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// All Out War 2 Class purchase scripts // Credit to VoltlocK for originally creating the engine // With modifications by Eruanna, Dusk and the Omega Team // You may use portions of this script in your project as long as you give credit where credit is // due. Please don't be lame and just copy-paste any of this and call it your own. Thanks! //---------------------------GUNMAN script 20 (int Team) { int cost = 0; int speed = 1.0; if (MitigateDoublePress()) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS01", cost)) terminate; TakeInventory("PurchaseToken",1); DisplayTick(); SpendCredits(Credits[PlayerNumber()+1], 0); SETFONT("BigFont"); HudMessage(s:"You are a \cfgunman!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); GiveInventory("HasClass",1); GiveInventory("NewClipAmmo",160); GiveInventory("Handgun",1); GiveInventory ("TimedC4", 1); GiveInventory ("TimedC4Count", 1); SetFragGrenades (1); GiveInventory("SubMachineGun",1); SetWeapon("SubMachineGun"); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_GUNMAN); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Gunman."); } //---------------------------ENGINEER script 21 (int Team) { int cost = 0; int speed = 0.8; if (MitigateDoublePress()) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS02", cost)) terminate; TakeInventory("PurchaseToken",1); DisplayTick(); SpendCredits(Credits[PlayerNumber()+1], 0); SETFONT("BigFont"); HudMessage(s:"You are an \cfEngineer!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); GiveInventory("HasClass",1); GiveInventory("NewClipAmmo",120); GiveInventory("Handgun",1); SetFragGrenades (1); GiveInventory ("EnhancedTimedC4",1); GiveInventory ("TimedC4",1); GiveInventory ("TimedC4Count",1); GiveInventory("RepairGun",1); SetWeapon("RepairGun"); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_ENGINEER); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Engineer."); } //---------------------------MINIGUNNER script 22 (int Team) { int cost = 400; int speed = 0.7; if (MitigateDoublePress()) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS03", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfMinigunner!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); SetFont ("SMALLFONT"); HudMessage(s:"Use \cfAlt-Fire\cd for \cjAnti-Mech attack\cd!"; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_GREEN, 0.5, 0.6, 3.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); GiveInventory("HasClass",1); GiveInventory("Refunds", cost/2); SetArmorGrade (1, ARMOD_NOCHANGE); GiveInventory("NewClipAmmo",90); GiveInventory("Handgun",1); GiveInventory("SubMachineGun",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); SetFragGrenades (2); GiveInventory("GatlingGun",1); GiveInventory("MachineGunAmmo",400); SetWeapon("GatlingGun"); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_MINIGUNNER); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes minigunner."); } //---------------------------TECHNICIAN script 23 (int Team) { int cost = 200; int speed = 0.8; if (MitigateDoublePress()) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS04", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfTechnician!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0, APROP_SPEED, 0.8); SetArmorGrade (1, ARMOD_NOCHANGE); GiveInventory("HasClass",1); GiveInventory("Refunds",cost/2); GiveInventory("NewClipAmmo",90); GiveInventory("Handgun",1); GiveInventory("EnhancedTimedC4",1); GiveInventory("TimedC4",2); GiveInventory("TimedC4Count",2); GiveInventory ("ProxyMine", 4); GiveInventory ("ProxyMineCount", 4); SetFragGrenades (2); GiveInventory("SubMachineGun",1); GiveInventory("RepairGunUpgrade",1); GiveInventory("RepairGun",1); SetWeapon("RepairGun"); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_TECHNICIAN); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Technician."); } //---------------------------FLAMER script 24 (int Team) { int cost = 450; int speed = 0.7; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS05", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], 450); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfFlamethrower!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (1, ARMOD_FIRE); GiveInventory("HasClass",1); GiveInventory("Refunds", cost/2); GiveInventory("NewClipAmmo",120); GiveInventory("Handgun",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); SetFragGrenades (2); GiveInventory("Flamer",1); GiveInventory("FlamerAmmo",400); GiveInventory("PhosphorusGrenadeAmmo",4); SetWeapon("Flamer"); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_FLAMER); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Flamethrower."); } //---------------------------RIFLEMAN script 25 (int Team) { int cost = 200; int speed = 0.9; if (MitigateDoublePress()) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS06", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfRifleman!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (1, ARMOD_NOCHANGE); GiveInventory("HasClass",1); GiveInventory("Refunds",cost/2); GiveInventory("NewClipAmmo", 90); GiveInventory("Handgun", 1); GiveInventory("TimedC4", 1); GiveInventory("TimedC4Count", 1); GiveInventory("FragGrenade", 1); GiveInventory("FragGrenadeAmmo", 1); ACS_ExecuteAlways(91, 0); GiveInventory("Rifle", 1); GiveInventory("RifleAmmo", 30); GiveInventory("RifleGrenadeAmmo", 4); SetWeapon("Rifle"); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_RIFLEMAN); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Rifleman."); } //---------------------------SUPPORT / MACHINE GUNNER script 26 (int Team) { int cost = 300; int speed = 0.9; if (MitigateDoublePress()) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS07", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are \cfMachine Gunner!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (1, ARMOD_NOCHANGE); GiveInventory("HasClass", 1); GiveInventory("Refunds", cost/2); GiveInventory("NewClipAmmo", 90); GiveInventory("Handgun", 1); GiveInventory("SubMachineGun", 1); GiveInventory("TimedC4", 1); GiveInventory("TimedC4Count", 1); GiveInventory("MachineGunAmmo", 160); GiveInventory("FragGrenade", 1); SetAmmoCapacity("FragGrenadeAmmo", 2); GiveInventory("FragGrenadeAmmo", 2); ACS_ExecuteAlways(91, 0); GiveInventory("MachineGun", 1); SetWeapon("MachineGun"); GiveInventory("SpawnInvulnerability", 1); GiveInventory ("ClassID", CLASS_MACHINEGUNNER); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes machine gunner."); } //---------------------------GRENADIER script 27 (int Team) { int cost = 550; int speed = 0.8; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS08", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfGrenadier!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (2, ARMOD_EXPLO); GiveInventory("HasClass",1); GiveInventory("Refunds", cost/2); GiveInventory("Handgun",1); GiveInventory("NewClipAmmo",60); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); GiveInventory("Rifle",1); GiveInventory("RifleAmmo",20); GiveInventory("RifleGrenadeAmmo",2); SetFragGrenades (4); GiveInventory("Grenade_Launcher",1); GiveInventory("GrenadeAmmo",40); SetWeapon("Grenade_Launcher"); ACS_ExecuteAlways(91,0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_GRENADIER); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Grenadier."); } //---------------------------ROCKET SOLDIER script 28 (int Team) { int cost = 500; int speed = 0.75; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS09", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfRocket Soldier!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (2, ARMOD_EXPLO); GiveInventory("HasClass",1); GiveInventory("Refunds", cost/2); GiveInventory("HighUpgrade",1); GiveInventory("NewClipAmmo",60); GiveInventory("Handgun",1); GiveInventory("EnhancedTimedC4",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); GiveInventory("Rifle",1); GiveInventory("RifleAmmo",20); GiveInventory("RifleGrenadeAmmo",2); GiveInventory("MissileAmmo",30); SetFragGrenades (2); GiveInventory("MissileLauncher",1); SetWeapon("MissileLauncher"); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_ROCKETEER); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Rocket Soldier."); ACS_ExecuteAlways (961, 0, Team); } //---------------------------STEALTH TROOPER script 29 (int Team) { int cost = 600; int speed = 0.95; if (MitigateDoublePress()) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS10", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfStealth Trooper!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); HudMessage(s:"Use Alt-Fire to toggle \ccStealth."; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_GREEN, 0.5, 0.5, 2.0, 1.0); //Set Statistics SetArmorGrade (-1, ARMOD_NOCHANGE); GiveInventory("HasClass",1); GiveInventory("Refunds", cost/2); SetActorProperty(0,APROP_SPEED,speed); SetActorProperty(0,APROP_DeathSound,"stealth/death"); GiveInventory("NewClipAmmo",60); GiveInventory("Handgun",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); GiveInventory("LaserRifleAmmo",200); GiveInventory("FragGrenade",1); GiveInventory("FragGrenadeAmmo",1); GiveInventory("StealthLaserRifle",1); GiveInventory("Knife",1); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_STEALTH); ACS_ExecuteAlways (961, 0, Team); // [Dusk] workaround for stealth knife sound.. delay (1); SetWeapon("StealthLaserRifle"); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes stealth trooper."); Delay(35*6); ActivatorSound("misc/stealth",255); } //---------------------------GAUSS GUNNER script 33 (int Team) { int cost = 600; int speed = 0.8; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS11", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfGauss Gunner!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); SetFont ("SMALLFONT"); HudMessage(s:"Use \cfAlt-Fire\cd for \cjAnti-Mech attack\cd!"; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_GREEN, 0.5, 0.6, 3.