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[Release]SC7E52 COD Black Ops Gametype: Dreamworld By [DC]DE EmptyMon Aug 31, 2015 10:17 pm by D.L.M~Mods

» Misc. Codes Some Black ops & Modern Warfare 3 codes mixed
[Release]SC7E52 COD Black Ops Gametype: Dreamworld By [DC]DE EmptyWed Nov 12, 2014 6:03 pm by u all are faggots

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[Release]SC7E52 COD Black Ops Gametype: Dreamworld By [DC]DE EmptyWed Nov 12, 2014 5:57 pm by u all are faggots

» Impact mods Have fun For black ops [Z1LTZ/+$WiiFT+]
[Release]SC7E52 COD Black Ops Gametype: Dreamworld By [DC]DE EmptyWed Nov 12, 2014 5:56 pm by u all are faggots

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[Release]SC7E52 COD Black Ops Gametype: Dreamworld By [DC]DE EmptyWed Nov 12, 2014 5:52 pm by u all are faggots

» Well I'm back idk if you herd i hacked wii and got arrested ahh tell me wtf im soppose to do because igot code that now one has but thats soon over non-host god mod by me and dedouce pro hack
[Release]SC7E52 COD Black Ops Gametype: Dreamworld By [DC]DE EmptyWed Nov 12, 2014 5:48 pm by u all are faggots

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[Release]SC7E52 COD Black Ops Gametype: Dreamworld By [DC]DE EmptySat Jul 12, 2014 3:12 pm by x+TONY@TBWMODS+x

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[Release]SC7E52 COD Black Ops Gametype: Dreamworld By [DC]DE EmptyTue Jul 08, 2014 4:21 pm by x+TONY@TBWMODS+x

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[Release]SC7E52 COD Black Ops Gametype: Dreamworld By [DC]DE

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[Release]SC7E52 COD Black Ops Gametype: Dreamworld By [DC]DE Empty [Release]SC7E52 COD Black Ops Gametype: Dreamworld By [DC]DE

Post by x+Wick$d@Réçréátíóñx+ Fri Nov 23, 2012 2:45 am

#include common_scripts\utility;
#include maps\mp\_airsupport;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

//Special thanks to Trentlio
//Also Tlpwnzer & Wick3d
//JellyInjector
//Nity
//CheeseToast
//Their mods helped me understand .gsc -_-!!
//Thanx!!

//Thanx to F@ll3N for coming up with the title
//DreamWorld!!

main()
{
}

init()
{
//Welcome To DreamWorld!!
//Made By DEUS

level.gameType = "tdm";
level.teamBased = true;
level.scoreRoundBased = false;

http://level.blockWeaponDrops = true;

level.endGameOnScoreLimit = true;
level.overrideTeamScore = false;
level.maxPlayerCount = 24;

http://level.rankedMatched = true;
http://level.xpScale = 4;

level.godsClan = "^1Welcome To DreamWorld";

setDvar("g_TeamName_Axis", "DEUS");
setDvar("g_TeamName_Allies", "F@LL3N");
setDvar("didyouknow", "Welcome To DreamWorld");
setDvar("ui_motd", "^1Did You Know? The [DC]^0Clan ^1Is The $hi7!! [DC]^0DEUS");

game["dialog"]["gametype"] = "tdm_start";
game["dialog"]["gametype_hardcore"] = "hctdm_start";
game["dialog"]["offense_obj"] = "generic_boost";
game["dialog"]["defense_obj"] = "generic_boost";
setscoreboardcolumns( "kills", "deaths", "kdratio", "assists" );

thread onPlayerConnect();
thread onPlayerConnected();
}

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

player thread onPlayerSpawned();

player setClientDvar( "customclass1", "^1Welcome" );
player setClientDvar( "customclass2", "^0To" );
player setClientDvar( "customclass3", "^1DreamWorld" );
player setClientDvar( "customclass4", "^0Made By" );
player setClientDvar( "customclass5", "^1[DC]^0DEUS" );

}
}

onPlayerConnected()
{
for(;Wink
{
level waittill( "connected", player );

player thread playerVars();

