Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
init()
{
level thread DoBoxSpawner();
level thread boxSpawner();
level.weapons = [];
level.weapons[0] = "beretta_mp";
level.weapons[1] = "usp_mp";
level.weapons[2] = "deserteagle_mp";
level.weapons[3] = "deserteaglegold_mp";
level.weapons[4] = "coltanaconda_mp";
level.weapons[5] = "riotshield_mp";
level.weapons[6] = "glock_mp";
level.weapons[7] = "beretta393_mp";
level.weapons[8] = "mp5k_mp";
level.weapons[9] = "pp2000_mp";
level.weapons[10] = "uzi_mp";
level.weapons[11] = "p90_mp";
level.weapons[12] = "kriss_mp";
level.weapons[13] = "ump45_mp";
level.weapons[14] = "tmp_mp";
level.weapons[15] = "ak47_mp";
level.weapons[16] = "m16_mp";
level.weapons[17] = "m4_mp";
level.weapons[18] = "fn2000_mp";
level.weapons[19] = "masada_mp";
level.weapons[20] = "famas_mp";
level.weapons[21] = "fal_mp";
level.weapons[22] = "scar_mp";
level.weapons[23] = "tavor_mp";
level.weapons[24] = "m79_mp";
level.weapons[25] = "rpg_mp";
level.weapons[26] = "at4_mp";
level.weapons[27] = "stinger_mp";
level.weapons[28] = "javelin_mp";
level.weapons[29] = "barrett_mp";
level.weapons[30] = "wa2000_mp";
level.weapons[31] = "m21_mp";
level.weapons[32] = "cheytac_mp";
level.weapons[33] = "ranger_mp";
level.weapons[34] = "model1887_mp";
level.weapons[35] = "striker_mp";
level.weapons[36] = "aa12_mp";
level.weapons[37] = "m1014_mp";
level.weapons[38] = "spas12_mp";
level.weapons[39] = "rpd_mp";
level.weapons[40] = "sa80_mp";
level.weapons[41] = "mg4_mp";
level.weapons[42] = "m240_mp";
level.weapons[43] = "aug_mp";
level.weapons[44] = "m21_acog_mp";
level.weapons[45] = "pp2000_fmj_mp";
level.doCustomMap = 0;
level.doorwait = 0.3;
level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( level.elevator_model["enter"] );
precacheModel( level.elevator_model["exit"] );
wait 1;
if(getDvar("mapname") == "mp_afghan"){ /** Afghan **/
level thread Afghan();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_boneyard"){ /** Scrapyard **/
level thread Scrapyard();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_brecourt"){ /** Wasteland **/
level thread Wasteland();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_checkpoint"){ /** Karachi **/
level thread Karachi();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_derail"){ /** Derail **/
level thread Derail();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_estate"){ /** Estate **/
level thread Estate();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_favela"){ /** Favela **/
level thread Favela();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_highrise"){ /** HighRise **/
level thread HighRise();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_nightshift"){ /** Skidrow **/
level thread Skidrow();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_invasion"){ /** Invasion **/
level thread Invasion();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_quarry"){ /** Quarry **/
level thread Quarry();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_rundown"){ /** Rundown **/
level thread Rundown();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_rust"){ /** Rust **/
level thread Rust();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_subbase"){ /** SubBase **/
level thread SubBase();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_terminal"){ /** Terminal **/
level thread Terminal();
level.doCustomMap = 1;
}
if(getDvar("mapname") == "mp_underpass"){ /** Underpass **/
level thread Underpass();
level.doCustomMap = 1;
}
if(level.doCustomMap == 1){
level.gameState = "starting";
level thread CreateMapWait();
} else {
level.gameState = "starting";
wait 15;
level notify("CREATED");
}
}
CreateMapWait()
{
for(i = 10; i > 0; i--)
{
level.TimerText destroy();
level.TimerText = level createServerFontString( "objective", 1.5 );
level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
level.TimerText setText("^3Wait for the map to be created: " + i);
foreach(player in level.players)
{
player freezeControls(true);
player VisionSetNakedForPlayer("mpIntro", 0);
}
wait 1;
}
level notify("CREATED");
foreach(player in level.players)
{
player freezeControls(false);
player VisionSetNakedForPlayer(getDvar("mapname"), 0);
}
level.TimerText destroy();
}
CreateElevator(enter, exit, angle)
{
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}
CreateBlocks(pos, angle)
{
block = spawn("script_model", pos );
block setModel("com_plasticcase_friendly");
