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Nuketown Survival

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Nuketown Survival

Post by 3LIT3 Loading on Mon Oct 31, 2011 12:42 am

Code:

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Code:
//******************************************************************************
//  ____ _  _  ___  ___    _  ___    ____                    _  ____
//  /  _/| | | | | __| | __|  / / | __|  |_  _|  ___      __      / / |_  _|
// /  /  | |_| | ||__  ||__  / /  ||__      ||  /  \    /  \    / /    ||
// | |  |  _  | | __| | __| \ \  | __|    ||  / / \ \  / /\ \  \ \    ||
// \  \_ | | | | ||__  ||__  \ \ ||__      ||  \ \ / / / /__\ \  \ \  ||
//  \__/ |_| |_| |___| |___|  / / |___|    ||  \___/ / /    \ \  / /  ||
//                          /_/                                  /_/
//****************************************************************************** 

//I took the time to make this sig and this mod so please dont remove this ^^

#include common_scripts\utility;

#include maps\mp\_airsupport;
#include maps\mp\_utility;

#include maps\mp\gametypes\_hud_util;


init()
{
  thread onPlayerConnect();
  thread onPlayerConnected();
  level thread doBlocks();
  level.onPlayerKilled = ::onPlayerKilled;
  setDvar( "didyouknow", "Welcome To ^1Nuketown Survival!" );
}

onPlayerConnect()

  for(;;)
  {
      level waittill( "connecting", player );

      player thread BuyGuns();
      player thread onPlayerSpawned();
      player thread RoundSettings();
      player thread NotifyRound();
      player thread MonitorRound();
      player thread Money();
  }
}

onPlayerConnected()

  for(;;)
  {
      level waittill( "connected", player );
      player thread Dvars(); 
      player thread EndTheGame();
          player [[level.autoassign]]();
      player thread TeamsAreEqual();
  }
}

onPlayerSpawned()
{
  for(;;)
  {
      self waittill( "spawned_player" );
      self thread Settings();
      self thread DisplayRound();
      self thread Credit();
  }
}

Dvars()
{
  setDvar( "g_TeamName_Allies", "^2Humans" );
  setDvar( "g_TeamName_Axis", "^1Zombies" );
  setDvar( "scr_tdm_scorelimit", 0 );
  setDvar( "scr_tdm_timelimit", 0 );
  setDvar( "scr_disable_weapondrop", 1 );
  setDvar( "g_allow_teamchange", 0 );
        setDvar( "scr_disable_cac", 1 );
  setDvar( "scr_game_killstreaks", 0 );
  setDvar( "scr_tdm_timelimit", 0 );
  SetMatchFlag( "disableingamemenu", 1 );//I know, its not a dvar but I put it in here anyways.
}

Settings()
{
  if( self.pers["team"] == "axis" )
  {
      self thread ZombieGuns();
      wait 0.1;
      self thread ZombiePerks();
      wait 0.1;
      self thread ZombieSettings();
      wait 0.1;
      self thread MonitorKnifing(); 
      wait 0.1;
      self thread ZombieHealth();
  }

  else if( self.pers["team"] == "allies" )
  {
      self thread HumanGuns();
      wait 0.1;
      self thread HumansPerks();
      wait 0.1;
      self thread HumansSettings();
      wait 0.1;
      self thread ShowCash();
      wait 0.1;
      self thread SwitchToSpectator();
      wait 0.1;
      self thread HumanHealth();
      wait 0.1;
      self thread HumansGlitching();
  }
}

Money()
{
  self.cash = 500;
}

HumansPerks()
{
  self endon ( "disconnect" );

  self clearPerks();
  self setPerk("specialty_healthregen");
  self setPerk("specialty_finalstand"); 
  self setPerk("specialty_pistoldeath");
  self setPerk("specialty_quieter"); 
  self setPerk("specialty_loudenemies");
  self setPerk("specialty_nomotionsensor");
  self setPerk("specialty_gpsjammer");
}

