GSC Hour's GSC Projects Thread

TheHiddenHour

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TheHiddenHour's GSC Projects Thread
What you will find in this thread:

A bunch of **** that I make because I get bored. Most of it will probably be unfinished, so use it at your own risk. If I know that it's stable, I'll say so :innocent:. Anything of mine goes in here. Menus, bases, gamemodes, or just scripts that I make will be here.

Credits:
Shark
xTul

Gamemodes:

Overrun
Terminus NTIP-
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Source-
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Screenshots-
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What's it about?
It's TDM, but every player has 3 "lives" that they must try not to loose. If the player gets killed 3 times then that player switches to their killer's team. Either take all of the enemy team's players or have one team reach the score limit.

Menus / Bases:
Hotline REDUX [UNFINISHED MENU]
ZIP Download -
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Video-
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I was working on a menu to replace my old one, but I'm just bored with it now. Don't really plan on updating this. I've used it online multiple times and it never crashed on me. You might be able to come up with something with this as a base.

ZeiiKeN's Base Cleanup [UNTESTED BASE]
This was a little something that I thought would be fun to mess with. I took ZeiiKeN's old menu base and added some functionality to it. Never tested online and not going to be updated.

-----DONE-----
automate indexing of options so the user doesnt have to manually define them
combine verification variables
change way that verification is displayed by removing the variable and adding a function instead
scroller remebrance


Source:
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Scripts, etc:
Slot Machine Concept
This is something I made for my edit of Zombieland. It generates a random number and then activates a function based on the number it generated. You can add any function that you want by using slotMachine_addOption();
Code:
slotMachine()
{
    self notify("end_slotMachine");
    self endon("end_slotMachine");

    if(!isDefined(level.slotMachine))
    {
        level.slotMachine = [];
  
        level slotMachine_addOption(::giveWeapon, "fiveseven_mp");
        level slotMachine_addOption(::giveWeapon, "an94_mp");
        level slotMachine_addOption(::giveWeapon, "qcw05_mp");
        level slotMachine_addOption(::giveWeapon, "peacekeeper_mp");
        level slotMachine_addOption(::giveWeapon, "insas_mp");
        level slotMachine_addOption(::giveWeapon, "sa58_mp");
    }

    self.slotMachineHUD destroy();
    self.slotMachineHUD = self createFontString("objective", 2);
    self.slotMachineHUD setPoint("", "", 0, 0);
    self.slotMachineHUD.color = (1,1,1);
    self.slotMachineHUD.glowColor = (1,0,0);
    self.slotMachineHUD.glowAlpha = 1;
    self.slotMachineHUD.label = &"Rolling: ";

    for(i=0;i<15;i++)
    {
        index = randomInt(level.slotMachine.size);
        self.slotMachineHUD setValue(index);
        wait .2;
    }

    self thread [[level.slotMachine[index]["function"]]](level.slotMachine[index]["arg"], level.slotMachine[index]["arg1"]);

    self.slotMachineHUD changeFontScaleOverTime(.2);
    self.slotMachineHUD.fontscale = 3;
    self.slotMachineHUD fadeOverTime(.2);
    self.slotMachineHUD.glowColor = (0,1,0);
    self.slotMachineHUD.label = &"Rolled a: ";
    wait 3;
    self.slotMachineHUD fadeOverTime(.2);
    self.slotMachineHUD.alpha = 0;
    self.slotMachineHUD.glowAlpha = 0;
    wait .2;
    self.slotMachineHUD destroy();
}

slotMachine_addOption(function, arg, arg1)
{
    index = level.slotMachine.size;

    level.slotMachine[index]["function"] = function;
    level.slotMachine[index]["arg"] = arg;
    level.slotMachine[index]["arg1"] = arg1;
}

giveWeapon(weap)
{
    self takeWeapon(self getCurrentWeapon());
    self giveWeapon(weap);
    self switchToWeapon(weap);
    self iprintln(getweapondisplayname(weap) + " ^2given!");
}
 
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