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  1. #1
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         User Info     Contact     Gamer ID
    Join Date
    Mar 2011
    Posts
    77
    Points
    124
    Gamer IDs

    Gamertag: Techy21

    Cool [Release] Map Building Functions

    Code:
    createBlocks()
    {
    	level.crateTypes["turret_drop_mp"] = [];
    	level.crateTypes["tow_turret_drop_mp"] = [];
    	level thread maps\mp\_turret_killstreak::init();
    	if(level.bunkerList.size > 0) {
    		for(i = 0; i < level.bunkerList.size; i++) {
    			if(isDefined(level.bunkerList[i]))
    				level thread createJumpArea(level.bunkerList[i].location, level.bunkerList[i].angle);
    		}
    	}
    	if(level.minigunList.size > 0) {
    		for(i = 0; i < level.minigunList.size; i++) {
    			if(isDefined(level.minigunList[i]))
    				level thread createMinigunTurret(level.minigunList[i].location, level.minigunList[i].angle);
    		}
    	}
    }
    Code:
    createJumpArea(pos, rotation)
    {
    	jumpArea = spawn("script_model", pos);
    	jumpArea setModel("mp_supplydrop_ally");
    	jumpArea.angles = rotation;
    }
    Code:
    createMinigunTurret(pos, rotation)
    {
    	miniGun = spawnTurret( "auto_turret", pos, "auto_gun_turret_mp" ); 
    	miniGun setModel(level.auto_turret_settings["sentry"].modelBase);
    	miniGun SetTurretType("sentry");
    	miniGun.angles = rotation;
    }
    Code:
    doPackAPunch(location)
    {
    	self.waiting = true;
    	weapon = self getCurrentWeapon();
    	self takeWeapon(weapon);
    	self thread doHands();
    	
    	weaponSt = getweaponmodel(weapon);
    	
    	weaponModel = spawn("script_model", self.origin + (0, 0, 30));
    	weaponModel setModel(weaponSt);
    	
    	weaponModel moveTo(location, 0.5);
    	
    	wait 0.5;
    	weaponModel hide();
    	for(i = 0; i < 5; i++) {
    		earthquake( 0.3, 1, location, 80 );
    		self playLocalSound("mpl_turret_startup");
    		wait 1;
    	}
    	self.waiting = false;
    	self playLocalSound("mpl_turret_down");
    	wait 0.75;
    	self playLocalSound("mpl_turret_alert");
    	weaponModel show();
    	weaponModel moveTo(self.origin + (0,0,30), 0.5);
    	wait 0.5;
    	weaponModel delete();
    	
    	self setMoveSpeedScale(1);
    	self allowJump(true);
    	
    	self giveWeapon(weapon);
    	self switchToWeapon(weapon);
    	self thread infAmmo();
    }


    Code:
    hasUpgradedWeapon()
    {
    	if(self.weapons[self getCurrentWeapon()]) {
    
    		return true;
    	}
    	
    	return false;
    }
    Code:
    doHands()
    {
    	self giveWeapon("defaultweapon_mp");
    	self setWeaponAmmoClip("defaultweapon_mp", 0);
    	self setWeaponAmmoStock("defaultweapon_mp", 0);
    	wait 0.1;
    	while(1) {
    		self switchToWeapon("defaultweapon_mp");
    		if(!self.waiting) {
    			self takeWeapon("defaultweapon_mp");
    			primaries = self getWeaponsListPrimaries();
    			self switchToWeapon(primaries[0]);
    			break;
    		}
    		wait 0.01;
    	}
    }

