1.  

[Release] Gun Game & Sharpshooter

Discussion in 'CoD5 Modding' started by Mikeeey, Feb 16, 2011 with 40 replies and 2,007 views.

  1. Mikeeey

    Mikeeey Enthusiast

    Messages:
    337
    Likes Received:
    57
    Gun Game & Sharpshooter Scripts made by me...

    Gun Game - Every 10 kills your gun upgrades. No lag(every 10 kills it will upgrade straight away not like previous releases). You can start at any round, it doesn't go by the amount of kills you have! The guns can be edited to an order of your liking.

    Sharpshooter - Every 45 seconds your gun cycles. Digital timer counting down from 45 seconds. Random weapons...


    Der Riese only unless you change the guns to work with other maps...
    Also please don't post any copies of this as your own shortened down version as I wanted it this big, I find it easier to handle when it's nicely set out like this, Thanks...

    Video of it in action:​


    http://www.youtube.com/watch?v=Lj4evvADptY

    Gun Game Script:

    Code (Text):
      //========\\
    // Gun Game \\
    //============\\
    doRoundUpTwo()
    {
    level.round_number = 500;
    }
    doGunGameTwo()
    {
    if( self.gungame_run == 0 )
    {
    self.gungame_run = 1;
    self thread doRoundUpTwo();
    self setblur( 3, 0 );
    self TakeAllWeapons();
    self iPrintlnBold( "^1G^2u^3n ^4G^1a^2m^3e" );
    wait 1;
    self iPrintlnBold( "Game Starting In..." );
    wait 1;
    self iPrintlnBold( "^15..." );
    wait 1;
    self iPrintlnBold( "^24..." );
    wait 1;
    self iPrintlnBold( "^33..." );
    wait 1;
    self iPrintlnBold( "^42..." );
    wait 1;
    self iPrintlnBold( "^51..." );
    wait 1;
    self setblur( 0, 0 );
    self iPrintlnBold( "^2Game Started!" );
    self iPrintlnBold( "^510 Kills = An Upgrade!" );
    self iPrintlnBold( "^4"+self.playername+" No Cheating!" );
    self iPrintlnBold( "^3DO NOT Buy Any Weapons!" );
    self giveweapon( "zombie_doublebarrel" );
    self switchToWeapon( "zombie_doublebarrel" );
    self thread doGunGameScript();
    self thread ten_Kills_Gungame();
    }
    else if( self.gungame_run == 1 )
    {
    self iPrintlnBold("You Are ^1Already ^7Playing Gun Game!");
    }
    }
    ten_Kills_Gungame()
    {
    self waittill( "zom_kill" );
    self waittill( "zom_kill" );
    self waittill( "zom_kill" );
    self waittill( "zom_kill" );
    self waittill( "zom_kill" );
    self waittill( "zom_kill" );
    self waittill( "zom_kill" );
    self waittill( "zom_kill" );
    self waittill( "zom_kill" );
    self waittill( "zom_kill" );
    self notify( "ten_kills_over" );
    }
    doGunGameScript()
    {
    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_mp40_upgraded" );
    self switchToWeapon( "zombie_mp40_upgraded" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_stg44" );
    self switchToWeapon( "zombie_stg44" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_kar98k_upgraded" );
    self switchToWeapon( "zombie_kar98k_upgraded" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_thompson" );
    self switchToWeapon( "zombie_thompson" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_shotgun_upgraded" );
    self switchToWeapon( "zombie_shotgun_upgraded" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "ptrs41_zombie" );
    self switchToWeapon( "ptrs41_zombie" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_m1garand_upgraded" );
    self switchToWeapon( "zombie_m1garand_upgraded" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_gewehr43" );
    self switchToWeapon( "zombie_gewehr43" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_m1carbine_upgraded" );
    self switchToWeapon( "zombie_m1carbine_upgraded" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_bar" );
    self switchToWeapon( "zombie_bar" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_30cal_upgraded" );
    self switchToWeapon( "zombie_30cal_upgraded" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_mg42" );
    self switchToWeapon( "zombie_mg42" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_fg42_upgraded" );
    self switchToWeapon( "zombie_fg42_upgraded" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_sw_357" );
    self switchToWeapon( "zombie_sw_357" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_type100_smg_upgraded" );
    self switchToWeapon( "zombie_type100_smg_upgraded" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_ppsh" );
    self switchToWeapon( "zombie_ppsh" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "zombie_colt_upgraded" );
    self switchToWeapon( "zombie_colt_upgraded" );
    self thread Gungame_Text();