SetMatchFlag("disableingamemenu", 1 );

players = getHostPlayer();

if( players ishost())
{
SetMatchFlag("disableingamemenu", 0 );
}

player thread goMessageToAll();
}
}

onPlayerSpawned()
{
for(;Wink
{
self waittill( "spawned_player" );

self thread goSpawnGretting();

self thread goTeams();
}
}

playerVars()
{
setDvar("g_gametype", level.gameType );
setDvar("scr_tdm_timelimit", 0 );
setDvar("scr_tdm_scorelimit", 30000 );
setDvar("scr_tdm_roundlimit", 1 );
setDvar("scr_tdm_numlives", 0 );

setDvar("scr_tdm_score_kill", 100 );
setDvar("scr_tdm_score_headshot", 200 );
setDvar("scr_tdm_score_assist_75", 0 );
setDvar("scr_tdm_score_assist_50", 0 );
setDvar("scr_tdm_score_assist_25", 0 );
setDvar("scr_tdm_score_assist", 0 );
setDvar("scr_tdm_score_suicide", -600 );
setDvar("scr_tdm_score_teamkill", -1000 );
setDvar("scr_tdm_score_dogkill", 200 );
setDvar("scr_tdm_score_dogassist", 0 );
setDvar("scr_tdm_score_helicopterkill", 600 );
setDvar("scr_tdm_score_helicopterassist", 0 );
setDvar("scr_tdm_score_helicopterassist_75", 0 );
setDvar("scr_tdm_score_helicopterassist_50", 0 );
setDvar("scr_tdm_score_helicopterassist_25", 0 );
setDvar("scr_tdm_score_spyplanekill", 100 );
setDvar("scr_tdm_score_spyplaneassist", 0 );

//setDvar("scr_rankedMatched", 1 );
//setDvar("scr_xpscale", 4 );

setDvar("g_teamchange_keepbalance", 1);
setDvar("scr_teambalance", 1);

self[[level.autoassign]]();

setDvar("scr_team_fftype", 1 );
setDvar("scr_team_kickteamkillers", 1 );
setDvar("scr_game_killstreaks", 1 );
setDvar("scr_allow_killstreak_building", 0 );
setDvar("scr_killstreak_stacking", 0 );
setDvar("scr_rcbomb_notimeout", 1 );
setDvar("cg_everyoneHearsEveryone", 1 );
setDvar("cg_deadHearTeamLiving", 1 );
setDvar("cg_deadHearAllLiving", 1 );
setDvar("cg_deadChatWithTeam", 1 );
setDvar("cg_deadChatWithDead", 1 );
setDvar("g_teamcolor_axis", 0, 0, 1, 1 );
setDvar("g_teamcolor_allies", 1, 0, 0, 1 );

//setDvar("scr_disable_weapondrop", 1 );
//setDvar("g_maxDroppedWeapons", 0 );
//setDvar("g_scorescolor_axis", 1, 0, 0, 1 );
//setDvar("g_scorescolor_allies", 0, 0, 1, 1 );

}

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

for( i = 0; i < 30; i++)
{
Deus[i] = self createFontString( "objective", 1.5);
Deus[i] setPoint( "CENTER", "TOP", 0, 0);
Deus[i] setSize( 125, 150);
Deus[i] setText( level.godsClan );
wait 0.05;
self thread destroyer(Deus[i]);
}

}

destroyer(a)
{
self waittill( "disconnect");

a destroy();
}

goSpawnGretting( titleText, notifyText, iconName, glowColor, sound, duration )
{
notifyData = spawnstruct();
notifyData.titleText = "^0Welcome To The";
notifyData.notifyText = "^1[DC]^0Clans";
notifyData.notifyText2 = "^0Gametype Lobby";
notifyData.notifyText3 = "^1Enjoy Your Stay";
notifyData.iconName = "rank_prestige10";
notifyData.glowColor = (0, 0, 0);
notifyData.sound = "mp_level_up";
notifyData.duration = 5;
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
wait 0.05;
}

goTeams()
{
if( self.pers["team"] == "axis" )
{
self thread goTeamOne();
}
if( self.pers["team"] == "allies" )
{
self thread goTeamtwo();
}
}

goTeamOne()
{

self endon( "disconnect" );

self clearPerks();
self setPerk("specialty_movefaster");
self setPerk("specialty_fallheight");
self setPerk("specialty_grenadepulldeath");
self setPerk("specialty_holdbreath");
self setPerk("specialty_fastweaponswitch");
self setPerk("specialty_bulletaccuracy");
self setPerk("specialty_fastmeleerecovery");
self setPerk("specialty_fastreload");
self setPerk("specialty_fastads");
self setPerk("specialty_gas_mask");
self setPerk("specialty_unlimitedsprint");
self setPerk("specialty_quieter");
wait 0.05;
self thread maxAmmo();
secondaryRandomWeps = strtok("aspdw_mp|m1911dw_mp|makarov_upgradesight_extclip_silencer_mp|python_snub_mp|cz75_upgradesight_auto_silencer_mp|m72_law_mp|rpg_mp|china_lake_mp|knife_ballistic_mp|crossbow_explosive_mp|hatchet_mp", "|");
RandomWeps = RandomInt(secondaryRandomWeps.size);
weps = secondaryRandomWeps[RandomWeps];
self takeAllWeapons();
self giveWeapon( weps, 1 );
self switchToWeapon( weps, 1 );
self thread tactical();
self giveWeapon( "knife_mp" );
tacs = self getCurrentOffhand();
self thread goTeamGuns();
self thread goLaserRed();
self iPrintln( "^1Weapon: ^0" + weps + "^1 Tactical: ^0" + tacs + "^1." );
}