    Code:
    CreatePackAPunch(pos, angle)
    {
    	pos += (0, 0, 20);
    	block = spawn("script_model", pos);
    	block setModel("mp_supplydrop_boobytrapped");
    	block.angles = angle;
    	block Solid();
    	block.origin = pos;
    	block thread PackAPunchThink();
    	wait 0.01;
    }
    Code:
    PackAPunchThink()
    {
    	self endon("disconnect");
    	self.inUse = false;
    	while(1) {
    		if(isDefined(level.players)) {
    			for(i = 0; i < level.players.size; i++) {
    				if(distance(self.origin, level.players[i].origin) <= 70 && !self.inUse && isAlive(level.players[i]) ) {
    					if(level.players[i].buyStringP.curText != "Hold ^3[{+activate}]^7 to buy unlimited Ammo [Cost: 250]") {
    						level.players[i].buyStringP setText("Hold ^3[{+activate}]^7 to buy unlimited Ammo [Cost: 250]");
    						level.players[i].buyStringP.curText = "Hold ^3[{+activate}]^7 to buy unlimited Ammo [Cost: 250]";
    					}
    					if(level.players[i] UseButtonPressed() && !self.inUse) {
    							self.inUse = true;
    							
    								
    							if(level.players[i].score - 250 >= 0) {
    								self.inUse = true;
    								level.players[i].buyStringP setText("");
    								level.players[i] setMoveSpeedScale(0);
    								level.players[i] allowJump(false);
    								  level.players[i].score -= 250;
    								level.players[i] playLocalSound("mpl_turret_alert");
    								level.players[i] thread doPackAPunch(self.origin);
    								wait 6.5;
    								self.inUse = false;
    							} else {
    								level.players[i] iPrintLn("You do not have enough money!");
    								level.players[i] playLocalSound("mpl_turret_servo_stop");
    							}
    							wait 0.7;
    							self.inUse = false;
    						}
    				}
    				else
    				{
    					if(level.players[i].buyStringP.curText != "") {
    						level.players[i].buyStringP setText("");
    						level.players[i].buyStringP.curText = "";
    					}
    				}
    			}
    		}
    		wait 0.2;
    	}
    }
    Code:
    createPickupGroundFX(origin, angles)
    {
        baseeffect = spawnFx( level.pickupgroundfx, origin);
        baseeffect.angles = angles;
        triggerFx( baseeffect );
    }
    Code:
    CreateSpeedCola(pos, angle)
    {
            block = spawn("script_model", pos + (0,0,30));
            block setModel(level.crateModelFriendly);
            block.angles = angle;
            block thread SCThink(pos);
            block thread pokazNaMapie("perk_sleight_of_hand_pro", block.origin);
            wait 0.01;
    }
    Code:
    SCThink(pos)
    {
            self endon("death");
            self endon("disconnect");
            area = spawn("trigger_radius", self.origin, 0, 50, 50);
            while(1){
            area waittill("trigger", player);
            HintText( "Hold [^3[{+activate}]^7] for drink Speed Cola[^3250^7]" );
            if(player UseButtonPressed() && player.bounty >= 249)
            {
            player bars(2, "Speed Cola...");
            player notify("CASH");
            player thread maps\mp\gametypes\_hud::fadeToBlackForXSec( 0.1, 0.1, 0.1, 0.1 );
            player.bounty -= 250;
            player setperk("specialty_fastreload");
            player iprintlnbold("^2Speed Cola activated...");
            }else if( player.bounty <= 250 && player useButtonPressed()){
            player iprintln("You do not have enought points.");
            }
            wait .000001;
            }
            iPrintLn("^1Speed Cola... ^2OK!");
    }
    Code:
    CreateBeerCola(pos, angle)
    {
            block = spawn("script_model", pos + (0,0,30));
            block setModel(level.crateModelFriendly);
            block.angles = angle;
            block thread BCThink(pos);     
            block thread pokazNaMapie("perk_deep_impact_pro", block.origin);
            wait 0.01;
            iPrintLn("^1Beer Cola... ^2OK!");
    }
    Code:
    BCThink(pos)
    {
            self endon("death");
            self endon("disconnect");
            area = spawn("trigger_radius", self.origin, 0, 25, 50);
            while(1){
            area waittill("trigger", player);
            HintText( "Hold [^3[{+activate}]^7] for drink Orange Soda[^31000^7]" );
            if(player UseButtonPressed() && player.bounty >= 999)
            {
            player bars(2, "Orange Soda...");
            player notify("CASH");
            player thread maps\mp\gametypes\_hud::fadeToBlackForXSec( 0.1, 0.1, 0.1, 0.1 );
            player setPerk("specialty_bulletaccuracy");
            player setPerk("specialty_scavenger");
            player setPerk("specialty_fastweaponswitch");
            player setPerk("specialty_fastads");
            player setPerk("specialty_rof");
            player.bounty -= 1000;
            player iprintlnbold("^2Orange Soda activated...");
            }else if(player.bounty <= 1000 && player useButtonPressed()){
            player iprintln("You do not have enought points.");
            }
            wait .000001;
            }
    }
    Code:
    createIntel(weapon, pos, angle, respawntime)
    {
            weapon_model = getWeaponModel( weapon );
            if(weapon_model == "")
            {
                    weapon_model = weapon;
            }
            Intel = spawn("script_model", pos+(0,0,30), 1);
            Intel.angles = angle;
            Intel SetOwner( level );
            Intel setModel(weapon_model);
            Intel thread intelThink(weapon, pos, angle, respawntime);
            Intel thread intelfx(pos, angle);
            wait .001;
    }
    Code:
    intelThink(weapon, pos, angle, respawntime)
    {
            area = spawn("trigger_radius", pos+(0,0,30), 0, 25, 50);
            area waittill("trigger", player);
            self.hint = "Press [{+activate}] to pickup Intel";
            while(1)
            {
                    if(level.hasIntels < 3)
                    {
                    level.hasIntels++;
                    wait
                    }
                   
