Ali Sajjad

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About Ali Sajjad

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    Mapper/modder
  • Birthday 06/03/96

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    http://steamcommunity.com/id/alisajjad

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  1. Yea. Was tooooo lazy to complete it. :dave: I don't know much about bounces thing so... and thanks but the boat end room is weird when moving back. :dumb: (Couldn't fix that thing because i have semester exams in nearly 1-2 weeks)
  2. That's the dvar i've set when someone enters the secret at starting room. it's not related with music menu. And Thanks!!! Some one gave me that editted mod to make it more editted long time ago. IDK who though xD
  3. A multiplayer map for Cod4 deathrun mod on water theme. Author of map: Ali Sajjad (Steam:alisajjad / alisajjad4u) Helper: Xenia|NinjaWa(For VIP Trails),Xenon(For some custom images) Map name: mp_deathrun_water Map size: long Traps: 12 End rooms: Sniper, Knife, Shotgun, Wolf , Old , Boat Difficulty: Normal Features: *Custom Menu *Music Menu (Each player can listen their choice of music) *VIP Menu (Server's VIP can use this menu but you have to add last 8-digits of VIP player's guid in cfg file) *Editted ScoreBoard *Only activators can activate traps (Many of maps allows jumpers to activate traps) *Custom activation way of Traps *Custom Weapons *Custom Fx(Effects) *Custom Images Download Link: http://www.moddb.com/mods/braxs-death-run-mod/addons/mp-deathrun-water-1 Images : http://imgur.com/gallery/APo0g If there are any bugs then please post it here. Edit:The map will loop download because of custom weapons. I forgot to put instructions for them.I've updated the map you can download fixed version now...
  4. No, you look like human. Shit looks completely different. :troll:
  5. :dave:
  6. Ok, i'm done. :lol: :dumb: :lol:
  7. Eh... Forget Fire, Fire is dead. :dumb: You seriously like this map???? Wowwwww This thread made my month.It was worth coming after few days. :lol: I would fix it but naww.I'm busy nowadays.So, maybe later. Nice explanation beatthat. I agree with QueNNch.
  8. I've made that chicken shit before you.Yea, idea is yours(will add credits for idea) but i scripted before so, don't cry later. :dave:
  9. Cat, do you evn now hou tu luk @ _common.gsc file?
  10. Nope, i didn't. :troll:
  11. Nub. ^ ^ I've used [ /code]. Not my fault if this "PRO" forum use it for html.
  12. Hello. So, here's the mini game script for mappers who want mini games in their map. Script: EndRooms() { level.endroom = []; level.playerinroom = 0; thread AddRoom("Snipe Room","trigger_sniper","sniper_jumper","sniper_activator","remington700_mp","max",0,0); thread AddRoom("Old Room","trigger_old","old_jumper",undefined,undefined,undefined,1,1); } AddRoom(roomname,trig,tele_jumper,tele_activator,weap,ammo,old,rush) { if(!isDefined(old) || !old) level.endroom[level.endroom.size] = getEnt(trig,"targetname"); while( 1 ) { if(DefinedEntities(trig,tele_jumper)) { getEnt(trig,"targetname") waittill("trigger",player); if(level.playerinroom) continue; if(isDefined(old) && old) { for(i=0;i< level.endroom.size;i++) { if(isDefined(level.endroom[i])) level.endroom[i] delete(); } } if(isDefined(level.activ)) if(player == level.activ) continue; level.playerinroom = 1; if(isDefined(player) && isAlive(player)) { player setOrigin(getEnt(tele_jumper,"targetname").origin); player setPlayerAngles(getEnt(tele_jumper,"targetname").angles); if(!isDefined(old) || !old) { player takeAllWeapons(); } if(isDefined(weap) && isDefined(ammo)) { player giveWeapon(weap); if(ammo == "max") player giveMaxAmmo( weap ); else player setWeaponAmmoClip( weap, ammo ); player switchToWeapon( weap ); } } if(isDefined(level.activ) && isAlive(level.activ)) { if(isDefined(tele_activator)) { level.activ setOrigin(getEnt(tele_activator,"targetname").origin); level.activ setPlayerAngles(getEnt(tele_activator,"targetname").angles); } if(!isDefined(old) || !old) { level.activ takeAllWeapons(); } if(isDefined(weap) && isDefined(ammo)) { level.activ giveWeapon(weap); if(ammo == "max") level.activ giveMaxAmmo( weap ); else level.activ setWeaponAmmoClip( weap, ammo ); level.activ switchToWeapon( weap ); } } iprintlnBold(Player.name + " Entered in " + roomname); if(!rush) WaitForDeath(player); level.playerinroom = 0; } else { printLn("Check Endrooms entities!"); return; } } } DefinedEntities(trig,tele_jumper) { if(!isDefined(trig) || !isDefined(tele_jumper)) return 0; return 1; } WaitForDeath(player) { player waittill("death"); } Intructions: 1)For weapons you have to precache them at the start of your script. 