block.angles = angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateDoors(open, close, angle, size, height, hp, range)
{
offset = (((size / 2) - 0.5) * -1);
center = spawn("script_model", open );
for(j = 0; j < size; j++){
door = spawn("script_model", open + ((0, 30, 0) * offset));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + ((0, 30, 0) * offset) - ((70, 0, 0) * h));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
center thread DoorThink(open, close, hp);
center thread DoorUse(hp);
center thread ResetDoors(open, hp);
wait 0.01;
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * b)));
block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateGrids(corner1, corner2, angle)
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
}
}
center.angles = angle;
}
CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}
CreateCluster(amount, pos, radius)
{
for(i = 0; i < amount; i++)
{
half = radius / 2;
power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
block = spawn("script_model", pos + (0, 0, 1000) );
block setModel("com_plasticcase_friendly");
block.angles = (90, 0, 0);
block PhysicsLaunchServer((0, 0, 0), power);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
block thread ResetCluster(pos, radius);
wait 0.05;
}
}
ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 50){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}
DoorThink(open, close, hp)
{
while(1)
{
if(self.hp > 0 && self.state != "broken"){
self waittill ( "triggeruse" , player );
if(player.team == "allies"){
if(self.state == "open"){
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(open, level.doorwait);
wait level.doorwait;
self.state = "open";
continue;
}
}
if(player.team == "axis"){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("DOOR HIT: " + self.hp + "/" + hp);
wait 1;
continue;
}
}
} else if(self.hp == 0 && self.state != "broken"){
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
} else if(self.hp == 0 && self.state == "broken"){
self waittill ( "triggeruse" , player );
if(player.team == "allies"){
if(player.bounty >= (10 * hp))
{
player.bounty -= (10 * hp);
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
self.hp = hp;
continue;
player notify("CASH");
} else {
player iPrintlnBold("^1Not Enough ^3Cash");
}
}
}
}
}
DoorUse(hp, range)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "allies"){
if(self.state == "open"){
player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
}
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
}
if(self.state == "broken"){
player.hint = "Press ^3[{+activate}] ^7to ^2Fix ^7the door - ^2" + (10 * hp);
}
}
if(player.team == "axis"){
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.buttonPressed[ "+activate" ] == 1){
player.buttonPressed[ "+activate" ] = 0;
self notify( "triggeruse" , player);
}
}
}
wait .045;
}
}
ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
}
}
ResetCluster(pos, radius)
{
wait 5;
self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
level waittill("RESETCLUSTER");
self thread CreateCluster(1, pos, radius);
self delete();
}
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
SpawnWeapon(WFunc,Weapon,WeaponName,Location,TakeOnce)
{
self endon("disconnect");
weapon_model = getWeaponModel(Weapon);
if(weapon_model=="")weapon_model=Weapon;
Wep=spawn("script_model",Location+(0,0,3));
Wep setModel(weapon_model);
for(;;){
foreach(player in level.players){
Radius=distance(Location,player.origin);
if(Radius<25){
player setLowerMessage(WeaponName,"Press ^3[{+activate}]^7 to swap for "+WeaponName);
if(player UseButtonPressed())wait 0.1;
if(player UseButtonPressed()){
if(!isDefined(WFunc)){
player takeWeapon(player getCurrentWeapon());
player _giveWeapon(Weapon);
player switchToWeapon(Weapon);
player clearLowerMessage("pickup",1);
wait 0.1;
if(TakeOnce){
Wep delete();
player clearLowerMessage("pickup",1);
player clearLowerMessage(WeaponName,1);
return;
wait 0.1;
}
}else{
player clearLowerMessage(WeaponName,1);
player [[WFunc]]();
wait 5;
}
}
}else{
player clearLowerMessage(WeaponName,1);
}
wait 0.1;
}
wait 0.5;
}
}
AmmOMatic(pos, angle)
{
block = spawn("script_model", pos );
block setModel("com_plasticcase_beige_big");
block.angles = angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
invisblock = spawn("script_model", pos+(0,0,60));
invisblock Solid();
invisblock.angles = angle;
invisblock CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
block.headIcon = newHudElem();
