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Опубликовано:
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maybe you could also do a thread like this for IW5M ;)

 

Yeah, maybe you're right but there is not alot of mods for IW5M...

But there are more and more mods added!

 

I create the list of mods for IW5M tomorow ;)

Опубликовано:
maybe you could also do a thread like this for IW5M ;)

 

Yeah, maybe you're right but there is not alot of mods for IW5M...

But there are more and more mods added!

 

I create the list of mods for IW5M tomorow ;)

k :D

Опубликовано:
MegMak":2psa1ox5]в—Џ All Or Nothing by KTR Clan

 

they dont create this mod, was a mix between x0v3rKiLx Specialist mod and kris2928 code.

 

KTR only modifies others code 8-)

 

should be в—Џ All Or Nothing by x0v3rKiLx and kris2928

 

sorry, I developed that code, but if you think so...

 

#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
Free-for-all: All or Nothing (by trasto)
Objective: 	Score points by eliminating other players
Map ends:	When one player reaches the score limit, or time limit is reached
Respawning:	No wait / Away from other players

Level requirements
------------------
	Spawnpoints:
		classname		mp_dm_spawn
		All players spawn from these. The spawnpoint chosen is dependent on the current locations of enemies at the time of spawn.
		Players generally spawn away from enemies.

	Spectator Spawnpoints:
		classname		mp_global_intermission
		Spectators spawn from these and intermission is viewed from these positions.
		Atleast one is required, any more and they are randomly chosen between.
*/

main()
{
maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();

registerTimeLimitDvar( level.gameType, 10, 0, 1440 );
registerScoreLimitDvar( level.gameType, 1000, 0, 5000 );
registerWinLimitDvar( level.gameType, 1, 0, 5000 );
registerRoundLimitDvar( level.gameType, 1, 0, 10 );
registerNumLivesDvar( level.gameType, 0, 0, 10 );
registerHalfTimeDvar( level.gameType, 0, 0, 1 );

setSpecialLoadouts();
level.onPrecacheGameType = ::onPrecacheGameType;
level.onStartGameType = ::onStartGameType;
level.onSpawnPlayer = ::onSpawnPlayer;
level.getSpawnPoint = ::getSpawnPoint;

game["dialog"]["gametype"] = "freeforall";

if ( getDvarInt( "g_hardcore" ) )
	game["dialog"]["gametype"] = "hc_" + game["dialog"]["gametype"];
else if ( getDvarInt( "camera_thirdPerson" ) )
	game["dialog"]["gametype"] = "thirdp_" + game["dialog"]["gametype"];
else if ( getDvarInt( "scr_diehard" ) )
	game["dialog"]["gametype"] = "dh_" + game["dialog"]["gametype"];
else if (getDvarInt( "scr_" + level.gameType + "_promode" ) )
	game["dialog"]["gametype"] = game["dialog"]["gametype"] + "_pro";

level thread onPlayerConnect();
}

onPrecacheGameType()
{
precacheShader("specialty_bulletdamage_upgrade");
precacheShader("specialty_commando_upgrade");
precacheShader("specialty_lightweight_upgrade");
precacheShader("specialty_fastreload_upgrade");
precacheShader("specialty_marathon_upgrade");
precacheShader("specialty_bulletaccuracy_upgrade");
precacheShader("specialty_scavenger_upgrade");
precacheShader("specialty_onemanarmy_upgrade");
precacheShader("cardicon_prestige10_02");
}

onStartGameType()
{
setClientNameMode("auto_change");

setObjectiveText( "allies", &"OBJECTIVES_DM" );
setObjectiveText( "axis", &"OBJECTIVES_DM" );

if ( level.splitscreen )
{
	setObjectiveScoreText( "allies", &"OBJECTIVES_DM" );
	setObjectiveScoreText( "axis", &"OBJECTIVES_DM" );
}
else
{
	setObjectiveScoreText( "allies", &"OBJECTIVES_DM_SCORE" );
	setObjectiveScoreText( "axis", &"OBJECTIVES_DM_SCORE" );
}
setObjectiveHintText( "allies", &"OBJECTIVES_DM_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_DM_HINT" );

level.spawnMins = ( 0, 0, 0 );
level.spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_dm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_dm_spawn" );
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
setMapCenter( level.mapCenter );

allowed[0] = "dm";
maps\mp\gametypes\_gameobjects::main(allowed);

maps\mp\gametypes\_rank::registerScoreInfo( "kill", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "headshot", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "assist", 10 );
maps\mp\gametypes\_rank::registerScoreInfo( "suicide", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "teamkill", 0 );

level thread registerPerks();

level.QuickMessageToAll = true;
}

getSpawnPoint()
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( self.pers["team"] );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_DM( spawnPoints );

return spawnPoint;
}

onPlayerConnect()
{
for ( ;; )
{
	level waittill( "connected", player );
	player thread doConnect();
	player thread onJoinedTeam();
}
}

onJoinedTeam()
{
self endon("disconnect");

for(;
{
	self waittill( "joined_team" );
	self thread onPlayerSpawned();
}
}

onSpawnPlayer()
{
self.pers["gamemodeLoadout"] = level.aon_loadouts[self.pers["team"]];		
level notify ( "spawned_player" );
}
onPlayerSpawned()
{
self endon("disconnect");
self notify("menuresponse", "changeclass", "class1");
for(;
{
	self waittill("spawned_player");
	wait 0.01;
	self thread doSpawn();
}
}

doConnect()
{
self closepopupMenu();
self closeInGameMenu();
self thread maps\mp\gametypes\_bohud::createIcons(self);
self.ssperks = [];
self.ssperks[0] = "";
self.ssperks[1] = "";
self.ssperks[2] = "";
self.ssperks[3] = "";
self.cperks = 0;
wait 1.0;
}

