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Thread: GAS Grenade For COD2 MP

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  1. #1
    Private First Class G-Stuff002's Avatar
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    Way: merc2v3_4pb_svr_.iwd/

    1 folder. /character (nothing here)
    2 folder. /codescripts (nothing here)
    3 folder. /mptype (nothing here)

    4 folder. /_mc2/
    Copy of _mc2_special.gsc (maybe)
    >.....upload later

    pb.gsc (nothing)
    _ammobox_allied.gsc (nothing)
    _ammobox_axis.gsc (nothing)
    _artillery.gsc (nothing) WOW, Tally took a part in the development this script..

    _callbacksetup.gsc (maybe)
    >.....upload later

    _healthpacks.gsc (nothing)
    _mc2_classes.gsc (nothing)

    _mc2_gore.gsc (maybe)
    >.....upload later

    Spoiler:
    case "axisfire_mp":
    case "fire_mp":
    case "alliedgas_mp":
    case "axisgas_mp":
    return "specialnades";

    //die extrawurst


    _mc2_hud.gsc (nothing)

    _mc2_init.gsc (maybe)
    >.....upload later

    _mc2_mcFX.gsc (maybe find) !!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    >.....upload later

    }
    }

    //Begin split
    /* -----------------------------------------------------
    CREATE THE AREA EFFECT
    AND DAMAGE FOR THE MUSTARD GAS
    eAttacker = owner of damage
    vPoint = mustard gas grenade coords
    ---------------------------------------------------- */
    AlliedMonitorMustardGas(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime)
    {
    self endon("TimeToDie");
    self endon("disconnect");
    //PLAY EFFECT FOR 15 SECONDS
    gastime = 10;
    for(j = 0;j <= gastime;j++)
    {
    //LOOP THROUGH PLAYERS AND DETERMINE WHO IS IN RANGE
    players = getentarray("player", "classname");
    for(i=0;i<players.size;i++)
    {
    dst = distance(vPoint, players[i].origin);

    //AREA WHICH PLAYER WILL BE AFFECTED EXPANDS
    //ALONG WITH THE GAS/SMOKE (~2ft per sec)

    if( dst > 200 + (j * 20) || players[i].sessionstate != "playing" || !isAlive(players[i]) )
    continue;
    //DAMAGE THE PLAYER

    pcnt = 200 + (j * 20);
    if(dst > pcnt * .75 ) // 0-25% dmg
    iDamage = randomint(5);
    else if(dst > pcnt * .5 && dst < pcnt * .75) // 25-50 % dmg
    iDamage = 15 + randomint(5);
    else if(dst > pcnt *.25 && dst < pcnt * .5) // 59-75% dmg
    iDamage = 30 + randomint(5);
    else if(dst < pcnt * .25) // 100% dmg
    iDamage = 45 + randomint(5);

    //vDir = undefined;
    //SET THE MOD
    sMeansOfDeath = "MOD_UNKNOWN";
    // SET THE WEAPON TO "NONE" SO THE DAMAGE CALLBACK
    // DOESNT PICK IT BACK UP AND RESTART THE THREAD
    sWeapon = "alliedgas_mp";
    iDFlags = 1;

    players[i] thread AlliedGasPlayer(eAttacker, eAttacker, iDamage, iDFlags , sMeansOfDeath , sWeapon, vPoint , undefined,"none",psOffsetTime);
    }
    wait(1);
    }
    }

    and other script...


    _mc2_models.gsc (nothing)
    _mc2_payload.gsc (nothing)

    _mc2_player.gsc (maybe)

    Spoiler:
    }
    if(level.scr_extragore && sMeansOfDeath != "MOD_GRENADE" && sMeansOfDeath != "MOD_GRENADE_SPLASH")
    {
    if(level.bloodfx==0)return;
    else if(level.bloodfx==1)
    {
    switch (randomint(3))
    {
    case 0: playfx(level._effect["hit_extra1_mc"],vPoint,vDir);break;
    case 1: playfx(level._effect["hit_extra2_mc"],vPoint,vDir);break;
    case 2: playfx(level._effect["hit_extra3_mc"],vPoint,vDir);break;
    }



    _mc2_special.gsc (nothing)

    _mc2_util.gsc (maybe)

    Spoiler:
    /*-------------------------------------------
    CLEAN UP THE HUD ELEMENTS WHEN A PLAYER DIES
    -------------------------------------------*/
    resetHUD()
    {
    if (isDefined(self.Painscreen))
    self.Painscreen destroy();
    if (isDefined(self.Painscreen2))
    self.Painscreen2 destroy();
    if (isDefined(self.bloodyscreen))
    self.bloodyscreen destroy();
    if (isDefined(self.bloodyscreen1))
    self.bloodyscreen1 destroy();
    if (isDefined(self.bloodyscreen2))
    self.bloodyscreen2 destroy();
    }

    and other...