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (2, ARMOD_LASER); GiveInventory("HasClass", 1); GiveInventory("Refunds", cost/2); GiveInventory("NewClipAmmo",60); GiveInventory("Handgun",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); GiveInventory("Rifle",1); GiveInventory("RifleAmmo",40); GiveInventory("RifleGrenadeAmmo",0); GiveInventory("GaussRifleAmmo",50); GiveInventory("FragGrenade",1); SetAmmoCapacity("FragGrenadeAmmo",2); GiveInventory("FragGrenadeAmmo",2); GiveInventory("GaussRifle",1); SetWeapon("GaussRifle"); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_GAUSSGUNNER); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes gauss gunner."); } //---------------------------CHEM WARRIOR script 34 (int Team) { int cost = 550; int speed = 0.7; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS12", cost)) terminate; if (!CheckCredits(cost)) terminate; GiveInventory("HasClass",1); GiveInventory("Refunds",275); TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfChem Warrior!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (2, ARMOD_CHEM); GiveInventory("NewClipAmmo",90); GiveInventory("Handgun",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); GiveInventory("SubMachineGun",1); GiveInventory("ChemicalAmmo",200); GiveInventory("ChemicalGrenadeAmmo",4); GiveInventory("FragGrenade",1); SetAmmoCapacity("FragGrenadeAmmo",2); GiveInventory("FragGrenadeAmmo",2); ACS_ExecuteAlways (91,0); GiveInventory("ChemicalSprayer",1); SetWeapon("ChemicalSprayer"); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_CHEMWARRIOR); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Chem warrior."); Delay(35*6); ActivatorSound("misc/chem",255); } //---------------------------SHOCK TROOPER script 35 (int Team) { int cost = 600; int speed = 0.7; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!CheckPlant(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS13", cost)) terminate; if (!CheckCredits(cost)) terminate; GiveInventory("HasClass",1); GiveInventory("Refunds",300); TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfShock Trooper!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (2, ARMOD_LASER); GiveInventory("NewClipAmmo",60); GiveInventory("Handgun",1); GiveInventory("SubMachineGun",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); GiveInventory("FragGrenade",1); SetAmmoCapacity("FragGrenadeAmmo",2); GiveInventory("FragGrenadeAmmo",2); GiveInventory("ShockRifle",1); GiveInventory("GeneporiumCharge",400); SetWeapon("ShockRifle"); //Check for RANK to give awards ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_SHOCKTROOPER); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Shock Trooper."); Delay(35*6); ActivatorSound("misc/volt", 255); } //---------------------------COMMANDO script 36 (int Team) { int cost = 1000; int speed = 0.85; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!CheckPlant(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS14", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are the \cfCommando!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); SETFONT ("SMALLFONT"); if(Team == 0) HudMessageBold (s:"\cGWarning: \cARed\cJ Commando in-field!"; HUDMSG_FADEOUT, 15000, CR_WHITE, INTEL_XPOS, INTEL_YPOS, 2.0, 1.0); else HudMessageBold (s:"\cGWarning: \cNBlue\cJ Commando in-field!"; HUDMSG_FADEOUT, 15000, CR_WHITE, INTEL_XPOS, INTEL_YPOS, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); GiveInventory("HasClass",1); CheckAndRemove ("HasArmorUpgrade"); GiveInventory ("HighUpgrade", 1); GiveInventory("IsCommando",1); GiveInventory("Refunds",cost/2); SetArmorGrade (2, ARMOD_NOCHANGE); GiveInventory("NewClipAmmo",120); GiveInventory("Handgun",1); GiveInventory("EnhancedTimedC4",1); GiveInventory("TimedC4", 2); GiveInventory("TimedC4Count", 2); GiveInventory("MissileLauncher",1); GiveInventory("MissileAmmo",15); GiveInventory("GatlingGun",1); GiveInventory("MachineGunAmmo",200); GiveInventory("Rifle",1); GiveInventory("RifleAmmo",20); GiveInventory("RifleGrenadeAmmo",4); GiveInventory("GaussRifle",1); GiveInventory("GaussRifleAmmo",15); SetFragGrenades (4); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_COMMANDO); ACS_ExecuteAlways(91,0,0,0,0); SetWeapon("GaussRifle"); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Commando."); Delay(35*6); ActivatorSound("misc/commando",255); } //---------------------------PLASMA CANNON script 37 (int Team) { int cost = 1500; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!CheckPlant(Team)) terminate; if (!CheckPlasmaCooldown()) terminate; if(CheckInventory("PlasmaCannon")) { DisplayCross(); SETFONT("BigFont"); HudMessage(s:"You already have a \cnPlasma Cannon\cr!"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } if (NumPlasmaCannons[Team] >= MaxCannonsPerTeam && MaxCannonsPerTeam != -1) { DisplayCross(); SETFONT("BigFont"); HudMessage(s:"Your team already has too many of those!"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } if (Timer() < CannonPurchaseDelay) { DisplayCross(); SETFONT("BigFont"); //int mins = (CannonPurchaseDelay - Timer())/(35*60); //int secs = 59 - (Timer()/35)%60; HudMessage(s:"You must wait \cF", d:(CannonPurchaseDelay - Timer()) / 60, s:" seconds\nbefore you can get one of these!"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } if (!IsSecondPress("WEAP01", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); LastPurchasedCannon[PlayerNumber()+1] = Timer(); NumPlasmaCannons[Team]++; DisplayTick(); SetFont ("BIGFONT"); HudMessage(s:"You got \cnPlasma Cannon!