doSpawn()
{
self.perk1Icon.alpha = 0;
self.perk2Icon.alpha = 0;
self.perk3Icon.alpha = 0;
self.perk4Icon.alpha = 0;
self.perk1Icon.x = -120;
self.perk2Icon.x = -120;
self.perk3Icon.x = -120;
self.perk4Icon.x = -120;
self.perk1Text.alpha = 0;
self.perk2Text.alpha = 0;
self.perk3Text.alpha = 0;
self.perk4Text.alpha = 0;

self takeAllWeapons();
self _clearPerks();
self.ssperks = [];
self.ssperks[0] = "";
self.ssperks[1] = "";
self.ssperks[2] = "";
self.ssperks[3] = "";
self.cperks = 0;
self.aonKills = 0;
self.notifying = false;

self.pers["gamemodeLoadout"] = level.aon_loadouts[self.pers["team"]];
self maps\mp\gametypes\_class::giveLoadout( self.pers["team"], "gamemode", false, false  );
self takeweapon(self.primaryweapon);
self takeweapon("concussion_grenade_mp");
wait 0.1;
self switchtoweapon(self.secondaryweapon);

self setWeaponAmmoClip( self.secondaryweapon, 0 );
self setWeaponAmmoStock( self.secondaryweapon, 0 );

}

killedEnemy( means )
{
self.aonKills+=1;
self thread setAoNPerk(self.aonKills);
wait 0.5;
}
gotKilled( means, suicide )
{
self notify("iDie");
wait 0.5;
}
setAoNPerk(muertes)
{
if (muertes==1)
{
	self thread getSetRandomPerk("Scavenger");
}
else if (muertes==3)
{
	self thread getSetRandomPerk(undefined);
}
else if (muertes==5)
{
	self thread getSetRandomPerk(undefined);
}
else if (muertes==7)
{
	self thread getSetRandomPerk("Specialist");
}
switch(muertes)
{
	case 1:
	case 3:
	case 5:
	case 7: self playLocalSound( "copycat_steal_class" );break;
}

}
getSetRandomPerk(ventaja)
{

if ( self.cperks <= 4 )
{
	if (isDefined(ventaja))
		randPerk = ventaja;
	else
		randPerk = level.perkList[randomint(level.perkList.size-2)].perk;

	used = false;


	foreach( perk in self.ssperks )
	{
		if ( perk == randPerk )
		{
			used = true;
		}
	}

	while(used == true)
	{
		used = false;
		randPerk = level.perkList[randomint(level.perkList.size-2)].perk;
		foreach( perk in self.ssperks )
		{
			if ( perk == randPerk )
			{
				used = true;
			}
		}
		wait 0.01;
	}

	perkNum = 0;

	for( i = 0; i < level.perkList.size; i++ )
	{
		if ( level.perkList[i].perk == randPerk )
		{
			perkNum = i;
		}
	}

	foreach( speciality in level.perkList[perkNum].perks )
	{
		self _setPerk( speciality );
	}

	self.ssperks[self.cperks] = randPerk;
	self.cperks += 1;
	self thread maps\mp\gametypes\_bohud::perkAnim(self, randPerk);
}
else
{
	// TO-DO: Score Multiplier
}

}

registerPerks()
{
level.perkList = [];

level.perkList[0] = spawnStruct();
level.perkList[0].perk = "Commando"; //specialty_commando_upgrade
level.perkList[0].perks = [];
level.perkList[0].perks[0] = "specialty_extendedmelee";
level.perkList[0].perks[0] = "specialty_falldamage";

level.perkList[1] = spawnStruct();
level.perkList[1].perk = "Light weight"; //specialty_lightweight_upgrade
level.perkList[1].perks = [];
level.perkList[1].perks[0] = "specialty_fastsprintrecovery";
level.perkList[1].perks[1] = "specialty_lightweight";

level.perkList[2] = spawnStruct();
level.perkList[2].perk = "Sleight of hand"; //specialty_fastreload_upgrade
level.perkList[2].perks = [];
level.perkList[2].perks[0] = "specialty_fastsnipe";
level.perkList[2].perks[1] = "specialty_fastreload";
level.perkList[2].perks[2] = "specialty_quickdraw";

level.perkList[3] = spawnStruct();
level.perkList[3].perk = "Marathon"; //specialty_marathon_upgrade
level.perkList[3].perks = [];
level.perkList[3].perks[0] = "specialty_marathon";

level.perkList[4] = spawnStruct();
level.perkList[4].perk = "Stopping power"; //specialty_bulletdamage_upgrade
level.perkList[4].perks = [];
level.perkList[4].perks[0] = "specialty_bulletdamage";
level.perkList[4].perks[1] = "specialty_bulletpenetration";

level.perkList[5] = spawnStruct();
level.perkList[5].perk = "Scavenger"; //specialty_scavenger_upgrade
level.perkList[5].perks = [];
level.perkList[5].perks[0] = "specialty_scavenger";
level.perkList[5].perks[1] = "specialty_extraammo";

level.perkList[6] = spawnStruct();
level.perkList[6].perk = "Especialista"; //specialty_onemanarmy_upgrade
level.perkList[6].perks = [];
level.perkList[6].perks[0] = "specialty_fastreload";
level.perkList[6].perks[1] = "specialty_extendedmelee";
level.perkList[6].perks[2] = "specialty_fastsprintrecovery";
level.perkList[6].perks[3] = "specialty_selectivehearing";
level.perkList[6].perks[4] = "specialty_automantle";
level.perkList[6].perks[5] = "specialty_falldamage";
level.perkList[6].perks[6] = "specialty_lightweight";
level.perkList[6].perks[7] = "specialty_coldblooded";
level.perkList[6].perks[8] = "specialty_fastmantle";
level.perkList[6].perks[9] = "specialty_quickdraw";
level.perkList[6].perks[10] = "specialty_extendedmags";
level.perkList[6].perks[11] = "specialty_jumpdive";
level.perkList[6].perks[12] = "specialty_bulletdamage";
level.perkList[6].perks[13] = "specialty_quieter";
level.perkList[6].perks[14] = "specialty_bulletpenetration";
level.perkList[6].perks[15] = "specialty_quickdraw";
}
setSpecialLoadouts()
{	
//	mercenaries