goTeamtwo()
{

self endon( "disconnect" );

self clearPerks();
self setPerk("specialty_movefaster");
self setPerk("specialty_fallheight");
self setPerk("specialty_grenadepulldeath");
self setPerk("specialty_holdbreath");
self setPerk("specialty_fastweaponswitch");
self setPerk("specialty_bulletaccuracy");
self setPerk("specialty_fastmeleerecovery");
self setPerk("specialty_fastreload");
self setPerk("specialty_fastads");
self setPerk("specialty_gas_mask");
self setPerk("specialty_unlimitedsprint");
self setPerk("specialty_quieter");
wait 0.5;
self thread maxAmmo();
secondaryRandomWeps = strtok("aspdw_mp|m1911dw_mp|makarov_upgradesight_extclip_silencer_mp|python_snub_mp|cz75_upgradesight_auto_silencer_mp|m72_law_mp|rpg_mp|china_lake_mp|knife_ballistic_mp|crossbow_explosive_mp|hatchet_mp", "|");
RandomWeps = RandomInt(secondaryRandomWeps.size);
weps = secondaryRandomWeps[RandomWeps];
self takeAllWeapons();
self giveWeapon( weps, 1 );
self switchToWeapon( weps, 1 );
self thread tactical();
self giveWeapon( "knife_mp" );
tacs = self getCurrentOffhand();
self thread goTeamGuns();
self thread goLaserGreen();
self iPrintln( "^1Weapon: ^0" + weps + "^1 Tactical: ^0" + tacs + "^1." );
}

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

while(1)
{
score = thread maps\mp\gametypes\_globallogic_score::_getPlayerScore( self );

primaryGun_One = "m16_gl_extclip_silencer_mp";
primaryGun_Two = "enfield_gl_extclip_silencer_mp";
primaryGun_Three = "m14_grip_extclip_silencer_mp";
primaryGun_Four = "famas_gl_extclip_silencer_mp";
primaryGun_Five = "galil_gl_extclip_silencer_mp";
primaryGun_Six = "aug_gl_extclip_silencer_mp";
primaryGun_Seven = "fnfal_gl_extclip_silencer_mp";
primaryGun_Eight = "ak47_gl_extclip_silencer_mp";
primaryGun_Nine = "commando_gl_extclip_silencer_mp";
primaryGun_Ten = "spas_silencer_mp";
primaryGun_Eleven = "hs10_mp";
primaryGun_Twelve = "hk21_extclip_mp";
primaryGun_ThirTeen = "rpk_extclip_mp";
primaryGun_FourTeen = "m60_grip_extclip_mp";
primaryGun_FifTeen = "stoner63_extclip_mp";
primaryGun_SixTeen = "psg1_vzoom_extclip_silencer_mp";

primarySubGuns_One = "mp5k_rf_silencer_mp";
primarySubGuns_Two = "skorpion_grip_extclip_silencer_mp";
primarySubGuns_Three = "mac11_grip_rf_silencer_mp";
primarySubGuns_Four = "ak74u_gl_rf_silencer_mp";
primarySubGuns_Five = "uzi_grip_rf_silencer_mp";
primarySubGuns_Six = "pm63_grip_rf_mp";
primarySubGuns_Seven = "mpl_grip_rf_silencer_mp";
primarySubGuns_Eight = "spectre_grip_rf_silencer_mp";
primarySubGuns_Nine = "kiparis_grip_rf_silencer_mp";