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); SetFont ("SMALLFONT"); if(Team == 0) HudMessageBold (s:"\cGWarning: \cARed\cJ player has \cNPlasma Cannon!"; HUDMSG_FADEOUT, 15000, CR_WHITE, INTEL_XPOS, INTEL_YPOS, 2.0, 1.0); else HudMessageBold (s:"\cGWarning: \cNBlue\cJ player has \cNPlasma Cannon!"; HUDMSG_FADEOUT, 15000, CR_WHITE, INTEL_XPOS, INTEL_YPOS, 2.0, 1.0); GiveInventory("PlasmaCannon",1); GiveInventory("PlasmaCannonAmmo",10); SetWeapon("PlasmaCannon"); Log(n:0, s:" purchases Plasma Cannon."); RecountPlasma(); } //---------------------------SHOTGUNNER script 38 (int Team) { int cost = 0; int speed = 0.8; if (MitigateDoublePress()) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS15", cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], 0); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfshotgunner!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); GiveInventory("HasClass",1); GiveInventory("NewClipAmmo",60); GiveInventory("Handgun",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); GiveInventory("ShotgunAmmo",50); SetFragGrenades (1); ACS_ExecuteAlways(91, 0); GiveInventory("Boomstick",1); SetWeapon("Boomstick"); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_SHOTGUNNER); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Shotgunner."); } //---------------------------SUICIDE BOMBER script 62 (int Team) { int cost = 1750; int speed = 1.0; if (MitigateDoublePress()) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS16", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken", 1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cFSuicide Bomber!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); HudMessage(s:"Use the switch to explode violently."; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_GREEN, 0.5, 0.5, 2.0, 1.0); SetFont ("SMALLFONT"); if(Team == 0) HudMessageBold (s:"\cGWarning: \cARed\cJ Suicide Bomber in-field!"; HUDMSG_FADEOUT, 15000, CR_WHITE, INTEL_XPOS, INTEL_YPOS, 2.0, 1.0); else HudMessageBold (s:"\cGWarning: \cNBlue\cJ Suicide Bomber in-field!"; HUDMSG_FADEOUT, 15000, CR_WHITE, INTEL_XPOS, INTEL_YPOS, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); GiveInventory("HasClass", 1); GiveInventory("HighUpgrade", 1); GiveInventory("Refunds",cost/2); GiveInventory("BombPack",1); SetWeapon("BombPack"); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_SUICIDEBOMBER); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" goes nuts and becomes Suicide Bomber."); // [Dusk] after two seconds, call SetWeapon() again. Lagged users with Commando // rank may not be able to get it on the first SetWeapon(). delay(35*2); SetWeapon("BombPack"); delay(35*4); ActivatorSound("misc/commando",255); } //---------------------------SNIPER script 40 (int Team) { int cost = 750; int speed = 0.675; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!CheckPlant(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS17", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken", 1); SpendCredits(Credits[PlayerNumber()+1], 750); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfSniper!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (1, ARMOD_NOCHANGE); GiveInventory("HasClass", 1); GiveInventory("IsSniper", 500); GiveInventory("Refunds", cost/2); GiveInventory("NewClipAmmo",60); GiveInventory("Handgun",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); GiveInventory("SniperAmmo",50); SetFragGrenades (2); //Check for RANK to give awards ACS_ExecuteAlways(91,0,0,0,0); GiveInventory("SniperRifle",1); SetWeapon("SniperRifle"); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_SNIPER); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Sniper."); Delay(35*6); ActivatorSound("misc/sniper",255); } //---------------------------UTILITY GUY script 41 (int Team) { int cost = 650; int speed = 0.75; if (MitigateDoublePress()) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS18", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken", 1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are an \cfUtility Guy!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); HudMessage(s:"Use \cFAlt-Fire\cD for \cNitem selection menu!"; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_GREEN, 0.5, 0.5, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (2, ARMOD_NOCHANGE); GiveInventory("HasClass", 1); GiveInventory("Refunds", cost/2); GiveInventory("HighUpgrade",1); GiveInventory("NewClipAmmo",60); GiveInventory("Handgun",1); GiveInventory("EnhancedTimedC4",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); GiveInventory("RepairGun",1); SetFragGrenades (2); GiveInventory("UtilityGun", 1); GiveInventory("Utility_Ammo", 75); //Check for RANK to give awards ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_UTILITYGUY); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Utility Guy."); delay (35); SetWeapon("UtilityGun"); } //---------------------------DEMO EXPERT script 42 (int Team) { int cost = 550; int speed = 0.75; if (MitigateDoublePress()) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS19", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken", 1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfDemolitions Expert!