level.aon_loadouts["axis"]["loadoutPrimary"] = "m16";
level.aon_loadouts["axis"]["loadoutPrimaryAttachment"] = "reflex";
level.aon_loadouts["axis"]["loadoutPrimaryAttachment2"] = "xmags";
level.aon_loadouts["axis"]["loadoutPrimaryBuff"] = "specialty_bling";
level.aon_loadouts["axis"]["loadoutPrimaryCamo"] = "none";

level.aon_loadouts["axis"]["loadoutSecondary"] = "beretta";
level.aon_loadouts["axis"]["loadoutSecondaryAttachment"] = "tactical";
level.aon_loadouts["axis"]["loadoutSecondaryAttachment2"] = "none";
level.aon_loadouts["axis"]["loadoutSecondaryBuff"] = "specialty_null";

level.aon_loadouts["axis"]["loadoutEquipment"] = "throwingknife_mp";
level.aon_loadouts["axis"]["loadoutOffhand"] = "none";

level.aon_loadouts["axis"]["loadoutPerk1"] = "specialty_marathon";
level.aon_loadouts["axis"]["loadoutPerk2"] = "specialty_quickdraw";
level.aon_loadouts["axis"]["loadoutPerk3"] = "specialty_quieter";

level.aon_loadouts["axis"]["loadoutKillstreak1"] = "none";
level.aon_loadouts["axis"]["loadoutKillstreak2"] = "none";
level.aon_loadouts["axis"]["loadoutKillstreak3"] = "none";	

level.aon_loadouts["axis"]["loadoutDeathstreak"] = "specialty_grenadepulldeath";

level.aon_loadouts["allies"]["loadoutPrimary"] = "m16";
level.aon_loadouts["allies"]["loadoutPrimaryAttachment"] = "reflex";
level.aon_loadouts["allies"]["loadoutPrimaryAttachment2"] = "xmags";
level.aon_loadouts["allies"]["loadoutPrimaryBuff"] = "specialty_bling";
level.aon_loadouts["allies"]["loadoutPrimaryCamo"] = "none";

level.aon_loadouts["allies"]["loadoutSecondary"] = "beretta";
level.aon_loadouts["allies"]["loadoutSecondaryAttachment"] = "tactical";
level.aon_loadouts["allies"]["loadoutSecondaryAttachment2"] = "none";
level.aon_loadouts["allies"]["loadoutSecondaryBuff"] = "specialty_null";

level.aon_loadouts["allies"]["loadoutEquipment"] = "throwingknife_mp";
level.aon_loadouts["allies"]["loadoutOffhand"] = "none";

level.aon_loadouts["allies"]["loadoutPerk1"] = "specialty_marathon";
level.aon_loadouts["allies"]["loadoutPerk2"] = "specialty_quickdraw";
level.aon_loadouts["allies"]["loadoutPerk3"] = "specialty_quieter";

level.aon_loadouts["allies"]["loadoutKillstreak1"] = "none";
level.aon_loadouts["allies"]["loadoutKillstreak2"] = "none";
level.aon_loadouts["allies"]["loadoutKillstreak3"] = "none";	

level.aon_loadouts["allies"]["loadoutDeathstreak"] = "specialty_grenadepulldeath";		
}

 

and i have some gametypes... (extract of gametypes.txt)

defender //team defender
zona //drop zone
real //realistic mode
killcon //kill confirmed
jugg //juggernaut
tjugg //team juggernaut
infect// infected
aon // all or nothing
vip // vip (finished) a helo rescues to the vip

 

look gameplays and more here: http://www.youtube.com/user/KTRrodero31?feature=watch

Опубликовано:
  • Автор
MegMak":2exnxwqt]в—Џ All Or Nothing by KTR Clan

 

they dont create this mod, was a mix between x0v3rKiLx Specialist mod and kris2928 code.

 

KTR only modifies others code 8-)

 

should be в—Џ All Or Nothing by x0v3rKiLx and kris2928

 

sorry, I developed that code, but if you think so...

 

#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
Free-for-all: All or Nothing (by trasto)
Objective: 	Score points by eliminating other players
Map ends:	When one player reaches the score limit, or time limit is reached
Respawning:	No wait / Away from other players

Level requirements
------------------
	Spawnpoints:
		classname		mp_dm_spawn
		All players spawn from these. The spawnpoint chosen is dependent on the current locations of enemies at the time of spawn.
		Players generally spawn away from enemies.

	Spectator Spawnpoints:
		classname		mp_global_intermission
		Spectators spawn from these and intermission is viewed from these positions.
		Atleast one is required, any more and they are randomly chosen between.
*/

main()
{
maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();

registerTimeLimitDvar( level.gameType, 10, 0, 1440 );
registerScoreLimitDvar( level.gameType, 1000, 0, 5000 );
registerWinLimitDvar( level.gameType, 1, 0, 5000 );
registerRoundLimitDvar( level.gameType, 1, 0, 10 );
registerNumLivesDvar( level.gameType, 0, 0, 10 );
registerHalfTimeDvar( level.gameType, 0, 0, 1 );

setSpecialLoadouts();
level.onPrecacheGameType = ::onPrecacheGameType;
level.onStartGameType = ::onStartGameType;
level.onSpawnPlayer = ::onSpawnPlayer;
level.getSpawnPoint = ::getSpawnPoint;

game["dialog"]["gametype"] = "freeforall";

if ( getDvarInt( "g_hardcore" ) )
	game["dialog"]["gametype"] = "hc_" + game["dialog"]["gametype"];
else if ( getDvarInt( "camera_thirdPerson" ) )
	game["dialog"]["gametype"] = "thirdp_" + game["dialog"]["gametype"];
else if ( getDvarInt( "scr_diehard" ) )
	game["dialog"]["gametype"] = "dh_" + game["dialog"]["gametype"];
else if (getDvarInt( "scr_" + level.gameType + "_promode" ) )
	game["dialog"]["gametype"] = game["dialog"]["gametype"] + "_pro";

