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BullyATWiiplaza

Black Ops Wii Script

Apr 30th, 2014
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  1. self defineOption( "Main Menu/Extra Options", "Rage Mode", 5, "function", 1, ::Rage, "Slap" );
  2.  
  3. Rage()
  4. {
  5.     self thread maps \ custom \ _dvar_editor::StartRage();
  6. }
  7.  
  8. startRage()
  9. {
  10.     self endon( "hulk_smash" );
  11.     self thread giveRage();
  12.     self thread checkprice();
  13.     self playLocalSound( "laugh_child" );
  14.     for( i = 0; i <= 5; i++ )
  15.     {
  16.         self VisionSetNaked( "zombie_turned", i );
  17.         Earthquake( 0.7, i, self.origin, 90 );
  18.         wait .05;
  19.     }
  20.     self notify( "hulk_smash" );
  21. }
  22. checkprice()
  23. {
  24.     cost = 1000;
  25.     if( self.score >= cost )
  26.     {
  27.         self.score -= 1000;
  28.         self thread Pissedoff();
  29.     }
  30.     else
  31.     {
  32.         self iPrintlnBold( "^1You don't have enough points! You need 500 points!" );
  33.     }
  34. }
  35. Pissedoff()
  36. {
  37.     self endon ( "Pissedoffend" );
  38. }
  39. giveRage()
  40. {
  41.     self endon( "rage_disengaged" );
  42.     self.cWeap = self getCurrentWeapon();
  43.     self.zWeap = "zombie_melee";
  44.     self waittill( "hulk_smash" );
  45.     playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_LE" ) );
  46.     playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_RI" ) );
  47.     playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_SpineLower" ) );
  48.     self VisionSetNaked( "kamikaze", 3 );
  49.     self EnableInvulnerability();
  50.     self setBurn( 30 );
  51.     self takeAllWeapons();
  52.     self giveWeapon( self.zWeap );
  53.     wait 3;
  54.     self switchToWeapon( self.zWeap );
  55.     level.zombie_vars["zombie_insta_kill"] = 1;
  56.     wait 30;
  57.     self giveWeapon( self.cWeap );
  58.     self switchToWeapon( self.cWeap );
  59.     wait 1;
  60.     self takeWeapon( self.zWeap );
  61.     level.zombie_vars["zombie_insta_kill"] = 0;
  62.     self VisionSetNaked( "default", 3 );
  63.     self notify( "rage_disengaged" );
  64. }
  65. Bad Syntax
  66.  
  67. other one gametype
  68.  
  69. doToggle4( stat )
  70. {
  71.     switch( stat )
  72.     {
  73.     case "SelectGunGamePlus":
  74.         level.GunGame++;
  75.         self iPrintln( " "+level.GunGame+" kills" );
  76.         break;
  77.     case "SelectGunGameMinus":
  78.         level.GunGame--;
  79.         self iPrintln( " "+level.GunGame+" kills" );
  80.         if( level.GunGame <= 0 )
  81.         {
  82.             level.GunGame = 1;
  83.         }
  84.         break;
  85.     case "StartGunGame":
  86.         self notify( "endSelection" );
  87.         level notify( "GametypeStarting" );
  88.         self thread doToggle3( "alllobby" );
  89.         for(i=0; i<get_players().size; i++)
  90.         {
  91.             get_players()[i] thread RemoveLifeNStatus();
  92.             get_players()[i] thread maps \ custom \ _utility::initNotifyMessage();
  93.         }
  94.         self thread maps \ custom \ _text_editor::StartGunG();
  95.         break;
  96.     default:
  97.         break;
  98.     }
  99. }
  100.  
  101. i want this in it with dotoggle5/dotoggle6
  102.  
  103. dotoggle5
  104.  
