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Release Koils Random Scripts
#1
NO WALL BANG TAGS + CUSTOM HIT SOUND THRU WALLS

Code:
if ( iDamage > 1 ) { if ( iDamage > 99 ) { eAttacker thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( hasBodyArmor, sMeansOfDeath ); } else { start = eAttacker getTagOrigin("tag_eye"); end = self.origin + (0, 0, maps\mp\gametypes\_globallogic_utils::getHitLocHeight( sHitLoc )); if(bulletTracePassed(start, end, false, eAttacker)) { eAttacker thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( hasBodyArmor, sMeansOfDeath ); } if(bulletTracePassed(start, end, false, eAttacker) == false) { eAttacker playLocalSound( "prj_bullet_impact_ap_flesh" ); } if ( !isAlive( self ) ) { eAttacker thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( hasBodyArmor, sMeansOfDeath ); } }

Add to global logic player





Proper AWP Fix

Code:
doAwpFix() { while(1) { self waittill ( "weapon_fired" ); cww = self GetCurrentWeapon(); if ( cww == "l96a1_mp" || cww == "mosin_sp" ) { self allowADS(false); wait 0.8; self allowADS(true); } } }

self thread on player spawned



LIST ALIVE PLAYERS NAMES

Code:
listthem2() { wait 0.1; alist = self createFontString( "default", 1 ); alist setPoint( "TOP", "CENTER", 0, 105 ); dlist = self createFontString( "default", 1 ); dlist setPoint( "TOP", "CENTER", 0, 135 ); level.aliveDefendString = ""; level.aliveattackString = ""; alist setText(""); dlist setText(""); while(1) { wait 1; for(i=0;i<level.players.size;i++) { player = level.players[i]; //do attack if (IsAlive(player) && player.pers["team"] == game["attackers"]) { level.aliveDefendString += player.name; alist setText( level.aliveAttackString ); } else if (!IsAlive(player) && player.pers["team"] == game["attackers"]) { level.aliveDefendString += player.name; alist setText( level.aliveAttackString ); } //do defense else if (IsAlive(player) && player.pers["team"] == game["defenders"]) { level.aliveDefendString += player.name; dlist setText( level.aliveDefendString ); } else if (!IsAlive(player) && player.pers["team"] == game["defenders"]) { level.aliveDefendString += player.name; dlist setText( level.aliveDefendString ); } } level.aliveDefendString = ""; level.aliveattackString = ""; alist setText(""); dlist setText(""); } }

ADD TO ON PLAYER SPAWNED



LIMIT WEAPONS

Code:
scopecheck() { classUsers = 0; for( i = 0; i < level.players.size; i++ ) { if( self.pers["team"] == "spectator" ) continue; if( level.players[i].pers["team"] == "spectator" ) continue; if( self.pers["team"] != level.players[i].pers["team"] ) continue; if( self == level.players[i] ) continue; if( level.players[i].pers["mod_primary"] != "mosin_sp" && level.players[i].pers["mod_primary"] != "l96a1_mp" ) continue; classUsers++; } if ( level.gameType != "sd" ) return true; if( classUsers < level.weaponLimit["weapon_sniper"] ) return true; return false; }

THREAD TO CHECK ON MENU SELECT OF ITEM / ITEM HAND OUTS



GIVE CERTAIN GUNS A CERTAIN CLIP SIZE

Code:
goldammo() { self switchtoweapon( self.pers["mod_primary"] ); self setWeaponAmmoStock( self.pers["mod_primary"] , WeaponClipSize( self.pers["mod_primary"] ) * 4 ); }

SELF THREAD ON SPAWN - CHANGE THE SELF.PERS TO THE WEAPON NAME YOU WANT EXAMPLE "AK47_MP"



LIMIT ONE FLASH/SMOKE/NADE/KNIFE W/E

Code:
dooneflash() { self endon ( "disconnect" ); self endon ( "menuover" ); countflash = undefined; while(1) { wait 2; countflash = self getWeaponAmmoStock("flash_grenade_mp"); if ( countflash == 2 ) { self setWeaponAmmoClip("flash_grenade_mp", 1); } } }

