Sorry for double post, this is my GSC
Code: Select all
main()
{
    //maps\mp\mp_gamejump_fx::main();
    //maps\createart\mp_gamejump_art::main();
    maps\mp\_door::main();
    maps\mp\_load::main();
    maps\mp\_teleport::main();  Â
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    maps\mp\_compass::setupMiniMap("compass_map_mp_gamejump");
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    //setExpFog(500, 2200, 0.81, 0.75, 0.63, 0);
    //VisionSetNaked( "mp_gamejump" );
    ambientPlay("ambient_backlot_ext");
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    game["allies"] = "marines";
    game["axis"] = "opfor";
    game["attackers"] = "axis";
    game["defenders"] = "allies";
    game["allies_soldiertype"] = "desert";
    game["axis_soldiertype"] = "desert";
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    setdvar( "r_specularcolorscale", "1" );
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    setdvar("r_glowbloomintensity0",".25");
    setdvar("r_glowbloomintensity1",".25");
    setdvar("r_glowskybleedintensity0",".3");
    setdvar("compassmaxrange","1800");
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    thread diaglift_slider();
    thread diaglift_slider2();
    thread teleporter();
    thread teleporter2();
    thread rotate();
    thread rotate2();
    thread weapon_vend1();
    thread weapon_vend2();
    thread weapon_vend3();
    thread weapon_vend4();
    thread weapon_vend5();
    thread weapon_vend6();
    thread weapon_vend7();
    thread printer1();
    thread printer2();
    thread printer3();
    thread printer4();
    thread printer5();
    thread kill();
    thread diaglift_slider3();
    thread thekilling();
    thread thekilling2();
    thread theprisoner1();
    thread theprisoner2();
    thread quake();
    endofmap();
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    getEnt("plus", "targetname")  thread cake( 0.25);
    getEnt("minus", "targetname") thread cake(-0.25);
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    getEnt("reset", "targetname") thread candle();
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    getEnt("vis", "targetname")  thread invisable(false);
    getEnt("invis", "targetname") thread invisable(true);
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    movePlatform();
}
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diaglift_slider()
{
    diaglift=getent( "start", "targetname" );
    trig = getent( "startswitch", "targetname" );
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    while(true)
    {
        trig waittill ("trigger", user);
        if(user UseButtonPressed())
         {
          diaglift movey(65, 1, 0, 0);
          diaglift waittill ("movedone");
          wait (5);
          diaglift movey(-65, 1, 0, 0);
          diaglift waittill ("movedone");
          wait (5); Â
        }
    }
}
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diaglift_slider2()
{
    diaglift2=getent( "vent", "targetname" );
    trig = getent( "ventswitch", "targetname" );
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    while(true)
    {
        trig waittill ("trigger", user);
        if(user UseButtonPressed())
         {
          diaglift2 moveX(50, 2, 0, 0);
          diaglift2 waittill ("movedone");
          wait (5);
          diaglift2 moveX(-50, 2, 0, 0);
          diaglift2 waittill ("movedone");
          wait (5); Â
        }
    }
}
Code: Select all
teleporter()Â
{
teleporttrigger = getent( "gamestart","targetname" );
while (1)
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  {
  teleporttrigger waittill ( "trigger",player );
  if(player UseButtonPressed())
  {
  player thread maps\mp\_flashgrenades::applyFlash(6, 0.75);
    wait (0.5);
    player setorigin((5086, -2, -1388));
    player iprintlnbold("Welcome to ^3The Game^7.");
    }
  }
}
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teleporter2()
{
teleporttrigger = getent( "admin","targetname" );
while (1)
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  {
  teleporttrigger waittill ( "trigger",player );
  if(isdefined(player.vip))
  {
    player iprintlnbold("Welcome ^7to the ^1A^7dmin ^1Z^7one");
    player setorigin((961, -686, 333));
    }
  }
}
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cake(speed) {
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    for(;;) {
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        self waittill("trigger", user);
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        user thread death();
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        if(!isDefined(user.cakeSpeed))
            user resetSpeed();
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        if(user.cakeSpeed > 0.25 || speed > 0) {
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            user.cakeSpeed += speed;
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            user setMoveSpeedScale(user.cakeSpeed);
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            /*user.notifyText setPoint( "CENTER", "CENTER", 0, 100);