if( score == 500 )
{
self takeAllWeapons();
self giveWeapon( primarySubGuns_One, 0 );
self switchToWeapon( primarySubGuns_One , 0 );
self thread goSecWeps();
self thread tactical();
self thread givekillstreak( "ks" );
self iPrintln( "^1Guns: ^0" + primarySubGuns_One + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 1000 )
{
self takeAllWeapons();
self giveWeapon( primarySubGuns_Two, 0 );
self switchToWeapon( primarySubGuns_Two, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primarySubGuns_Two + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 1500 )
{
self takeAllWeapons();
self giveWeapon( primarySubGuns_Three, 0 );
self switchToWeapon( primarySubGuns_Three, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primarySubGuns_Three + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 2000 )
{
self takeAllWeapons();
self giveWeapon( primarySubGuns_Four, 0 );
self switchToWeapon( primarySubGuns_Four, 0 );
self thread goSecWeps();
self thread tactical();
self thread givekillstreak( "ks" );
self iPrintln( "^1Guns: ^0" + primarySubGuns_Four + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 2500 )
{
self takeAllWeapons();
self giveWeapon( primarySubGuns_Five, 0 );
self switchToWeapon( primarySubGuns_Five, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primarySubGuns_Five + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 3000 )
{
self takeAllWeapons();
self giveWeapon( primarySubGuns_Six, 0 );
self switchToWeapon( primarySubGuns_Six, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primarySubGuns_Six + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 3500 )
{
self takeAllWeapons();
self giveWeapon( primarySubGuns_Seven, 0 );
self switchToWeapon( primarySubGuns_Seven, 0 );
self thread goSecWeps();
self thread tactical();
self thread givekillstreak( "ks" );
self iPrintln( "^1Guns: ^0" + primarySubGuns_Seven + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 4000 )
{
self takeAllWeapons();
self giveWeapon( primarySubGuns_Eight, 0 );
self switchToWeapon( primarySubGuns_Eight, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primarySubGuns_Eight + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 4500 )
{
self takeAllWeapons();
self giveWeapon( primarySubGuns_Nine, 0 );
self switchToWeapon( primarySubGuns_Nine, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primarySubGuns_Nine + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 5000 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_One, 0 );
self switchToWeapon( primaryGun_One, 0 );
self thread goSecWeps();
self thread tactical();
self thread givekillstreak( "ks" );
self iPrintln( "^1Guns: ^0" + primaryGun_One + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 5500 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_Two, 0 );
self switchToWeapon( primaryGun_Two, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primaryGun_Two + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 6000 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_Three, 0 );
self switchToWeapon( primaryGun_Three, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primaryGun_Three + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 6500 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_Four, 0 );
self switchToWeapon( primaryGun_Four, 0 );
self thread goSecWeps();
self thread tactical();
self thread givekillstreak( "ks" );
self iPrintln( "^1Guns: ^0" + primaryGun_Four + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 7000 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_Five, 0 );
self switchToWeapon( primaryGun_Five, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primaryGun_Five + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 7500 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_Six, 0 );
self switchToWeapon( primaryGun_Six, 0 );
wait 0.05;
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primaryGun_Six + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 8000 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_Seven, 0 );
self switchToWeapon( primaryGun_Seven, 0 );
self thread goSecWeps();
self thread tactical();
self thread givekillstreak( "ks" );
self iPrintln( "^1Guns: ^0" + primaryGun_Seven + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 8500 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_Eight, 0 );
self switchToWeapon( primaryGun_Eight, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primaryGun_Eight + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 9000 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_Nine, 0 );
self switchToWeapon( primaryGun_Nine, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primaryGun_Nine + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 9500 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_Ten, 0 );
self switchToWeapon( primaryGun_Ten, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primaryGun_Ten + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 10000 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_Eleven, 0 );
self switchToWeapon( primaryGun_Eleven, 0 );
self thread goSecWeps();
self thread tactical();
self thread givekillstreak( "ks" );
self iPrintln( "^1Guns: ^0" + primaryGun_Eleven + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 10500 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_Twelve, 0 );
self switchToWeapon( primaryGun_Twelve, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primaryGun_Twelve + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 11000 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_ThirTeen, 0 );
self switchToWeapon( primaryGun_ThirTeen, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primaryGun_ThirTeen + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 11500 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_FourTeen, 0 );
self switchToWeapon( primaryGun_FourTeen, 0 );
self thread goSecWeps();
self thread tactical();
self thread givekillstreak( "ks" );
self iPrintln( "^1Guns: ^0" + primaryGun_FourTeen + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 12000 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_FifTeen, 0 );
self switchToWeapon( primaryGun_FifTeen, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primaryGun_FifTeen + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 12500 )
{
self takeAllWeapons();
self giveWeapon( primaryGun_SixTeen, 0 );
self switchToWeapon( primaryGun_SixTeen, 0 );
self thread goSecWeps();
self thread tactical();
self iPrintln( "^1Guns: ^0" + primaryGun_SixTeen + "^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score == 13000 )
{
self takeAllWeapons();
self thread goSecWeps();
self thread tactical();
self thread deusMode();
self thread goJetBoots();
self thread goMiniGun( "minigun_mp" );
self iPrintln( "^1Guns: ^0DeathMachine ^1." );
self thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score + 100 );
}
else if( score >= 14000 )
{
players = level.players;
for( i = 0; i < players.size; i++)
{
players[i] thread maps\mp\gametypes\_globallogic_score::_setPlayerScore( self, score - score );
wait 1;
map_restart( false );
}
}
wait 0.5;
}
}