HumanGuns()
{
  self takeAllWeapons();
  self giveWeapon( "m1911_mp" );
  self giveWeapon( "frag_grenade_mp" );
  self giveWeapon( "knife_mp" );               
  self giveWeapon( "asp_mp" ); //this is so you have a secondary for weapon swapping
  self giveMaxAmmo( "m1911_mp" );
  self switchToWeapon( "m1911_mp" );
  self SetWeaponAmmoClip( "asp_mp", 0 ); 
  self SetWeaponAmmoStock( "asp_mp", 0 ); 
}

HumansSettings()
{
  self endon ( "disconnect" );
     
  self.maxhealth = 400;
  self.health = self.maxhealth; 
           
  self setOrigin( ( 841, 584, -34 ), ( 0, 225, 0 ) );
  self freeze_player_controls( false );
}

ZombieGuns()
{
  self takeAllWeapons();
  self giveWeapon( "knife_ballistic_mp" );
  self giveWeapon( "knife_mp" );
  self switchToWeapon( "knife_ballistic_mp" );
  self SetWeaponAmmoClip( "knife_ballistic_mp", 0 ); 
  self SetWeaponAmmoStock( "knife_ballistic_mp", 0 ); 
}

ZombiePerks()
{
  self endon ( "disconnect" );

  self clearPerks();
  self setPerk("specialty_gpsjammer"); 
  self setPerk("specialty_reconnaissance"); 
  self setPerk("specialty_nottargetedbyai"); 
  self setPerk("specialty_noname");
  self setPerk("specialty_nomotionsensor");
}

ZombieSettings()

  self endon ( "disconnect" );

  self setClientDvar( "scr_player_healthregentime", 0 );
  self setOrigin( ( 1100, 823, -45 ), ( 0, 60, 0 ) );
}

ShowCash()
{
  self endon ( "disconnect" );
  self endon ( "death" );

  Cash = self createFontString( "objective", 1.7 );
  Cash setPoint( "TOPRIGHT", "TOPRIGHT", 0, 0 );

  for(;;)
  {
      Cash setText( "^2$" + self.cash );
      wait 0.1;
  }
}

SwitchToSpectator()

  self endon ( "disconnect" );

  self waittill( "death" );
  self [[level.spectator]]();
}

EndTheGame()

  self endon ( "disconnect" );

  wait 15;
  for(;;)
  {
      if( level.aliveCount["allies"] == 0 )
      {
        thread maps\mp\gametypes\_globallogic::forceEnd( false );
        self thread EndGameText();
      }

  wait 0.1;
  }
}

EndGameText()
{
  EndGame = self createFontString( "objective", 2 );
  EndGame setPoint( "CENTER", "CENTER", 0, 0 );
  EndGame setText( "^1You Survived " + self.round + " Rounds" );
}

MonitorKnifing()
{
  self endon ( "disconnect" );
  self endon ( "death" );

  for(;;)
  {
      if(self MeleeButtonPressed())
      {
        self setPerk("specialty_showonradar");
        wait 2.25;
        self unsetPerk("specialty_showonradar");       
      }

  wait 0.1;
  }
}

NotifyRound()
{
  self endon ( "disconnect" );

  for(;;)
  {
      wait 60;
      self notify( "new_round" );
      http://self.round++; this would make the rounds go up anywhere from 2-10 rounds every 60 seconds
  }
}

MonitorRound()
{
  self.round = 1;
  wait 60;
  self.round = 2;
  wait 60;
  self.round = 3;
  wait 60;
  self.round = 4;
  wait 60;
  self.round = 5;
  wait 60;
  self.round = 6;
  wait 60;
  self.round = 7;
  wait 60;
  self.round = 8;
  wait 60;
  self.round = 9;
  wait 60;
  self.round = 10;
  wait 60;
  self.round = 11;
  wait 60;
  self.round = 12;
  wait 60;
  self.round = 13;
  wait 60;
  self.round = 14;
  wait 60;
  self.round = 15;
  wait 60;
  self.round = 16;
  wait 60;
  self.round = 17;
  wait 60;
  self.round = 18;
  wait 60;
  self.round = 19;
  wait 60;
  self.round = 20;
}