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetArmorGrade (2, ARMOD_EXPLO); SetActorProperty(0,APROP_SPEED,speed); GiveInventory("HighUpgrade",1); GiveInventory("NewClipAmmo",60); GiveInventory("Handgun",1); GiveInventory("HasClass", 1); GiveInventory("Refunds", 275); GiveInventory ("EnhancedTimedC4", 1); GiveInventory ("TimedC4", 4); GiveInventory ("TimedC4Count", 4); GiveInventory ("ProxyMine", 6); GiveInventory ("ProxyMineCount", 6); GiveInventory ("RemoteC4", 1); GiveInventory ("RemoteC4Ammo", 5); GiveInventory("Boomstick",1); GiveInventory("ShotgunAmmo",50); SetFragGrenades (4); GiveInventory("BombSquadGun",1); SetWeapon("BombSquadGun"); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_DEMOEXPERT); //Check for RANK to give awards ACS_ExecuteAlways(91, 0); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Demo Expert."); } // FIELD MEDIC script 43 (int Team) { int cost = 300; int speed = 0.85; if (MitigateDoublePress()) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS20", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfField Medic!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); HudMessage(s:"Your regeneration will be carried to mechs."; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_GREEN, 0.5, 0.5, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (2, ARMOD_CHEM); GiveInventory("HasClass",1); GiveInventory ("ClassID", CLASS_MEDIC); GiveInventory("Refunds", cost/2); GiveInventory("IsMedic",1); GiveInventory("NewClipAmmo",60); GiveInventory("Handgun",1); GiveInventory ("HealingRadiusItem", 1); GiveInventory ("HealingRadiusCount", 1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); GiveInventory("Boomstick",1); GiveInventory("ShotgunAmmo",50); SetFragGrenades (2); ACS_ExecuteAlways(91, 0); GiveInventory("HealGun",1); SetWeapon("HealGun"); GiveInventory("SpawnInvulnerability",1); // Medic regeneration ACS_ExecuteAlways(352, 0); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Medic."); } //---------------------------LASER CHAINGUNNER script 44 (int Team) { int cost = 650; int speed = 0.75; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!CheckPlant(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS21", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfLaser Chaingunner!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (2, ARMOD_LASER); GiveInventory("HasClass",1); GiveInventory("Refunds",cost/2); GiveInventory("HighUpgrade",1); GiveInventory("NewClipAmmo",60); GiveInventory("Handgun",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); SetFragGrenades (2); GiveInventory("LaserChaingun",1); GiveInventory("LaserChaingunAmmo",400); SetWeapon("LaserChaingun"); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_LASERCHAINGUNNER); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Laser Chaingunner."); } //---------------------------T-E 21cal RIFLE script 49 (int Team) { int cost = 300; if (MitigateDoublePress()) terminate; if (CheckInventory("TiberiumAutorifleWeak") || CheckInventory("TiberiumAutorifle")) { DisplayCross(); SETFONT("BigFont"); HudMessage(s:"You already have a \cdTiberium Autorifle!"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } if (!IsSecondPress("WEAP02", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], 300); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You got the \cqTiberium Autorifle!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); // GiveInventory("Refunds", 100); GiveInventory("TiberiumAutorifleWeak", 1); GiveInventory("TE21CalAmmo", 200); SetWeapon("TiberiumAutorifleWeak"); Log(n:0, s:" purchases Tiberium Autorifle."); } //---------------------------CHAINSAW (was flashbangs) script 50 (int Team) { int cost = 250; if (MitigateDoublePress()) terminate; if (CheckInventory("EagerBeaver")) { DisplayCross (); SetFont ("BIGFONT"); HudMessage (s:"You already have the \cfChainsaw!"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } if (!IsSecondPress("WEAP03", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory ("PurchaseToken", 1); SpendCredits (Credits[PlayerNumber()+1], cost); DisplayTick (); SetFont ("BIGFONT"); HudMessage(s:"You got the \cfChainsaw!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); HudMessage(s:"Use Alt-Fire to throw the chainsaw!"; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_GREEN, 0.5, 0.5, 2.0, 1.0); GiveInventory ("EagerBeaver", 1); SetWeapon ("EagerBeaver"); Log (n:0, s:" purchases Chainsaw."); } // ARTILLERY CANNON script 51 (int Team) { int cost = 550; if (MitigateDoublePress()) terminate; if(CheckInventory("ArtilleryCannon")) { DisplayCross(); SETFONT("BigFont"); HudMessage(s:"You already have an \cKArtillery Cannon!"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } if (!IsSecondPress("WEAP04", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You got the \ckArtillery Cannon!