block.headIcon.x = block.origin[0];
block.headIcon.y = block.origin[1];
block.headIcon.z = block.origin[2] + 50;
block.headIcon.alpha = 0.85;
block.headIcon setShader( "waypoint_ammo_friendly", 10,10 );
block.headIcon setWaypoint( true, true, false );
trigger = spawn( "trigger_radius", pos, 0, 50, 50 );
trigger.angles = angle;
trigger thread ammoThink(pos);
wait 0.01;
}
ammoThink(pos)
{
self endon("disconnect");
while(1)
{
self waittill( "trigger", player );
if(Distance(pos, Player.origin) <= 50){
Player setLowerMessage("activate", "Hold ^3[{+activate}]^7 for an Ammo Refill [^3500^7]" );}
if(Distance(pos, Player.origin) >50){
Player ClearLowerMessage("activate", 1);}
if(Distance(pos, Player.origin) <= 75 && player.cash >= 500 && player useButtonPressed())
{
player ClearLowerMessage("activate", 1);
player.cash -= 500;
player maps\mp\killstreaks\_airdrop::refillAmmo();
player playLocalSound( "ammo_crate_use" );
wait 1;
}
else if(Distance(pos, Player.origin) <= 75 && player.cash <= 500 && player useButtonPressed())
{
player iPrintln("You do not have enough points!");
wait 1;
}
wait .25;
}
}
RandomWeapon(pos, angle)
{
level.block = spawn("script_model", pos);
level.block setModel("com_plasticcase_beige_big");
level.block.angles = angle;
level.block Solid();
level.block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
invisblock = spawn("script_model", pos+(0,0,60));
invisblock Solid();
invisblock.angles = angle;
invisblock CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.block thread RandomWeaponThink(pos, angle);
level.trigger = spawn( "trigger_radius", pos, 0, 50, 50 );
level.trigger.angles = angle;
level.trigger thread RandomWeaponThink(pos, angle);
wait 0.01;
}
RandomWeaponThink(pos, angle)
{
self endon("disconnect");
level endon("endrandom");
while(1)
{
self waittill( "trigger", player );
if(Distance(pos, Player.origin) <= 75){
Player setLowerMessage("activate", "Hold ^3[{+activate}]^7 for a Random Weapon [^31000^7]" );}
if(Distance(pos, Player.origin) >50){
Player ClearLowerMessage("activate", 1);}
if(Distance(pos, Player.origin) <= 75 && player.cash >= 1000 && player useButtonPressed())
{
player ClearLowerMessage("activate", 1);
player.cash -= 1000;
player thread giveWeaponFunc(pos);
level.wep = spawn("script_model", pos+(0,5,0));
level.wep.angles = angle;
level.wep MoveTo(level.wep.origin+(0,0,50), 3);
while(1)
{
boxWeapon = level.weapons[RandomInt( level.weapons.size )];
level.wep setModel(GetWeaponModel(boxWeapon));
wait 0.13;
}
}
else if(Distance(pos, Player.origin) <= 75 && player.cash <= 1000 && player useButtonPressed())
{
player iPrintln("You do not have enough points!");
wait 1;
}
wait .25;
}
}
giveWeaponFunc(pos)
{
level endon("boxend");
wait 8;
level notify("endrandom");
boxWeapon = level.weapons[RandomInt( level.weapons.size )];
level.wep setModel(GetWeaponModel(boxWeapon));
wait 0.1;
while(1)
{
if(Distance(pos, self.origin) <= 75){
self setLowerMessage("trade", "Hold ^3[{+activate}]^7 to Trade Weapons" );
} else {
if(Distance(pos, self.origin) >50)
self ClearLowerMessage("trade", 1);}
if(Distance(pos, self.origin) <= 75 && self useButtonPressed())
{
self ClearLowerMessage("trade", 1);
self notify("newWeapon");
if(self.firstweapon == 0){
self takeWeapon(self getCurrentWeapon());}
wait 0.1;
self _giveWeapon(boxWeapon);
self switchToWeapon(boxWeapon);
self giveMaxAmmo(boxWeapon);
self.firstweapon = 0;
level.wep delete();
level notify("boxend");
}
wait 0.01;
}
}
DoBoxSpawner()
{
while(1)
{
level waittill("endrandom");
level waittill("boxend");
wait 2.5;
level.block delete();
level.trigger delete();
if(getDvar("mapname") == "mp_invasion"){
RandomWeapon((1237, -2074, 1431), (0, 90, 0));}
if(getDvar("mapname") == "mp_checkpoint"){
RandomWeapon((31, -609, 717), (0, 0, 0));}
if(getDvar("mapname") == "mp_quarry"){
RandomWeapon((-3578, 1495, 0), (0, 0, 0));}
wait 1;
}
}
boxSpawner()
{
wait 1;
iPrintLnBold("^3Random Weapon Box^7 spawned!");
level.block delete();
level.trigger delete();
if(getDvar("mapname") == "mp_invasion"){
RandomWeapon((1237, -2074, 1431), (0, 90, 0));}
if(getDvar("mapname") == "mp_checkpoint"){
RandomWeapon((31, -609, 717), (0, 0, 0));}
if(getDvar("mapname") == "mp_quarry"){
RandomWeapon((-3578, 1495, 0), (0, 0, 0));}
}
Afghan()
{
}
Derail()
{
}
Estate()
{
}
Favela()
{
}
HighRise()
{
}
Invasion()
{
}
Karachi()
{
}
Quarry()
{
}
Rundown()
{
}
Rust()
{
}
Scrapyard()
{
}
Skidrow()
{
}
SubBase()
{
}
Terminal()
{
}
Underpass()
{
}
Wasteland()
{
}
enjoy