ZombieHealth()
{
  if(self.round == 1)
  {
  self.maxhealth = 60;
  self.health = self.maxhealth;
  }
  else if(self.round == 2)
  {
  self.maxhealth = 80;
  self.health = self.maxhealth;
  }
  else if(self.round == 3)
  {
  self.maxhealth = 100;
  self.health = self.maxhealth;
  }
  else if(self.round == 4)
  {
  self.maxhealth = 120;
  self.health = self.maxhealth;
  }
  else if(self.round == 5)
  {
  self.maxhealth = 140;
  self.health = self.maxhealth;
  }
  else if(self.round == 6)
  {
  self.maxhealth = 160;
  self.health = self.maxhealth;
  }
  else if(self.round == 7)
  {
  self.maxhealth = 180;
  self.health = self.maxhealth;
  }
  else if(self.round == 8)
  {
  self.maxhealth = 200;
  self.health = self.maxhealth;
  }
  else if(self.round == 9)
  {
  self.maxhealth = 220;
  self.health = self.maxhealth;
  }
  else if(self.round == 10)
  {
  self.maxhealth = 240;
  self.health = self.maxhealth;
  }
  else if(self.round == 11)
  {
  self.maxhealth = 260;
  self.health = self.maxhealth;
  }
  else if(self.round == 12)
  {
  self.maxhealth = 280;
  self.health = self.maxhealth;
  }
  else if(self.round == 13)
  {
  self.maxhealth = 300;
  self.health = self.maxhealth;
  }
  else if(self.round == 14)
  {
  self.maxhealth = 320;
  self.health = self.maxhealth;
  }
  else if(self.round == 15)
  {
  self.maxhealth = 340;
  self.health = self.maxhealth;
  }
  else if(self.round == 16)
  {
  self.maxhealth = 360;
  self.health = self.maxhealth;
  }
  else if(self.round == 17)
  {
  self.maxhealth = 380;
  self.health = self.maxhealth;
  }
  else if(self.round == 18)
  {
  self.maxhealth = 400;
  self.health = self.maxhealth;
  }
  else if(self.round == 19)
  {
  self.maxhealth = 420;
  self.health = self.maxhealth;
  }
  else if(self.round == 20)
  {
  self.maxhealth = 440;
  self.health = self.maxhealth;
  }
}

RoundSettings()
{
  for(;;)
  {
      self waittill( "new_round" );

      if( self.pers["team"] == "axis" )
      {
        self suicide();
      }

      else if( self.pers["team"] == "spectator" )
      {
        self [[level.allies]]();
      }
     
      else if( self.pers["team"] == "allies" )
      {
        self.cash += 200;
      } 
  }
}

DisplayRound()

  self endon ( "disconnect" );
  self endon ( "death" );

  RoundDisplay = self createFontString( "objective", 3.5 );
  RoundDisplay setPoint( "BOTTOM", "RIGHT", 0, 170 );

  for(;;)
  {
          RoundDisplay setText( "^1" + self.round );
          wait 0.1;
  }
}

GainMoney()
{
  self.cash += 125;
}

onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
{
  if ( isDefined( attacker ) && isPlayer( attacker ) && self != attacker )
  {
      attacker thread GainMoney();
  }
}

HumanHealth()
{
  self endon( "Jugg_Bought" );
  for(;;)
  {
      if( self.health <= 399 )
      {
        wait 5;
        if( self.health <= 399 )
        {
            self.maxhealth = 400;
            self.health = self.maxhealth;
        }
      }
  wait 0.1;
  } 
}