    self waittill( "ten_kills_over" );
    self thread ten_Kills_Gungame();
    self TakeAllWeapons();
    self giveweapon( "tesla_gun_upgraded" );
    self giveweapon( "ray_gun_upgraded" );
    self switchToWeapon( "ray_gun_upgraded" );
    self iPrintlnBold( "^5Game Over" );
    self iPrintlnBold( "^2You Have Been Given A PaP'd Ray Gun & Wunderwaffe DG-2" );
    self.gungame_run = 0;
    }
    Gungame_Text()
    {
    self iPrintlnBold( "^1W^2e^3a^4p^1o^2n ^3U^4p^1g^2r^3a^4d^1e^2d^3!" );
    }
    //============\\
    // Gun Game End \\
    //================\\

    Sharpshooter Script:

    Code (Text):
      //============\\
    // Sharpshooter \\
    //================\\
    doWeapons()
    {
    if( self.sharpshooter_run == 0 )
    {
    self.sharpshooter_run = 1;
    self thread doRoundUp();
    self endon ( "gameover" );
    self TakeAllWeapons();
    self setblur( 3, 0 );
    self iPrintlnBold( "^1S^2h^3a^4r^1p^2s^3h^4o^1o^2t^3e^4r" );
    wait 1;
    self iPrintlnBold( "Game Starting In..." );
    wait 1;
    self iPrintlnBold( "^15..." );
    wait 1;
    self iPrintlnBold( "^24..." );
    wait 1;
    self iPrintlnBold( "^33..." );
    wait 1;
    self iPrintlnBold( "^42..." );
    wait 1;
    self iPrintlnBold( "^51..." );
    wait 1;
    self setblur( 0, 0 );
    self iPrintlnBold( "^2Game Started!" );
    self iPrintlnBold( "^5"+self.playername+" No Cheating!" );
    self iPrintlnBold( "^3DO NOT Buy Any Weapons!" );
    self iPrintlnBold( "^1Round 1" );
    self thread SSRandomWeapons();
    self thread start_timer();
    wait 45;
    self playsound( "packa_weap_ready" );
    self iPrintlnBold( "^2Round 2" );
    self iPrintlnBold( "^2Weapon Cycle" );
    self TakeAllWeapons();
    self thread SSRandomWeapons();
    self thread start_timer();
    wait 45;
    self playsound( "packa_weap_ready" );
    self iPrintlnBold( "^3Round 3" );
    self iPrintlnBold( "^3Weapon Cycle" );
    self TakeAllWeapons();
    self thread SSRandomWeapons();
    self thread start_timer();
    wait 45;
    self playsound( "packa_weap_ready" );
    self iPrintlnBold( "^4Round 4" );
    self iPrintlnBold( "^4Weapon Cycle" );
    self TakeAllWeapons();
    self thread SSRandomWeapons();
    self thread start_timer();
    wait 45;
    self playsound( "packa_weap_ready" );
    self iPrintlnBold( "^5Round 5" );
    self iPrintlnBold( "^5Weapon Cycle" );
    self TakeAllWeapons();
    self thread SSRandomWeapons();
    self thread start_timer();
    wait 45;
    self playsound( "packa_weap_ready" );
    self iPrintlnBold( "^6Round 6" );
    self iPrintlnBold( "^6Weapon Cycle" );
    self TakeAllWeapons();
    self thread SSRandomWeapons();
    self thread start_timer();
    wait 45;
    self playsound( "packa_weap_ready" );
    self iPrintlnBold( "^1Round 7" );
    self iPrintlnBold( "^1Weapon Cycle" );
    self TakeAllWeapons();
    self thread SSRandomWeapons();
    self thread start_timer();
    wait 45;
    self playsound( "packa_weap_ready" );
    self iPrintlnBold( "^2Round 8" );
    self iPrintlnBold( "^2Weapon Cycle" );
    self TakeAllWeapons();
    self thread SSRandomWeapons();
    self thread start_timer();
    wait 45;
    self playsound( "packa_weap_ready" );
    self iPrintlnBold( "^3Round 9" );
    self iPrintlnBold( "^3Weapon Cycle" );
