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 CFG: Half-Life 2: Deathmatch Scripts

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KitFG!
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PostSubject: CFG: Half-Life 2: Deathmatch Scripts   Sun Jun 21, 2009 4:30 am

In Half-Life 2: Deathmatch, there are several servers that are cheat servers, therefore allowing you to build and stuff, and executing scripts. These scripts are basically a bunch of console commands written into one file to be executed in a second or so. The reason why we do these scripts is because it is fun and SAVES YOU TIME.
There are many possibilities of scripts, but that possibility is limited due to the user's imagination. For me, all I can think of is warfare and battles. So right now I'm making an Anti-Air Cannon.
Making a script can be easy, but at times it CAN be hard.

And DON'T. DON'T. Request for me to do a script for you. You can figure it out on your own.

SCRIPTS I HAVE DONE:
- (Auto-Build) Anti-Air Cannon (WIP)
- Shock Wave (WIP)
- Kamikaze
- Self-Rocket
- Thunderbolt
- Bomber
- Buddha Kill
- Barrel Rocket Launcher (WIP)
- Smokescreen
- Spritetrail Attachment
- Smoketrail Attachment
- Firetrail Attachment
- (Auto-Build) Two Walls
- Teleportation
- Co-Op Mode
- Normal Mode
- Build Mode
- (Auto-Build) Huge Blastdoor Slide (WIP)
- (Auto-Build) Anti-Air Tank
- Cryo Bomb bounce
- Fake Nuke (WIP)
- Slip-space Rupture (WIP)
- (Auto-Build) Fail Roman
- Grab-Beam
- Dissolveblade
- Epic Firework
- Deathshield (WIP)
- Deathshield Dissolve (WIP)
- Rave Mode
- Earthquake
- Thunder
- Anti-Player (Dissolve)
- Black Hole

What is Auto-Build? Auto-Build is a type of script that creates saved contraptions through scripts as console commands. Auto-Build is basically using prop_dynamic_create a bunch of times, setting the name of each dynamic, and inputting it's origin in the world.
For more information, go here:
wauterboi - Getting Started

Now I need your guys' help to give me some fun ideas so I can enjoy ALOT out of this.
PLEASE COMMENT AND POST YOUR IDEAS!!! Very Happy

FREE SCRIPTS! REJOICE! Very Happy
Spritetrail:
Code:
Give npc_grenade_frag
ent_fire env_spritetrail addoutput "targetname theworld"
ent_fire env_spritetrail addoutput "classname theworld"
ent_fire theworld setparent !activator
ent_fire theworld color "0 255 255"
ent_fire theworld addoutput "lifetime 5"
ent_fire theworld addoutput "startwidth 50"
ent_fire theworld addoutput "endwidth 50"
ent_fire npc_grenade_frag kill
echo SCRIPT MADE BY Rawr=ET=<KitFG!>! DEDICATED TO =ET=CLAN AND H-CLAN!!!!!!

Smoketrail:
Code:
give env_smoketrail
ent_fire env_smoketrail addoutput "classname smog"
ent_fire smog setparent !activator
ent_fire smog addoutput "firesprite sprites/flamelet1"
ent_fire smog addoutput "smokepuff sprites/smoke"
ent_fire smog addoutput "minspeed 10"
ent_fire smog addoutput "maxspeed 20"
ent_fire smog addoutput "startsize 15"
ent_fire smog addoutput "endsize 50"
ent_fire smog addoutput "lifetime 5.0"
ent_fire smog addoutput "spawnrate 30"
ent_fire smog addoutput "startcolor 255 255 255"
ent_fire smog addoutput "endcolor 255 255 255"
say <==== is now smoking tobacco.
echo SCRIPT MADE BY Rawr=ET=<KitFG!>! DEDICATED TO =ET=CLAN AND H-CLAN!!!!!!