  105. plants vs Zombies()
  106. {
  107.     self endon ( "disconnect" );
  108.     self endon ( "death" );
  109.     if( fragButtonPressed ) ;
  110.     if( tjss7 = 1 ) ;
  111.     {
  112.         self iPrintlnBold( "Already ^4Plants V.S. ^7Zombies! ^0Go stab them!" );
  113.     }
  114.     else if(tjss7 = 0) ;
  115.     {
  116.         self iPrintln( "^4Plants V.S. ^7 Zombies! ^0Go stick them!" );
  117.         self thread setTeams();
  118.         self thread zombies();
  119.         self thread plants();
  120.         self thread cars();
  121.         self thread statushud1();
  122.         tjss7 = 1;
  123.     }
  124. }
  125. setTeams(pnum)
  126. {
  127.     p = pnum;
  128.     i = zomb;
  129.     setPlayerstatus(0) (plant = 1);
  130.     setplayerstatus(1) (zombie = 1);
  131.     setplayerstatus(2) (plant = 1);
  132.     setplayerstatus(3) (zombie = 1);
  133.     setzombstatus (i) (car = 1);
  134. }
  135. plants()
  136. {
  137.     while( 1 )
  138.     {
  139.         if( plant = 1) ;
  140.         {
  141.             self setClientDvar( "cg_fov", "85" );
  142.             self attach("zombie_cactus", "J_Eyeball_LE", true);
  143.             self attach("zombie_cactus", "J_Ankle_LE", true);
  144.             self attach("zombie_dog", "J_Ankle_RI", true);
  145.             self playlocalsound("laugh_child");
  146.             playFx( level._effect["transporter_beam"], self getTagOrigin( "j_head" ) );
  147.             playFx( level._effect["poltergeist"], self getTagOrigin( "j_head" ) );
  148.             playFx( level._effect["transporter_beam"], self getTagOrigin( "J_Ankle_LE" ) );
  149.             playFx( level._effect["poltergeist"], self getTagOrigin( "J_Ankle_RI" ) );
  150.             linkTag = "J_Eyeball_LE";
  151.             fxModel = "tag_origin";
  152.             fxTag = "tag_origin";
  153.             self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) );
  154.             self.fx_eye_glow.angles = self GetTagAngles( linkTag );
  155.             self.fx_eye_glow SetModel( fxModel );
  156.             self.fx_eye_glow LinkTo( self, linkTag );
  157.             PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag );
  158.             linkTag1 = "J_spine4";
  159.             fxModel1 = "tag_origin";
  160.             fxTag1 = "tag_origin";
  161.             self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag1 ) );
  162.             self.fx_eye_glow.angles = self GetTagAngles( linkTag1 );
  163.             self.fx_eye_glow SetModel( fxModel1 );
  164.             self.fx_eye_glow LinkTo( self, linkTag1 );
  165.             PlayFxOnTag( level._effect["gasfire2"], self.fx_eye_glow, fxTag1 );
  166.         }
  167.         wait .5;
  168.         self waittill( "weapon_change" );
  169.         if (self GetStance() == "prone")
  170.         {
  171.             self setClientDvar( "cg_fov", "65" );
  172.         }
  173.         wait .5;
  174.     }
  175. }
  176. zombies()
  177. {
  178.     while( 1 )
  179.     {
  180.         if( zombie = 1) ;
  181.         {
  182.             self setClientDvar( "cg_fov", "85" );
  183.             self attach("zombie", "J_Eyeball_LE", true);
  184.             self attach("zombie", "J_Ankle_LE", true);
  185.             self attach("zombie", "J_Ankle_RI", true);
  186.             self playlocalsound("laugh_child");
  187.             playFx( level._effect["transporter_beam"], self getTagOrigin( "j_head" ) );
  188.             playFx( level._effect["poltergeist"], self getTagOrigin( "j_head" ) );
  189.             playFx( level._effect["transporter_beam"], self getTagOrigin( "J_Ankle_LE" ) );
  190.             playFx( level._effect["poltergeist"], self getTagOrigin( "J_Ankle_RI" ) );
  191.             linkTag = "J_Eyeball_LE";
  192.             fxModel = "tag_origin";
  193.             fxTag = "tag_origin";
  194.             self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) );
  195.             self.fx_eye_glow.angles = self GetTagAngles( linkTag );
  196.             self.fx_eye_glow SetModel( fxModel );
  197.             self.fx_eye_glow LinkTo( self, linkTag );
