try It Thx! xD
09-30-2010, 03:07 AM #10
PS3LUV3R
Too Beast
Wow the first link (for V3) has a survey unless I'm not clicking the right thing, the mirror says I need rapidpro to download files...Wtf.

W/e I can do it myself I guess.

EDIT: I just fail. Nevermind lol.

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