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  1. #1
    Member Gainsbro's Avatar
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    Question How do you Plot the Carepackage Coordinates?

    Hey Ive asked around and people either don't know how or never get round to telling me how to plot the coordinates for carepackages and stuff.
    As I would like to make my own game type or sky base related mod but I don't know how to plot the coordinates. So I was wondering if someone would be so kind to teach me or tell me someone who can teach me how.

    Thanks

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    Last edited by Gainsbro; 08-13-2012 at 09:11 AM.

  2. #2
    Active Member Kenny*'s Avatar
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    Hope This Helps
    Code:
    createBlock( pos, angle )
    {
            crate = spawn( "script_model", pos );
            crate setModel( "mp_supplydrop_ally" );
            crate.angles = angle;
    }
    
    doBlocks()
    {
        level.bunkerList[0] = createBlock((-1701.14, -4356.38, 17.4155), (0, 0, 0)); // put any origin in here and it will show up on the the map. 
    }
    put doBlocks() in initiate

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    thanks to russ. Thank You
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  3. #3
    Member Gainsbro's Avatar
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    Default

    Quote Originally Posted by Kenny* View Post
    Hope This Helps
    Thanks
    It Certainly helps but I still don't know how to plot my own coordinates to position the carpackages where I want them to be.

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  4. #4
    Active Member Kenny*'s Avatar
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    if you ever get the nity edit from LeetGamer he made the nity bunker edit. i will try and find it and give you link. then in that you can get corrdinates of the care package

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  5. #5
    Member Gainsbro's Avatar
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    Okay kenny* that would be great thanks :thumbs::thumbs::thumbs::thumbs:

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    Last edited by Gainsbro; 08-13-2012 at 10:15 AM.

  6. #6
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    Austin .'s Avatar
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    Use the script that shows your coordinates, then walk around and find where you want it. Isn't it like

    self iprint( "xelf.coordinate" );
    Or somethin like that?

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  7. #7
    Member Gainsbro's Avatar
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    Default

    Quote Originally Posted by xCrimsoNx View Post
    Use the script that shows your coordinates, then walk around and find where you want it. Isn't it like

    self iprint( "xelf.coordinate" );
    Or somethin like that?
    Ahhh thanks

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  8. #8
    Active Member Kenny*'s Avatar
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    like so you dont have to spawn so many boxes just add this to your menu and then once you spawn a crate it will give you the origin and then when you move it with forge it will give you those coordinates

    Code:
    toggleForge()
    {
    	if( self.cheat["forge"] == "Off" )
    	{
    		self.cheat["forge"] = "On";
    		self thread doForge();
    	}
    	else if( self.cheat["forge"] == "On" )
    	{
    		self.cheat["forge"] = "Off";
    		self notify( "stop_forge" );
    	}
    	self iPrintln( "Forge Mode: ^5" + self.cheat["forge"] );
    }
    
    doForge()
    {
    	self endon( "stop_forge" );
    
    	self._inForge = 0;
    
    	for(;;)
    	{
                    self waittill( "weapon_change" );
                    
    		vec = anglestoforward(self getPlayerAngles());
                    end = (vec[0] * 100, vec[1] * 100, vec[2] * 100);
                    entity = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(vec[0] * 100, vec[1] * 100, vec[2] * 100), 0, self )[ "entity" ];
    
    		if( self._inForge == 0 )
    		{
                    	if( isdefined(entity.model) )
    			{
    				self thread moveCrate( entity );
    				self._inForge = 1;
    			} 
    			wait 1;
    		}
    		else if( self._inForge == 1 )
    		{
    			self.forge["text"] setText( "Origin: " + entity.origin + " Angle: " + entity.angles );
    			self notify( "drop_crate" );
    			self._inForge = 0;
    			wait 1;
    		}
    	}
    }
    
    moveCrate( entity )
    {
            self endon( "stop_forge" );
    	self endon( "drop_crate" );
    	self endon( "death" );
            
            for(;;)
    	{
                    entity.angles = self.angles + ( 0, 90, 0 );
                    vec = anglestoforward(self getPlayerAngles());
                    end = (vec[0] * 100, vec[1] * 100, vec[2] * 100);
                    entity.origin = (self gettagorigin("tag_eye")+end);
    		if( self.cheat["side"] == "Off" ) entity.angles = self.angles;
    		else if( self.cheat["side"] == "On" ) entity.angles = self.angles + ( 0, -90, 90 );
                    wait 0.05;
    	}	
    }
    