Simple Greetings Script:
Code:
give game_text
ent_fire game_text addoutput "targetname texty"
ent_fire texty addoutput "classname texty"
ent_fire texty addoutput "message <your name here> is here!!!"
ent_fire texty addoutput "x -1"
ent_fire texty addoutput "y -1"
ent_fire texty addoutput "effect 2"
ent_fire texty addoutput "color 0 255 0"
ent_fire texty addoutput "color2 0 255 255"
ent_fire texty addoutput "fadein 0"
ent_fire texty addoutput "fadeout 0"
ent_fire texty addoutput "holdtime 4"
ent_fire texty addoutput "fxtime 1"
ent_fire texty addoutput "channel 1"
ent_fire texty addoutput "spawnflags 1"
ent_fire texty display
ent_fire texty kill

Self-Suicide Timed:
Code:
give env_spark
give env_explosion
give logic_timer
ent_fire env_spark addoutput "targetname sparky"
ent_fire sparky addoutput "classname sparky"
ent_fire sparky addoutput "MaxDelay 0.01"
ent_fire sparky addoutput "Magnitude 5"
ent_fire sparky addoutput "TrailLength 3"
ent_fire sparky setparent !activator
ent_fire sparky sparkonce
ent_fire sparky kill
ent_fire env_explosion addoutput "targetname exp"
ent_fire exp addoutput "classname exp"
ent_fire exp addoutput "iMagnitude 150"
ent_fire exp setparent !activator
ent_fire logic_timer addoutput "targetname tim"
ent_fire tim addoutput "classname tim"
ent_fire tim addoutput "UseRandomTime 0"
ent_fire tim addoutput "StartDisabled 1"
ent_fire tim addoutput "RefireTime 2"
ent_fire tim addoutput "ontimer exp,explode,1,2"
ent_fire tim addoutput "ontimer bloodys,EmitBlood,1,2"
ent_fire tim addoutput "ontimer exp,kill,1,2.01"
ent_fire tim addoutput "ontimer tim,kill,1,2.01"
ent_fire tim addoutput "ontimer tim,kill,1,2.01"
ent_fire tim addoutput "ontimer bloodys,kill,1,2.01"
ent_fire tim addoutput "ontimer !activator,addoutput,health 0,2"
ent_fire tim enable
ent_fire tim firetimer
lol
lol
lol

Blowtorch
YOU MUST AIM DOWNWARD TO SPAWN IN CORRECTLY
Code:
npc_create npc_grenade_frag
prop_physics_create props_c17/canister02a.mdl
ent_setname boomstick
ent_fire boomstick addoutput "classname boomstick"
wait;wait;wait;wait
ent_create env_explosion
ent_fire env_explosion addoutput "targetname ex"
ent_fire ex addoutput "iMagnitude 1"
ent_fire ex addoutput "iRadiusOverride 250"
ent_fire ex addoutput "fireballsprite sprites/zerogxplode.spr"
ent_fire ex addoutput "spawnflags 2"
ent_fire ex setparent boomstick
wait;wait;wait;wait
ent_create env_flare
ent_fire env_flare addoutput "targetname fl"
ent_fire fl addoutput "classname fl"
ent_fire fl addoutput "duration 10"
ent_fire fl addoutput "scale 8"
ent_fire fl addoutput "spawnflags 4"
ent_fire fl setparent boomstick
ent_fire boomstick addoutput "OnBreak !activator,ignite,,0,1"
ent_fire boomstick addoutput "OnBreak ex,explode,,0,1"
wait;wait;wait;wait
ent_fire env_spritetrail addoutput "targetname fire"
ent_fire fire addoutput "classname fire"
ent_fire fire setparent boomstick
ent_fire fire addoutput "rendercolor 255 0 0"
ent_fire fire addoutput "lifetime 5"
ent_fire fire addoutput "startwidth 50"
ent_fire fire addoutput "endwidth 50"
ent_fire npc_grenade_frag kill

Tags: hl2dm half-life 2 deathmatch half life 2 hl2 ep2 ep1 orange box fireworks firework hacker hax anti player strider cannon stridercannon jesse mcartney func rotating func rot valve scripts n00b spam cheats nuke bomber lol rofl lmao nuke cryo bomb coop normal build mode laser ima firin ma lasa kamikaze explosion random buddha killing barrel rocket launcher self smokescreen smoke screen sprite trail spritetrail smoke trail smoketrail fire trail firetrail env_fire_trail auto build auto-build tele teleportation teleport blastdoor slide huge epic big lights spotlight aa anti air anti-air car wraith cannon tank func tank fake nuke sip-space slip space rupture ninja neenja 1337 l33t grabber grab beam grab-beam grabbeam