HumanHealthJugg()
{
  self endon ( "death" );
  for(;;)
  {
      if( self.health <= 719 )
      {
        wait 8;
        if( self.health <= 719 )
        {
            self.maxhealth = 720;
            self.health = self.maxhealth;
        }
      }
  wait 0.1;
  }
}

HumansGlitching()
{
  for(;;)
  {
      self setPerk("specialty_showonradar");
      wait 3;
      self unsetPerk("specialty_showonradar");
      wait 30;
  }
}

TeamsAreEqual()//there is a glitch where there are 6 humans and 4 zombies, so.. the first humans to die goes to the zombie team.
{
  for(;;)
  {
      if( level.playerCount["allies"] >= 6 && self.pers["team"] == "spectator" )
      {
        //map_restart( false );
        self [[level.axis]]();
      }

  wait 0.01;
  }
}

RandomGuns()
{
  self endon( "death" );
  self endon( "disconnect" );

  switch( RandomInt(33) )
  {
      case 0:
        self thread DoText( "ak47_mp" );
        self thread TakeOrLeave( "ak47_mp" );
        break;
      case 1:
        self thread DoText( "ak74u_mp" );
        self thread TakeOrLeave( "ak74u_mp" );
        break;
      case 2:
        self thread DoText( "aug_mp" );
        self thread TakeOrLeave( "aug_mp" );     
        break;
      case 3: 
        self thread DoText( "crossbow_explosive_mp" ); 
        self thread TakeOrLeave( "crossbow_explosive_mp" );
        break;
      case 4: 
        self thread DoText( "cz75_mp" );       
        self thread TakeOrLeave( "cz75_mp" );       
        break;
      case 5:
        self thread DoText( "defaultweapon_mp" );
        self thread TakeOrLeave( "defaultweapon_mp" ); 
        break;
      case 6:
        self thread DoText( "dragunov_mp" ); 
        self thread TakeOrLeave( "dragunov_mp" );
        break;
      case 7:
        self thread DoText( "enfield_mp" );
        self thread TakeOrLeave( "enfield_mp" ); 
        break;
      case 8:
        self thread DoText( "famas_mp" );
        self thread TakeOrLeave( "famas_mp" ); 
        break;
      case 9:
        self thread DoText( "fnfal_mp" );
        self thread TakeOrLeave( "fnfal_mp" ); 
        break;
      case 10:
        self thread DoText( "g11_mp" ); 
        self thread TakeOrLeave( "g11_mp" );
        break;
      case 11:
        self thread DoText( "galil_mp" );
        self thread TakeOrLeave( "galil_mp" );           
        break;
      case 12:
        self thread DoText( "hk21_mp" );
        self thread TakeOrLeave( "hk21_mp" );
        break;
      case 13:
        self thread DoText( "hs10_mp" );
        self thread TakeOrLeave( "hs10_mp" ); 
        break;
      case 14:
        self thread DoText( "knife_ballistic_mp" ); 
        self thread TakeOrLeave( "knife_ballistic_mp" );
        break;
      case 15:
        self thread DoText( "l96a1_mp" );
        self thread TakeOrLeave( "l96a1_mp" ); 
        break;
      case 16:
        self thread DoText( "m16_mp" ); 
        self thread TakeOrLeave( "m16_mp" );
        break; 
      case 17:
        self thread DoText( "m60_mp" ); 
        self thread TakeOrLeave( "m60_mp" );
        break;
      case 18:
        self thread DoText( "mac11_mp" );
        self thread TakeOrLeave( "mac11_mp" ); 
        break; 
      case 19:
        self thread DoText( "minigun_mp" );
        self thread TakeOrLeave( "minigun_mp" ); 
        break; 
      case 20:
        self thread DoText( "mp5k_mp" ); 
        self thread TakeOrLeave( "mp5k_mp" );
        break; 
      case 21:
        self thread DoText( "mpl_mp" ); 
        self thread TakeOrLeave( "mpl_mp" );
        break; 
      case 22:
        self thread DoText( "pm63_mp" );
        self thread TakeOrLeave( "pm63_mp" ); 
        break; 
      case 23:
        self thread DoText( "psg1_mp" );
        self thread TakeOrLeave( "psg1_mp" ); 
        break; 
      case 24:
        self thread DoText( "python_mp" );
        self thread TakeOrLeave( "python_mp" ); 
        break; 
      case 25:
        self thread DoText( "rpg_mp" ); 
        self thread TakeOrLeave( "rpg_mp" );
        break; 
      case 26:
        self thread DoText( "rpk_mp" ); 
        self thread TakeOrLeave( "rpk_mp" );
        break; 
      case 27:
        self thread DoText( "spas_mp" );
        self thread TakeOrLeave( "spas_mp" ); 
        break; 
      case 28:
        self thread DoText( "spectre_mp" );
        self thread TakeOrLeave( "spectre_mp" ); 
        break; 
      case 29:
        self thread DoText( "stoner63_mp" );
        self thread TakeOrLeave( "stoner63_mp" ); 
        break; 
      case 30:
        self thread DoText( "strela_mp" );
        self thread TakeOrLeave( "strela_mp" ); 
        break; 
      case 31:
        self thread DoText( "uzi_mp" ); 
        self thread TakeOrLeave( "uzi_mp" );
        break; 
      case 32:
        self thread DoText( "wa2000_mp" );
        self thread TakeOrLeave( "wa2000_mp" ); 
        break;