    self TakeAllWeapons();
    self thread SSRandomWeapons();
    self thread start_timer();
    wait 45;
    self playsound( "packa_weap_ready" );
    self iPrintlnBold( "^4Round 10" );
    self iPrintlnBold( "^4Weapon Cycle" );
    self iPrintlnBold( "^5Final Round!" );
    self iPrintlnBold( "^1S^2h^3a^4r^5p^6s^1h^2o^3o^4t^5e^6r ^1R^2o^3u^4n^5d ^6x^12 ^2P^3o^4i^5n^6t^1s^2!" );
    self TakeAllWeapons();
    self thread SSRandomWeapons();
    self thread start_timer();
    self thread double();
    level.zombie_vars["zombie_point_scalar"] *= 2;
    wait 45;
    self playsound( "packa_weap_ready" );
    self iPrintlnBold( "^5Game Over!" );
    self iPrintlnBold( "^2Here's A Random Weapon..." );
    self TakeAllWeapons();
    self thread SSRandomWeapons();
    level.zombie_vars["zombie_point_scalar"] = 1;
    self.sharpshooter_run = 0;
    self notify ( "gameover" );
    }
    else if( self.sharpshooter_run == 1 )
    {
    self iPrintlnBold("You Are ^1Already ^7Playing Sharpshooter!");
    }
    }
    doRoundUp()
    {
    level.round_number = 500;
    }
    SSRandomWeapons()
    {
    switch(RandomInt(44))
    {
    case 0:
    self giveWeapon( "zombie_colt" );
    self SwitchToWeapon( "zombie_colt" );
    break;
    case 1:
    self giveWeapon( "zombie_colt_upgraded" );
    self SwitchToWeapon( "zombie_colt_upgraded" );
    break;
    case 2:
    self giveWeapon( "walther" );
    self SwitchToWeapon( "walther" );
    break;
    case 3:
    self giveWeapon( "zombie_sw_357" );
    self SwitchToWeapon( "zombie_sw_357" );
    break;
    case 4:
    self giveWeapon( "zombie_sw_357_upgraded" );
    self SwitchToWeapon( "zombie_sw_357_upgraded" );
    break;
    case 5:
    self giveWeapon( "zombie_gewehr43" );
    self SwitchToWeapon( "zombie_gewehr43" );
    break;
    case 6:
    self giveWeapon( "zombie_gewehr43_upgraded" );
    self SwitchToWeapon( "zombie_gewehr43_upgraded" );
    break;
    case 7:
    self giveWeapon( "zombie_m1garand" );
    self SwitchToWeapon( "zombie_m1garand" );
    break;
    case 8:
    self giveWeapon( "zombie_m1garand_upgraded" );
    self SwitchToWeapon( "zombie_m1garand_upgraded" );
    break;
    case 9:
    self giveWeapon( "zombie_stg44" );
    self SwitchToWeapon( "zombie_stg44" );
    break;
    case 10:
    self giveWeapon( "zombie_stg44_upgraded" );
    self SwitchToWeapon( "zombie_stg44_upgraded" );
    break;
    case 11:
    self giveWeapon( "zombie_m1carbine" );
    self SwitchToWeapon( "zombie_m1carbine" );
    break;
    case 12:
    self giveWeapon( "zombie_m1carbine_upgraded" );
    self SwitchToWeapon( "zombie_m1carbine_upgraded" );
    break;
    case 13:
    self giveWeapon( "zombie_thompson" );
    self SwitchToWeapon( "zombie_thompson" );
    break;
    case 14:
    self giveWeapon( "zombie_thompson_upgraded" );
    self SwitchToWeapon( "zombie_thompson_upgraded" );
    break;
    case 15:
    self giveWeapon( "zombie_mp40" );
    self SwitchToWeapon( "zombie_mp40" );
    break;
    case 16:
    self giveWeapon( "zombie_mp40_upgraded" );
    self SwitchToWeapon( "zombie_mp40_upgraded" );
    break;
    case 17:
    self giveWeapon( "zombie_type100_smg" );
    self SwitchToWeapon( "zombie_type100_smg" );
    break;
    case 18:
    self giveWeapon( "zombie_type100_smg_upgraded" );