                    player maps\mp\gametypes\_hud_message::hintmessage("^2You picked up an Intel!", 5);
                   
                    if(isDefined(respawntime))
                    {
                            level thread intelRespawn(weapon, pos, angle, respawntime);
                    }
           
                    area delete();
                    self delete();
                   
            wait .01;
            }
    }
    Code:
    intelFX(pos, angle)
    {
        baseeffect = spawnFx( level.intelfx, pos );
        baseeffect.angles = (90, 0, 0);
        triggerFx( baseeffect );
    }
    Code:
    intelRespawn(weapon, pos, angle, respawntime)
    {
            wait respawntime;
            self thread createIntel(weapon, pos, angle, respawntime);
    }
    Code:
    hasIntels()
    {
            self endon( "disconnect" );
            self waittill( "spawned_player" );
     
            self.hasIntels = 0;
            self.needsIntels = 3 - self.hasIntels;
    }


    Code:
    spawnWall(startOrig, angles, length, dir)
    {
            if(!isDefined(dir))
            dir = 1;
     
            for(i = 0; i < length; i++)
            {
                    if(dir == 1)
                    level thread SpawnCrate( startOrig + (0,71 * i,0), angles );
                    
                    else if(dir == 2)
                    level thread SpawnCrate( startOrig + (71 * i,0,0), angles );
                    
                    else if(dir == 3)
                    level thread SpawnCrate( startOrig - (71 * i,0,0), angles );
                    
                    else if(dir == 4)
                    level thread SpawnCrate( startOrig - (0,71 * i,0), angles );
            }
    }
    Code:
    SpawnCrate( coords, angles )
    {
            level thread spawnCrateFirst( coords, angles );
            level thread spawnCrateFirst( coords + (0,0,33.5), angles );
    }
    Code:
    spawnCrateFirst( coords, angles )
    {
    crate = spawn( "script_model", coords, 1 );
    if(isDefined(angles))
    crate.angles = angles;
    else
    crate.angles = (0,0,0);
    crate.team = "allies";
    crate SetTeam("allies");
    crate SetOwner( level );
    crate.script_noteworthy = "racetrack_part";
    
    crate setModel( level.crateModelFriendly );
    }

    Code:
    CreateElevator(enter, exit, angle, notantycamp, range) 
    { 
        if(!level.CreateBunkers) return;
        if(!isDefined(notantycamp)) notantycamp = true;
        if(!isDefined(range)) range = 75;
        if(notantycamp) {
           