level thread onPlayerConnect();
}

onPrecacheGameType()
{
precacheShader("specialty_bulletdamage_upgrade");
precacheShader("specialty_commando_upgrade");
precacheShader("specialty_lightweight_upgrade");
precacheShader("specialty_fastreload_upgrade");
precacheShader("specialty_marathon_upgrade");
precacheShader("specialty_bulletaccuracy_upgrade");
precacheShader("specialty_scavenger_upgrade");
precacheShader("specialty_onemanarmy_upgrade");
precacheShader("cardicon_prestige10_02");
}

onStartGameType()
{
setClientNameMode("auto_change");

setObjectiveText( "allies", &"OBJECTIVES_DM" );
setObjectiveText( "axis", &"OBJECTIVES_DM" );

if ( level.splitscreen )
{
	setObjectiveScoreText( "allies", &"OBJECTIVES_DM" );
	setObjectiveScoreText( "axis", &"OBJECTIVES_DM" );
}
else
{
	setObjectiveScoreText( "allies", &"OBJECTIVES_DM_SCORE" );
	setObjectiveScoreText( "axis", &"OBJECTIVES_DM_SCORE" );
}
setObjectiveHintText( "allies", &"OBJECTIVES_DM_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_DM_HINT" );

level.spawnMins = ( 0, 0, 0 );
level.spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_dm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_dm_spawn" );
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
setMapCenter( level.mapCenter );

allowed[0] = "dm";
maps\mp\gametypes\_gameobjects::main(allowed);

maps\mp\gametypes\_rank::registerScoreInfo( "kill", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "headshot", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "assist", 10 );
maps\mp\gametypes\_rank::registerScoreInfo( "suicide", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "teamkill", 0 );

level thread registerPerks();

level.QuickMessageToAll = true;
}

getSpawnPoint()
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( self.pers["team"] );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_DM( spawnPoints );

return spawnPoint;
}

onPlayerConnect()
{
for ( ;; )
{
	level waittill( "connected", player );
	player thread doConnect();
	player thread onJoinedTeam();
}
}

onJoinedTeam()
{
self endon("disconnect");

for(;
{
	self waittill( "joined_team" );
	self thread onPlayerSpawned();
}
}

onSpawnPlayer()
{
self.pers["gamemodeLoadout"] = level.aon_loadouts[self.pers["team"]];		
level notify ( "spawned_player" );
}
onPlayerSpawned()
{
self endon("disconnect");
self notify("menuresponse", "changeclass", "class1");
for(;
{
	self waittill("spawned_player");
	wait 0.01;
	self thread doSpawn();
}
}

doConnect()
{
self closepopupMenu();
self closeInGameMenu();
self thread maps\mp\gametypes\_bohud::createIcons(self);
self.ssperks = [];
self.ssperks[0] = "";
self.ssperks[1] = "";
self.ssperks[2] = "";
self.ssperks[3] = "";
self.cperks = 0;
wait 1.0;
}

doSpawn()
{
self.perk1Icon.alpha = 0;
self.perk2Icon.alpha = 0;
self.perk3Icon.alpha = 0;
self.perk4Icon.alpha = 0;
self.perk1Icon.x = -120;
self.perk2Icon.x = -120;
self.perk3Icon.x = -120;
self.perk4Icon.x = -120;
self.perk1Text.alpha = 0;
self.perk2Text.alpha = 0;
self.perk3Text.alpha = 0;
self.perk4Text.alpha = 0;

self takeAllWeapons();
self _clearPerks();
self.ssperks = [];
self.ssperks[0] = "";
self.ssperks[1] = "";
self.ssperks[2] = "";
self.ssperks[3] = "";
self.cperks = 0;
self.aonKills = 0;
self.notifying = false;

self.pers["gamemodeLoadout"] = level.aon_loadouts[self.pers["team"]];
self maps\mp\gametypes\_class::giveLoadout( self.pers["team"], "gamemode", false, false  );
self takeweapon(self.primaryweapon);
self takeweapon("concussion_grenade_mp");
wait 0.1;
self switchtoweapon(self.secondaryweapon);

self setWeaponAmmoClip( self.secondaryweapon, 0 );
self setWeaponAmmoStock( self.secondaryweapon, 0 );

}

killedEnemy( means )
{
self.aonKills+=1;
self thread setAoNPerk(self.aonKills);
wait 0.5;
}
gotKilled( means, suicide )
{
self notify("iDie");
wait 0.5;
}
setAoNPerk(muertes)
{
if (muertes==1)
{
	self thread getSetRandomPerk("Scavenger");
}
else if (muertes==3)
{
	self thread getSetRandomPerk(undefined);
}
else if (muertes==5)
{
	self thread getSetRandomPerk(undefined);
}
else if (muertes==7)
{
	self thread getSetRandomPerk("Specialist");
}
switch(muertes)
{
	case 1:
	case 3:
	case 5:
	case 7: self playLocalSound( "copycat_steal_class" );break;
}

}
getSetRandomPerk(ventaja)
{

if ( self.cperks <= 4 )
{
	if (isDefined(ventaja))
		randPerk = ventaja;
	else
		randPerk = level.perkList[randomint(level.perkList.size-2)].perk;

	used = false;


	foreach( perk in self.ssperks )
	{
		if ( perk == randPerk )
		{
			used = true;
		}
	}

	while(used == true)
	{
		used = false;
		randPerk = level.perkList[randomint(level.perkList.size-2)].perk;
		foreach( perk in self.ssperks )
		{
			if ( perk == randPerk )
			{
				used = true;
			}
		}
		wait 0.01;
	}

	perkNum = 0;

	for( i = 0; i < level.perkList.size; i++ )
	{
		if ( level.perkList[i].perk == randPerk )
		{
			perkNum = i;
		}
	}

	foreach( speciality in level.perkList[perkNum].perks )
	{
		self _setPerk( speciality );
	}

	self.ssperks[self.cperks] = randPerk;
	self.cperks += 1;
	self thread maps\mp\gametypes\_bohud::perkAnim(self, randPerk);
}
else
{
	// TO-DO: Score Multiplier
}

