[HELP] I need to modify vote map
-
Hello fellow plutonium I need to modify the vote map mod to load random game modes since it only loads TDM what would I have to do
#include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\gametypes\_hud_util; init() { precacheshader("gradient_fadein"); precacheshader("gradient_top"); precacheshader("white"); level.mapvotemaps = strtok("mp_alpha#mp_bootleg#mp_bravo#mp_carbon#mp_dome#mp_exchange#mp_hardhat#mp_interchange#mp_lambeth#mp_mogadishu#mp_paris#mp_plaza2#mp_radar#mp_seatown#mp_underground#mp_village#mp_terminal_cls#mp_rust#mp_highrise#mp_italy#mp_park#mp_overwatch#mp_morningwood#mp_meteora#mp_cement#mp_qadeem#mp_restrepo_ss#mp_hillside_ss#mp_courtyard_ss#mp_aground_ss#mp_six_ss#mp_burn_ss#mp_crosswalk_ss#shipbreaker#mp_roughneck#mp_moab#mp_boardwalk#mp_nola", "#"); level.mapvotedescs = strtok("European city center. Great for Team \nDefender.#Medium sized Asian market. Fun for all game \nmodes.#African colonial settlement. Fight to control \nthe center.#Medium sized refinery. Great for any number \nof players.#Small outpost in the desert. Fast and frantic \naction.#Urban map with wide streets. Good for long \nand short range fights.#A small construction site. Fast paced, close \nquarter action.#Destroyed freeway. Great for a wide range of \nspaces and styles.#Derelict Russian ghost town. Great for \ncareful, tactical engagements.#Crash site in an African city. Classic urban \ncombat.#Parisian district. Great for Domination and Kill \nConfirmed.#Medium sized German mall. Intense Search & \nDestroy games.#Large Siberian airbase. Great for epic large \nbattles.#A costal town. Narrow streets bring hectic, \nclose encounters.#Small subway station. Fast paced action both \ninside and out.#Large African village. Great for all game \nmodes.#Russian airport terminal under siege. The \nclassic fan favorite is back.#Tiny desert sandstorm. Fast-paced action on \na small map.#Classic MW2's Rooftop skyscraper.#A small coastal Italian town. Features tight \nclose quarter combat.#Large New York park set in autumn. Great for \nlong distance fire fights.#Unfinished top of a skyscraper. Features \ntense Demolition matches.#Air Force One crash site. Very open map with a \nfew homes that provide cover.#Greek Monastery on a sandstone pillar. \nFeatures both medium and long range combat.#Korean cement factory. Great for close \nquarter combat and tactical maneuvering.#Luxury resort in Dubai. Features Intense \nDomination maches# Remote outpost in Afghanistan. Tight, Sparse \ninteriors linked by open lanes and overlooks #Upscale beachside retreat. Multi-tiered run \nand gun combat haven. #Roman ruins near Mt. Vesuvius. Strong \ninteriors offset by multi-level flanks.#Shipwreck on the irish coast. Open layout \nallows for long distance engagements#American farm in the path of a monster \ntornado. Sparse interiors and well-defined lanes.#War torn section of mid-east highway. \nPlentiful cover and close quarter fighting#Metro intersection on lockdown. Strong \ninterior locations and tactical urban combat#Ship scavenging operation on the indian \ncoast. Dominant overwatch positions and \n strong flank routes.#Deep Water drilling rig. Medium to long range \nengagements between multi-tiered, joined \nplatforms#Abandoned Utah mining settlement. Features \nan open layout and strong flanks.