            user.notifyText setPulseFX(50, 4000, 1000 );
            user.notifyText.glowColor = (0.3, 0.6, 0.3);
            user.notifyText.glowAlpha = 1;
            user.notifyText.alpha = 1;
            */user/*.notifyText setText*/ iPrintLnBold("Speed Scale: " + user.cakeSpeed);
        }
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        wait 0.05;
    }
}
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candle() {
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    for(;;) {
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        self waittill("trigger", user);
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        user resetSpeed();
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        user setMoveSpeedScale(user.cakeSpeed);
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        /*user.notifyText setPoint( "CENTER", "CENTER", 0, 100);
        user.notifyText setPulseFX(50, 4000, 1000 );
        user.notifyText.glowColor = (0.3, 0.6, 0.3);
        user.notifyText.glowAlpha = 1;
        user.notifyText.alpha = 1;
        */user/*.notifyText setText*/ iPrintLnBold("Speed Scale Reset");
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        wait 0.05;
    }
}
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Code: Select all
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death() {
    if(isDefined(self.deathing))
        return;
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    self.deathing = true;
    self waittill("spawned_player");
    self setMoveSpeedScale(self.cakeSpeed);
    self.deathing = undefined;
}
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resetSpeed() {
    switch(weaponClass(self.pers["primaryWeapon"] + "_mp")) {
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        case "rifle":
            self.cakeSpeed = 0.95;
            break;
        case "pistol":
            self.cakeSpeed = 1.0;
            break;
        case "mg":
            self.cakeSpeed = 0.875;
            break;
        case "smg":
            self.cakeSpeed = 1.0;
            break;
        case "spread":
            self.cakeSpeed = 1.0;
            break;
        default:
            self.cakeSpeed = 1.0;
            break;
    }
}
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invisable(bool) {
    for(;;) {
        self waittill("trigger", user);
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        if((!isDefined(user.invisable) && bool) || (isDefined(user.invisable) && user.invisable != bool)) {
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            if(bool)
                user thread death2();
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            user.invisable = bool;Â
            str = "Inv";
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            if(bool)
                user hide();Â
            else {Â
                user show();       Â
                str = "V";
            }
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            /*user.notifyText setPoint( "CENTER", "CENTER", 0, 100);
            user.notifyText setPulseFX(50, 4000, 1000 );
            user.notifyText.glowColor = (0.3, 0.6, 0.3);
            user.notifyText.glowAlpha = 1;
            user.notifyText.alpha = 1;
            */user/*.notifyText setText*/ iPrintLnBold("You are now " + str + "isable");
        }Â
        wait 0.05;
    }
}
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death2() {Â
    if(isDefined(self.deathing2))
        return;
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    while(self.invisable) {Â
        self.deathing2 = true;Â
        self waittill("spawned_player");Â
        self show();
        self.invisable = false;Â
        break;
    }
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    self.deathing2 = undefined;
}
Code: Select all
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movePlatform()
{
    platform = getent( "platform", "targetname" );
    for(;;)
    {
        platform moveX(-1300, 6, 0, 0);
         platform waittill("movedone");
        platform moveX(1300, 6, 0, 0);
         platform waittill("movedone");
    }
}
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rotate()
{
rotate_obj = getentarray("wallspin","targetname");
if(isdefined(rotate_obj))
{
 for(i=0;i<rotate_obj.size;i++)
 {
 rotate_obj[i] thread ra_rotate();
 }
}
}
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ra_rotate()
{
if (!isdefined(self.speed))
 self.speed = 3;
if (!isdefined(self.script_noteworthy))
 self.script_noteworthy = "x";
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while(true)
{
 // rotateYaw(float rot, float time, <float acceleration_time>, <float deceleration_time>);
 if (self.script_noteworthy == "z")
 self rotateYaw(360,self.speed);
 else if (self.script_noteworthy == "x")
 self rotateRoll(360,self.speed);
 else if (self.script_noteworthy == "y")
 self rotatePitch(360,self.speed);
 wait ((self.speed)-0.1); // removes the slight hesitation that waittill("rotatedone"); gives.