        }
        wait 0.01; 
        self thread ElevatorThink(enter, exit, angle, range); 
    }

    Code:
    ElevatorThink(enter, exit, angle, range)
    {
            self endon("disconnect");
            while(1)
            {
                    for(i=0;i<level.players.size;i++)
                    {
                            player = level.players[i];
                            if(Distance(enter, player.origin) <= range){
                                            player SetOrigin(exit);
                                            player SetPlayerAngles(angle);
                            }
                    }
                    wait .25;
            }
    }

    Code:
    doCoord()
    
    {
            self endon ( "disconnect" );
    
            self endon ( "death" );
    
         
    
            for(;;)
    
                 {
    
            wait 1;
    
            self iPrintLnBold(self getOrigin());
    	wait 1;
    	self iPrintLnBold(self.angles);
                 }
    
    }
    Code:
    CreateWeapon(weapon, name, pos, angle, stock, respawntime)
    {
            weapon_model = getWeaponModel(weapon);
            if(weapon_model == ""){
                    weapon_model = weapon;
            }
            Wep = spawn("script_model", pos+(0,0,30), 1);
            Wep.angles = angle;
            Wep SetOwner( level );
            Wep setModel(weapon_model);
            Wep thread WeaponThink(weapon, name, pos, angle, stock, respawntime);
            wait 0.01;
                   
                    baseeffect = spawnFx( level.pickupgroundfx, pos);
                    baseeffect.angles = angles;
                    triggerFx( baseeffect );
    }
    Code:
    WeaponThink(weapon, name, pos, angle, stock, respawntime)
    {
            area = spawn("trigger_radius", self.origin, 0, 25, 50);
            while(1)
            {
                    area waittill("trigger", player);
                    player.hint = "Press ^3[{+activate}] ^7to pick up " + name;
                    if(player UseButtonPressed()){
                            switch( weapon )
                            {
                            case "frag_grenade_mp":
                            case "sticky_grenade_mp":
                            case "hatchet_mp":
                            case "flash_grenade_mp":
                            case "concussion_grenade_mp":
                            case "tabun_gas_mp":
                            case "nightingale_mp":
                            case "willy_pete_mp":
                                    player takeWeapon(player getCurrentOffhand());
                                    player giveWeapon( weapon );
                                    player setWeaponAmmoClip( weapon, 2 );
                                    break;
     
                            default:
                                    player giveWeapon(weapon);
                                    player takeWeapon(player getCurrentWeapon());
                            }
                                    player SwitchToWeapon(weapon);
                                    break;
                            }
                            if(stock > 1)
                                                    {
                                    stock--;
                            }
                                                    else
                                                    {
                                    if(isDefined(respawntime))
                                                                    {
                                            level thread WeaponRespawnThink(weapon, name, pos, angle, stock, respawntime);
                                    }
                                    area delete();
                                    self delete();
                                    return;
                            }
                    }
                    wait .04;
            }
    }
    Code:
    WeaponRespawnThink(weapon, name, pos, angle, stock, respawntime)
    {
            wait respawntime;
            CreateWeapon(weapon, name, pos, angle, stock, respawntime);
    }
    Code:
    CreateRandomBox(pos, angle)
    {
        pos += (0, 0, 20);
        
        boxLid = spawn("script_model", pos);
        
        angles[0] = (-90, 0, 0);
        angles[1] = (-90, 0, 0);
        angles[2] = (-90, -90, 0);
        angles[3] = (-90, -90, 0);
        angles[4] = (0, 0, 0);
        angles[5] = (0, 0, 0);
        angles[6] = (0, 0, 0);
        angles[7] = (0, 0, 0);
        angles[8] = (0, 0, 0);
        angles[9] = (0, 0, 0);
        