2)you have to add this at main function: thread EndRooms(); 3) Too add endrooms you have to copy one line from EndRooms() function then paste it below The syntax of it is: thread AddRoom("Name of the room","trigger of the room","origin entity for the jumper","origin entity for the Activator(if old type undefined without "")","weapon name(type undefined without "" if old)",ammo number(type undefined without "" if old),if this endroom is old then type 1 else 0,if you want rush in this endroom then type 1 else 0); 4)Explaination: EndRooms() //the main function of this script { level.endroom = []; level.playerinroom = 0; //define a var which will be used for turning. thread AddRoom("Snipe Room","trigger_sniper","sniper_jumper","sniper_activator","remington700_mp","max",0,0); //adds new room thread AddRoom("Old Room","trigger_old","old_jumper",undefined,undefined,undefined,1,1); //same as above } AddRoom(roomname,trig,tele_jumper,tele_activator,weap,ammo,old,rush) { if(!isDefined(old) || !old) //checks if var 'old' is defined or this var is false.If not it will exec next line level.endroom[level.endroom.size] = getEnt(trig,"targetname"); //defines a array var which will be used for deleting it when player picks old endroom while( 1 ) //while loop { if(DefinedEntities(trig,tele_jumper)) //checks if required triggers are defined or not. { getEnt(trig,"targetname") waittill("trigger",player); //waits for player entity to trigger it. if(level.playerinroom) //var which is defined above, checks if player is in room or not. if this var is 1(true) cod4 will exec the below "continue" command else cod4 won't. continue; //stops further script then continues loop if(isDefined(old) && old) { for(i=0;i< level.endroom.size;i++) //For loop for(set var;expression,steps) { if(isDefined(level.endroom[i])) //if statement, checks if current array var 'level.endroom' is defined level.endroom[i] delete(); //if it's defined then deletes it because it can make bug when another player picks some other room than old. } } level.playerinroom = 1; //defines if player is in room. if(isDefined(player) && isAlive(player)) //checks if player who triggered is defined&alive { player setOrigin(getEnt(tele_jumper,"targetname").origin); //sets new player origin of player player setPlayerAngles(getEnt(tele_jumper,"targetname").angles); //sets player angle if(!isDefined(old) || !old) //checks if it is old endroom or not. if no then it will exec below command. { player takeAllWeapons(); // takes all weapon ofc } if(isDefined(weap) && isDefined(ammo)) //checks if var 'weap' isDefined { player giveWeapon(weap); //gives 'weap' to player if(ammo == "max") //statement which checks var 'ammo' is equal to max if 1 then cod4 exec below command player giveMaxAmmo( weap ); //gives max ammo of 'weap' to player else //if 0 then cod4 exec below command player setWeaponAmmoClip( weap, ammo ); //gives some specific ammount of ammo to player syntax is playerentity setWeaponAmmoClip("weapnamestring",ammonumInt) player switchToWeapon( weap ); //switches the current weapon with string var 'weap' } } if(isDefined(level.activ) && isAlive(level.activ)) //checks if var 'level.activ' is defined (it's defined by mod every round except free run) { //NOT GONNA EXPLAIN THIS AGAIN all same but for activator. if(isDefined(tele_activator)) { level.activ setOrigin(getEnt(tele_activator,"targetname").origin); level.activ setPlayerAngles(getEnt(tele_activator,"targetname").angles); } if(!isDefined(old) || !old) { level.activ takeAllWeapons(); } if(isDefined(weap) && isDefined(ammo)) { level.activ giveWeapon(weap); if(ammo == "max") level.activ giveMaxAmmo( weap ); else level.activ setWeaponAmmoClip( weap, ammo ); level.activ switchToWeapon( weap ); } } iprintlnBold(Player.name + " Entered in " + roomname); //shows message on screen if(!rush) //checks if var 'rush' is 0 if it's 0 then cod4 exec next line WaitForDeath(player); //function which waits for player to die level.playerinroom = 0; //set var to 0 (for turning) } else //if required endroom entities are not defined then exec lines from "{" to before "}" { logPrint("Check EndRooms entities!"); //prints msg on log file return; } } } DefinedEntities(trig,tele_jumper) { if(!isDefined(trig) || !isDefined(tele_jumper)) //checks if var 'trig' or var 'tele_jumper' is not defined return 0; //returns false if not defined return 1; returns true if both vars are defined } WaitForDeath(player) { player waittill("death"); //waits for player to die. } I've given two example in above code second one is for old and first one is for snipe. Enjoy! Thanks to ninja for spamming me to post it.....
  13. 1)Nub. 2)Nub. 3)Like in shop menu you can't buy something if you didn't reached at some certain rank,or some perks,challenges 4)What a nub (I thought you've fixed them @current dr but whatever i meant add new) 5)All i can see in menus is only 3-4 options in settings menu... 6)why? Who cares about that you have to make a shop with menu or gsc huds... 7)The round,time left huds 8)Think about it yourself it's not my mod... 9)so, how many "people" said that? 10)I'm nub.
  14. 1)New sort of unique models 2)New weapons 3)New unlockables 4)more challenges 5)more player settings options 6)New shop design&thi(unique) 7)new unique layout on screen 8)some new ideas about game play 9)New Perks 10)New abilities Maybe more :dave: