How to use mapedit?

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How to use mapedit?
how can i use mapedit bunkers without zombie mod or anything?
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
nice thank this lad
It dosent work, i get a script compile syntax error.
In the console it says cannot find playerdatamenu or something.

is there a fix?
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