}

registerPerks()
{
level.perkList = [];

level.perkList[0] = spawnStruct();
level.perkList[0].perk = "Commando"; //specialty_commando_upgrade
level.perkList[0].perks = [];
level.perkList[0].perks[0] = "specialty_extendedmelee";
level.perkList[0].perks[0] = "specialty_falldamage";

level.perkList[1] = spawnStruct();
level.perkList[1].perk = "Light weight"; //specialty_lightweight_upgrade
level.perkList[1].perks = [];
level.perkList[1].perks[0] = "specialty_fastsprintrecovery";
level.perkList[1].perks[1] = "specialty_lightweight";

level.perkList[2] = spawnStruct();
level.perkList[2].perk = "Sleight of hand"; //specialty_fastreload_upgrade
level.perkList[2].perks = [];
level.perkList[2].perks[0] = "specialty_fastsnipe";
level.perkList[2].perks[1] = "specialty_fastreload";
level.perkList[2].perks[2] = "specialty_quickdraw";

level.perkList[3] = spawnStruct();
level.perkList[3].perk = "Marathon"; //specialty_marathon_upgrade
level.perkList[3].perks = [];
level.perkList[3].perks[0] = "specialty_marathon";

level.perkList[4] = spawnStruct();
level.perkList[4].perk = "Stopping power"; //specialty_bulletdamage_upgrade
level.perkList[4].perks = [];
level.perkList[4].perks[0] = "specialty_bulletdamage";
level.perkList[4].perks[1] = "specialty_bulletpenetration";

level.perkList[5] = spawnStruct();
level.perkList[5].perk = "Scavenger"; //specialty_scavenger_upgrade
level.perkList[5].perks = [];
level.perkList[5].perks[0] = "specialty_scavenger";
level.perkList[5].perks[1] = "specialty_extraammo";

level.perkList[6] = spawnStruct();
level.perkList[6].perk = "Especialista"; //specialty_onemanarmy_upgrade
level.perkList[6].perks = [];
level.perkList[6].perks[0] = "specialty_fastreload";
level.perkList[6].perks[1] = "specialty_extendedmelee";
level.perkList[6].perks[2] = "specialty_fastsprintrecovery";
level.perkList[6].perks[3] = "specialty_selectivehearing";
level.perkList[6].perks[4] = "specialty_automantle";
level.perkList[6].perks[5] = "specialty_falldamage";
level.perkList[6].perks[6] = "specialty_lightweight";
level.perkList[6].perks[7] = "specialty_coldblooded";
level.perkList[6].perks[8] = "specialty_fastmantle";
level.perkList[6].perks[9] = "specialty_quickdraw";
level.perkList[6].perks[10] = "specialty_extendedmags";
level.perkList[6].perks[11] = "specialty_jumpdive";
level.perkList[6].perks[12] = "specialty_bulletdamage";
level.perkList[6].perks[13] = "specialty_quieter";
level.perkList[6].perks[14] = "specialty_bulletpenetration";
level.perkList[6].perks[15] = "specialty_quickdraw";
}
setSpecialLoadouts()
{	
//	mercenaries

level.aon_loadouts["axis"]["loadoutPrimary"] = "m16";
level.aon_loadouts["axis"]["loadoutPrimaryAttachment"] = "reflex";
level.aon_loadouts["axis"]["loadoutPrimaryAttachment2"] = "xmags";
level.aon_loadouts["axis"]["loadoutPrimaryBuff"] = "specialty_bling";
level.aon_loadouts["axis"]["loadoutPrimaryCamo"] = "none";

level.aon_loadouts["axis"]["loadoutSecondary"] = "beretta";
level.aon_loadouts["axis"]["loadoutSecondaryAttachment"] = "tactical";
level.aon_loadouts["axis"]["loadoutSecondaryAttachment2"] = "none";
level.aon_loadouts["axis"]["loadoutSecondaryBuff"] = "specialty_null";

level.aon_loadouts["axis"]["loadoutEquipment"] = "throwingknife_mp";
level.aon_loadouts["axis"]["loadoutOffhand"] = "none";

level.aon_loadouts["axis"]["loadoutPerk1"] = "specialty_marathon";
level.aon_loadouts["axis"]["loadoutPerk2"] = "specialty_quickdraw";
level.aon_loadouts["axis"]["loadoutPerk3"] = "specialty_quieter";

level.aon_loadouts["axis"]["loadoutKillstreak1"] = "none";
level.aon_loadouts["axis"]["loadoutKillstreak2"] = "none";
level.aon_loadouts["axis"]["loadoutKillstreak3"] = "none";	

level.aon_loadouts["axis"]["loadoutDeathstreak"] = "specialty_grenadepulldeath";

level.aon_loadouts["allies"]["loadoutPrimary"] = "m16";
level.aon_loadouts["allies"]["loadoutPrimaryAttachment"] = "reflex";
level.aon_loadouts["allies"]["loadoutPrimaryAttachment2"] = "xmags";
level.aon_loadouts["allies"]["loadoutPrimaryBuff"] = "specialty_bling";
level.aon_loadouts["allies"]["loadoutPrimaryCamo"] = "none";

level.aon_loadouts["allies"]["loadoutSecondary"] = "beretta";
level.aon_loadouts["allies"]["loadoutSecondaryAttachment"] = "tactical";
level.aon_loadouts["allies"]["loadoutSecondaryAttachment2"] = "none";
level.aon_loadouts["allies"]["loadoutSecondaryBuff"] = "specialty_null";

level.aon_loadouts["allies"]["loadoutEquipment"] = "throwingknife_mp";
level.aon_loadouts["allies"]["loadoutOffhand"] = "none";

level.aon_loadouts["allies"]["loadoutPerk1"] = "specialty_marathon";
level.aon_loadouts["allies"]["loadoutPerk2"] = "specialty_quickdraw";
level.aon_loadouts["allies"]["loadoutPerk3"] = "specialty_quieter";

level.aon_loadouts["allies"]["loadoutKillstreak1"] = "none";
level.aon_loadouts["allies"]["loadoutKillstreak2"] = "none";
level.aon_loadouts["allies"]["loadoutKillstreak3"] = "none";	

level.aon_loadouts["allies"]["loadoutDeathstreak"] = "specialty_grenadepulldeath";		
}

 

and i have some gametypes... (extract of gametypes.txt)

defender //team defender
zona //drop zone
real //realistic mode
killcon //kill confirmed
jugg //juggernaut
tjugg //team juggernaut
infect// infected
aon // all or nothing
vip // vip (finished) a helo rescues to the vip

 

look gameplays and more here: http://www.youtube.com/user/KTRrodero31?feature=watch

 

Ok I edit...