    self SwitchToWeapon( "zombie_type100_smg_upgraded" );
    break;
    case 19:
    self giveWeapon( "zombie_ppsh" );
    self SwitchToWeapon( "zombie_ppsh" );
    break;
    case 20:
    self giveWeapon( "zombie_ppsh_upgraded" );
    self SwitchToWeapon( "zombie_ppsh_upgraded" );
    break;
    case 21:
    self giveWeapon( "zombie_bar" );
    self SwitchToWeapon( "zombie_bar" );
    break;
    case 22:
    self giveWeapon( "zombie_bar_upgraded" );
    self SwitchToWeapon( "zombie_bar_upgraded" );
    break;
    case 23:
    self giveWeapon( "zombie_mg42" );
    self SwitchToWeapon( "zombie_mg42" );
    break;
    case 24:
    self giveWeapon( "zombie_mg42_upgraded" );
    self SwitchToWeapon( "zombie_mg42_upgraded" );
    break;
    case 25:
    self giveWeapon( "zombie_fg42" );
    self SwitchToWeapon( "zombie_fg42" );
    break;
    case 26:
    self giveWeapon( "zombie_fg42_upgraded" );
    self SwitchToWeapon( "zombie_fg42_upgraded" );
    break;
    case 27:
    self giveWeapon( "zombie_30cal" );
    self SwitchToWeapon( "zombie_30cal" );
    break;
    case 28:
    self giveWeapon( "zombie_30cal_upgraded" );
    self SwitchToWeapon( "zombie_30cal_upgraded" );
    break;
    case 29:
    self giveWeapon( "zombie_shotgun" );
    self SwitchToWeapon( "zombie_shotgun" );
    break;
    case 30:
    self giveWeapon( "zombie_shotgun_upgraded" );
    self SwitchToWeapon( "zombie_shotgun_upgraded" );
    break;
    case 31:
    self giveWeapon( "zombie_doublebarrel" );
    self SwitchToWeapon( "zombie_doublebarrel" );
    break;
    case 32:
    self giveWeapon( "zombie_doublebarrel_upgraded" );
    self SwitchToWeapon( "zombie_doublebarrel_upgraded" );
    break;
    case 33:
    self giveWeapon( "zombie_kar98k" );
    self SwitchToWeapon( "zombie_kar98k" );
    break;
    case 34:
    self giveWeapon( "zombie_kar98k_upgraded" );
    self SwitchToWeapon( "zombie_kar98k_upgraded" );
    break;
    case 35:
    self giveWeapon( "ptrs41_zombie" );
    self SwitchToWeapon( "ptrs41_zombie" );
    break;
    case 36:
    self giveWeapon( "ptrs41_zombie_upgraded" );
    self SwitchToWeapon( "ptrs41_zombie_upgraded" );
    break;
    case 37:
    self giveWeapon( "m2_flamethrower_zombie" );
    self SwitchToWeapon( "m2_flamethrower_zombie" );
    break;
    case 38:
    self giveWeapon( "m2_flamethrower_zombie_upgraded" );
    self SwitchToWeapon( "m2_flamethrower_zombie_upgraded" );
    break;
    case 39:
    self giveWeapon( "panzerschrek_zombie" );
    self SwitchToWeapon( "panzerschrek_zombie" );
    break;
    case 40:
    self giveWeapon( "panzerschrek_zombie_upgraded" );
    self SwitchToWeapon( "panzerschrek_zombie_upgraded" );
    break;
    case 41:
    self giveWeapon( "ray_gun" );
    self SwitchToWeapon( "ray_gun" );
    break;
    case 42:
    self giveWeapon( "ray_gun_upgraded" );
    self SwitchToWeapon( "ray_gun_upgraded" );
    break;
    case 43:
    self giveWeapon( "tesla_gun" );
    self SwitchToWeapon( "tesla_gun" );
    break;
    case 44:
    self giveWeapon( "tesla_gun_upgraded" );
    self SwitchToWeapon( "tesla_gun_upgraded" );
    break;
    }
    }
    start_timer()
    {
    self thread ss_timer_Text();
    watch = [];
    watch[1] = CreateServerTimer("default", 2);
    watch[1] setPoint( "CENTER", "CENTER", 0, 160 );
    watch[1] setTimer(45);