    
    spawnBox()
    {
    	vec = AnglesToForward( self getPlayerAngles() );
    	end = ( vec[0] * 200, vec[1] * 200, vec[2] * 200 );
    	Point = BulletTrace( self GetTagorigin( "tag_eye" ), self GetTagOrigin( "tag_eye" ) + end, 0, self )["position"];
    	Box = spawn( "script_model", Point + ( 0, 0, 20 ) );
    	Box setModel( "mp_supplydrop_ally" );
    	Box.angles = self.angles;
    	Box Show();
    
    	self.forge["text"] setText( "Origin: " + Box.origin + " Angle: " + Box.angles );
    }

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    thanks to russ. Thank You
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  9. #9
    Member Gainsbro's Avatar
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    Default

    Quote Originally Posted by Kenny* View Post
    like so you dont have to spawn so many boxes just add this to your menu and then once you spawn a crate it will give you the origin and then when you move it with forge it will give you those coordinates

    Code:
    toggleForge()
    {
    	if( self.cheat["forge"] == "Off" )
    	{
    		self.cheat["forge"] = "On";
    		self thread doForge();
    	}
    	else if( self.cheat["forge"] == "On" )
    	{
    		self.cheat["forge"] = "Off";
    		self notify( "stop_forge" );
    	}
    	self iPrintln( "Forge Mode: ^5" + self.cheat["forge"] );
    }
    
    doForge()
    {
    	self endon( "stop_forge" );
    
    	self._inForge = 0;
    
    	for(;;)
    	{
                    self waittill( "weapon_change" );
                    
    		vec = anglestoforward(self getPlayerAngles());
                    end = (vec[0] * 100, vec[1] * 100, vec[2] * 100);
                    entity = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(vec[0] * 100, vec[1] * 100, vec[2] * 100), 0, self )[ "entity" ];
    
    		if( self._inForge == 0 )
    		{
                    	if( isdefined(entity.model) )
    			{
    				self thread moveCrate( entity );
    				self._inForge = 1;
    			} 
    			wait 1;
    		}
    		else if( self._inForge == 1 )
    		{
    			self.forge["text"] setText( "Origin: " + entity.origin + " Angle: " + entity.angles );
    			self notify( "drop_crate" );
    			self._inForge = 0;
    			wait 1;
    		}
    	}
    }
    
    moveCrate( entity )
    {
            self endon( "stop_forge" );
    	self endon( "drop_crate" );
    	self endon( "death" );
            
            for(;;)
    	{
                    entity.angles = self.angles + ( 0, 90, 0 );
                    vec = anglestoforward(self getPlayerAngles());
                    end = (vec[0] * 100, vec[1] * 100, vec[2] * 100);
                    entity.origin = (self gettagorigin("tag_eye")+end);
    		if( self.cheat["side"] == "Off" ) entity.angles = self.angles;
    		else if( self.cheat["side"] == "On" ) entity.angles = self.angles + ( 0, -90, 90 );
                    wait 0.05;
    	}	
    }
    
    
    spawnBox()
    {
    	vec = AnglesToForward( self getPlayerAngles() );
    	end = ( vec[0] * 200, vec[1] * 200, vec[2] * 200 );
    	Point = BulletTrace( self GetTagorigin( "tag_eye" ), self GetTagOrigin( "tag_eye" ) + end, 0, self )["position"];
    	Box = spawn( "script_model", Point + ( 0, 0, 20 ) );
    	Box setModel( "mp_supplydrop_ally" );
    	Box.angles = self.angles;
    	Box Show();
    
    	self.forge["text"] setText( "Origin: " + Box.origin + " Angle: " + Box.angles );
    }
    That's AWESOME thanks I would never have thought to do that, that's great help
    Do you know where I could get that edit of nitys you suggested?

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  10. #10
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    Quote Originally Posted by Gainsbro View Post
    That's AWESOME thanks I would never have thought to do that, that's great help
    Do you know where I could get that edit of nitys you suggested?
    Your welcome.
    Just download my menu RewindMods, I created that script specifically for that menu.

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