Опубликовано:
  • Автор
MegMak":2e3z7k4e]в—Џ All Or Nothing by KTR Clan

 

they dont create this mod, was a mix between x0v3rKiLx Specialist mod and kris2928 code.

 

KTR only modifies others code 8-)

 

should be в—Џ All Or Nothing by x0v3rKiLx and kris2928

 

sorry, I developed that code, but if you think so...

 

#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
Free-for-all: All or Nothing (by trasto)
Objective: 	Score points by eliminating other players
Map ends:	When one player reaches the score limit, or time limit is reached
Respawning:	No wait / Away from other players

Level requirements
------------------
	Spawnpoints:
		classname		mp_dm_spawn
		All players spawn from these. The spawnpoint chosen is dependent on the current locations of enemies at the time of spawn.
		Players generally spawn away from enemies.

	Spectator Spawnpoints:
		classname		mp_global_intermission
		Spectators spawn from these and intermission is viewed from these positions.
		Atleast one is required, any more and they are randomly chosen between.
*/

main()
{
maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();

registerTimeLimitDvar( level.gameType, 10, 0, 1440 );
registerScoreLimitDvar( level.gameType, 1000, 0, 5000 );
registerWinLimitDvar( level.gameType, 1, 0, 5000 );
registerRoundLimitDvar( level.gameType, 1, 0, 10 );
registerNumLivesDvar( level.gameType, 0, 0, 10 );
registerHalfTimeDvar( level.gameType, 0, 0, 1 );

setSpecialLoadouts();
level.onPrecacheGameType = ::onPrecacheGameType;
level.onStartGameType = ::onStartGameType;
level.onSpawnPlayer = ::onSpawnPlayer;
level.getSpawnPoint = ::getSpawnPoint;

game["dialog"]["gametype"] = "freeforall";

if ( getDvarInt( "g_hardcore" ) )
	game["dialog"]["gametype"] = "hc_" + game["dialog"]["gametype"];
else if ( getDvarInt( "camera_thirdPerson" ) )
	game["dialog"]["gametype"] = "thirdp_" + game["dialog"]["gametype"];
else if ( getDvarInt( "scr_diehard" ) )
	game["dialog"]["gametype"] = "dh_" + game["dialog"]["gametype"];
else if (getDvarInt( "scr_" + level.gameType + "_promode" ) )
	game["dialog"]["gametype"] = game["dialog"]["gametype"] + "_pro";

level thread onPlayerConnect();
}

onPrecacheGameType()
{
precacheShader("specialty_bulletdamage_upgrade");
precacheShader("specialty_commando_upgrade");
precacheShader("specialty_lightweight_upgrade");
precacheShader("specialty_fastreload_upgrade");
precacheShader("specialty_marathon_upgrade");
precacheShader("specialty_bulletaccuracy_upgrade");
precacheShader("specialty_scavenger_upgrade");
precacheShader("specialty_onemanarmy_upgrade");
precacheShader("cardicon_prestige10_02");
}

onStartGameType()
{
setClientNameMode("auto_change");

setObjectiveText( "allies", &"OBJECTIVES_DM" );
setObjectiveText( "axis", &"OBJECTIVES_DM" );

if ( level.splitscreen )
{
	setObjectiveScoreText( "allies", &"OBJECTIVES_DM" );
	setObjectiveScoreText( "axis", &"OBJECTIVES_DM" );
}
else
{
	setObjectiveScoreText( "allies", &"OBJECTIVES_DM_SCORE" );
	setObjectiveScoreText( "axis", &"OBJECTIVES_DM_SCORE" );
}
setObjectiveHintText( "allies", &"OBJECTIVES_DM_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_DM_HINT" );

level.spawnMins = ( 0, 0, 0 );
level.spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_dm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_dm_spawn" );
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
setMapCenter( level.mapCenter );

allowed[0] = "dm";
maps\mp\gametypes\_gameobjects::main(allowed);

maps\mp\gametypes\_rank::registerScoreInfo( "kill", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "headshot", 50 );
maps\mp\gametypes\_rank::registerScoreInfo( "assist", 10 );
maps\mp\gametypes\_rank::registerScoreInfo( "suicide", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "teamkill", 0 );

level thread registerPerks();

level.QuickMessageToAll = true;
}

getSpawnPoint()
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( self.pers["team"] );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_DM( spawnPoints );

return spawnPoint;
}

onPlayerConnect()
{
for ( ;; )
{
	level waittill( "connected", player );
	player thread doConnect();
	player thread onJoinedTeam();
}
}

onJoinedTeam()
{
self endon("disconnect");

for(;
{
	self waittill( "joined_team" );
	self thread onPlayerSpawned();
}
}

onSpawnPlayer()
{
self.pers["gamemodeLoadout"] = level.aon_loadouts[self.pers["team"]];		
level notify ( "spawned_player" );
}
onPlayerSpawned()
{
self endon("disconnect");
self notify("menuresponse", "changeclass", "class1");
for(;
{
	self waittill("spawned_player");
	wait 0.01;
	self thread doSpawn();
}
}