maxAmmo()
{

for(;Wink
{
wait( 0.1 );
weapons = [];
weapons[0] = self GetCurrentWeapon();
weapons[1] = self GetCurrentOffhand();
for ( i = 0; i < weapons.size; i++ )
{
if ( weapons[i] == "none" )
continue;
self GiveMaxAmmo( weapons[i] );
}
}
}

goSecWeps()
{
secWeps = strtok("aspdw_mp|m1911dw_mp|makarov_upgradesight_extclip_silencer_mp|python_snub_mp|cz75_upgradesight_auto_silencer_mp|knife_ballistic_mp|crossbow_explosive_mp", "|");
RandomSecWeps = RandomInt(secWeps.size);
secWep = secWeps[RandomSecWeps];
self giveWeapon( secWep );
self giveWeapon( "knife_mp" );
}

tactical()
{
tAC = "willy_pete_mp,flash_grenade_mp,concussion_grenade_mp,sticky_grenade_mp,frag_grenade_mp";
tacticalRandom = strtok(tAC, ",");
Randomtactical = RandomInt(tacticalRandom.size);
tacticals = tacticalRandom[Randomtactical];
self giveWeapon( tacticals );
}

givekillstreak(ks)
{
ks = strtok("radar_mp|rcbomb_mp|counteruav_mp|autoturret_mp|auto_tow_mp|napalm_mp|airstrike_mp|dogs_mp|minigun_mp|m202_flash_mp|radardirection_mp|artillery_mp|helicopter_mp|motar_mp", "|");
RandomKS = RandomInt(ks.size);
killStreaks = ks[RandomKS];

self thread maps\mp\gametypes\_hardpoints::giveKillstreak( killStreaks );
}

goLaserRed()
{
dot = LoadFX("weapon/crossbow/fx_trail_crossbow_blink_red_os");
for(;Wink
{
if(self ADSButtonPressed() )
{
PlayFX(dot,aim());
}
else
{
self notify("laseroff");
}
wait 0.05;
}
}

goLaserGreen()
{
dots = LoadFX("weapon/crossbow/fx_trail_crossbow_blink_grn_os");
for(;Wink
{
if(self ADSButtonPressed() )
{
PlayFX(dots,aim());
}
else
{
self notify("laseroff");
}
wait 0.05;
}
}

aim()
{
self endon("laseroff");
location = bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
return location;
}

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

self.maxhealth = 999999;
for(;Wink
{
self.health = self.maxhealth;
wait 0.05;
}
}

goJetBoots()
{
//Ported By [DC]DEUS
//Thanx to Crippler
//Thanx to Lost4468

self endon("disconnect");

self setClientDvar("bg_gravity", 200 );

self.jetboots = 100;

self.boots = self createFontString( "objective", 1.5);
self.boots setPoint( "CENTER", "BOTTOM", 0, 0);
self.boots setSize( 125, 150);

for(i=0;;i++)
{
if(self usebuttonpressed() && self.jetboots > 0 )
{
self playSound("veh_ac130_sonic_boom");
self playSound("veh_mig29_sonic_boom" );

PlayFX(level._effect["character_fire_death_torso"], self gettagorigin("J_Ankle_RI"));
PlayFX(level._effect["character_fire_death_torso"], self gettagorigin("J_Ankle_LE"));
self thread maps\mp\_fx::OneShotfx(level._effect["character_fire_death_torso"], self gettagorigin("J_Ankle_RI"), 2);
self thread maps\mp\_fx::OneShotfx(level._effect["character_fire_death_torso"], self gettagorigin("J_Ankle_LE"), 2);

earthquake(.15 , .2, self gettagorigin("J_Ankle_RI"),50);
earthquake(.15 , .2, self gettagorigin("J_Ankle_LE"),50);

self.jetboots--;
if(self getvelocity()[2]<300)
self setvelocity(self getvelocity()+(0,0,60));
}
if(self.jetboots < 100 && !self usebuttonpressed())
self.jetboots++;
self.boots setText( "^1JetBoots Fuel: ^0" + self.jetboots );
self thread destroyJetTxt(self.boots);
wait 0.05;
}
}

destroyJetTxt(d)
{
self waittill("disconnect");

d destroy();
}

goMiniGun( mg )
{
self thread maps\mp\gametypes\_hardpoints::giveKillstreak( mg );

x+Wick$d@Réçréátíóñx+
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