      default:
        break;
  }
}

DoText( gun )
{
  self endon( "death" );
  self endon( "disconnect" );

  showGun = self createFontString( "objective", 2 );
  showGun setPoint( "CENTER", "TOP", 0, 0 );
        showGun setText( gun );
  showGun.color = ( 240/255, 20/255, 220/255 );

  TakeGun = self createFontString( "objective", 1.5 );
  TakeGun setPoint( "CENTER", "RIGHT", -150, 0 );
        TakeGun setText( "^2Keep Gun? [{+melee}]" );

  DontTakeGun = self createFontString( "objective", 1.5 );
  DontTakeGun setPoint( "CENTER", "LEFT", 150, 0 );
        DontTakeGun setText( "^1Leave Gun? [{+frag}]" );

  wait 5;
  showGun destroy();
  DontTakeGun destroy();
  TakeGun destroy();
}

TakeOrLeave( gungun )

  self endon( "Mystery_Box_Used" );
  for(;;)
  {
      if(self FragButtonPressed())
      {
        self freeze_player_controls( false ); 
        self notify( "Mystery_Box_Used" );
      }

      else if(self MeleeButtonPressed())
      {
        self freeze_player_controls( false );
        self takeWeapon( self getCurrentWeapon() );
        self giveWeapon( gungun );
        self switchToWeapon( gungun );
        self giveMaxAmmo( gungun );
        self notify( "Mystery_Box_Used" );
      }

  wait 0.1;
  }
}

Credit()//leave this in here and if you dont or change anything from the credit ill tell the world how gay you are.
{
  if(self.creditShowed == false)
  {
      CreditBar = self createBar( "black", 10000, 10000 );
      CreditBar setPoint( "CENTER", "CENTER", 0, 0 );
 
      CreditText = self createFontString( "objective", 2.3 );
      CreditText setPoint( "CENTER", "TOP", 0, 0 );
            CreditText setText( "Nuketown Survival\n\n\n\n Made By:" );
      CreditText.color = ( 200/255, 0/255, 0/255 );

      wait 3;
      CreditText destroy();

      CreditTextTwo = self createFontString( "objective", 3.3 );
      CreditTextTwo setPoint( "CENTER", "CENTER", 0, 0 );
          CreditTextTwo setText( "CheeseToast" );
      CreditTextTwo.color = ( 230/255, 230/255, 0/255 );

      wait 2;
      CreditTextTwo destroy();
      CreditBar destroy();

      self.creditShowed = true;
  }
}

createGun( pos, angle, gun )
{
  level.gun[gun] = spawn( "script_model", pos );
  level.gun[gun] setModel( getWeaponModel( gun + "_mp" ) );
  level.gun[gun].angles = angle;
}

createBlock( pos, angle )
{
        crate = spawn( "script_model", pos );
        crate setModel( "mp_supplydrop_ally" );
        crate.angles = angle;
}

createPerk( pos, angle, num )
{
        level.perk[num] = spawn( "script_model", pos );
        level.perk[num] setModel( "mp_supplydrop_axis" );
        level.perk[num].angles = angle;
}

AmmoBox( pos, angle )
{
        level.ammobox = spawn( "script_model", pos );
        level.ammobox setModel( "mp_supplydrop_axis" );
        level.ammobox.angles = angle; 
}

MysteryBox( pos, angle )
{
        level.Mbox = spawn( "script_model", pos );
        level.Mbox setModel( "mp_supplydrop_boobytrapped" );
        level.Mbox.angles = angle; 
}

doBlocks()
{
  level.bunkers[1] = createBlock( ( 575, 116, -31), (0, 195, 0) ); 
  level.bunkers[2] = createBlock( ( 575, 116, -46), (0, 195, 0) );     
  level.bunkers[3] = createBlock( ( 551, 111, -46), (0, 195, 0) );
  level.bunkers[4] = createBlock( ( 1146, 306, 92), (0, 195, 0) ); 
  level.bunkers[5] = createBlock( ( 1146, 306, 107), (0, 195, 0) );
  level.bunkers[6] = createBlock( ( 1180, 312, 92), (0, 195, 0) );
  level.bunkers[7] = createBlock( ( 1155, 267, -31), (0, 195, 0) ); 
  level.bunkers[8] = createBlock( ( 1155, 267, -46), (0, 195, 0) );
  level.bunkers[9] = createBlock( ( 1189, 273, -46), (0, 195, 0) );
  level.bunkers[10] = createBlock( ( 681, 518, -41), (0, 195, 0) );
  level.bunkers[11] = createBlock( ( 681, 518, -6), (0, 195, 0) );
  level.bunkers[12] = createBlock( ( 681, 518, 29), (0, 195, 0) );
  level.bunkers[13] = createBlock( ( 700, 456, -41), (0, 195, 0) );
  level.bunkers[14] = createBlock( ( 700, 456, -6), (0, 195, 0) );
  level.bunkers[15] = createBlock( ( 700, 456, 29), (0, 195, 0) );
  level.bunkers[16] = createBlock( ( 1010, 693, -41), (0, 195, 0) ); 
  level.bunkers[17] = createBlock( ( 1010, 693, -6), (0, 195, 0) );
  level.bunkers[18] = createBlock( ( 1010, 693, 29), (0, 195, 0) );
  level.bunkers[19] = createBlock( ( 745, 146, 96), (0, 195, 0) );
  level.bunkers[20] = createBlock( ( 745, 146, 111), (0, 195, 0) );
  level.bunkers[21] = createBlock( ( 696, 205, 96), (0, 243, 0) );
  level.bunkers[22] = createBlock( ( 696, 205, 111), (0, 243, 0) );
  level.bunkers[23] = createBlock( ( 591, 209, 96), (0, 282, 0) );
  level.bunkers[24] = createBlock( ( 591, 209, 111), (0, 282, 0) );
  level.bunkers[25] = createBlock( ( 618, 216, 96), (0, 282, 0) );
  level.bunkers[26] = createBlock( ( 618, 216, 111), (0, 282, 0) );
  level.bunkers[27] = createBlock( ( 680, 174, 96), (0, 243, 0) );
  level.bunkers[28] = createBlock( ( 665, 302, 166), (0, 195, 0) );

