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[Release] Koils Random Scripts - Printable Version +- ItsMods (https://www.itsmods.com) +-- Forum: Archive (https://www.itsmods.com/Forum-Archive.html) +--- Forum: Archive (https://www.itsmods.com/Forum-Archive--64.html) +--- Thread: [Release] Koils Random Scripts (/Thread-Release-Koils-Random-Scripts.html) |
Koils Random Scripts - koil - 09-07-2011 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. RE: No wall bang tags + custom impact sounds - Nukem - 09-07-2011 (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 );
}
}
RE: Koils Random Scripts - koil - 09-07-2011 eh, both work.. w/e. RE: Koils Random Scripts - sirmodsalot - 09-07-2011 cool some of that looks like its from cmmod , and other mods from even cod4 days but other wise nice , keep up the mutuality
RE: Koils Random Scripts - koil - 09-07-2011 (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 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. RE: Koils Random Scripts - iAegle - 09-07-2011 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 RE: Koils Random Scripts - koil - 09-08-2011 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. |