So much overreact here, why argue on chat when u can just 1v1 grief???

Nakero
Posts
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Invalid Topic - Issue Has Been Dealt With. -
[MP & ZM] Random stuff I made for peopleGewehr for some reason i can't get the akatsuki skin on CDC, maybe its related with the fact that in CIA folder there are 2 iwis and on CDC only 1? pls help
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Can't give points to playersthis is a part from my code where I try to give 10000 points,
menu_fast_reset()
{for (;;) { self waittill("reset_fast"); self.score+=10000; self notify("close_menu");
}
}When I trigger 'reset_fast' i get the 'close_menu' notify but not the points
help plzzz -
[MP & ZM] Random stuff I made for peopleGewehr it worked tyyy
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Can't give points to playersJezuzLizard Im new to GSC so correct me if im wrong but menu_fast_reset() is a thread that should be inicialized since i write
menu thread menu_fast_reset();
few lines above, right?
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[MP & ZM] Random stuff I made for peopleGewehr where i can find the .psd files to customice my own CIA and CDC gloves??
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Grief Custom Games unified fixesThis is a script you can install to fix many things about zombies Grief custom games, it fixes the team distribution, it allows to instantly change team midgame and disables knife lunge.
To install it just copy and paste all this code on a .txt and change the name to: Grief_CustomGames_unified.gsc (changing the extension of the file to .gsc) and put the file on the scripts folder:You can also download the file here:
https://drive.google.com/file/d/1trdYjkX5QwVsF1xhnd0uAN4TuwTvolPu/view?usp=sharing
and put the file on that folder// Grief Custom Games Patch Unified // Made by Nakero (Nakero77) // Inspired by JezuzLizard and Jbleezy scripts #include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\zombies\_zm_utility; #include maps\mp\gametypes_zm\_hud_util; #include maps\mp\gametypes_zm\_hud_message; #include maps\mp\zombies\_zm; main() { replaceFunc(maps\mp\gametypes_zm\_zm_gametype::menu_onmenuresponse, scripts\zm\Grief_CustomGames_unified::menu_onmenuresponse); setDvar( "ui_gametype_team_change" , 1); setgametypesetting("allowInGameTeamChange", 1); //setgametypesetting("startRound", 20); // uncomment this line to set round 20 automatic no matter what round you choose on the pre-game lobby } init() { if ( getDvar( "g_gametype" ) == "zgrief" ) { level thread on_player_connect(); if ( getDvarInt( "zombies_minplayers" ) < 1 || getDvarInt( "zombies_minplayers" ) == "" ) { setDvar( "zombies_minplayers", 1 ); } } } on_player_connect() { while ( 1 ) { level waittill( "connected", player ); player set_team(); player setClientDvar( "aim_automelee_enabled", 0 ); // comment this line to enable again the knife lunge } } menu_onmenuresponse() { self endon( "disconnect" ); for (;;) { self waittill( "menuresponse", menu, response ); if ( response == "back" ) { self closemenu(); self closeingamemenu(); if ( level.console ) { if ( menu == game["menu_changeclass"] || menu == game["menu_changeclass_offline"] || menu == game["menu_team"] || menu == game["menu_controls"] ) { if ( self.pers["team"] == "allies" ) self openmenu( game["menu_class"] ); if ( self.pers["team"] == "axis" ) self openmenu( game["menu_class"] ); } } continue; } if ( menu == game["menu_team"] ) { self closemenu(); self closeingamemenu(); self thread do_team_change(); continue; } if ( response == "changeclass_marines" ) { self closemenu(); self closeingamemenu(); self openmenu( game["menu_changeclass_allies"] ); continue; } if ( response == "changeclass_opfor" ) { self closemenu(); self closeingamemenu(); self openmenu( game["menu_changeclass_axis"] ); continue; } if ( response == "changeclass_wager" ) { self