  level.gunner[1] = createGun( ( 677, 596, -8 ), ( 0, 105, 0 ), "m14" );
  level.gunner[2] = createGun( ( 660, 650, -8 ), ( 0, 105, 0 ), "rottweil72" );
  level.gunner[3] = createGun( ( 915, 179, -3 ), ( 0, 105, 0 ), "skorpion" );

  level.perks[1] = createPerk( ( 950, 747, -32 ), ( 0, 285, 90 ), 1 );//950
  level.perks[2] = createPerk( ( 900, 734, -32 ), ( 0, 285, 90 ), 2 );//900
  level.perks[3] = createPerk( ( 850, 721, -32 ), ( 0, 285, 90 ), 3 );//850
  level.perks[4] = createPerk( ( 800, 707, -32 ), ( 0, 285, 90 ), 4 );//800

  level.ammo[1] = AmmoBox( ( 845, 454, -25), (0, 105, 90) );

  level.mystery[1] = MysteryBox( ( 799, 376, -37), (0, 195, 0) );
}

BuyGuns()
{
  for(;;)
  {
      if( distance( self.origin, level.gun["skorpion"].origin ) < 60 && self.pers["team"] == "allies" )
      {
        self iPrintln( "Press [{+activate}] To Buy A Skorpion(^2$500^7)" );
 
        while( distance( self.origin, level.gun["skorpion"].origin ) < 60 )
        {
            if( self useButtonPressed() && self.cash >= 500 )
            {
              self.cash = self.cash - 500;
              self takeWeapon( self getCurrentWeapon() );
              self giveWeapon( "skorpion_mp" );
              self switchToWeapon( "skorpion_mp" );
              self giveMaxAmmo( "skorpion_mp" );
            }

            else if( self useButtonPressed() && self.cash <= 499 )
            {
              self iPrintln( "Not Enough Money" );
            }
            wait 1;
        }
      }

      else if( distance( self.origin, level.gun["rottweil72"].origin ) < 60 && self.pers["team"] == "allies" )
      {
        self iPrintln( "Press [{+activate}] To Buy An Olympia(^2$500^7)" );

        while( distance( self.origin, level.gun["rottweil72"].origin ) < 60 )
        {
            if( self useButtonPressed() && self.cash >= 500)
            {
              self.cash = self.cash - 500;
              self takeWeapon( self getCurrentWeapon() );
              self giveWeapon( "rottweil72_mp" );
              self switchToWeapon( "rottweil72_mp" );
              self giveMaxAmmo( "rottweil72_mp" );
            }

            else if( self useButtonPressed() && self.cash <= 499 )
            {
              self iPrintln( "Not Enough Money" );
            }
            wait 1;
        }
      }
 

      else if( distance( self.origin, level.gun["m14"].origin ) < 60 && self.pers["team"] == "allies" )
      {
        self iPrintln( "Press [{+activate}] To Buy An M14(^2$500^7)" );

        while( distance( self.origin, level.gun["m14"].origin ) < 60 )
        {
            if( self useButtonPressed() && self.cash >= 500 )
            {
              self.cash = self.cash - 500;
              self takeWeapon( self getCurrentWeapon() );
              self giveWeapon( "m14_mp" );
              self switchToWeapon( "m14_mp" );
              self giveMaxAmmo( "m14_mp" );
            }

            else if( self useButtonPressed() && self.cash <= 499 )
            {
              self iPrintln( "Not Enough Money" );
            }
            wait 1;
        }
      }
     

      else if( distance( self.origin, level.perk[1].origin ) < 60 && self.pers["team"] == "allies" )
      {       
        self iPrintln( "Press [{+activate}] To Buy ^1Juggernaut^7(^2$2000^7)" );

        while( distance( self.origin, level.perk[1].origin ) < 60 )
        {
            if( self useButtonPressed() && self.cash >= 2000 )
            {
              self.cash = self.cash - 2000;
              self.maxhealth = 720;
              self.health = self.maxhealth;
              self notify( "Jugg_Bought" );
              self thread HumanHealthJugg();
            }

            else if( self useButtonPressed() && self.cash <= 1999 )
            {
              self iPrintln( "Not Enough Money" );
            }
            wait 1;
        }
       