    wait 45;
    for(i=1;i<4;i++) watch[i] destroy();    
    }
    ss_timer_Text()
    {
    self endon("death");
    wait 39;
    self iPrintlnBold( "^1W^2e^3a^4p^5o^6n^1s ^2C^3y^4c^5l^6i^1n^2g ^3I^4n^5:" );
    wait 1;
    self iPrintlnBold( "^15..." );
    wait 1;
    self iPrintlnBold( "^24..." );
    wait 1;
    self iPrintlnBold( "^33..." );
    wait 1;
    self iPrintlnBold( "^42..." );
    wait 1;
    self iPrintlnBold( "^51..." );
    wait 1;
    }
    double()
    {
    self endon ( "nodouble" );
    self endon ( "death" );
    self endon ( "disconnect" );
    shader_inst = "specialty_doublepoints_zombies";
    hud9 = newHudElem();
    hud9.foreground = true;
    hud9.sort = 1;
    hud9.hidewheninmenu = false;
    hud9.alignX = "left";
    hud9.alignY = "top";
    hud9.horzAlign = "left";
    hud9.vertAlign = "top";
    hud9.x = 105;  
    hud9.y = 45;
    hud9.alpha = 1;
    hud9.fontscale = 1.25;
    hud9.color = ( 1, 1, 1 );
    for(;;)
    {
    hud9 SetShader( shader_inst, 44, 44 );
    wait 40;
    hud9 SetShader( "", 44, 44 );
    wait .5;
    hud9 SetShader( shader_inst, 44, 44 );
    wait .5;
    hud9 SetShader( "", 44, 44 );
    wait .5;
    hud9 SetShader( shader_inst, 44, 44 );
    wait .5;
    hud9 SetShader( "", 44, 44 );
    wait .5;
    hud9 SetShader( shader_inst, 44, 44 );
    wait .5;
    hud9 SetShader( "", 44, 44 );
    wait .5;
    hud9 SetShader( shader_inst, 44, 44 );
    wait .5;
    hud9 SetShader( "", 44, 44 );
    wait .5;
    hud9 SetShader( shader_inst, 44, 44 );
    wait .5;
    hud9 SetShader( "", 44, 44 );
    wait .1;
    self notify ( "nodouble" );
    }
    }
    //================\\
    // Sharpshooter End \\
    //====================\\
    3 people like this.
  2. WaTcH HoW i MoD

