Mystery box

Posts 1–6 of 6 · Page 1 of 1
Mystery box
YouTube - Black Ops Mystery Box

Code:
#include common_scripts\utility;

#include maps\mp\_airsupport;
#include maps\mp\_utility;

#include maps\mp\gametypes\_hud_util;



main()

{
}

init()
{
        thread onPlayerConnect();
        thread onPlayerConnected();
        level thread spawnBox();
}

onPlayerConnect()
{       
        for(;;)
        {
                level waittill( "connecting", player );

                player thread onPlayerSpawned();
                player thread onJoinedSpectators();
                player thread doVars();
        }
}

onPlayerConnected()
{       
        for(;;)
        {
                level waittill( "connected", player );

                player thread checkDistance();
        }
}

onPlayerSpawned()
{
        for(;;)
        {
                self waittill( "spawned_player" );
        
                self thread welcomeLoop();
        }
}

onJoinedSpectators()
{
        self endon( "disconnect" );
        
        for(;;)
        {
                self waittill( "joined_spectators" );
        }
}

welcomeLoop()
{
        self endon( "death" );
        
        while( 1 )
        {
                self iPrintlnBold( "WELCOME TO THE LOBBY" );
                wait 2;
                self iPrintlnBold( "GO TO THE MYSTERY BOX!!!!" );
                wait 2;
        }
}

spawnBox()
{
        level.mBox = spawn( "script_model", ( 695.165, 343.891, -35.8556 ) );
        level.mBox setModel( "mp_supplydrop_ally" );
        level.mBox.angles = ( 0, 285, 0 );
        level.mGun = spawn( "script_model", level.mBox.origin );
        level.mGun setModel( GetWeaponModel( "claymore_mp" ) );
        level.mGun.angles = level.mBox.angles + ( 0, 90, 0 );
        level.mGun hide();
}

doVars()
{
        setDvar( "scr_laststand_keep_weapons", 1 );
        setDvar( "scr_player_respawndelay", 5 );
        setDvar( "g_allow_teamchange", 0 );
        setDvar( "ui_allow_teamchange", 0 );
        self setClientDvar( "bg_fallDamageMinHeight", "9999" ); 
        self setClientDvar( "bg_fallDamageMaxHeight", "9999" );
        self setClientDvar( "ui_allow_teamchange", 0 );
        level.using = 0;
        self.usingg = 0;

        level.guns[0] = "aug_mp";
        level.guns[1] = "m16_mp";
        level.guns[2] = "spas_mp";
        level.guns[3] = "famas_mp";
        level.guns[4] = "rpk_mp";
        level.guns[5] = "rpg_mp";
        level.guns[6] = "m72_law_mp";
        level.guns[7] = "commando_mp";
        level.guns[8] = "python_mp";
        level.guns[9] = "ak74u_mp";
        level.guns[10] = "l96a1_mp";
        level.guns[11] = "fnfal_mp";
        level.guns[12] = "cz75_mp";
        level.guns[13] = "spectre_mp";
        level.guns[14] = "hk21_mp";
        level.guns[15] = "crossbow_explosive_mp";
        level.guns[16] = "knife_ballistic_mp";
        level.guns[17] = "m60_mp";
        level.guns[18] = "stoner63_mp";
}

checkDistance()
{       
        while( 1 )
        {
                wait .01;
        
                if( distance( self.origin, level.mBox.origin ) < 75 && level.using == 0 )
                {
                        self setLowerMessage( "Press [{+activate}] for Mystery Box" );
                        randWeap = randomInt( level.guns.size );
                        
                        for(;;)
                        {
                                if( self useButtonPressed() == true && level.using == 0 && distance( self.origin, level.mBox.origin ) < 75 )
                                {
                                        level.using = 1;
                                        self clearLowerMessage( 1.0 );
                                        level.mGun show();
                                        level.mGun moveTo( level.mBox.origin + ( 0, 0, 30 ), 1 );
                                        wait .2;
                                        for( i = 0; i < 14; i++ )
                                        {
                                                rander = randomInt( level.guns.size );
                                                level.mGun setModel( GetWeaponModel( level.guns[rander] ) );
                                                wait( 0.025 * i );
                                        }
                                        level.mGun setModel( GetWeaponModel( level.guns[randWeap] ) );
                                        wait .5;
                                        for( i = 0; i < 0.5; i += 0.01 )
                                        {
                                                self setLowerMessage( "Press [{+activate}] to Buy the Gun" );
        
                                                if( self useButtonPressed() == true && distance( self.origin, level.mBox.origin ) < 75 )
                                                {
                                                        self clearLowerMessage( 1.0 );
                                                        if( self GetWeaponsListPrimaries().size > 1 ) self takeWeapon( self getCurrentWeapon() );
                                                        self giveWeapon( level.guns[randWeap] );
                                                        self switchToWeapon( level.guns[randWeap] );
                                                        self giveMaxAmmo( level.guns[randWeap] );
                                                        i = 0.5;
                                                }
                                                else if( distance( self.origin, level.mBox.origin ) > 75 )
                                                {
                                                        self clearLowerMessage( 1.0 );
                                                }
                                                wait 0.01;
                                        }
                                        self clearLowerMessage( 1.0 );
                                        level.mGun moveTo( level.mBox.origin, 1 );
                                        wait 1;
                                        level.mGun hide();
                                        level.using = 0;
                                        break;
                                }
                                else if( distance( self.origin, level.mBox.origin ) > 75 )
                                {
                                        self clearLowerMessage( 1.0 );
                                        break;
                                }
                                wait 0.01;
                        }
                }
                else
                {
                        self clearLowerMessage( 1.0 );
                }
        }
        wait 0.01;
}
Credits:
TLPWNZER

//made for Wii, should work with the pc too. perhaps some little minor changes are needed
Looks good,.. For the wii lol
doesnt matter if its for ps3, eggsbox, wii or pc...code is 99% the same
lol wii hate the graphics
LOL i got this one for WII If you wanna play modded lobbys on wii pm me
winning
duh.
Posts 1–6 of 6 · Page 1 of 1

Post a Reply

Tags for this Thread

None

Need help?