added snipers only random variant, (currently random per person...)
parent
27ef1478ed
commit
62adad1a07
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@ -2,3 +2,4 @@ z_svr_bots.iwd
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bots.txt
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bots.txt
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scriptdata
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scriptdata
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logs
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logs
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guns.txt
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@ -2,22 +2,30 @@
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#include maps\mp\_utility;
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#include maps\mp\_utility;
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#include maps\mp\gametypes\_hud_util;
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#include maps\mp\gametypes\_hud_util;
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/*
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initGuns() {
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Features:
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A awesome Gungame mod
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You spawn with a throwing knife - get two kills and you are given a pistol etc all the way up to sniper rifles
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It includes the Golden Desert Eagle and nightvision
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It includes some modded killstreaks
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But most are disabled to keep things fair.
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*/
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initGuns()
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{
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self.upgscore = 50; // Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.
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self.upgscore = 50; // Score necessary for upgrade. Leave at 100 for 2 kill upgrade. Do 50 for 1 kill, 150 for 3 kill.
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self.finalkills = 2; // Kills to win after getting final weapon
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self.finalkills = 2; // Kills to win after getting final weapon
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self.gunList = [];
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self.gunList = [];
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self.variantType = RandomInt(2);
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self.variantName = "";
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// Gun Name, Laser Sight, Akimbo
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switch(self.variantType) {
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case 0:
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self.variantName = "Random Guns";
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self thread randomGuns();
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break;
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case 1:
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self.variantName = "Snipers Only";
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self thread snipersOnly();
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break;
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}
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}
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// ============= Custom Variants ============ //
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randomGuns() {
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self.gunList[0] = createGun("beretta_akimbo_mp", 5, false, true);
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self.gunList[0] = createGun("beretta_akimbo_mp", 5, false, true);
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self.gunList[1] = createGun("mp5k_rof_mp", 7, true, false);
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self.gunList[1] = createGun("mp5k_rof_mp", 7, true, false);
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@ -119,24 +127,98 @@ initGuns()
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self.gunList[97] = createGun("uzi_akimbo_rof_mp", 2, false, true);
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self.gunList[97] = createGun("uzi_akimbo_rof_mp", 2, false, true);
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self.gunList[98] = createGun("javelin_mp", 9, true, false);
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self.gunList[98] = createGun("javelin_mp", 9, true, false);
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self.gunList[99] = createGun("throwingknife_mp", 9, false, false);
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self.gunList[99] = createGun("throwingknife_mp", 9, false, false);
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}
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}
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createGun(gunName, camo, laserSight, akimbo)
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snipersOnly() {
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{
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// Also give SoH Pro
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self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
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self maps\mp\perks\_perks::givePerk("specialty_fastreload");
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self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
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self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
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self.gunList[0] = createGun("cheytac_heartbeat_xmags_mp", 5, true, false);
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self.gunList[1] = createGun("barrett_acog_mp", 9, false, false);
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self.gunList[2] = createGun("barrett_thermal_xmags_mp", 6, true, false);
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self.gunList[3] = createGun("m21_fmj_silencer_mp", 3, false, false);
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self.gunList[4] = createGun("wa2000_fmj_thermal_mp", 4, true, false);
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self.gunList[5] = createGun("barrett_heartbeat_xmags_mp", 7, false, false);
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self.gunList[6] = createGun("wa2000_silencer_xmags_mp", 8, true, false);
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self.gunList[7] = createGun("cheytac_xmags_mp", 1, false, false);
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self.gunList[8] = createGun("m21_acog_heartbeat_mp", 2, true, false);
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self.gunList[9] = createGun("cheytac_acog_silencer_mp", 0, false, false);
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self.gunList[10] = createGun("wa2000_mp", 2, true, false);
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self.gunList[11] = createGun("cheytac_silencer_mp", 3, false, false);
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self.gunList[12] = createGun("cheytac_fmj_xmags_mp", 1, true, false);
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self.gunList[13] = createGun("barrett_thermal_mp", 0, false, false);
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self.gunList[14] = createGun("wa2000_silencer_thermal_mp", 6, true, false);
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self.gunList[15] = createGun("m21_fmj_heartbeat_mp", 8, false, false);
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self.gunList[16] = createGun("barrett_fmj_xmags_mp", 6, true, false);
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self.gunList[17] = createGun("cheytac_thermal_mp", 2, false, false);
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self.gunList[18] = createGun("wa2000_acog_xmags_mp", 9, true, false);
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self.gunList[19] = createGun("m21_mp", 4, false, false);