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); HudMessage(s:"Use Alt-Fire for \cFAnti-Mech shells!"; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_GREEN, 0.5, 0.5, 2.0, 1.0); // GiveInventory("Refunds", 200); GiveInventory ("ArtilleryCannon", 1); GiveInventory ("ArtilleryShellAmmo", 40); SetWeapon ("ArtilleryCannon"); Log(n:0, s:" purchases artillery cannon."); } //---------------------------JUMPJET script 52 (int Team) { int cost = 600; int speed = 0.65; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS23", cost)) terminate; if (!CheckCredits(cost)) terminate; GiveInventory("HasClass",1); GiveInventory("Refunds", cost/2); TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfJumpJet Infantry!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); HudMessage(s:"Use Alt-Fire to activate JumpJet"; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_GREEN, 0.5, 0.5, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (2, ARMOD_NOCHANGE); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); GiveInventory("NewClipAmmo",90); GiveInventory("Handgun",1); SetFragGrenades (2); GiveInventory("MachineGunAmmo",400); GiveInventory("JumpJetFuel",100); GiveInventory("JumpJetGatlingGun",1); SetWeapon("JumpJetGatlingGun"); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_JUMPJET); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes jumpjet infantry."); } //---------------------------TIBERIUM AUTORIFLEMAN script 53 (int Team) { int cost = 400; int speed = 0.8; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS24", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfTiberium Autorifleman!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (1, ARMOD_CHEM); GiveInventory("HasClass",1); GiveInventory("Refunds",cost/2); GiveInventory("NewClipAmmo",90); GiveInventory("Handgun",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); GiveInventory("TE21CalAmmo",200); SetFragGrenades (2); GiveInventory("TiberiumAutorifle",1); SetWeapon("TiberiumAutorifle"); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_TIBRIFLE); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Tiberium autorifleman."); } //---------------------------DOUBLE SHOTGUNNER script 54 (int Team) { int cost = 200; int speed = 0.8; if (MitigateDoublePress()) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS25", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfSuper Shotgunner!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (1, ARMOD_NOCHANGE); GiveInventory("HasClass",1); GiveInventory("Refunds",cost/2); GiveInventory("NewClipAmmo",90); GiveInventory("Handgun",1); GiveInventory("ShotgunAmmo",50); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); SetFragGrenades (1); ACS_ExecuteAlways(91, 0); GiveInventory("DoubleShotgun",1); SetWeapon("DoubleShotgun"); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_DOUBLESHOTGUNNER); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes super shotgunner."); } //-------------------- BLUE TEAM SUPERWEAPON //---------------------------ION CANNON BEACON script 55 (int Team) { if (PlayerTeam() == TEAM_RED) { // [Dusk] this message should never be displayed in casual games DisplayCross(); SETFONT("BigFont"); HudMessage(s:"What the \cRfuck\c- are you doing here?"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } int cost = 1750; if (MitigateDoublePress()) terminate; if(CheckInventory("IonCannonBeacon")) { DisplayCross(); SETFONT("BigFont"); HudMessage(s:"You already have the \cnIon Cannon Beacon\cr!"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } BlueBeaconTime=BeaconPurchaseDelay-(Timer()-LastPurchasedBeacon[1])/35; if (BlueBeaconTime <= 0) BlueBeaconCooldown = false; else BlueBeaconCooldown = true; if(BlueBeaconCooldown) { int mins = BlueBeaconTime/60 - Timer()/(35*60); int secs = 59 - (Timer()/35)%60; DisplayCross(); SETFONT("BigFont"); HudMessage(s:"You must wait \cF", d:BlueBeaconTime, s:" seconds\nbefore you can get one of these!"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } if (!IsSecondPress("WEAP05", cost)) terminate; if (!CheckCredits(cost)) terminate; LastPurchasedBeacon[1] = Timer(); TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], 1750); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You got the \cnIon Cannon Beacon!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_WHITE, 0.5, 0.45, 2.0, 1.0); SetFont ("SMALLFONT"); HudMessage(s:"Place this in front of an \cAenemy MCT\cJ and guard"; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_WHITE, 0.5, 0.6, 5.0, 1.0); HudMessage(s:"it for \cU60 seconds\cJ for \cKcertain destruction!"; HUDMSG_FADEOUT, 1880+PlayerNumber(), CR_WHITE, 0.5, 0.625, 5.0, 1.0); HudMessageBold (s:"\cGWarning: \cNBlue\cJ player has \cNIon Cannon Beacon!!"; HUDMSG_FADEOUT, 15000, CR_WHITE, INTEL_XPOS, INTEL_YPOS, 2.0, 1.0); GiveInventory("IonCannonBeacon",1); SetWeapon("IonCannonBeacon"); BlueBeaconCooldown = True; Log(n:0, s:" purchases Ion Cannon Beacon."); } //-------------------- RED TEAM SUPERWEAPON //---------------------------NUCLEAR STRIKE BEACON script 56 (int Team) { if (PlayerTeam() == TEAM_BLUE) { // [Dusk] this message should never be displayed in casual games DisplayCross(); SETFONT("BigFont"); HudMessage(s:"What the fuck are you doing here?"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } int cost = 1750; if ( MitigateDoublePress() ) terminate; RedBeaconCooldown = true; RedBeaconTime = BeaconPurchaseDelay-(Timer()-LastPurchasedBeacon[2])/35; if (RedBeaconTime <= 0) RedBeaconCooldown = false; if(CheckInventory("NuclearStrikeBeacon")) { DisplayCross(); SETFONT("BigFont"); HudMessage(s:"You already have the \ckNuclear Strike Beacon\cr!"