❓ killstreaks

Posts 16–18 of 18 · Page 2 of 2
If u want that alpha zombies get killstreaks put it in alpha if u want it in both zombie put it in both threads..
Code:
doHUDControl()
{
	self endon("disconnect");
	self endon("death");
	while(1)
	{
		self.HintText setText(self.hint);
		self.hint = "";
		if(self.team == "allies"){
			switch(self.perkz["coldblooded"])
			{
				case 2:
					self.perkztext5 setText("Cold Blooded: Pro");
					self.perkztext5.glowColor = ( 0, 1, 5 );
					break;
				case 1:
					self.perkztext5 setText("Cold Blooded: Activated");
					self.perkztext5.glowColor = ( 0, 1, 7 );
					break;
				default:
					self.perkztext5 setText("Cold Blooded: Not Activated");
					self.perkztext5.glowColor = ( 1, 0, 8 );
					break;
			}
			if((self.menu == 1) || (self.menu == 2)){
				current = self getCurrentWeapon();
				if(self.menu == 1){
					if(self.attach["akimbo"] == 1){
						self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]);
					} else {
						self.option1 setText("Upgrade Unavailable");
					}
					if(self.attach["fmj"] == 1){
						self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]);
					} else {
						self.option2 setText("Upgrade Unavailable");
					}
					if(self.attach["eotech"] == 1){
						self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]);
					} else {
						self.option3 setText("Upgrade Unavailable");
					}
				}
				if(self.menu == 2){
					if(self.attach["silencer"] == 1){
						self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]);
					} else {
						self.option1 setText("Upgrade Unavailable");
					}
					if(self.attach["xmags"] == 1){
						self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]);
					} else {
						self.option2 setText("Upgrade Unavailable");
					}
					if(self.attach["rof"] == 1){
						self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]);
					} else {
						self.option3 setText("Upgrade Unavailable");
					}
				}
			} else if(self.menu == 3 || self.menu == 4){
				if(self.menu == 3){
					switch(self.perkz["steadyaim"])
					{
						case 0:
							self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["normal"]);
							break;
						case 1:
							self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["pro"]);
							break;
						case 2:
						default:
							self.option1 setText("Perk can not be upgraded");
							break;
					}
					switch(self.perkz["sleightofhand"])
					{
						case 0:
							self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["normal"]);
							break;
						case 1:
							self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["pro"]);
							break;
						case 2:
						default:
							self.option2 setText("Perk can not be upgraded");
							break;
					}
					switch(self.perkz["sitrep"])
					{
						case 0:
							self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]["normal"]);
							break;
						case 1:
							self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]["pro"]);
							break;
						case 2:
						default:
							self.option3 setText("Perk can not be upgraded");
							break;
					}
				}
				if(self.menu == 4){
					switch(self.perkz["stoppingpower"])
					{
						case 0:
							self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["normal"]);
							break;
						case 1:
							self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["pro"]);
							break;
						case 2:
						default:
							self.option1 setText("Perk can not be upgraded");
							break;
					}
					switch(self.perkz["coldblooded"])
					{
						case 0:
							self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["normal"]);
							break;
						case 1:
							self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["pro"]);
							break;
						case 2:
						default:
							self.option2 setText("Perk can not be upgraded");
							break;
					}
					self.option3 setText("");
				}
			} else {
				self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]);
				if(self.menu != 0){
					self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]);
				} else {
					self.option2 setText(level.humanM[self.menu][1][self.exTo]);
				}
				self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]);
			}
		}
		if(self.team == "axis"){
			switch(self.perkz["coldblooded"])
			{
				case 2:
					self.perkztext1 setText("Cold Blooded: Pro");
					self.perkztext1.glowColor = ( 0, 1, 5 );
					break;
				case 1:
					self.perkztext1 setText("Cold Blooded: Activated");
					self.perkztext1.glowColor = ( 0, 1, 4 );
					break;
				default:
					self.perkztext1 setText("Cold Blooded: Not Activated");
					self.perkztext1.glowColor = ( 1, 0, 7 );
					break;
			}
			self.perkztext5 setText("");
			if(self.menu == 1 || self.menu == 2){
				if(self.menu == 1){
					switch(self.perkz["coldblooded"])
					{
						case 0:
							self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]["normal"]);
							break;
						case 1:
							self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]["pro"]);
							break;
						case 2:
						default:
							self.option1 setText("Perk can not be upgraded");
							break;
					}
					switch(self.perkz["ninja"])
					{
						case 0:
							self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]["normal"]);
							break;
						case 1:
							self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]["pro"]);
							break;
						case 2:
						default:
							self.option2 setText("Perk can not be upgraded");
							break;
					}
					switch(self.perkz["lightweight"])
					{
						case 0:
							self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]["normal"]);
							break;
						case 1:
							self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]["pro"]);
							break;
						case 2:
						default:
							self.option3 setText("Perk can not be upgraded");
							break;
					}
				}
				if(self.menu == 2){
					switch(self.perkz["finalstand"])
					{
						case 0:
							self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]["normal"]);
							break;
						case 1:
						case 2:
						default:
							self.option1 setText("Perk can not be upgraded");
							break;
					}
					self.option2 setText("");
					self.option3 setText("");
				}
			} else {
				self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]);
				self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]);
				self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]);
			}
		}
		wait .5;
	}
}
Added [code] tags.
Posts 16–18 of 18 · Page 2 of 2
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