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self.gunList[20] = createGun("cheytac_silencer_xmags_mp", 7, true, false);
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self.gunList[21] = createGun("barrett_fmj_silencer_mp", 5, false, false);
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self.gunList[22] = createGun("barrett_mp", 3, true, false);
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self.gunList[23] = createGun("m21_acog_mp", 4, false, false);
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self.gunList[24] = createGun("m21_silencer_mp", 2, true, false);
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self.gunList[25] = createGun("wa2000_silencer_mp", 7, false, false);
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self.gunList[26] = createGun("m21_fmj_xmags_mp", 6, true, false);
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self.gunList[27] = createGun("wa2000_acog_fmj_mp", 3, false, false);
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self.gunList[28] = createGun("cheytac_fmj_thermal_mp", 5, true, false);
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self.gunList[29] = createGun("barrett_acog_heartbeat_mp", 8, false, false);
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self.gunList[30] = createGun("wa2000_acog_silencer_mp", 1, true, false);
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self.gunList[31] = createGun("m21_thermal_xmags_mp", 0, false, false);
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self.gunList[32] = createGun("cheytac_acog_mp", 7, true, false);
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self.gunList[33] = createGun("wa2000_heartbeat_silencer_mp", 5, false, false);
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self.gunList[34] = createGun("m21_silencer_xmags_mp", 6, true, false);
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self.gunList[35] = createGun("m21_thermal_mp", 9, false, false);
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self.gunList[36] = createGun("barrett_fmj_heartbeat_mp", 4, true, false);
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self.gunList[37] = createGun("barrett_silencer_thermal_mp", 3, false, false);
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self.gunList[38] = createGun("cheytac_heartbeat_silencer_mp", 1, true, false);
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self.gunList[39] = createGun("cheytac_acog_fmj_mp", 7, false, false);
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self.gunList[40] = createGun("cheytac_fmj_mp", 8, true, false);
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self.gunList[41] = createGun("barrett_heartbeat_thermal_mp", 6, false, false);
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self.gunList[42] = createGun("wa2000_acog_heartbeat_mp", 2, true, false);
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self.gunList[43] = createGun("m21_heartbeat_xmags_mp", 0, false, false);
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self.gunList[44] = createGun("cheytac_acog_heartbeat_mp", 5, true, false);
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self.gunList[45] = createGun("barrett_silencer_xmags_mp", 4, false, false);
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self.gunList[46] = createGun("m21_fmj_thermal_mp", 5, true, false);
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self.gunList[47] = createGun("wa2000_heartbeat_mp", 2, false, false);
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self.gunList[48] = createGun("cheytac_thermal_xmags_mp", 3, true, false);
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self.gunList[49] = createGun("barrett_heartbeat_mp", 0, false, false);
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self.gunList[50] = createGun("wa2000_xmags_mp", 7, true, false);
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self.gunList[51] = createGun("barrett_acog_silencer_mp", 4, false, false);
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self.gunList[52] = createGun("wa2000_fmj_heartbeat_mp", 3, true, false);
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self.gunList[53] = createGun("m21_heartbeat_silencer_mp", 1, false, false);
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self.gunList[54] = createGun("cheytac_silencer_thermal_mp", 8, true, false);
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self.gunList[55] = createGun("wa2000_heartbeat_xmags_mp", 5, false, false);
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self.gunList[56] = createGun("wa2000_fmj_silencer_mp", 9, true, false);
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self.gunList[57] = createGun("barrett_acog_xmags_mp", 2, false, false);
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self.gunList[58] = createGun("barrett_fmj_thermal_mp", 6, true, false);
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self.gunList[59] = createGun("cheytac_heartbeat_thermal_mp", 7, false, false);
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self.gunList[60] = createGun("m21_acog_silencer_mp", 1, true, false);
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self.gunList[61] = createGun("cheytac_mp", 4, false, false);
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self.gunList[62] = createGun("wa2000_thermal_mp", 3, true, false);
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self.gunList[63] = createGun("cheytac_heartbeat_mp", 5, false, false);
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}
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// ========================================= //
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createGun(gunName, camo, laserSight, akimbo) {
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gun = spawnstruct();
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gun = spawnstruct();
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gun.name = gunName;
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gun.name = gunName;
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gun.camo = camo;
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gun.camo = camo;
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gun.laser = laserSight;
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gun.laser = laserSight;
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gun.akimbo = akimbo;
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gun.akimbo = akimbo;
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return gun;
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return gun;
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}
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}
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doBinds() //Put persistent threads that are started once here
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doBinds() { // Put persistent threads that are started once here
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{
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self.firstRun = true;
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self.firstRun = true;
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self thread initGuns();
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self thread initGuns();
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self thread killCrosshairs();
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self thread doScore();
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self thread doScore();
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self thread doGun();
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self thread doGun();
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@ -146,8 +228,7 @@ doBinds() //Put persistent threads that are started once here
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setDvar("scr_game_killstreakdelay", 99999999);
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setDvar("scr_game_killstreakdelay", 99999999);
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}
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}
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doDvars() // Put threads that are called with every respawn
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doDvars() { // Put threads that are called with every respawn
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{
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setDvar("g_speed", 225);