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } if(RedBeaconCooldown) { DisplayCross(); SETFONT("BigFont"); HudMessage(s:"You must wait \cF", d:RedBeaconTime, s:" seconds\nbefore you can get one of these!"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } if (!IsSecondPress("WEAP06", cost)) terminate; if (!CheckCredits(cost)) terminate; LastPurchasedBeacon[2] = Timer(); TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], 1750); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You got the \cANuclear Strike Beacon!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_WHITE, 0.5, 0.45, 2.0, 1.0); SetFont ("SMALLFONT"); HudMessage(s:"Place this in front of an \cAenemy MCT\cJ and guard"; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_WHITE, 0.5, 0.6, 5.0, 1.0); HudMessage(s:"it for \cU60 seconds\cJ for \cKcertain destruction!"; HUDMSG_FADEOUT, 1880+PlayerNumber(), CR_WHITE, 0.5, 0.625, 5.0, 1.0); HudMessageBold (s:"\cGWarning: \cARed\cJ player has \cANuclear Strike Beacon!!"; HUDMSG_FADEOUT, 15000, CR_WHITE, INTEL_XPOS, INTEL_YPOS, 2.0, 1.0); GiveInventory ("NuclearStrikeBeacon", 1); SetWeapon ("NuclearStrikeBeacon"); RedBeaconCooldown = True; Log(n:0, s:" purchases Nuclear Strike Beacon."); } //---------------------------ARMOUR/DAMAGE UPGRADE script 57 (int Team) { int cost = 250; if (MitigateDoublePress()) terminate; if (CheckInventory ("IsCommando")) { DisplayCross(); SETFONT("BigFont"); HudMessage (s:"no u :I"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } if(CheckInventory("HasArmorUpgrade")) { DisplayCross(); SETFONT("BigFont"); HudMessage (s:"You already have this \ccupgrade!"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); terminate; } if (!IsSecondPress("UPGR01", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You got the \ckarmor upgrade!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); HudMessage(s:"You can no longer pilot mechs."; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_GREEN, 0.5, 0.5, 2.0, 1.0); GiveInventory("Refunds", 200); GiveInventory("HasArmorUpgrade", 1); GiveInventory("HighUpgrade", 1); SetArmorGrade (1, AGF_ADDITIVE); Log(n:0, s:" purchases armour/damage upgrade."); } //---------------------------PLASMA GUNNER script 60 (int Team) { int cost = 800; int speed = 0.7; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!CheckPlant(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS26", cost)) terminate; if (!CheckCredits(cost)) terminate; GiveInventory("HasClass",1); GiveInventory("Refunds", cost/2); TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], 800); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfPlasma Gunner!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (2, ARMOD_LASER); GiveInventory("HighUpgrade",1); GiveInventory("NewClipAmmo",90); GiveInventory("Handgun",1); GiveInventory("PlasmaRifleAmmo",200); GiveInventory("EnhancedTimedC4",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); SetFragGrenades (2); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_PLASMAGUNNER); GiveInventory("PlasmaGun",1); SetWeapon("PlasmaGun"); ACS_ExecuteAlways(91, 0); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Plasma Gunner."); } // ARTILLERY SOLDIER script 61 (int Team) { int cost = 600; int speed = 0.7; if (MitigateDoublePress()) terminate; if (!CheckBarracks(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS27", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are an \cfArtillery Soldier!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); HudMessage(s:"Use Alt-Fire for \cFAnti-Mech shells!"; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_GREEN, 0.5, 0.5, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (2, ARMOD_EXPLO); GiveInventory("HasClass",1); GiveInventory("Refunds",cost/2); GiveInventory("IsArtillerySoldier",1); GiveInventory("HighUpgrade",1); GiveInventory("NewClipAmmo",60); GiveInventory("Handgun",1); GiveInventory("EnhancedTimedC4",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); GiveInventory("Rifle",1); GiveInventory("RifleAmmo",20); GiveInventory("RifleGrenadeAmmo",2); GiveInventory("ArtilleryShellAmmo",30); SetFragGrenades (2); GiveInventory("ArtilleryCannon",1); SetWeapon("ArtilleryCannon"); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_ARTILLERY); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes artillery soldier."); } //---------------------------TIME COP script 39 (int Team) { int cost = 2000; int speed = 0.9; if (MitigateDoublePress()) terminate; if (!CheckBarracks(team)) terminate; if (!CheckPlant(team)) terminate; if (MaxTimeCopsPerTeam > 0 && NumTimeCops[team] >= MaxTimeCopsPerTeam) { DisplayCross(); SETFONT("BigFont"); if (MaxTimeCopsPerTeam == 1) { HudMessage(s:"You already have a time cop in-field!"