 // self waittill("rotatedone");
}
}
Code: Select all
rotate2()
{
rotate_obj = getentarray("wallspintwo","targetname");
if(isdefined(rotate_obj))
{
 for(i=0;i<rotate_obj.size;i++)
 {
 rotate_obj[i] thread ra_rotate();
 }
}
}
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ra_rotate2()
{
if (!isdefined(self.speed))
 self.speed = 4;
if (!isdefined(self.script_noteworthy))
 self.script_noteworthy = "x";
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while(true)
{
 // rotateYaw(float rot, float time, <float acceleration_time>, <float deceleration_time>);
 if (self.script_noteworthy == "z")
 self rotateYaw(360,self.speed);
 else if (self.script_noteworthy == "x")
 self rotateRoll(360,self.speed);
 else if (self.script_noteworthy == "y")
 self rotatePitch(360,self.speed);
 wait ((self.speed)-0.1); // removes the slight hesitation that waittill("rotatedone"); gives.
 // self waittill("rotatedone");
}
}
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weapon_vend1()
{
trigger = getent ("weapon_vend1_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3Bounce Gun");
wait(0.1);Â Â Â
user giveWeapon( "ak47_silencer_mp");
user giveMaxammo("ak47_silencer_mp");
wait 0.1;
user switchToWeapon("ak47_silencer_mp");
wait 0.1;
}
}
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weapon_vend2()
{
trigger = getent ("weapon_vend2_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3P90");
wait(0.1);Â Â Â
user giveWeapon( "p90_acog_mp");
user giveMaxammo("p90_acog_mp");
wait 0.1;
user switchToWeapon("p90_acog_mp");
wait 0.1;
}
}
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weapon_vend3()
{
trigger = getent ("weapon_vend3_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3G36C");
wait(0.1);Â Â Â
user giveWeapon( "g36c_reflex_mp");
user giveMaxammo("g36c_reflex_mp");
wait 0.1;
user switchToWeapon("g36c_reflex_mp");
wait 0.1;
}
}
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weapon_vend4()
{
trigger = getent ("weapon_vend4_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3Dragunov");
wait(0.1);Â Â Â
user giveWeapon( "dragunov_mp");
user giveMaxammo("dragunov_mp");
wait 0.1;
user switchToWeapon("dragunov_mp");
wait 0.1;
}
}
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weapon_vend5()
{
trigger = getent ("weapon_vend5_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3Ak74u");
wait(0.1);Â Â Â
user giveWeapon( "ak74u_mp");
user giveMaxammo("ak74u_mp");
wait 0.1;
user switchToWeapon("ak74u_mp");
wait 0.1;
}
}
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weapon_vend6()
{
trigger = getent ("weapon_vend6_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3Colt45");
wait(0.1);Â Â Â
user giveWeapon( "colt45_mp");
user giveMaxammo("colt45_mp");
wait 0.1;
user switchToWeapon("colt45_mp");
wait 0.1;
}
}
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weapon_vend7()
{
trigger = getent ("weapon_vend7_trig","targetname");
while(1)
{
trigger waittill ("trigger",user);
wait(0.2);
user iprintlnbold("Enjoy your ^3Gravity Gun");
wait(0.1);Â Â Â
user giveWeapon( "usp_mp");
user giveMaxammo("usp_mp");
wait 0.1;
user switchToWeapon("usp_mp");
wait 0.1;
}
}
Code: Select all
printer1()
{
trigger = GetEnt( "text1", "targetname" );
while (1)
    {
    trigger waittill ("trigger", user);
        {
        iprintlnbold( "^3ROTANT ^7is ^3BOSS^7!!!");
        wait 4;
        }
    }
}
printer2()
{
trigger = GetEnt( "text2", "targetname" );
while (1)
    {
    trigger waittill ("trigger", user);
        {
        iprintlnbold( "BOW DOWN TO ^3ROTANT^7!!!");
        wait 4;
        }
    }
}
printer3()
{
trigger = GetEnt( "text3", "targetname" );
while (1)
    {
    trigger waittill ("trigger", user);
        {
        iprintlnbold( " ^3ROTANTS ^5XFIRE: ^3dynamicivjoel");
        wait 4;
        }
    }
}
printer4()
{
trigger = GetEnt( "text4", "targetname" );
while (1)
    {
    trigger waittill ("trigger", user);
        {
        iprintlnbold( "^3www.^1explicit-bouncers.shadowstrikersclan^3.com");
        wait 4;
        }
    }
}
printer5()
{
trigger = GetEnt( "text5", "targetname" );
while (1)
    {
    trigger waittill ("trigger", user);
        {
        iprintlnbold( "^3MAP CREATED BY: ^7ROTANT");
        wait 4;
        }
    }
}
Code: Select all
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kill()