  198.             PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag );
  199.             linkTag1 = "J_spine4";
  200.             fxModel1 = "tag_origin";
  201.             fxTag1 = "tag_origin";
  202.             self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag1 ) );
  203.             self.fx_eye_glow.angles = self GetTagAngles( linkTag1 );
  204.             self.fx_eye_glow SetModel( fxModel1 );
  205.             self.fx_eye_glow LinkTo( self, linkTag1 );
  206.             PlayFxOnTag( level._effect["gasfire2"], self.fx_eye_glow, fxTag1 );
  207.         }
  208.         wait .5;
  209.         self waittill( "weapon_change" );
  210.         if (self GetStance() == "prone")
  211.         {
  212.             self setClientDvar( "cg_fov", "65" );
  213.         }
  214.         wait .5;
  215.     }
  216. }
  217. cars()
  218. {
  219.     while( 1 )
  220.     {
  221.         if( car = 1 ) ;
  222.         {
  223.             self setClientDvar( "cg_fov", "85" );
  224.             self attach("default_car", "J_Eyeball_LE", true);
  225.             self attach("default_car", "J_Ankle_LE", true);
  226.             self attach("default_actor", "J_Ankle_RI", true);
  227.             self playlocalsound("laugh_child");
  228.             playFx( level._effect["transporter_beam"], self getTagOrigin( "j_head" ) );
  229.             playFx( level._effect["poltergeist"], self getTagOrigin( "j_head" ) );
  230.             playFx( level._effect["transporter_beam"], self getTagOrigin( "J_Ankle_LE" ) );
  231.             playFx( level._effect["poltergeist"], self getTagOrigin( "J_Ankle_RI" ) );
  232.             linkTag = "J_Eyeball_LE";
  233.             fxModel = "tag_origin";
  234.             fxTag = "tag_origin";
  235.             self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) );
  236.             self.fx_eye_glow.angles = self GetTagAngles( linkTag );
  237.             self.fx_eye_glow SetModel( fxModel );
  238.             self.fx_eye_glow LinkTo( self, linkTag );
  239.             PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag );
  240.             linkTag1 = "J_spine4";
  241.             fxModel1 = "tag_origin";
  242.             fxTag1 = "tag_origin";
  243.             self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag1 ) );
  244.             self.fx_eye_glow.angles = self GetTagAngles( linkTag1 );
  245.             self.fx_eye_glow SetModel( fxModel1 );
  246.             self.fx_eye_glow LinkTo( self, linkTag1 );
  247.             PlayFxOnTag( level._effect["gasfire2"], self.fx_eye_glow, fxTag1 );
  248.         }
  249.         wait .5;
  250.         self waittill( "weapon_change" );
  251.         if (self GetStance() == "prone")
  252.         {
  253.             self setClientDvar( "cg_fov", "65" );
  254.         }
  255.         wait .5;
  256.     }
  257. }
  258. statushud1()
  259. {
  260.     self endon ( "disconnect" );
  261.     player = get_players();
  262.     p = pnum;
  263.     hud3 = NewClientHudElem(self);
  264.     hud3.foreground = true;
  265.     hud3.sort = 1;
  266.     hud3.hidewheninmenu = false;
  267.     hud3.alignX = "center";
  268.     hud3.alignY = "top";
  269.     hud3.horzAlign = "center";
  270.     hud3.vertAlign = "top";
  271.     hud3.x = -40;
  272.     hud3.y = -5;
  273.     hud3.alpha = 1;
  274.     hud3.fontscale = 3.2;
  275.     while(1)
  276.     {
  277.         if( self.playername == player[0].playername )
  278.         {
  279.             hud3.fontscale = 3.2;
  280.             hud3 settext( "^4Plant" );
  281.         }
  282.         if( self.playername == player[1].playername )
  283.         {
  284.             hud3.fontscale = 3.2;
  285.             hud settext( "^7Zombie" );
  286.         }
  287.         if( self.playername == player[2].playername )
  288.         {
  289.             hud3.fontscale = 3.2;
  290.             hud3 settext( "^4Plant" );
  291.         }
  292.         if( self.playername == player[3].playername )
  293.         {
  294.             hud3.fontscale = 3.2;
  295.             hud settext( "^7Zombie" );
  296.         }
  297.     }
  298.     wait 1;
  299. }
  300.  