#Jersey shore amusement boardwalk. \nElevated main path set off by close quarters. \nflanks#New Orleans under assault. Features \nfast-paced matches with abundant close \nquarters fighting. ", "#"); level.mapvoteindices = randomindices(); replacefunc(maps\mp\gametypes\_gamelogic::waittillFinalKillcamDone, ::finalkillcamhook); } finalkillcamhook() { if (!IsDefined(level.finalkillcam_winner)) { mapvote(); return false; } else { level waittill("final_killcam_done"); mapvote(); return true; } } mapvote() { if (!waslastround()) return; level.mapvoteui[0] = shader("white", "TOP", "TOP", 0, 120, 350, 20, (0.157,0.173,0.161), 1, 1, true); level.mapvoteui[1] = shader("white", "TOP", "TOP", 0, 140, 350, 60, (0.310,0.349,0.275), 1, 1, true); level.mapvoteui[2] = shader("gradient_top", "TOP", "TOP", 0, 140, 350, 2, (1,1,1), 1, 2, true); level.mapvoteui[3] = shader("white", "TOP", "TOP", 0, 200, 350, 20, (0.212,0.231,0.220), 1, 1, true); level.mapvoteui[4] = shader("white", "TOP", "TOP", 0, 220, 350, 20, (0.180,0.196,0.188), 1, 1, true); level.mapvoteui[5] = shader("white", "TOP", "TOP", 0, 240, 350, 20, (0.212,0.231,0.220), 1, 1, true); level.mapvoteui[6] = shader("white", "TOP", "TOP", 0, 260, 350, 20, (0.180,0.196,0.188), 1, 1, true); level.mapvoteui[7] = shader("white", "TOP", "TOP", 0, 280, 350, 20, (0.212,0.231,0.220), 1, 1, true); level.mapvoteui[8] = shader("white", "TOP", "TOP", 0, 300, 350, 20, (0.180,0.196,0.188), 1, 1, true); level.mapvoteui[9] = shader("white", "TOP", "TOP", 0, 320, 350, 20, (0.157,0.173,.161), 1, 1, true); level.mapvoteui[10] = shader("white", "TOP", "TOP", 0, 340, 350, 20, (0.310,0.349,0.275), 1, 1, true); level.mapvoteui[11] = shader("gradient_top", "TOP", "TOP", 0, 320, 350, 2, (1,1,1), 1, 2, true); level.mapvoteui[12] = text(&"VOTING PHASE: ", "LEFT", "TOP", -170, 130, 1, "hudSmall", (1,1,1), 1, 3, true, 30); level.mapvoteui[13] = text(maptostring(level.mapvotemaps[level.mapvoteindices[0]]), "LEFT", "TOP", -170, 210, 1.5, "normal", (1,1,1), 1, 3, true, 0); level.mapvoteui[14] = text(maptostring(level.mapvotemaps[level.mapvoteindices[1]]), "LEFT", "TOP", -170, 230, 1.5, "normal", (1,1,1), 1, 3, true, 0); level.mapvoteui[15] = text(maptostring(level.mapvotemaps[level.mapvoteindices[2]]), "LEFT", "TOP", -170, 250, 1.5, "normal", (1,1,1), 1, 3, true, 0); level.mapvoteui[16] = text(maptostring(level.mapvotemaps[level.mapvoteindices[3]]), "LEFT", "TOP", -170, 270, 1.5, "normal", (1,1,1), 1, 3, true, 0); level.mapvoteui[17] = text(maptostring(level.mapvotemaps[level.mapvoteindices[4]]), "LEFT", "TOP", -170, 290, 1.5, "normal", (1,1,1), 1, 3, true, 0); level.mapvoteui[18] = text(maptostring(level.mapvotemaps[level.mapvoteindices[5]]), "LEFT", "TOP", -170, 310, 1.5, "normal", (1,1,1), 1, 3, true, 0); //TODO: speed_throw/toggleads_throw will show bound/unbound for hold/toggle ads players. compromise may be to use forward/back, depending on how controller //bindings handle this. level.mapvoteui[19] = text("Up ^2[{+attack}] ^7Down ^2[{+toggleads_throw}]", "LEFT", "TOP", -170, 330, 1.5, "normal", (1,1,1), 1, 3, true); level.mapvoteui[20] = text("Vote ^2[{+activate}]", "RIGHT", "TOP", 170, 330, 1.5, "normal", (1,1,1), 1, 3, true); foreach(player in level.players) player thread input(); for(i = 0; i <= 30; i++) { level.mapvoteui[12] setvalue(30 - i); //playsoundonplayers("trophy_detect_projectile"); wait 1; } level notify("mapvote_over"); besti = 0; bestv = -1; for(i = 0; i < 6; i++) { if(level.mapvoteui[i + 13].value > bestv) { besti = i; bestv = level.mapvoteui[i + 13].value; } } //Note: We wait to prevent the scoreboard popping up at the end for a cleaner transition (Don't wait infinitely as a