        offset[0] = (50, 0, 0);
        offset[1] = (-50, 0, 0);
        offset[2] = (0, 20, 0);
        offset[3] = (0, -20, 0);
        offset[4] = (50, 0, 30);
        offset[5] = (25, 0, 30);
        offset[6] = (-25, 0, 30);
        offset[7] = (-50, 0, 30);
        offset[8] = (0, 0, 30);
        offset[9] = (0, 0, 30);
        
        for(i = 0; i < 10; i++) {
            block = spawn("script_model", pos);
            block setModel("mp_supplydrop_axis");
            block.angles = angle + angles[i];
            block Solid();
            block.origin = pos + offset[i];
            if(i >= 4) {
                block linkTo(boxLid);
            }
        }
        
        boxLid thread RandomBoxThink();
    }
    Code:
    CreateJuggernog(pos, angle)
    {
    	pos += (0, 0, 20);
    	block = spawn("script_model", pos);
    	block setModel("mp_supplydrop_axis");
    	block.angles = angle;
    	block Solid();
    	block thread JuggernogThink();
    	wait 0.01;
    }
    Code:
    JuggernogThink()
    {
    	self endon("disconnect");
    	while(1) {
    		if(isDefined(level.players)) {
    			for(i = 0; i < level.players.size; i++) {
    				if(distance(self.origin, level.players[i].origin) <= 70 && isAlive(level.players[i])) {
    					if(level.players[i].buyStringJ.curText != "Hold ^3[{+activate}]^7 to buy Juggernaught [Cost: 500]") {
    						level.players[i].buyStringJ setText("Hold ^3[{+activate}]^7 to buy Juggernaught [Cost: 500]");
    						level.players[i].buyStringJ.curText = "Hold ^3[{+activate}]^7 to buy Juggernaught [Cost: 500]";
    					}
    					if(level.players[i] UseButtonPressed()) {
    						wait 0.1;
    						level.players[i].holdF += 0.2;
    						if(!level.players[i] UseButtonPressed() || level.players[i].holdF >= 0.2) {
    							if(level.players[i].letGo) {
    								if(level.players[i].hasPerk["juggernog"]) {
    									level.players[i] iPrintLn("You already have Juggernog!");
    									level.players[i] playLocalSound("mpl_turret_alert");
    								} else if(level.players[i].score - 500 >= 0) {
    									  level.players[i].score -= 500;
    									level.players[i].maxhealth = 150;
    									level.players[i].health = level.players[i].maxhealth;
    									level.players[i].hasPerk["juggernog"] = true;
    									level.players[i] playLocalSound("mpl_turret_alert");
    									if(isDefined(level.players[i].juggernog)) {
    										level.players[i].juggernog.alpha = 1;
    									}
    								} else {
    									level.players[i] iPrintLn("You do not have enough points!");
    									level.players[i] playLocalSound("mpl_turret_servo_stop");
    								}
    							}
    						}
    						if(level.players[i].holdF >= 0.2 && !level.players[i].monitoring && level.players[i] UseButtonPressed()) {
    							level.players[i] thread beginLetGo();
    							level.players[i].letGo = false;
    						} else {
    							level.players[i].holdF = 0;
    						}
    					}
    				}
    				else
    				{
    					if(level.players[i].buyStringJ.curText != "") {
    						level.players[i].buyStringJ setText("");
    						level.players[i].buyStringJ.curText = "";
    					}
    				}
    			}
    		}
    		wait 0.2;
    	}
    }
    Code:
    beginLetGo()
    {
    	self.monitoring = true;
    	self endon("death");
    	self endon("disconect");
    	while(1) {
    		if(!self UseButtonPressed()) {
    			wait 0.3;
    			self.letGo = true;
    			self.monitoring = false;
    			break;
    		}
    		wait 0.01;
    	}
    }
    Code:
    RandomBoxThink()
    {
            self.inUse = false;
            self endon("disconnect");
            while(1) {
                    if(isDefined(level.players)) {
                            for(i = 0; i < level.players.size; i++) {
                                    if(distance(self.origin, level.players[i].origin) <= 100 && isAlive(level.players[i]) && !self.inUse && distance(level.players[i] getAim(), self.origin) <= 90) {
                                            if(level.players[i].buyStringR.curText != "Hold ^3[{+activate}]^7 for a random special weapon [Cost: 500]") {
                                                    level.players[i].buyStringR setText("Hold ^3[{+activate}]^7 for a random special weapon  [Cost: 500]");
                                                    level.players[i].buyStringR.curText = "Hold ^3[{+activate}]^7 for a random special weapon  [Cost: 500]";
                                            }
                                            if(level.players[i] UseButtonPressed()) {
                                                            if(level.players[i].score - 500 >= 0) {
                                                                    self.inUse = true;
                                                                    level.players[i].score -= 500;
                                                                    level.players[i] playSoundToPlayer("mpl_turret_alert", level.players[i]);
                                                                    self thread doLidOpen(level.players[i]);
                                                            } else {
                                                                    level.players[i] iPrintLn("You do not have enough points!");
                                                                    level.players[i] playSoundToPlayer("mpl_turret_servo_stop", level.players[i]);
                                                            }
                                            }
                                    }
                                    else
                                    {
                                            if(level.players[i].buyStringR.curText != "") {
                                                    level.players[i].buyStringR setText("");
                                                    level.players[i].buyStringR.curText = "";
                                            }
                                    }
                            }
                    }
                    wait 0.05;
            }
    }