closemenu(); self closeingamemenu(); self openmenu( game["menu_changeclass_wager"] ); continue; } if ( response == "changeclass_custom" ) { self closemenu(); self closeingamemenu(); self openmenu( game["menu_changeclass_custom"] ); continue; } if ( response == "changeclass_barebones" ) { self closemenu(); self closeingamemenu(); self openmenu( game["menu_changeclass_barebones"] ); continue; } if ( response == "changeclass_marines_splitscreen" ) self openmenu( "changeclass_marines_splitscreen" ); if ( response == "changeclass_opfor_splitscreen" ) self openmenu( "changeclass_opfor_splitscreen" ); if ( response == "endgame" ) { if ( self issplitscreen() ) { level.skipvote = 1; if ( !( isdefined( level.gameended ) && level.gameended ) ) { self maps\mp\zombies\_zm_laststand::add_weighted_down(); self maps\mp\zombies\_zm_stats::increment_client_stat( "deaths" ); self maps\mp\zombies\_zm_stats::increment_player_stat( "deaths" ); self maps\mp\zombies\_zm_pers_upgrades_functions::pers_upgrade_jugg_player_death_stat(); level.host_ended_game = 1; maps\mp\zombies\_zm_game_module::freeze_players( 1 ); level notify( "end_game" ); } } continue; } if ( response == "restart_level_zm" ) { self maps\mp\zombies\_zm_laststand::add_weighted_down(); self maps\mp\zombies\_zm_stats::increment_client_stat( "deaths" ); self maps\mp\zombies\_zm_stats::increment_player_stat( "deaths" ); self maps\mp\zombies\_zm_pers_upgrades_functions::pers_upgrade_jugg_player_death_stat(); missionfailed(); } if ( response == "killserverpc" ) { level thread maps\mp\gametypes_zm\_globallogic::killserverpc(); continue; } if ( response == "endround" ) { if ( !( isdefined( level.gameended ) && level.gameended ) ) { self maps\mp\gametypes_zm\_globallogic::gamehistoryplayerquit(); self maps\mp\zombies\_zm_laststand::add_weighted_down(); self closemenu(); self closeingamemenu(); level.host_ended_game = 1; maps\mp\zombies\_zm_game_module::freeze_players( 1 ); level notify( "end_game" ); } continue; } if ( menu == game["menu_team"] && level.allow_teamchange == "1" ) { switch ( response ) { case "allies": self [[ level.allies ]](); break; case "axis": self [[ level.teammenu ]]( response ); break; case "autoassign": self [[ level.autoassign ]]( 1 ); break; case "spectator": self [[ level.spectator ]](); break; } continue; } if ( menu == game["menu_changeclass"] || menu == game["menu_changeclass_offline"] || menu == game["menu_changeclass_wager"] || menu == game["menu_changeclass_custom"] || menu == game["menu_changeclass_barebones"] ) { self closemenu(); self closeingamemenu(); if ( level.rankedmatch && issubstr( response, "custom" ) ) { } self.selectedclass = 1; self [[ level.class ]]( response ); } } } do_team_change() { set_team( getotherteam( self.pers["team"] ) ); if ( !flag( "initial_blackscreen_passed" ) ) { self [[ level.spawnplayer ]](); } } set_team(team) { if(team == "just_joined") { teamplayersallies = countplayers("allies"); teamplayersaxis = countplayers("axis"); if(teamplayersallies > teamplayersaxis && !level.isresetting_grief) { self.team = "axis"; self.sessionteam = "axis"; self.pers["team"] = "axis"; self._encounters_team = "A"; } else if(teamplayersallies < teamplayersaxis && !level.isresetting_grief) { self.team = "allies"; self.sessionteam = "allies"; self.pers["team"] = "allies"; self._encounters_team = "B"; } else { self.team = "allies"; self.sessionteam = "allies"; self.pers["team"] = "allies"; self._encounters_team = "B"; } } else { if ( team == "axis" ) { self.team = "axis"; self.sessionteam = "axis"; self.pers["team"] = "axis"; self._encounters_team = "A"; self.characterindex = 0; } else { self.team = "allies"; self.sessionteam = "allies"; self.pers["team"] = "allies"; self._encounters_team = "B"; self.characterindex = 1; } self [[ level.givecustomcharacters ]](); } } // Amateur coder, I just unified and adapted many functions from other codes to make Grief Custom Games more enjoyable