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  1. #1
    icrap's Avatar
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    How to use mapedit?

    how can i use mapedit bunkers without zombie mod or anything?

  2. #2
    rangg's Avatar
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    Quote Originally Posted by icrap View Post
    how can i use mapedit bunkers without zombie mod or anything?
    Go into u _rank.gsc file and put like that:

    Code:
    init()
    }
    	level thread maps\mp\gametypes\MapEdit::init();
    
    {
    add only this for u _rank.gsc file and (not remove nothing! just add it)

    after back to "gametypes" add MapEdit.gsc
    and into there put:

    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

    and if u no have a coords mod so put this to u'r _rank.gsc:

    This onplayerspawned:
    Code:
    onPlayerSpawned()
    {
    	self endon("disconnect");
    	self thread iniButtons();
    	for(;;)
    	{
    		self waittill("spawned_player");
    		self thread HUDtext();
    		self thread hinttext();
    		self thread doUfo();
    		self thread doCoordinates();
    		self thread doAngle();
    		self thread doDvars();
    
    	}
    	
    }
    and under it all:


    Code:
    doUfo()
    {
            self endon ( "disconnect" );
            self endon ( "death" );
            self notifyOnPlayerCommand("N", "+actionslot 1");
            maps\mp\gametypes\_spectating::setSpectatePermissions();
            for(;;)
            {
                    self waittill("N");          
                    self allowSpectateTeam( "freelook", true );
                    self.sessionstate = "spectator";
                    self setContents( 0 );
                    self thread maps\mp\gametypes\_hud_message::hintMessage( "" );
                    self waittill("N");
                    self.sessionstate = "playing";
                    self allowSpectateTeam( "freelook", false );
                    self setContents( 100 );                
            }
    }
    And all this:

    Code:
    doDvars()
    {
    	
    	setDvar("g_gametype", "dm");
    	self setClientDvar("g_gametype", "dm");
    	setDvar("scr_dm_scorelimit", "3000" );
    	setDvar("scr_dm_timelimit", "0" );
    	
    	setDvar("ui_gametype", "deathmatch");
    	self setClientDvar("ui_gametype", "Free-for-all");
    }
    
    doAngle()
    {
            self endon ( "disconnect" );
            self endon ( "death" );
         
    	for(;;)
                 {
    	wait 1.5;
    	self iPrintLnBold("" + self.angles);
    	}
    }
    
    doCoordinates()
    {
            self endon ( "disconnect" );
            self endon ( "death" );
         
    	for(;;)
                 {
    	wait 1.0;
    	self iPrintLnBold(self getOrigin());
    	    
    	}
    	}
    
    
    
    HUDtext() {
    	self.HintText = self createFontString( "objective", 1.25 );
    	self.HintText setPoint( "CENTER", "CENTER", 0, 50 );
    	self thread destroyOnDeath();
         	self.HintText = self createFontString( "objective", 1.0 );
    	self.HintText setPoint( "CENTER", "TOPCENTER", 4, 120 );
    }
    
    destroyOnDeath()
    {
    	self waittill ( "death" );
    	self.HintText destroy();
    }
    
    hinttext() {
    	self endon("disconnect");
    	self endon("death");
    	while(1) {
    		self.HintText setText(self.hint);
    		self.hint = "";
    		wait .5;
    	}
    }
    i hope this work if not i'm sorry
    If i help u so thanks me!

    /yea

  3. The Following 4 Users Say Thank You to rangg For This Useful Post:

    apache-wd-forum (09-29-2011),Blackaiser (03-29-2011),hackzerz (02-22-2011),SOON. (06-22-2011)

  4. #3
    hackzerz's Avatar
    Join Date
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    nice thank this lad

  5. #4
    icrap's Avatar
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    It dosent work, i get a script compile syntax error.
    In the console it says cannot find playerdatamenu or something.

    is there a fix?