Last edited by KitFG! on Thu Jul 16, 2009 3:49 pm; edited 16 times in total
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Pwnz0R
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PostSubject: Re: CFG: Half-Life 2: Deathmatch Scripts   Sun Jun 21, 2009 6:56 am

nuke lol!
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KitFG!
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PostSubject: NUKE?!?!?!?!?!?   Mon Jun 22, 2009 12:18 am

Alright. Maybe that. What a Face
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PostSubject: Our stuff   Mon Jun 29, 2009 4:46 am

Are we aloud to post some of our own scripts?
Otherwise can you help me with doing a nuke?
Oh and, my suggestions are:
rollernuke
model trail
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PostSubject: Go ahead.   Mon Jun 29, 2009 4:50 am

Go ahead. I need to get my brain working here. Razz
Scratch that thought.


Last edited by KitFG! on Wed Jul 15, 2009 6:41 pm; edited 1 time in total
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PostSubject: Re: CFG: Half-Life 2: Deathmatch Scripts   Mon Jun 29, 2009 5:15 am

Hopefully working noobkiller with message on screen and in chat

Code:
prop_physics_create props_junk/popcan01a.mdl
ent_setname fire
ent_create env_explosion
ent_fire env_explosion setparent fire
ent_fire env_explosion addoutput "iMagnitude 200"
ent_create env_ar2explosion
ent_fire env_ar2explosion addoutput "material effects/fire_cloud2.vmt"
ent_fire env_ar2explosion explode
ent_fire env_ar2explosion kill
ent_create point_tesla
ent_fire point_tesla addoutput "targetname tesla1"
ent_fire tesla1 addoutput "sprite sprites/physbeam.vmt"
ent_fire tesla1 addoutput "m_soundname ambient\explosions\explode_5.wav"
ent_fire tesla1 addoutput "m_color 225 0 0"
ent_fire tesla1 addoutput "m_flradius 999999"
ent_fire tesla1 addoutput "beamcount_min 1700"
ent_fire tesla1 addoutput "beamcount_max 1700"
ent_fire tesla1 addoutput "thick_min 70"
ent_fire tesla1 addoutput "thick_max 70"
ent_fire tesla1 addoutput "lifetime_min 14"
ent_fire tesla1 addoutput "lifetime_max 14"
ent_fire tesla1 addoutput "interval_min .0001"
ent_fire tesla1 addoutput "interval_max .0001"`
ent_fire tesla1 addoutput "rendermode 3"
ent_fire tesla1 setparent fire
ent_create point_push
ent_fire point_push addoutput "targetname noob"
ent_fire noob addoutput "radius 600"
ent_fire noob addoutput "magnitude 8000"
ent_fire noob addoutput "inner_radius 2000"
ent_fire noob setparent fire
ent_fire noob enable
ent_create env_smoketrail
ent_fire env_smoketrail addoutput "targetname real"
ent_fire real setparent fire
ent_fire real addoutput "lifetime 14"
ent_fire real color "90-40-0"
ent_fire real addoutput "startsize 90"
ent_fire real addoutput "endsize 90"
ent_fire real addoutput "startcolor 0 0 255"
ent_fire real addoutput "endcolor 0 0 255"
ent_fire real addoutput "spawnrate 40"
ent_fire real addoutput "spawnradius 50"
ent_create logic_timer
ent_fire logic_timer addoutput "targetname timer13"
ent_fire timer13 toggle
ent_fire timer13 addoutput "refiretime 2.5"
ent_fire timer13 enable
ent_fire timer13 addoutput "startdisabled 0"
ent_fire timer13 addoutput "UseRandomTime 0"
ent_fire timer13 addoutput "ontimer fire,kill,.1,1"
ent_fire timer13 addoutput "ontimer timer13,kill,.1,1"
ent_fire timer13 addoutput "ontimer real,kill,.1,1"
ent_fire timer13 addoutput "ontimer noob,kill"
ent_fire timer13 addoutput "ontimer env_explosion,explode"
ent_fire timer13 addoutput "ontimer env_explosion,kill;"
ent_fire timer13 addoutput "ontimer tesla1,dospark"
ent_fire timer13 addoutput "ontimer tesla1,kill,.2,1"
ent_fire timer13 addoutput "ontimer tesla1,dospark"
ent_fire timer13 addoutput "ontimer tesla,kill,.2,1"
ent_fire timer13 addoutput "ontimer tesla1,dospark"
ent_fire timer13 addoutput "ontimer tesla1,kill,.2,1"
ent_create game_text
ent_fire game_text addoutput "targetname game_text"
ent_fire game_text addoutput "message holler up in here!"
ent_fire game_text addoutput "x -1"
ent_fire game_text addoutput "y -1"
ent_fire game_text addoutput "effect 0"
ent_fire game_text addoutput "color 225 225 0"
ent_fire game_text addoutput "color2 0 0 255"
ent_fire game_text addoutput "fadein 2"
ent_fire game_text addoutput "fadeout 2"
ent_fire game_text addoutput "holdtime 8"
ent_fire game_text addoutput "fxtime 4"
ent_fire game_text addoutput "channel 1"
ent_fire game_text addoutput "spawnflags 1"
ent_fire game_text Display
say <=== For the good of all spammers dying!

