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Thread: [SC7E52] AC130

  1. #1
    Nintendo Section Moderator PvtRyan's Avatar

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    Post [SC7E52] AC130

    Obviously there is an AC130 script out there..
    But im talking bout the exact one used in Campaign...
    Heres how its decoded
    Code:
    #include maps\mp\_utility;
    #using_animtree("ac130");
    
    init()
    {
    	minimapOrigins = getEntArray( "minimap_corner", "targetname" );
    ac130Origin = (0,0,0);
    	if ( miniMapOrigins.size )
    	{
    	ac130Origin = (miniMapOrigins[0].origin + miniMapOrigins[1].origin);
    	vector_scale( ac130Origin, 0.5 );
    	}
    	level.ac130 = spawn( "script_model", ac130Origin );
    	level.ac130 setModel( "c130_zoomrig" );
    	level.ac130.angles = (0,75,0);
    	level.ac130 hide();
    	precacheShader("ac130_overlay_25mm");
    	precacheShader("ac130_overlay_40mm");
    	precacheShader("ac130_overlay_grain");
    	precacheItem("ac130_25mm_mp");
    	precacheItem("ac130_40mm_mp");
    	precacheRumble("ac130_25mm_fire");
    	precacheRumble("ac130_40mm_fire");
    	level.gunReady["ac130_25mm"] = true;
    	level.gunReady["ac130_40mm"] = true;
    	level.ac130_rotationSpeed = 150;
    	thread rotatePlane( "on" );
    }
    ac130_attachPlayer( player )
    {
    	if ( isDefined( level.ac130Player ) )
    	return;
    	player = self;
    	level.ac130Player = self;
    	level.ac130Player takeAllWeapons();
    	level.ac130Player giveWeapon( "ac130_40mm_mp" );
    	level.ac130Player switchToWeapon( "ac130_40mm_mp" );
    	level.ac130Player thread overlay();
    	level.ac130Player thread attachPlayer();
    	thread changeWeapons();
    }
    overlay()
    {
    	level.ac130_overlay = newClientHudElem( self );
    	level.ac130_overlay.x = 0;
    level.ac130_overlay.y = 0;
    	level.ac130_overlay.alignX = "center";
    	level.ac130_overlay.alignY = "middle";
    	level.ac130_overlay.horzAlign = "center";
    	level.ac130_overlay.vertAlign = "middle";
    	level.ac130_overlay.foreground = true;
    	level.ac130_overlay setshader ("ac130_overlay_105mm", 640, 480);
    	grain = newClientHudElem( self );
    	grain.x = 0;
    	grain.y = 0;
    	grain.alignX = "left";
    	grain.alignY = "top";
    	grain.horzAlign = "fullscreen";
    	grain.vertAlign = "fullscreen";
    	grain.foreground = true;
    	grain setshader ("ac130_overlay_grain", 640, 480);
    	grain.alpha = 0.5;
    }
    ac130ShellShock()
    {
    	for (;;)
    	{
    		duration = 60;
    		level.ac130Player shellshock( "ac130", duration );
    		wait duration;
    	}
    }
    rotatePlane(toggle)
    {
    	level notify("stop_rotatePlane_thread");
    	level endon("stop_rotatePlane_thread");
    	if (toggle == "on")
    	{
    	for (;;)
    		{level.ac130 rotateyaw( 360, level.ac130_rotationSpeed );
    		wait level.ac130_rotationSpeed;
    	}
    	}
    	else if (toggle == "off")
    	{
    		level.ac130 rotateyaw( level.ac130.angles[2], 0.05 );
    	}
    }
    attachPlayer()
    {
    	self linkTo( level.ac130, "tag_player", (1500,0,1000), (0,0,0) );
    }
    changeWeapons()
    {
    	weapon = [];
    weapon[0] = spawnstruct();
    	weapon[0].overlay = "ac130_overlay_40mm";
    	weapon[0].fov = "25";
    	weapon[0].name = "40mm";
    	weapon[0].sound = "ac130_40mm_fire";
    	weapon[0].weapon = "ac130_40mm_mp";
    	weapon[1] = spawnstruct();
    	weapon[1].overlay = "ac130_overlay_25mm";
    	weapon[1].fov = "10";
    	weapon[1].name = "25mm";
    weapon[1].sound = "ac130_25mm_fire";
    	weapon[1].weapon = "ac130_25mm_mp";
    	currentWeapon = 0;
    	level.currentWeapon = weapon[currentWeapon].name;
    	thread fire_screenShake();
    	for(;;)
    	{
    	while( !level.ac130Player useButtonPressed() )
    	wait 0.05;
    	currentWeapon++;
    	if (currentWeapon >= weapon.size)
    currentWeapon = 0;
    	level.currentWeapon = weapon[currentWeapon].name;
    	level.ac130_overlay setShader (weapon[currentWeapon].overlay, 640, 480);
    	level.ac130Player setClientDvar( "cg_fov", weapon[currentWeapon].fov );
    level.ac130Player takeAllWeapons();
    	level.ac130Player giveWeapon( weapon[currentWeapon].weapon );
    	level.ac130Player switchToWeapon( weapon[currentWeapon].weapon );
    	while( level.ac130Player useButtonPressed() )
    	wait 0.05;
    	}
    	
    }
    sounds()
    {
    	level.ac130Player playLoopSound( "ac130_ambient" );
    	for (;;)
    	{
    	wait 2;
    	level.ac130Player playLocalSound( "ac130_radio_1" );
    	wait 3;
    	level.ac130Player playLocalSound( "ac130_radio_2" );
    	wait 1.5;
    	level.ac130Player playLocalSound( "ac130_radio_3" );
    	wait 8;
    	level.ac130Player playLocalSound( "ac130_radio_4" );
    	wait 8;
    	level.ac130Player playLocalSound( "ac130_radio_5" );
    	wait 10;
    	}
    }
    fire_screenShake()
    {
    }
    gunReload(weaponName, reloadTime)
    {
    	level notify ("reloading " + weaponName);
    	level endon ("reloading " + weaponName);
    	level.gunReady[weaponName] = false;
    	wait (reloadTime);
    	level.gunReady[weaponName] = true;
    }
    I've used it and it works if you need help putting it in i can help..
    -PvtRyan

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  2. #2
    Just say no to drugs hell nah I ain't listen Drugs's Avatar

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    99.9% sketptical

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    Oh Noez Batman ChelseaGrin's Avatar

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    i need help putting this script in..
    so would i add: #using_animtree("ac130"); to utility
    and insert the script?

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    Last edited by ChelseaGrin; 03-22-2012 at 12:59 AM.





  4. #4
    Just say no to drugs hell nah I ain't listen Drugs's Avatar

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    I didn't know there was Ac130 on Blop?

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    Diehard xBTA*JUANx's Avatar
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    It prob won't work because there isn't a "#using_animtree("ac130");" on mp.. -_-
    I think lol

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    There is no AC130 on campain he is talking about the gun ship!

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