failsafe). //TODO: Proper manipulation of sv_maprotation is the better way to do this as it would allow the final scoreboard to show. cmdexec("map " + level.mapvotemaps[level.mapvoteindices[besti]]); wait 5; } input() { self endon("disconnect"); self endon("mapvote_over"); index = 0; selected = -1; select[0] = self text((index + 1) + "/6", "RIGHT", "TOP", 170, 130, 1.5, "normal", (1,1,1), 1, 3, false); select[1] = self text(level.mapvotedescs[level.mapvoteindices[index]], "LEFT", "TOP", -170, 150, 1.5, "normal", (1,1,1), 1, 3, false); select[2] = self shader("gradient_fadein", "TOP", "TOP", 0, 200, 350, 20, (1,1,1), 0.5, 2, false); select[3] = self shader("gradient_top", "TOP", "TOP", 0, 220, 350, 2, (1,1,1), 1, 2, false); self notifyonplayercommand("up", "+attack"); self notifyonplayercommand("up", "+forward"); self notifyonplayercommand("down", "+toggleads_throw"); self notifyonplayercommand("down", "+speed_throw"); self notifyonplayercommand("down", "+back"); self notifyonplayercommand("select", "+usereload"); self notifyonplayercommand("select", "+activate"); self notifyonplayercommand("select", "+frag"); for(;;) { command = self waittill_any_return("up", "down", "select"); if(command == "up" && index > 0) { index--; select[0] settext((index + 1) + "/6"); select[1] settext(level.mapvotedescs[level.mapvoteindices[index]]); select[2].y -= 20; select[3].y -= 20; self playlocalsound("mouse_over"); } else if(command == "down" && index < 5) { index++; select[0] settext((index + 1) + "/6"); select[1] settext(level.mapvotedescs[level.mapvoteindices[index]]); select[2].y += 20; select[3].y += 20; self playlocalsound("mouse_over"); } else if(command == "select") { if(selected == -1) { selected = index; level.mapvoteui[selected + 13].value += 1; level.mapvoteui[selected + 13] setvalue(level.mapvoteui[selected + 13].value); self playlocalsound("mouse_click"); } else if(selected != index) { level.mapvoteui[selected + 13].value -= 1; level.mapvoteui[selected + 13] setvalue(level.mapvoteui[selected + 13].value); selected = index; level.mapvoteui[selected + 13].value += 1; level.mapvoteui[selected + 13] setvalue(level.mapvoteui[selected + 13].value); self playlocalsound("mouse_click"); } } } } text(text, align, relative, x, y, fontscale, font, color, alpha, sort, server, value) { element = spawnstruct(); if(server) { element = createserverfontstring(font, fontscale); } else { element = self createfontstring(font, fontscale); } if(isdefined(value)) { element.label = text; element.value = value; element setvalue(value); } else { element settext(text); } element.hidewheninmenu = true; element.color = color; element.alpha = alpha; element.sort = sort; element setpoint(align, relative, x, y); return element; } shader(shader, align, relative, x, y, width, height, color, alpha, sort, server) { element = spawnstruct(); if(server) { element = newhudelem(self); } else { element = newclienthudelem(self); } element.elemtype = "icon"; element.hidewheninmenu = true; element.shader = shader; element.width = width; element.height = height; element.align = align; element.relative = relative; element.xoffset = 0; element.yoffset = 0; element.children = []; element.sort = sort; element.color = color; element.alpha = alpha; element setparent(level.uiparent); element setshader(shader, width, height); element setpoint(align, relative, x, y); return element; } randomindices() { array = []; for (i = 0; i < 6; i++) { array[i] = randomint(level.mapvotemaps.size); for (j = 0; j < i; j++) { if (array[i] == array[j]) { i--; break; } } } return array; } maptostring(map) { switch(map) { case "mp_alpha": return &"LOCKDOWN: "; case "mp_bootleg": return &"BOOTLEG: "; case "mp_bravo": return &"MISSION: "; case "mp_carbon": return &"CARBON: "; case "mp_dome": return &"DOME: "; case "mp_exchange": return &"DOWNTURN: "; case "mp_hardhat": return &"HARDHAT: "; case "mp_interchange": return &"INTERCHANGE: "; case "mp_lambeth": return &"FALLEN: "; case "mp_mogadishu": return &"BAKAARA: "; case "mp_paris": return &"RESISTANCE: "; case "mp_plaza2": return &"ARKADEN: "; case "mp_radar": return &"OUTPOST: "; case "mp_seatown": return &"SEATOWN: "; case "mp_underground": return &"UNDERGROUND: "; case "mp_village": return &"VILLAGE: "; case "mp_terminal_cls": return &"TERMINAL: "; case "mp_rust": return &"RUST: "; case "mp_highrise": return &"HIGHRISE: "; case "mp_italy": return &"PIAZZA: "; case "mp_park": return &"LIBERATION: "; case "mp_overwatch": return &"OVERWATCH: "; case "mp_morningwood": return &"BLACK BOX: "; case "mp_meteora": return &"SANCTUARY: "; case "mp_qadeem": return &"OASIS: "; case "mp_restrepo_ss": return &"LOOKOUT: "; case "mp_hillside_ss": return &"GETAWAY: "; case "mp_courtyard_ss": return &"EROSION: "; case "mp_aground_ss": return &"AGROUND: "; case "mp_six_ss": return &"VORTEX: "; case "mp_burn_ss": return &"U-TURN: "; case "mp_crosswalk_ss": return &"INTERSECTION: "; case "mp_shipbreaker": return &"DECOMMISSION: "; case "mp_roughneck": return &"OFF SHORE: "; case "mp_moab": return &"GULCH: "; case "mp_boardwalk": return &"BOARDWALK: "; case "mp_nola": return &"PARISH: "; default: return &"MAP: "; } } -
Hello fellow plutonium I need to modify the vote map mod to load random game modes since it only loads TDM what would I have to do
#include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\gametypes\_hud_util; init() { precacheshader("gradient_fadein"); precacheshader("gradient_top"); precacheshader("white"); level.mapvotemaps = strtok("mp_alpha#mp_bootleg#mp_bravo#mp_carbon#mp_dome#mp_exchange#mp_hardhat#mp_interchange#mp_lambeth#mp_mogadishu#mp_paris#mp_plaza2#mp_radar#mp_seatown#mp_underground#mp_village#mp_terminal_cls#mp_rust#mp_highrise#mp_italy#mp_park#mp_overwatch#mp_morningwood#mp_meteora#mp_cement#mp_qadeem#mp_restrepo_ss#mp_hillside_ss#mp_courtyard_ss#mp_aground_ss#mp_six_ss#mp_burn_ss#mp_crosswalk_ss#shipbreaker#mp_roughneck#mp_moab#mp_boardwalk#mp_nola", "#"); level.mapvotedescs = strtok("European city center. Great for Team \nDefender.#Medium sized Asian market. Fun for all game \nmodes.#African colonial settlement. Fight to control \nthe center.#Medium sized refinery. Great for any number \nof players.#Small outpost in the desert. Fast and frantic \naction.#Urban map with wide streets. Good for long \nand short range fights.#A small construction site. Fast paced, close \nquarter action.#Destroyed freeway. Great for a wide range of \nspaces and styles.#Derelict Russian ghost town. Great for \ncareful, tactical engagements.#Crash site in an African city. Classic urban \ncombat.#Parisian district. Great for Domination and Kill \nConfirmed.#Medium sized German mall. Intense Search & \nDestroy games.#Large Siberian airbase. Great for epic large \nbattles.#A costal town. Narrow streets bring hectic, \nclose encounters.#Small subway station. Fast paced action both \ninside and out.#Large African village. Great for all game \nmodes.#Russian airport terminal under siege. The \nclassic fan favorite is back.#Tiny desert sandstorm. Fast-paced action on \na small map.