    WaTcH HoW i MoD Seasoned Member

    Messages:
    1,458
    Likes Received:
    370
    in gun game they can cheat and buy guns on the wall i saw a script that removes all that just use that
  3. Mikeeey

    Mikeeey Enthusiast

    Messages:
    337
    Likes Received:
    57
    i know if u look in the video i use it lol, made by jesus
  4. Mike

    Mike Member

    Messages:
    3,886
    Likes Received:
    626
    yourdoinitwrong.jpg

    Really, you are doing it wrong.
  5. Mikeeey

    Mikeeey Enthusiast

    Messages:
    337
    Likes Received:
    57
    it works lol
  6. Mike

    Mike Member

    Messages:
    3,886
    Likes Received:
    626
    It works but your still doing it wrong. Could be improved alot alot.
  7. Mikeeey

    Mikeeey Enthusiast

    Messages:
    337
    Likes Received:
    57
    any recommendations so i can improve it??
  8. JaypaK

    JaypaK Enthusiast

    Messages:
    1,005
    Likes Received:
    98
    :angry: nvm
  9. Mike

    Mike Member

    Messages:
    3,886
    Likes Received:
    626
    Your random weapons are wrong, the way you did it a player can get the same weapon multiple times. Not good, not good at all.
  10. Mikeeey

    Mikeeey Enthusiast

    Messages:
    337
    Likes Received:
    57
    o well, it works good enough, how are my random weapons wrong?
  11. Dreamcather

    Dreamcather Newbie

    Messages:
    130
    Likes Received:
    12
    Is this real virus? It say ``Trojan Horse`` I hope it was fake!
    1 person likes this.
  12. Mikeeey

    Mikeeey Enthusiast

    Messages:
    337
    Likes Received:
    57
    ahahahahhhhh no pmsl :)
  13. Su AriZonaa

    Su AriZonaa Contributor

    Messages:
    1,579
    Likes Received:
    636
    You are on the right path, but just not there yet lol.
  14. Mikeeey

    Mikeeey Enthusiast

    Messages:
    337
    Likes Received:
    57
    ahh well at least im trying :)
  15. Poorly Thought

    Poorly Thought Newbie

    Messages:
    93
    Likes Received:
    5
    Lol better than I can do :p
  16. Mikeeey

    Mikeeey Enthusiast

    Messages:
    337
    Likes Received:
    57
    thanks dude, im currently working on something whch i hope you will all like

    this may sound strange but i get a nice feeling when i get a positive comment of a pro coder :)
  17. Andrew74

    Andrew74 Contributor

    Messages:
    1,063
    Likes Received:
    216
    Use an Array to store the weapons.

    Hers my gun game which increasingly gets harder, random weapons using an array and works on all maps.
    Hope you can use this code to learn from.

    Code (Text):

    /*Start gun game here*/
    GunGame()
    {
    self endon ( "disconnect" ); self endon ( "death" );
    self DisableInvulnerability();
    self.gunList = GetArrayKeys( level.zombie_weapons );
    self thread doGunMsg( "^5Welcome To Andrew74's...", "^6Gun Game Lobby!!" );
    ZmbKills = 0;
    for(;;)
    {
    self waittill( "zom_kill" );
    ZmbKills++;
    NextWep = 10 + level.round_number; //Make it harder for a weapon change
    self iPrintlnBold( "^1Next Weapon:  " + ZmbKills + "/" + NextWep ); //Probly should be a label
    if ( ZmbKills == 10 + level.round_number ) {
    self TakeAllWeapons();
    self.PickedWeapon = RandomInt(self.gunList.size);
    self thread doGunMsg( "^1" + self.gunList[self.PickedWeapon], "Andrew74" );
    self giveweapon(self.gunList[self.PickedWeapon], 0);
    self switchToWeapon(self.gunList[self.PickedWeapon]);
    ZmbKills = 0;
    }
    }
    }

    doGunMsg( Text1, Text2 ) {
    notifyData = spawnStruct();notifyData.titleText = Text1;notifyData.notifyText = Text2;
    self maps\_hud_message::notifyMessage( notifyData );
    }
     
  18. Mikeeey

    Mikeeey Enthusiast

    Messages:
    337
    Likes Received:
    57
    thanks... :)
  19. Mikeeey

    Mikeeey Enthusiast

    Messages:
    337
    Likes Received:
    57
    Instead of using those long weapon lists, couldn't you use this instead:

    Code (Text):

    keys = GetArrayKeys( level.zombie_weapons );
    for( i = 0; i < keys.size; i++ )
    {
    self GiveWeapon( keys[i], 0 );
    wait 0.02;
    }
     
  20. TOXiiC x PLAGUE

    TOXiiC x PLAGUE Contributor

    Messages:
    1,363
    Likes Received:
    275
    this will give you duplicates tho =/
    especially on any map besides der reise for some reason