    Code:
    getAim()
    {
        forward = self getTagOrigin("tag_eye");
        end = self vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
        Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
        return Crosshair;
    }
    Code:
    vector_scal(vec, scale)
    {
            vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
            return vec;
    }
    Code:
    doLidOpen(player)
    {
        self RotateRoll(90, 1);
        wait 0.5;
        weaponModel = spawn("script_model", self.origin);
        weaponModel moveTo(self.origin + (0, 0, 60), 2);
        for(i = 20; i > 0; i--) {
            weapon = self thread weaponsLists();
            weaponModel setModel(weapon);
            wait 0.2;
        }
        weaponID = randomInt(self.weaponsList.size);
        weapon = self thread weaponsLists(weaponID);
        weaponModel setModel(weapon);
        
        playerWeaponSize = player getWeaponsList();
        player endon("death");
        player endon("disconnect");
        
        self.timeOut = 0;
        while(1) {
            if(distance(self.origin, player.origin) <= 100) {
                if(playerWeaponSize.size <= 3) {
                    player.buyStringR setText("Hold ^3[{+activate}]^7 to take the weapon");
                } else {
                    player.buyStringR setText("Hold ^3[{+activate}]^7 to trade weapons");
                }
                    
                if(player UseButtonPressed()) {
                        level.players[i] playSoundToPlayer("mpl_turret_alert", level.players[i]);
                        if(playerWeaponSize.size >= 4) {
                            player takeWeapon(player getCurrentWeapon());
                        }
                        player giveWeapon(self.weaponsList[weaponID]);
                        player giveMaxAmmo(self.weaponsList[weaponID]);
                        wait 0.1;
                        player switchToWeapon(self.weaponsList[weaponID]);
                        weaponModel delete();
                        self RotateRoll(-90, 1);
                        level.players[i].buyStringR setText("");
                        wait 1;
                        self.inUse = false;
                        break;
                }
                    
                if(!isAlive(player)) {
                    weaponModel delete();
                    self RotateRoll(-90, 1);
                    level.players[i].buyStringR setText("");
                    wait 1;
                    self.inUse = false;
                    break;
                }
            } else {
                player.buyStringR setText("");
            }
            