Firework with bonk music(modified from banana site)
Code:
ent_create npc_rollermine
ent_setname fire
ent_create env_alyxemp
ent_fire env_alyxemp settargetent fire
ent_fire env_alyxemp startdischarge
ent_fire beam noise 2
ent_fire beam width 40
ent_fire beam color "232 195 104"
ent_create env_explosion
ent_fire env_explosion setparent fire
ent_fire env_explosion addoutput "iMagnitude 160"
ent_create env_ar2explosion
ent_fire env_ar2explosion addoutput "material effects/blueflare1.vmt"
ent_fire env_ar2explosion explode
ent_fire env_ar2explosion kill
ent_create point_tesla
ent_fire point_tesla addoutput "targetname tesla1"
ent_fire tesla1 addoutput "m_soundname music/bonk.mp3"
ent_fire tesla1 addoutput "sprite sprites/physbeam.vmt"
ent_fire tesla1 addoutput "m_color 279 51 21"
ent_fire tesla1 addoutput "m_flradius 999999"
ent_fire tesla1 addoutput "beamcount_min 1700"
ent_fire tesla1 addoutput "beamcount_max 1700"
ent_fire tesla1 addoutput "thick_min 70"
ent_fire tesla1 addoutput "thick_max 70"
ent_fire tesla1 addoutput "lifetime_min 14"
ent_fire tesla1 addoutput "lifetime_max 14"
ent_fire tesla1 addoutput "interval_min .0001"
ent_fire tesla1 addoutput "interval_max .0001"`
ent_fire tesla1 addoutput "rendermode 3"
ent_fire tesla1 setparent fire
ent_create point_push
ent_fire tesla1 setparent fire
ent_create point_push
ent_fire point_push addoutput "targetname noob"
ent_fire noob addoutput "radius 1300"
ent_fire noob addoutput "magnitude 18000"
ent_fire noob addoutput "inner_radius 2000"
ent_fire noob setparent fire
ent_fire noob enable
ent_create env_smoketrail
ent_fire env_smoketrail addoutput "targetname real"
ent_fire real setparent fire
ent_fire real addoutput "lifetime 14"
ent_fire real color "97-86-17"
ent_fire real addoutput "startsize 90"
ent_fire real addoutput "endsize 90"
ent_fire real addoutput "startcolor 965 235 655"
ent_fire real addoutput "endcolor 455 758 255"
ent_fire real addoutput "spawnrate 40"
ent_fire real addoutput "spawnradius 50"
ent_create logic_timer
ent_fire logic_timer addoutput
"targetname timer13"
ent_fire timer13 toggle
ent_fire timer13
ent_fire logic_timer addoutput "targetname timer13"
ent_fire timer13 toggle
ent_fire timer13 addoutput "refiretime 2.5"
ent_fire timer13 enable
ent_fire timer13 addoutput "startdisabled 0"
ent_fire timer13 addoutput "UseRandomTime 0"
ent_fire timer13 addoutput "ontimer fire,kill,.1,1"
ent_fire timer13 addoutput "ontimer timer13,kill,.1,1"
ent_fire timer13 addoutput "ontimer real,kill,.1,1"
ent_fire timer13 addoutput "ontimer env_alyxemp,kill"
ent_fire timer13 addoutput "ontimer beam,kill"
ent_fire timer13 addoutput "ontimer noob,kill"
ent_fire timer13 addoutput "ontimer env_explosion,explode"
ent_fire timer13 addoutput "ontimer env_explosion,kill;"
ent_fire timer13 addoutput "ontimer tesla1,dospark"
ent_fire timer13 addoutput "ontimer tesla1,kill,.2,1"
ent_fire timer13 addoutput "ontimer tesla1,dospark"
ent_fire timer13 addoutput "ontimer tesla,kill,.2,1"
ent_fire timer13 addoutput "ontimer tesla1,dospark"
ent_fire timer13 addoutput "ontimer tesla1,kill,.2,1"