doConnect()
{
self closepopupMenu();
self closeInGameMenu();
self thread maps\mp\gametypes\_bohud::createIcons(self);
self.ssperks = [];
self.ssperks[0] = "";
self.ssperks[1] = "";
self.ssperks[2] = "";
self.ssperks[3] = "";
self.cperks = 0;
wait 1.0;
}

doSpawn()
{
self.perk1Icon.alpha = 0;
self.perk2Icon.alpha = 0;
self.perk3Icon.alpha = 0;
self.perk4Icon.alpha = 0;
self.perk1Icon.x = -120;
self.perk2Icon.x = -120;
self.perk3Icon.x = -120;
self.perk4Icon.x = -120;
self.perk1Text.alpha = 0;
self.perk2Text.alpha = 0;
self.perk3Text.alpha = 0;
self.perk4Text.alpha = 0;

self takeAllWeapons();
self _clearPerks();
self.ssperks = [];
self.ssperks[0] = "";
self.ssperks[1] = "";
self.ssperks[2] = "";
self.ssperks[3] = "";
self.cperks = 0;
self.aonKills = 0;
self.notifying = false;

self.pers["gamemodeLoadout"] = level.aon_loadouts[self.pers["team"]];
self maps\mp\gametypes\_class::giveLoadout( self.pers["team"], "gamemode", false, false  );
self takeweapon(self.primaryweapon);
self takeweapon("concussion_grenade_mp");
wait 0.1;
self switchtoweapon(self.secondaryweapon);

self setWeaponAmmoClip( self.secondaryweapon, 0 );
self setWeaponAmmoStock( self.secondaryweapon, 0 );

}

killedEnemy( means )
{
self.aonKills+=1;
self thread setAoNPerk(self.aonKills);
wait 0.5;
}
gotKilled( means, suicide )
{
self notify("iDie");
wait 0.5;
}
setAoNPerk(muertes)
{
if (muertes==1)
{
	self thread getSetRandomPerk("Scavenger");
}
else if (muertes==3)
{
	self thread getSetRandomPerk(undefined);
}
else if (muertes==5)
{
	self thread getSetRandomPerk(undefined);
}
else if (muertes==7)
{
	self thread getSetRandomPerk("Specialist");
}
switch(muertes)
{
	case 1:
	case 3:
	case 5:
	case 7: self playLocalSound( "copycat_steal_class" );break;
}

}
getSetRandomPerk(ventaja)
{

if ( self.cperks <= 4 )
{
	if (isDefined(ventaja))
		randPerk = ventaja;
	else
		randPerk = level.perkList[randomint(level.perkList.size-2)].perk;

	used = false;


	foreach( perk in self.ssperks )
	{
		if ( perk == randPerk )
		{
			used = true;
		}
	}

	while(used == true)
	{
		used = false;
		randPerk = level.perkList[randomint(level.perkList.size-2)].perk;
		foreach( perk in self.ssperks )
		{
			if ( perk == randPerk )
			{
				used = true;
			}
		}
		wait 0.01;
	}

	perkNum = 0;

	for( i = 0; i < level.perkList.size; i++ )
	{
		if ( level.perkList[i].perk == randPerk )
		{
			perkNum = i;
		}
	}

	foreach( speciality in level.perkList[perkNum].perks )
	{
		self _setPerk( speciality );
	}

	self.ssperks[self.cperks] = randPerk;
	self.cperks += 1;
	self thread maps\mp\gametypes\_bohud::perkAnim(self, randPerk);
}
else
{
	// TO-DO: Score Multiplier
}

}

registerPerks()
{
level.perkList = [];

level.perkList[0] = spawnStruct();
level.perkList[0].perk = "Commando"; //specialty_commando_upgrade
level.perkList[0].perks = [];
level.perkList[0].perks[0] = "specialty_extendedmelee";
level.perkList[0].perks[0] = "specialty_falldamage";

level.perkList[1] = spawnStruct();
level.perkList[1].perk = "Light weight"; //specialty_lightweight_upgrade
level.perkList[1].perks = [];
level.perkList[1].perks[0] = "specialty_fastsprintrecovery";
level.perkList[1].perks[1] = "specialty_lightweight";

level.perkList[2] = spawnStruct();
level.perkList[2].perk = "Sleight of hand"; //specialty_fastreload_upgrade
level.perkList[2].perks = [];
level.perkList[2].perks[0] = "specialty_fastsnipe";
level.perkList[2].perks[1] = "specialty_fastreload";
level.perkList[2].perks[2] = "specialty_quickdraw";

level.perkList[3] = spawnStruct();
level.perkList[3].perk = "Marathon"; //specialty_marathon_upgrade
level.perkList[3].perks = [];
level.perkList[3].perks[0] = "specialty_marathon";

level.perkList[4] = spawnStruct();
level.perkList[4].perk = "Stopping power"; //specialty_bulletdamage_upgrade
level.perkList[4].perks = [];
level.perkList[4].perks[0] = "specialty_bulletdamage";
level.perkList[4].perks[1] = "specialty_bulletpenetration";

level.perkList[5] = spawnStruct();
level.perkList[5].perk = "Scavenger"; //specialty_scavenger_upgrade
level.perkList[5].perks = [];
level.perkList[5].perks[0] = "specialty_scavenger";
level.perkList[5].perks[1] = "specialty_extraammo";

level.perkList[6] = spawnStruct();
level.perkList[6].perk = "Especialista"; //specialty_onemanarmy_upgrade
level.perkList[6].perks = [];
level.perkList[6].perks[0] = "specialty_fastreload";
level.perkList[6].perks[1] = "specialty_extendedmelee";
level.perkList[6].perks[2] = "specialty_fastsprintrecovery";
level.perkList[6].perks[3] = "specialty_selectivehearing";
level.perkList[6].perks[4] = "specialty_automantle";
level.perkList[6].perks[5] = "specialty_falldamage";
level.perkList[6].perks[6] = "specialty_lightweight";
level.perkList[6].perks[7] = "specialty_coldblooded";
level.perkList[6].perks[8] = "specialty_fastmantle";
level.perkList[6].perks[9] = "specialty_quickdraw";
level.perkList[6].perks[10] = "specialty_extendedmags";
level.perkList[6].perks[11] = "specialty_jumpdive";
level.perkList[6].perks[12] = "specialty_bulletdamage";
level.perkList[6].perks[13] = "specialty_quieter";
level.perkList[6].perks[14] = "specialty_bulletpenetration";
level.perkList[6].perks[15] = "specialty_quickdraw";
}
setSpecialLoadouts()
{	
//	mercenaries