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{
trigger = getent( "Deathtrigger","targetname" );
while (1)
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  {
  trigger waittill ("trigger",player);
  if(player isTouching(trigger) )
  {
  player suicide();
  }
}
}
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diaglift_slider3()
{
    diaglift3=getent( "thesecret", "targetname" );
    trig = getent( "theswitch", "targetname" );
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    while(true)
    {
        trig waittill ("trigger", user);
        if(user UseButtonPressed())
         {
          diaglift3 movez(96, 1, 0, 0);
          diaglift3 waittill ("movedone");
          wait (3);
          diaglift3 movez(-96, 1, 0, 0);
          diaglift3 waittill ("movedone");
          wait (3); Â
        }
    }
}
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theprisoner1()
{
mapteleswitch = getent("mapteleswitch","targetname");
maptele = getent("maptele","targetname");
maptele thread maps\mp\_utility::triggerOff();
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while(1)
  {
  mapteleswitch waittill ("trigger",user);
   maptele thread maps\mp\_utility::triggerOn();
     if(user UseButtonPressed())
user iprintlnbold ("^3**^7Teleporting players to Jail^3**");
   wait 1;
   maptele thread maps\mp\_utility::triggerOff();
  }
}
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theprisoner2()
{
maptele = getent("maptele","targetname");
while (1)
    {
        maptele waittill ("trigger", prisoner1 );
   org3 = (-3627,-145,244);
   prisoner1 setOrigin(org3, 0.1);
        wait 1;
    }
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}
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thekilling()
{
switch_status1 = 0;
killjail = getent("killjail","targetname");
deathjail = getent("deathjail","targetname");
deathjail thread maps\mp\_utility::triggerOff();
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while(1)
  {
  killjail waittill ("trigger",user);
  if(user UseButtonPressed())
  if(switch_status1 == 0)
   {
   deathjail thread maps\mp\_utility::triggerOn();
user iprintlnbold ("^3**^7Gas turned on inside jail!^3**");
   switch_status1 = 1;
   wait 2;
   }
  else if(switch_status1 == 1)
   {
   deathjail thread maps\mp\_utility::triggerOff();
    user iprintlnbold ("^3**^7Removing gas from jail!^3**");
   switch_status1 = 0;
   wait 2;
   }
  }
}
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thekilling2()
{
deathjail = getent("deathjail","targetname");
while (1)
    {
        deathjail waittill ("trigger", deathy );
        deathy suicide();
        wait 1;
    }
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}
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quake()
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{
trigger = getent("earthquake","targetname"); // this finds the entity you created (the trigger)
quake = getent("quake","targetname");    // this finds the entity you created (the origin named  quke)
sound = getent("sound","targetname");    // this finds the entity you created (the origin named  sound)
while (1)
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  {
  trigger waittill ("trigger",user);
  wait 1;
  iprintlnbold( "^WHAT THE FUUUUUUUUUUUUUUUUU!!!!");   //prints inbold "EAARRTHHHQUUAAKKE!!!" to all the users  on the map, feel free to change the text :)
  sound PlaySound( "elm_quake_sub_rumble");  //plays the sound of an earthquake at the origin  "sound"
  Earthquake( 0.7, 8, quake.origin, 10000 ); // (magnitude of the earthquake, length, at what origin,  and the radius) these values can be changed apart from the origin
  wait 2;
  }
}
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endofmap()
{
trigger = getent("end","targetname");
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    while (1)
    {
        trigger waittill ("trigger", user );
        if ( isPlayer( user ) && isAlive( user ) && isdefined( user.done ) )
                    {
                    wait 0.5;
                    }
        else
            {
user iprintlnbold ("Weldone ^3" + user.name + "^7, you have completed ^3The Game!");
user iprintlnbold ("Map by ^3ROTANT ^7- ^3E^7xplicit ^3B^7ouncers");Â Â Â Â Â Â
            user.done = true;
            }
    }
}
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