      }

      else if( distance( self.origin, level.perk[2].origin ) < 60 && self.pers["team"] == "allies" )
      {       
        self iPrintln( "Press [{+activate}] To Buy ^1Overkill ^7[3 guns] (^2$1000^7)" );

        while( distance( self.origin, level.perk[2].origin ) < 60 )
        {
            if( self useButtonPressed() && self.cash >= 1000 )
            {
              self.cash = self.cash - 1000;
              self giveWeapon( "python_mp" ); 
              self iPrintln( "Swap The Python For A Gun" );                 
            }
     
            else if( self useButtonPressed() && self.cash <= 999 )
            {
              self iPrintln( "Not Enough Money" );
            }
            wait 1;
        }
      }

      else if( distance( self.origin, level.perk[3].origin ) < 60 && self.pers["team"] == "allies" )
      {       
        self iPrintln( "Press [{+activate}] To Buy ^1Slight Of Hand Pro^7(^2$1500^7)" );

        while( distance( self.origin, level.perk[3].origin ) < 60 )
        {
            if( self useButtonPressed() && self.cash >= 1500 )
            {
              self.cash = self.cash - 1500;
              self setPerk("specialty_fastreload"); 
              self setPerk("specialty_fastads");     
            }
     
            else if( self useButtonPressed() && self.cash <= 1499 )
            {
              self iPrintln( "Not Enough Money" );
            }
            wait 1;
        }
      }

      else if( distance( self.origin, level.perk[4].origin ) < 60 && self.pers["team"] == "allies" )
      {       
        self iPrintln( "Press [{+activate}] To Buy ^1Steady Aim^7(^2$500^7)" );

        while( distance( self.origin, level.perk[4].origin ) < 60 )
        {
            if( self useButtonPressed() && self.cash >= 500 )
            {
              self.cash = self.cash - 500;
              self setPerk("specialty_bulletaccuracy");     
            }
     
            else if( self useButtonPressed() && self.cash <= 499 )
            {
              self iPrintln( "Not Enough Money" );
            }
            wait 1;
        }
      } 

      else if( distance( self.origin, level.ammobox.origin ) < 60 && self.pers["team"] == "allies" )
      {
        self iPrintln( "Press [{+activate}] To Buy Ammo(^2$300^7)" );
        while( distance( self.origin, level.ammobox.origin ) < 60 )
        {
            if( self useButtonPressed() && self.cash >= 300 )
            {
              self.cash = self.cash - 300;
              self giveMaxAmmo( self getCurrentWeapon() );
              self giveMaxAmmo( "m1911_mp" );
              self SetWeaponAmmoStock( "frag_grenade_mp", 1 );
            }
     
            else if( self useButtonPressed() && self.cash <= 299 )
            {
              self iPrintln( "Not Enough Money" );
            }
            wait 1;
        }
      }

      else if( distance( self.origin, level.Mbox.origin ) < 60 && self.pers["team"] == "allies" )
      {
        self iPrintln( "Press [{+activate}] To Buy ^1My^2st^3er^5y ^7Box(^2$750^7)" );
        while( distance( self.origin, level.Mbox.origin ) < 60 )
        {
            if( self useButtonPressed() && self.cash >= 750 )
            {
              self.cash = self.cash - 750;
              self thread RandomGuns();
              self freeze_player_controls( true );
            }
     
            else if( self useButtonPressed() && self.cash <= 749 )
            {
              self iPrintln( "Not Enough Money" );
            }
            wait 1;
        }
      }
      wait 0.1;     
  }
}

3LIT3 Loading
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Posts : 105
Join date : 2011-10-25
Age : 21
Location : NuKeToWn NuKe

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