#Classic MW2's Rooftop skyscraper.#A small coastal Italian town. Features tight \nclose quarter combat.#Large New York park set in autumn. Great for \nlong distance fire fights.#Unfinished top of a skyscraper. Features \ntense Demolition matches.#Air Force One crash site. Very open map with a \nfew homes that provide cover.#Greek Monastery on a sandstone pillar. \nFeatures both medium and long range combat.#Korean cement factory. Great for close \nquarter combat and tactical maneuvering.#Luxury resort in Dubai. Features Intense \nDomination maches# Remote outpost in Afghanistan. Tight, Sparse \ninteriors linked by open lanes and overlooks #Upscale beachside retreat. Multi-tiered run \nand gun combat haven. #Roman ruins near Mt. Vesuvius. Strong \ninteriors offset by multi-level flanks.#Shipwreck on the irish coast. Open layout \nallows for long distance engagements#American farm in the path of a monster \ntornado. Sparse interiors and well-defined lanes.#War torn section of mid-east highway. \nPlentiful cover and close quarter fighting#Metro intersection on lockdown. Strong \ninterior locations and tactical urban combat#Ship scavenging operation on the indian \ncoast. Dominant overwatch positions and \n strong flank routes.#Deep Water drilling rig. Medium to long range \nengagements between multi-tiered, joined \nplatforms#Abandoned Utah mining settlement. Features \nan open layout and strong flanks.#Jersey shore amusement boardwalk. \nElevated main path set off by close quarters. \nflanks#New Orleans under assault. Features \nfast-paced matches with abundant close \nquarters fighting. ", "#"); level.mapvoteindices = randomindices(); replacefunc(maps\mp\gametypes\_gamelogic::waittillFinalKillcamDone, ::finalkillcamhook); } finalkillcamhook() { if (!IsDefined(level.finalkillcam_winner)) { mapvote(); return false; } else { level waittill("final_killcam_done"); mapvote(); return true; } } mapvote() { if (!waslastround()) return; level.mapvoteui[0] = shader("white", "TOP", "TOP", 0, 120, 350, 20, (0.157,0.173,0.161), 1, 1, true); level.mapvoteui[1] = shader("white", "TOP", "TOP", 0, 140, 350, 60, (0.310,0.349,0.275), 1, 1, true); level.mapvoteui[2] = shader("gradient_top", "TOP", "TOP", 0, 140, 350, 2, (1,1,1), 1, 2, true); level.mapvoteui[3] = shader("white", "TOP", "TOP", 0, 200, 350, 20, (0.212,0.231,0.220), 1, 1, true); level.mapvoteui[4] = shader("white", "TOP", "TOP", 0, 220, 350, 20, (0.180,0.196,0.188), 1, 1, true); level.mapvoteui[5] = shader("white", "TOP", "TOP", 0, 240, 350, 20, (0.212,0.231,0.220), 1, 1, true); level.mapvoteui[6] = shader("white", "TOP", "TOP", 0, 260, 350, 20, (0.180,0.196,0.188), 1, 1, true); level.mapvoteui[7] = shader("white", "TOP", "TOP", 0, 280, 350, 20, (0.212,0.231,0.220), 1, 1, true); level.mapvoteui[8] = shader("white", "TOP", "TOP", 0, 300, 350, 20, (0.180,0.196,0.188), 1, 1, true); level.mapvoteui[9] = shader("white", "TOP", "TOP", 0, 320, 350, 20, (0.157,0.173,.161), 1, 1, true); level.mapvoteui[10] = shader("white", "TOP", "TOP", 0, 340, 350, 20, (0.310,0.349,0.275), 1, 1, true); level.mapvoteui[11] = shader("gradient_top", "TOP", "TOP", 0, 320, 350, 2, (1,1,1), 1, 2, true); level.mapvoteui[12] = text(&"VOTING PHASE: ", "LEFT", "TOP", -170, 130, 1, "hudSmall", (1,1,1), 1, 3, true, 30); level.mapvoteui[13] = text(maptostring(level.mapvotemaps[level.mapvoteindices[0]]), "LEFT", "TOP", -170, 210, 1.5, "normal", (1,1,1), 1, 3, true, 0); level.mapvoteui[14] = text(maptostring(level.mapvotemaps[level.mapvoteindices[1]]), "LEFT", "TOP", -170, 