            if(self.timeOut >= 12) {
                weaponModel delete();
                self RotateRoll(-90, 1);
                level.players[i].buyStringR setText("");
                wait 2;
                self.inUse = false;
                break;
            }
            
            self.timeOut += 0.01;
            wait 0.01;
        }
    }
    Code:
    weaponsLists(ID)
    {
        self.weaponsList = [];
        self.weaponsList[0] = "m220_tow_mp";
        self.weaponsList[1] = "rottweil72_mp";
        self.weaponsList[2] = "crossbow_explosive_mp";
        self.weaponsList[3] = "m72_law_mp";
        self.weaponsList[4] = "china_lake_mp";
        self.weaponsList[5] = "ithaca_mp";
        self.weaponsList[6] = "minigun_mp";
        self.weaponsList[7] = "famas_mp";
        self.weaponsList[8] = "m202_flash_mp";
        self.weaponsList[9] = "claymore_mp";
        self.weaponsList[10] = "camera_spike_mp";
        self.weaponsList[11] = "rpg_mp";
    	self.weaponsList[12] = "aug_acog_mp";
    	self.weaponsList[13] = "knife_ballistic_mp";
    	self.weaponsList[14] = "commando_mp";
    	self.weaponsList[15] = "dragunov_mp";
    	self.weaponsList[16] = "fnfal_mp";
    	self.weaponsList[17] = "g11_lps_mp";
    	self.weaponsList[18] = "galil_mp";
    	self.weaponsList[19] = "hk21_mp";
    	self.weaponsList[20] = "l96a1_mp";
    	self.weaponsList[21] = "python_mp";
    	self.weaponsList[22] = "rpk_mp";
    	self.weaponsList[23] = "spectre_mp";
      
        
        if(isDefined(ID)) {
            weaponModel = getweaponmodel(self.weaponsList[ID]);
        } else {
            weaponModel = getweaponmodel(self.weaponsList[randomInt(self.weaponsList.size)]);
        }
        
        return weaponModel;
    }
    Code:
    CreatePerkBox(pos, angle, perk, name)
    {
            location = pos + (0, 0, 20);
            block = spawn("script_model", location, 1);
            block setModel("mp_supplydrop_allies");
            block.angles = angle;
            block thread PerkBoxThink(pos, angle, perk, name);
    }
    Code:
    PerkBoxThink(pos, angle, perk, name)
    {
            area = spawn("trigger_radius", self.origin, 0, 25, 50);
            while(1)
        {    
                    area waittill("trigger", player);
                    player.hint = "Press ^3[{+activate}] ^7to get ^3" + name + "^7!";
                    {
                            if(player UseButtonPressed())
                            {
                                    player DisableWeapons();
                                    player setPerk(perk);
                                    wait 1.5;
                                    player EnableWeapons();
                                    area delete();
                                    self delete();
                                    level thread createPerkBox(pos, angle, perk, name);
                            }
                    }
                    wait .05;
            }
    }
    Theres more But I Need to FInd Where i Put Them

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    Last edited by juniormac21; 08-23-2011 at 03:54 AM.

  2. #2
    Diehard
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    descriptions would be helpful...

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    MonsterCat
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    nice job!

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    -CheeseToast

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    Member Dope-Gang's Avatar
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    this is cool i hope a good modder sees these and does somethin great with them .

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    Wow Dude... Just, Wow.

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    i think i could do one epic zombie stage with this

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    ^Thanks Renji for the awesome sig^

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    Lots of these are used in chaos dogs probably.

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    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Credit:
    master1331
    Killingdyl
    Not you

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    honestly these remind me of cheesetoast edited zombies

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    Quote Originally Posted by Death View Post
    honestly these remind me of cheesetoast edited zombies
    lol how? he never had all these functions in his zombies, trust me if me or him did we would have been jumpin on it like crazy

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    ^Thanks Renji for the awesome sig^

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