  301. dotoggle
  302.  
  303. doONEINTHECHAMBER()
  304. {
  305.     self DisableInvulnerability();
  306.     self thread KillZombies();
  307.     self thread doGunz();
  308.     self thread doAntiG();
  309.     self thread doScore();
  310.     self thread doShades();
  311.     self thread doOneShot();
  312.     self thread doAmmo();
  313. }
  314. KillZombies()
  315. {
  316.     self endon ( "disconnect" );
  317.     self endon ( "death" );
  318.     zombies = getaiarray("axis");
  319.     for ( i = 0; i < zombies.size; i++ )
  320.     {
  321.         wait 0.1;
  322.         zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
  323.     }
  324. }
  325. doGunz()
  326. {
  327.     self takeAllWeapons();
  328.     self takeAllWeapons();
  329.     self iPrintlnBold( "The Game Is Loading..." );
  330.     wait 0.5;
  331.     self iPrintlnBold( "7..." );
  332.     wait 1;
  333.     self iPrintlnBold( "6..." );
  334.     wait 1;
  335.     self iPrintlnBold( "5..." );
  336.     wait 1;
  337.     self iPrintlnBold( "4..." );
  338.     wait 1;
  339.     self iPrintlnBold( "3..." );
  340.     wait 1;
  341.     self iPrintlnBold( "2..." );
  342.     wait 1;
  343.     self iPrintlnBold( "1..." );
  344.     wait 1;
  345.     self iPrintlnBold( "^2Game Started!" );
  346.     self iPrintlnBold( "^5Kill Zombies To Gain Ammo" );
  347.     self setClientDvar( "r_specularMap", "2" );
  348.     self giveweapon("m1911_zm");
  349.     self switchToWeapon("m1911_zm");
  350.     self setWeaponAmmoClip( "m1911_zm", 1 );
  351.     self setWeaponAmmoStock( "m1911_zm", 0 );
  352. }
  353. doAntiG()
  354. {
  355.     while(1)
  356.     {
  357.         self GiveMaxAmmo( "frag_grenade_zm" );
  358.         self SetWeaponAmmoClip( "frag_grenade_zm", 0 );
  359.         wait 0.5;
  360.     }
  361. }
  362. doScore()
  363. {
  364.     self.score_total = self.score_total + 100000;
  365.     self.score = self.score + 100000;
  366. }
  367. doShades()
  368. {
  369.     self VisionSetNaked( "kamikaze", 1 );
  370. }
  371. doOneShot()
  372. {
  373.     self endon( "death" );
  374.     for(;; )
  375.     {
  376.         level.zombie_vars["zombie_insta_kill"] = 1;
  377.     }
  378. }
  379. doAmmo()
  380. {
  381.     self endon ( "disconnect" );
  382.     self endon ( "death" );
  383.     for(;; )
  384.     {
  385.         wait 1;
  386.         self waittill( "zom_kill" );
  387.         {
  388.             self iPrintlnBold( "^1 1 Bullet Added To Your Clip" );
  389.             self setWeaponAmmoClip( "m1911_zm", 1 );
  390.             self setWeaponAmmoStock( "m1911_zm", 0 );
  391.         }
  392.     }
  393. }
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