230, 1.5, "normal", (1,1,1), 1, 3, true, 0); level.mapvoteui[15] = text(maptostring(level.mapvotemaps[level.mapvoteindices[2]]), "LEFT", "TOP", -170, 250, 1.5, "normal", (1,1,1), 1, 3, true, 0); level.mapvoteui[16] = text(maptostring(level.mapvotemaps[level.mapvoteindices[3]]), "LEFT", "TOP", -170, 270, 1.5, "normal", (1,1,1), 1, 3, true, 0); level.mapvoteui[17] = text(maptostring(level.mapvotemaps[level.mapvoteindices[4]]), "LEFT", "TOP", -170, 290, 1.5, "normal", (1,1,1), 1, 3, true, 0); level.mapvoteui[18] = text(maptostring(level.mapvotemaps[level.mapvoteindices[5]]), "LEFT", "TOP", -170, 310, 1.5, "normal", (1,1,1), 1, 3, true, 0); //TODO: speed_throw/toggleads_throw will show bound/unbound for hold/toggle ads players. compromise may be to use forward/back, depending on how controller //bindings handle this. level.mapvoteui[19] = text("Up ^2[{+attack}] ^7Down ^2[{+toggleads_throw}]", "LEFT", "TOP", -170, 330, 1.5, "normal", (1,1,1), 1, 3, true); level.mapvoteui[20] = text("Vote ^2[{+activate}]", "RIGHT", "TOP", 170, 330, 1.5, "normal", (1,1,1), 1, 3, true); foreach(player in level.players) player thread input(); for(i = 0; i <= 30; i++) { level.mapvoteui[12] setvalue(30 - i); //playsoundonplayers("trophy_detect_projectile"); wait 1; } level notify("mapvote_over"); besti = 0; bestv = -1; for(i = 0; i < 6; i++) { if(level.mapvoteui[i + 13].value > bestv) { besti = i; bestv = level.mapvoteui[i + 13].value; } } //Note: We wait to prevent the scoreboard popping up at the end for a cleaner transition (Don't wait infinitely as a failsafe). //TODO: Proper manipulation of sv_maprotation is the better way to do this as it would allow the final scoreboard to show. cmdexec("map " + level.mapvotemaps[level.mapvoteindices[besti]]); wait 5; } input() { self endon("disconnect"); self endon("mapvote_over"); index = 0; selected = -1; select[0] = self text((index + 1) + "/6", "RIGHT", "TOP", 170, 130, 1.5, "normal", (1,1,1), 1, 3, false); select[1] = self text(level.mapvotedescs[level.mapvoteindices[index]], "LEFT", "TOP", -170, 150, 1.5, "normal", (1,1,1), 1, 3, false); select[2] = self shader("gradient_fadein", "TOP", "TOP", 0, 200, 350, 20, (1,1,1), 0.5, 2, false); select[3] = self shader("gradient_top", "TOP", "TOP", 0, 220, 350, 2, (1,1,1), 1, 2, false); self notifyonplayercommand("up", "+attack"); self notifyonplayercommand("up", "+forward"); self notifyonplayercommand("down", "+toggleads_throw"); self notifyonplayercommand("down", "+speed_throw"); self notifyonplayercommand("down", "+back"); self notifyonplayercommand("select", "+usereload"); self notifyonplayercommand("select", "+activate"); self notifyonplayercommand("select", "+frag"); for(;;) { command = self waittill_any_return("up", "down", "select"); if(command == "up" && index > 0) { index--; select[0] settext((index + 1) + "/6"); select[1] settext(level.mapvotedescs[level.mapvoteindices[index]]); select[2].y -= 20; select[3].y -= 20; self playlocalsound("mouse_over"); } else if(command == "down" && index < 5) { index++; select[0] settext((index + 1) + "/6"); select[1] settext(level.mapvotedescs[level.mapvoteindices[index]]); select[2].y += 20; select[3].y += 20; self playlocalsound("mouse_over"); } else if(command == "select") { if(selected == -1) { selected = index; level.mapvoteui[selected + 13].value += 1; level.mapvoteui[selected + 13] setvalue(level.mapvoteui[selected + 13].value); self playlocalsound("mouse_click"); } else if(selected != index) { level.mapvoteui[selected + 13].value -= 1; level.mapvoteui[selected + 13] setvalue(level.mapvoteui[selected + 13].value); selected = index; level.mapvoteui[selected + 13].value += 1; level.mapvoteui[selected + 13] setvalue(level.mapvoteui[selected + 13].value); self playlocalsound("mouse_click"); } } } } text(text, align, relative, x, y, fontscale, font, color, alpha, sort, server, value) { element = spawnstruct(); if(server) { element = createserverfontstring(font, fontscale); } else { element = self createfontstring(font, fontscale); } if(isdefined(value)) { element.label = text; element.value = value; element setvalue(value); } else { element settext(text); } element.hidewheninmenu = true; element.color = color; element.alpha = alpha; element.sort = sort; element setpoint(align, relative, x, y); return element; } shader(shader, align, relative, x, y, width, height, color, alpha, sort, server) { element = spawnstruct(); if(server) { element = newhudelem(self); } else { element = newclienthudelem(self); } element.elemtype = "icon"; element.hidewheninmenu = true; element.shader = shader; element.width = width; element.height = height; element.align = align; element.relative = relative; element.xoffset = 0; element.yoffset = 0; element.children = []; element.sort = sort; element.color = color; element.alpha = alpha; element setparent(level.uiparent); element setshader(shader, width, height); element setpoint(align, relative, x, y); return element; } randomindices() { array = []; for (i = 0; i < 6; i++) { array[i] = randomint(level.mapvotemaps.size); for (j = 0; j < i; j++) { if (array[i] == array[j]) { i--; break; } } } return array; } maptostring(map) { switch(map) { case "mp_alpha": return &"LOCKDOWN: "; case "mp_bootleg": return &"BOOTLEG: "; case "mp_bravo": return &"MISSION: "; case "mp_carbon": return &"CARBON: "; case "mp_dome": return &"DOME: "; case "mp_exchange": return &"DOWNTURN: "; case "mp_hardhat": return &"HARDHAT: "; case "mp_interchange": return &"INTERCHANGE: "; case "mp_lambeth": return &"FALLEN: "; case "mp_mogadishu": return &"BAKAARA: "; case "mp_paris": return &"RESISTANCE: "; case "mp_plaza2": return &"ARKADEN: "; case "mp_radar": return &"OUTPOST: "; case "mp_seatown": return &"SEATOWN: "; case "mp_underground": return &"UNDERGROUND: "; case "mp_village": return &"VILLAGE: "; case "mp_terminal_cls": return &"TERMINAL: "; case "mp_rust": return &"RUST: "; case "mp_highrise": return &"HIGHRISE: "; case "mp_italy": return &"PIAZZA: "; case "mp_park": return &"LIBERATION: "; case "mp_overwatch": return &"OVERWATCH: "; case "mp_morningwood": return &"BLACK BOX: "; case "mp_meteora": return &"SANCTUARY: "; case "mp_qadeem": return &"OASIS: "; case "mp_restrepo_ss": return &"LOOKOUT: "; case "mp_hillside_ss": return &"GETAWAY: "; case "mp_courtyard_ss": return &"EROSION: "; case "mp_aground_ss": return &"AGROUND: "; case "mp_six_ss": return &"VORTEX: "; case "mp_burn_ss": return &"U-TURN: "; case "mp_crosswalk_ss": return &"INTERSECTION: "; case "mp_shipbreaker": return &"DECOMMISSION: "; case "mp_roughneck": return &"OFF SHORE: "; case "mp_moab": return &"GULCH: "; case "mp_boardwalk": return &"BOARDWALK: "; case "mp_nola": return &"PARISH: "; default: return &"MAP: "; } }the_bad_boy I'm just working on a modification. I got it. I give notice.
-
the_bad_boy I'm just working on a modification. I got it. I give notice.
Kalitos thank you
-
Kalitos thank you
the_bad_boy check the voting script thread
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login