timed flame death
Code:
prop_physics_create props_junk/propane_tank001a.mdl
ent_create env_fire
ent_fire env_fire addoutput "health 99"
ent_fire env_fire addoutput "firesize 999"
ent_fire env_fire addoutput "fireattack 9999"
ent_fire env_fire addoutput "firetype Natural"
ent_fire env_fire addoutput "ignitionpoint 1"
ent_fire env_fire addoutput "damagescale 999999"
ent_fire env_fire Startfire
ent_fire env_fire ignite
ent_fire crateoftnt addoutput "angles 180 0 0"
ent_fire env_fire setparent crateoftnt
ent_fire crateoftnt addoutput "angles 180 0 0"
wait;wait;
prop_physics_create props_junk/propane_tank001a.mdl
ent_create env_fire
ent_fire env_fire addoutput "health 99"
ent_fire env_fire addoutput "firesize 999"
ent_fire env_fire addoutput "fireattack 9999"
ent_fire env_fire addoutput "firetype Natural"
ent_fire env_fire addoutput "ignitionpoint 1"
ent_fire env_fire addoutput "damagescale 999999"
ent_fire env_fire Startfire
ent_fire env_fire ignite
ent_fire crateoftnt addoutput "angles 180 0 0"
ent_fire env_fire setparent crateoftnt
ent_fire crateoftnt addoutput "angles 180 0 0"
wait;wait;
prop_physics_create props_junk/propane_tank001a.mdl
ent_create env_fire
ent_fire env_fire addoutput "health 99"
ent_fire env_fire addoutput "firesize 999"
ent_fire env_fire addoutput "fireattack 9999"
ent_fire env_fire addoutput "firetype Natural"
ent_fire env_fire addoutput "ignitionpoint 1"
ent_fire env_fire addoutput "damagescale 999999"
ent_fire env_fire Startfire
ent_fire env_fire ignite
ent_fire crateoftnt addoutput "angles 180 0 0"
ent_fire env_fire setparent crateoftnt
ent_fire crateoftnt addoutput "angles 180 0 0"
wait;wait;
prop_physics_create props_junk/propane_tank001a.mdl
ent_create env_fire
ent_fire env_fire addoutput "health 99"
ent_fire env_fire addoutput "firesize 999"
ent_fire env_fire addoutput "fireattack 9999"
ent_fire env_fire addoutput "firetype Natural"
ent_fire env_fire addoutput "ignitionpoint 1"
ent_fire env_fire addoutput "damagescale 999999"
ent_fire env_fire Startfire
ent_fire env_fire ignite
ent_fire crateoftnt addoutput "angles 180 0 0"
ent_fire env_fire setparent crateoftnt
ent_fire crateoftnt addoutput "angles 180 0 0"
wait;wait;
prop_physics_create props_junk/propane_tank001a.mdl
ent_create env_fire
ent_fire env_fire addoutput "health 99"
ent_fire env_fire addoutput "firesize 999"
ent_fire env_fire addoutput "fireattack 9999"
ent_fire env_fire addoutput "firetype Natural"
ent_fire env_fire addoutput "ignitionpoint 1"
ent_fire env_fire addoutput "damagescale 999999"
ent_fire env_fire Startfire
ent_fire env_fire ignite
ent_fire crateoftnt addoutput "angles 180 0 0"
ent_fire env_fire setparent crateoftnt
ent_fire crateoftnt addoutput "angles 180 0 0"
Some really easy, mainly just modified. I might do the light saber script on here if you guys want.
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PostSubject: Re: CFG: Half-Life 2: Deathmatch Scripts   Wed Jul 15, 2009 6:33 pm

Actually, don't post your scripts. Cause y'know, people like to copy and paste and steal scripts. Just be careful, kk?
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PostSubject: Re: CFG: Half-Life 2: Deathmatch Scripts   Today at 4:14 am

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