SELF THREAD ON SPAWN




BLOCK OFF INVISIBLE RAILINGS

Code:
domaps() { if(getDvar("mapname") == "mp_hanoi") { /** Hanoi **/ object = spawn("script_model", (521, -1911, 64.125) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -42.777, 0); object = spawn("script_model", (488, -1947.7, 64.125) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -42.777, 0); object = spawn("script_model", (454.199, -1982.62, 64.125) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -42.777, 0); object = spawn("script_model", (420.198, -2015, 64.125) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -42.777, 0); object = spawn("script_model", (386.199, -2045, 64.125) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -42.777, 0); object = spawn("script_model", (320, -2035, 64.125) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -135.555, 0); object = spawn("script_model", (343, -2052, 64.125) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -135.555, 0); } if(getDvar("mapname") == "mp_duga") { /** Grid **/ object = spawn("script_model", (-1514.43, -4188.36, 134.607) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -92.6202, 0); object = spawn("script_model", (-1365, -4188.36, 36) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -92.6202, 0); object = spawn("script_model", (-1395, -4188.36, 50) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -92.6202, 0); object = spawn("script_model", (-1425, -4188.36, 64) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -92.6202, 0); object = spawn("script_model", (-1435, -4188.36, 78) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -92.6202, 0); object = spawn("script_model", (-1455, -4188.36, 92) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -92.6202, 0); object = spawn("script_model", (-1475, -4188.36, 106) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -92.6202, 0); object = spawn("script_model", (-1495.43, -4188.36, 120) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -92.6202, 0); } if(getDvar("mapname") == "mp_crisis") { /** Crisis **/ object = spawn("script_model", (-1710, 1595 ,198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1710, 1545 ,198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1710, 1495 ,198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1710, 1445 ,198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1710, 1395 ,198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1710, 1345 ,198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1710, 1295 ,198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1710, 1245 ,198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1710, 1195 ,198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1710, 1145 ,198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1710, 1646 ,198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1761, 1176, 64.125) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1761, 1187, 64.125) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1761, 1236, 64.125) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1761, 1279, 64.125) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1761, 1305, 64.125) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -179, 0); object = spawn("script_model", (-1675, 1678, 198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -88, 0); object = spawn("script_model", (-1628, 1678, 198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -88, 0); object = spawn("script_model", (-1675, 1104, 198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -88, 0); object = spawn("script_model", (-1628, 1104, 198) ); object setModel("p_glo_sandbags_lego_mdl_mp"); object.angles = (0, -88, 0); } }

DO ON LEVEL THREAD




RESPAWN A PLAYER

Code:
Respawn() { self thread maps\mp\gametypes\_globallogic_spawn::spawnPlayer(); }

SELF THREAD ON DEATH




PROPER SILENT FOOTSTEPS

Code:
doSilentFootSteps() { while( 1 ) { wait 0.05; if ( self GetStance() == "prone" || self GetStance() == "crouch" && self isonground() || self playerADS() && self isonground() ) { wait 0.15; self setPerk("specialty_quieter"); } else { self unsetPerk("specialty_quieter"); wait 0.15; } } }

SELF THREAD ON SPAWN



FASTER WEAPON RELOAD ON SPECIFIC GUN

Code:
dopython() { self endon( "death" ); self endon( "disconnect" ); for(;;) { currentweapon = self GetCurrentWeapon(); if ( currentweapon == "python_mp" && !self hasPerk( "specialty_fastreload" ) ) { self setPerk("specialty_fastreload"); } if (currentweapon != "python_mp" && self hasPerk( "specialty_fastreload" ) ) { self unsetPerk( "specialty_fastreload" ); } else { wait 0.15; } } }

SELF THREAD ON SPAWN




CHANGE INGAME CHAT POSITIONS

Code:
normalchat() { self setclientdvar( "cg_hudChatPosition", "5 200"); self setclientdvar( "cg_hudSayPosition", "5 180"); self setclientdvar( "cg_chatHeight", "4"); self setclientdvar( "cg_chatTime", "12000"); }

SELF THREAD WHEN EVER






WILL ADD MORE LATER, JUST SOME THINGS PPL MIGHT USE OR CAN LEARN OFF.
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#2
(09-07-2011, 03:04)koil Wrote: .....

and ofc while i'm writing this you change the post ._.

good code for those who will need it...

I HAZ TO FIX PART OF IT:

Code:
if ( iDamage > 1 ) { if ( iDamage > 99 ) eAttacker thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( hasBodyArmor, sMeansOfDeath ); else { start = eAttacker getTagOrigin("tag_eye"); end = self.origin + (0, 0, maps\mp\gametypes\_globallogic_utils::getHitLocHeight( sHitLoc )); result = bulletTracePassed(start, end, false, eAttacker); if(result) eAttacker thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( hasBodyArmor, sMeansOfDeath ); if(!result) eAttacker playLocalSound( "prj_bullet_impact_ap_flesh" ); if ( !isAlive( self ) ) eAttacker thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( hasBodyArmor, sMeansOfDeath ); } }

Nyan Cat
[Image: b_560_95_1.png]
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#3
eh, both work.. w/e.
Reply

#4
cool some of that looks like its from cmmod , and other mods from even cod4 days but other wise nice , keep up the mutuality Smile
Reply

#5
(09-07-2011, 04:26)sirmodsalot Wrote: cool some of that looks like its from cmmod , and other mods from even cod4 days but other wise nice , keep up the mutuality Smile

The only thing I used as a reference was xkmod for the awpfix, apart from that everything was written by me with out looking at cod4/cmmod that i posted there & getting help off itsmods.
Reply

#6
Simplefied awp fix

Code:
doAwpFix() { while(1) { self waittill ( "weapon_fired", weapon ); if ( weapon == "l96a1_mp" || weapon == "mosin_sp" ) { self allowADS(false); wait 0.8; self allowADS(true); } } }

also the Weaponlimit code is definitly a modified version of the mw2 promod weaponlimit code

http://pastebin.com/5tG9hUm6
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
[Release] Scroll menu

Reply

#7
the only thing the same is the classusers variable, lol... the mw2 code was no where near functioning on BO, was a good reference though which is why i said i learnt most of this from itsmods.
Reply



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