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setDvar("g_speed", 225);
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setDvar("bg_fallDamageMaxHeight", 1);
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setDvar("bg_fallDamageMaxHeight", 1);
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setDvar("bg_fallDamageMinHeight", 999);
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setDvar("bg_fallDamageMinHeight", 999);
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@ -171,9 +252,11 @@ doDvars() // Put threads that are called with every respawn
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self maps\mp\gametypes\_class::setKillstreaks( "none", "none", "none" );
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self maps\mp\gametypes\_class::setKillstreaks( "none", "none", "none" );
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self notifyOnPlayercommand("E", "+melee");
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self notifyOnPlayercommand("E", "+melee");
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// Remove Melee
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while(true) {
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while(true) {
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self waittill("E");
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self waittill("E");
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self thread maps\mp\gametypes\_hud_message::hintMessage("^No melee allowed.");
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self thread maps\mp\gametypes\_hud_message::hintMessage("No melee allowed.");
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curwep = self getCurrentWeapon();
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curwep = self getCurrentWeapon();
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self takeWeapon(curwep);
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self takeWeapon(curwep);
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@ -181,18 +264,29 @@ doDvars() // Put threads that are called with every respawn
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if(isSubStr( curwep, "akimbo" )) {
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if(isSubStr( curwep, "akimbo" )) {
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self giveWeapon(curwep, 8, true);
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self giveWeapon(curwep, 8, true);
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} else {
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} else {
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self giveWeapon(curwep, 8, false);}
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self giveWeapon(curwep, 8, false);
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}
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}
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}
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if(self.firstRun) {
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if(self.firstRun) {
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self thread maps\mp\gametypes\_hud_message::hintMessage("^:Chroma ^7Games presents...");
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self thread maps\mp\gametypes\_hud_message::hintMessage("^:Chroma ^7Games presents...");
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self thread maps\mp\gametypes\_hud_message::hintMessage("^7Gun Game");
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self thread maps\mp\gametypes\_hud_message::hintMessage("^7Gun Game");
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switch(self.variantType) {
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case 0:
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self thread maps\mp\gametypes\_hud_message::hintMessage("^7Random Weapons");
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break;
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case 1:
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self thread maps\mp\gametypes\_hud_message::hintMessage("^7Snipers Only");
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break;
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}
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self.firstRun = false;
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self.firstRun = false;
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}
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}
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}
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}
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doGun()
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doGun() {
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{
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self endon("disconnect");
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self endon("disconnect");
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self.curgun = 0;
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self.curgun = 0;
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curscore = 0;
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curscore = 0;
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@ -224,33 +318,25 @@ doGun()
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}
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}
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}
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}
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doScore()
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doScore() {
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{
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self endon("disconnect");
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self endon("disconnect");
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// Current Weapon Number
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scoreText = self createFontString("default", 1.5);
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scoreText = self createFontString("default", 1.5);
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scoreText setPoint("TOPRIGHT", "TOPRIGHT", -5, 0);
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scoreText setPoint("TOPRIGHT", "TOPRIGHT", -5, 0);
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while(true)
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{
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variantText = self createFontString("default", 1.5);
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scoreText setText("^3 Weapon " + (self.curgun + 1) + " / " + (self.gunList.size));
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variantText setPoint("TOPRIGHT", "TOPRIGHT", -5, 15);
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while(true) {
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scoreText setText("^:Weapon ^3" + (self.curgun + 1) + " ^2/^3 " + (self.gunList.size));
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variantText setText("^3" + (self.variantName));
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wait .2;
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wait .2;
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}
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}
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}
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}
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killCrosshairs() // Get rid of those fucking useless hax
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{
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self endon("disconnect");
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while(true){
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setDvar("cg_drawcrosshair", 0);
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self setClientDvar("cg_scoreboardPingText", 1);
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self setClientDvar("com_maxfps", 0);
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self setClientDvar("cg_drawFPS", 1);
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wait 1;
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}
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}
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