level.aon_loadouts["axis"]["loadoutPrimary"] = "m16";
level.aon_loadouts["axis"]["loadoutPrimaryAttachment"] = "reflex";
level.aon_loadouts["axis"]["loadoutPrimaryAttachment2"] = "xmags";
level.aon_loadouts["axis"]["loadoutPrimaryBuff"] = "specialty_bling";
level.aon_loadouts["axis"]["loadoutPrimaryCamo"] = "none";

level.aon_loadouts["axis"]["loadoutSecondary"] = "beretta";
level.aon_loadouts["axis"]["loadoutSecondaryAttachment"] = "tactical";
level.aon_loadouts["axis"]["loadoutSecondaryAttachment2"] = "none";
level.aon_loadouts["axis"]["loadoutSecondaryBuff"] = "specialty_null";

level.aon_loadouts["axis"]["loadoutEquipment"] = "throwingknife_mp";
level.aon_loadouts["axis"]["loadoutOffhand"] = "none";

level.aon_loadouts["axis"]["loadoutPerk1"] = "specialty_marathon";
level.aon_loadouts["axis"]["loadoutPerk2"] = "specialty_quickdraw";
level.aon_loadouts["axis"]["loadoutPerk3"] = "specialty_quieter";

level.aon_loadouts["axis"]["loadoutKillstreak1"] = "none";
level.aon_loadouts["axis"]["loadoutKillstreak2"] = "none";
level.aon_loadouts["axis"]["loadoutKillstreak3"] = "none";	

level.aon_loadouts["axis"]["loadoutDeathstreak"] = "specialty_grenadepulldeath";

level.aon_loadouts["allies"]["loadoutPrimary"] = "m16";
level.aon_loadouts["allies"]["loadoutPrimaryAttachment"] = "reflex";
level.aon_loadouts["allies"]["loadoutPrimaryAttachment2"] = "xmags";
level.aon_loadouts["allies"]["loadoutPrimaryBuff"] = "specialty_bling";
level.aon_loadouts["allies"]["loadoutPrimaryCamo"] = "none";

level.aon_loadouts["allies"]["loadoutSecondary"] = "beretta";
level.aon_loadouts["allies"]["loadoutSecondaryAttachment"] = "tactical";
level.aon_loadouts["allies"]["loadoutSecondaryAttachment2"] = "none";
level.aon_loadouts["allies"]["loadoutSecondaryBuff"] = "specialty_null";

level.aon_loadouts["allies"]["loadoutEquipment"] = "throwingknife_mp";
level.aon_loadouts["allies"]["loadoutOffhand"] = "none";

level.aon_loadouts["allies"]["loadoutPerk1"] = "specialty_marathon";
level.aon_loadouts["allies"]["loadoutPerk2"] = "specialty_quickdraw";
level.aon_loadouts["allies"]["loadoutPerk3"] = "specialty_quieter";

level.aon_loadouts["allies"]["loadoutKillstreak1"] = "none";
level.aon_loadouts["allies"]["loadoutKillstreak2"] = "none";
level.aon_loadouts["allies"]["loadoutKillstreak3"] = "none";	

level.aon_loadouts["allies"]["loadoutDeathstreak"] = "specialty_grenadepulldeath";		
}

 

and i have some gametypes... (extract of gametypes.txt)

defender //team defender
zona //drop zone
real //realistic mode
killcon //kill confirmed
jugg //juggernaut
tjugg //team juggernaut
infect// infected
aon // all or nothing
vip // vip (finished) a helo rescues to the vip

 

look gameplays and more here: http://www.youtube.com/user/KTRrodero31?feature=watch

 

Ok I edit...

 

Edited

Please, report me all the mods what I have forget. I don't have the time to seacrh...

  • 4 weeks later...
Опубликовано:
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Merget RSE Mods, Defcon Gametype, Counter Strike : IW4M, Zombie 2012 New Best, IW3M Like Menu, Custom 4D1 Logo at Loading Screen, Custom Camo Placement Gun Package From Hell added.

Опубликовано:
Merget RSE Mods, Defcon Gametype, Counter Strike : IW4M, Zombie 2012 New Best, IW3M Like Menu, Custom 4D1 Logo at Loading Screen, Custom Camo Placement Gun Package From Hell added.

Thank you for this, but offtopic: Can you update your IW5M one too?

Опубликовано:
Merget RSE Mods, Defcon Gametype, Counter Strike : IW4M, Zombie 2012 New Best, IW3M Like Menu, Custom 4D1 Logo at Loading Screen, Custom Camo Placement Gun Package From Hell added.

Hey, thanks for adding, but you used the wrong link. The one you used directs people to the wrong topic.

Опубликовано:
  • Автор
Merget RSE Mods, Defcon Gametype, Counter Strike : IW4M, Zombie 2012 New Best, IW3M Like Menu, Custom 4D1 Logo at Loading Screen, Custom Camo Placement Gun Package From Hell added.

Thank you for this, but offtopic: Can you update your IW5M one too?

I update the IW5M topic this night ;) .

 

 

Merget RSE Mods, Defcon Gametype, Counter Strike : IW4M, Zombie 2012 New Best, IW3M Like Menu, Custom 4D1 Logo at Loading Screen, Custom Camo Placement Gun Package From Hell added.

Hey, thanks for adding, but you used the wrong link. The one you used directs people to the wrong topic.

 

Sorry, link corrected.

Опубликовано:

El bambino , add this please my mode

 

viewtopic.php?f=17&t=16972

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