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); } else { HudMessage(s:"You already have ", d:NumTimeCops[team], s:" time cops in-field!"; HUDMSG_FADEOUT, 240+PlayerNumber(), CR_RED, 0.5, 0.45, 2.0, 1.0); } if (GetLevelInfo (LEVELINFO_LEVELNUM) == 20) ThrustThing((VectorAngle(GetActorVelX(0), GetActorVelY(0)) >> 8) + 128, 25, 0, 0); terminate; } if (!IsResigned()) terminate; if (!IsSecondPress("CLSS29", cost)) terminate; if (!CheckCredits(cost)) terminate; TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], cost); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are the \cFTime Cop!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.45, 2.0, 1.0); SETFONT ("SMALLFONT"); if(Team == 0) HudMessageBold (s:"\cGWarning: \cARed\cJ TIME COP in-field!"; HUDMSG_FADEOUT, 15000, CR_WHITE, INTEL_XPOS, INTEL_YPOS, 2.0, 1.0); else HudMessageBold (s:"\cGWarning: \cNBlue\cJ TIME COP in-field!"; HUDMSG_FADEOUT, 15000, CR_WHITE, INTEL_XPOS, INTEL_YPOS, 2.0, 1.0); SetActorProperty (0, APROP_SPEED, speed); SetArmorGrade (2, ARMOD_NOCHANGE); GiveInventory ("HasClass", 1); GiveInventory ("HighUpgrade", 1); GiveInventory ("Refunds", cost/2); GiveInventory ("NewClipAmmo", 120); GiveInventory ("Handgun", 1); GiveInventory ("EnhancedTimedC4", 1); GiveInventory ("TimedC4", 2); GiveInventory ("TimedC4Count", 2); SetFragGrenades (4); GiveInventory ("SpawnInvulnerability", 1); GiveInventory ("ClassID", CLASS_TIMECOP); GiveInventory("MachineGunAmmo", 50); GiveInventory("MachineGun", 1); GiveInventory ("TimeGun", 1); GiveInventory ("TimeGunAmmo", 100); SetWeapon ("TimeGun"); ACS_ExecuteAlways(91, 0); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log (n:0, s:" becomes Time Cop."); RecountTimeCops(); Delay(35*6); ActivatorSound("misc/commando",255); } //---------------------------TIBERIUM HARVESTER //Advanced script 63 (int Team) { int cost = 750; int speed = 0.8; if (MitigateDoublePress()) terminate; if (!CheckRefinery(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS30", cost)) terminate; if (!CheckCredits(cost)) terminate; GiveInventory("HasClass",1); GiveInventory("Refunds", cost/2); TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], 750); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are an \cfAdvanced Tiberium Harvester!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.4, 2.0, 1.0); HudMessage(s:"Pick-up \cctiberium crystals \cdand"; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_GREEN, 0.5, 0.6, 2.0, 1.0); HudMessage(s:"return them to your \ccrefinery \cdfor cash!"; HUDMSG_FADEOUT, 1880+PlayerNumber(), CR_GREEN, 0.5, 0.65, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (1, ARMOD_CHEM); GiveInventory("HighUpgrade",1); GiveInventory("IsHarvester",1); GiveInventory("TiberiumProof",1); GiveInventory("Grade0Damage",1); GiveInventory("NewClipAmmo",200); GiveInventory("Handgun",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); SetFragGrenades (2); GiveInventory("MachineGunAmmo",160); GiveInventory("SubMachineGun",1); GiveInventory("MachineGun",1); SetWeapon("MachineGun"); ACS_ExecuteAlways(91, 0); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_ADVHARVESTER); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes advanced Tiberium Harvester."); Delay(35*6); ActivatorSound("misc/chem",255); } //---------------------------TIBERIUM HARVESTER //Free script 64 (int Team) { int cost = 0; int speed = 0.65; if (MitigateDoublePress()) terminate; if (!CheckRefinery(Team)) terminate; if (!IsResigned()) terminate; if (!IsSecondPress("CLSS28", cost)) terminate; if (!CheckCredits(cost)) terminate; GiveInventory("HasClass",1); TakeInventory("PurchaseToken",1); SpendCredits(Credits[PlayerNumber()+1], 0); DisplayTick(); SETFONT("BigFont"); HudMessage(s:"You are a \cfTiberium Harvester!"; HUDMSG_FADEOUT, 1800+PlayerNumber(), CR_GREEN, 0.5, 0.4, 2.0, 1.0); HudMessage(s:"Pick-up \cctiberium crystals \cdand"; HUDMSG_FADEOUT, 1840+PlayerNumber(), CR_GREEN, 0.5, 0.6, 2.0, 1.0); HudMessage(s:"return them to your \ccrefinery \cdfor cash!"; HUDMSG_FADEOUT, 1880+PlayerNumber(), CR_GREEN, 0.5, 0.65, 2.0, 1.0); //Set Statistics SetActorProperty(0,APROP_SPEED,speed); SetArmorGrade (0, ARMOD_CHEM); GiveInventory("IsHarvester",1); GiveInventory("TiberiumProof",1); GiveInventory("Grade0Damage",1); GiveInventory("NewClipAmmo",200); GiveInventory("Handgun",1); GiveInventory("TimedC4",1); GiveInventory("TimedC4Count",1); SetFragGrenades (1); GiveInventory("SubMachineGun",1); GiveInventory("SpawnInvulnerability",1); GiveInventory ("ClassID", CLASS_HARVESTER); SetWeapon("SubMachineGun"); ACS_ExecuteAlways(91, 0); ACS_ExecuteAlways (961, 0, Team); PlayerSpeeds[PlayerNumber()] = speed; Log(n:0, s:" becomes Tiberium harvester."); Delay(35*6); ActivatorSound("misc/chem",255); } script 961 (int team) { int tries, i; bool failed = true; if (GetLevelInfo (LEVELINFO_LEVELNUM) == 20 || GetLevelInfo (LEVELINFO_LEVELNUM) == 21) { for (i = 0; i <= 9; i++) { if (Teleport_NoStop (1+(1-team), 0)) { failed = false; break; } } } else { for (i = 0; i <= 9; i++) { if (Teleport (1+(1-team))) { failed = false; break; } } } if (failed) { HudMessage (s:"In-field teleportation \cAfailed\cJ - use the\n\cDTeleport back to Field\cJ -terminal"; HUDMSG_FADEOUT, 15000, CR_WHITE, INTEL_XPOS, INTEL_YPOS2, 5.0, 1.0); terminate; } else TakeInventory ("IsInSpawnRoom", 1); }
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