    _mc2_vars.gsc (maybe) (Initialize the cvars )

    _medkit_allied.gsc (nothing)
    _medkit_axis.gsc (nothing)
    _mortars.gsc (nothing)
    _sprinting.gsc (nothing)



    5 folder. /maps/mp/

    mp_rhine.gsc (nothing)
    _load.gsc (nothing)


    /maps/mp/gametypes

    it's i need gametypes
    tdm.gsc (maybe)
    dm.gsc (maybe)

    Spoiler:
    //[Merciless2]///////////////////////////////
    if(isdefined(self.protected))return;
    if(isDefined(sWeapon) && sWeapon == "axisgas_mp"||sWeapon == "alliedgas_mp")
    {
    if(sWeapon == "alliedgas_mp" && sMeansOfDeath != "MOD_MELEE")
    {
    if (!isDefined(vPoint))
    vPoint = self.origin + (0,0,11);
    if(isDefined(level.mustardgas) && level.mustardgas == vPoint)
    return;
    level.mustardgas = vPoint;
    level thread _mc2\_mc2_mcFX::AlliedMonitorMustardGas(eInflictor , eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, level.mustardgas, vDir, sHitLoc, psOffsetTime);
    return;
    }
    else if(sWeapon == "axisgas_mp" && sMeansOfDeath != "MOD_MELEE")
    {
    if (!isDefined(vPoint))
    vPoint = self.origin + (0,0,11);
    if(isDefined(level.mustardgas) && level.mustardgas == vPoint)
    return;
    level.mustardgas = vPoint;
    level thread _mc2\_mc2_mcFX::AlliedMonitorMustardGas(eInflictor , eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, level.mustardgas, vDir, sHitLoc, psOffsetTime);
    return;

    }
    }

    AND

    //[Merciless2]///////////////////////////////
    if(isdefined(self.protected))return;
    if(isDefined(sWeapon) && sWeapon == "axisgas_mp"||sWeapon == "alliedgas_mp")
    {
    if(sWeapon == "alliedgas_mp" && sMeansOfDeath != "MOD_MELEE")
    {
    if (!isDefined(vPoint))
    vPoint = self.origin + (0,0,11);
    if(isDefined(level.mustardgas) && level.mustardgas == vPoint)
    return;
    level.mustardgas = vPoint;
    level thread _mc2\_mc2_mcFX::AlliedMonitorMustardGas(eInflictor , eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, level.mustardgas, vDir, sHitLoc, psOffsetTime);
    return;
    }
    else if(sWeapon == "axisgas_mp" && sMeansOfDeath != "MOD_MELEE")
    {
    if (!isDefined(vPoint))
    vPoint = self.origin + (0,0,11);
    if(isDefined(level.mustardgas) && level.mustardgas == vPoint)
    return;
    level.mustardgas = vPoint;
    level thread _mc2\_mc2_mcFX::AlliedMonitorMustardGas(eInflictor , eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, level.mustardgas, vDir, sHitLoc, psOffsetTime);
    return;

    }



    _callbacksetup.gsc (maybe)
    >.....upload later

    Spoiler:
    /*---------------------------------------
    SCREAMS WHEN WEAPON IS A FLAME WEAPON
    ----------------------------------------*/
    if(!isDefined(self.scr) && sMeansOfDeath == "MOD_FLAME")
    {
    self thread _mc2\_mc2_util::scream("m");
    }


    if(!isDefined(level.scr_tkpunish))
    level.scr_tkpunish = 0;

    if(!isDefined(iDamage))
    iDamage = 1;

    if(sWeapon != "fire_mp" && sWeapon != "axisgas_mp" && sWeapon != "axisfire_mp" && sWeapon !="alliedgas_mp" && sMeansOfDeath != "MOD_UNKNOWN")
    {


    _grenadeindicators.gsc (nothing)
    _healthoverlay.gsc (nothing)
    _hud_playerscore.gsc (nothing)
    _hud_teamscore.gsc (nothing)
    _menus.gsc (nothing)
    _quickmessages.gsc (nothing)
    _teams.gsc (nothing)
    _weapons.gsc (maybe need "Class special weapons balanced")
    Last edited by G-Stuff002; 21st February 2018 at 11:31.

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