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  1. #1
    Member Gainsbro's Avatar
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    Default Spawn a carepakage Prison

    Okay Guy's
    I was looking through the Cod 4 Black and Yellow Mod Menu and found this script.
    its pretty cool select it and it spawn's a jail.
    Credits goes to The Uknown for this AWESOME script.
    I'm posting this because I think its a cool script to have in a mod menu
    And I'm sure someone will find a use for it in a gametype.

    Code:
    SpawnJail() {
    if( self getEntityNumber() != 0 ) { self iprintln("^1ONLY THE LEVEL HOST CAN BUILD A PRISON!"); return 0; } //THIS FOR VIP MENUS
    if( level.Prison == 1 ) { self iprintln("^1LEVEL PRISON HAS ALREADY BEEN BUILT!"); return 0; } //ANTI-CRASH
    if( level.Prison == 0 ) { self iprintln("^2BUILDING PRISON..."); level.Prison = 1; self thread testprison(); }
    }
    testprison(){
    CreateWalls((990, 3, 2040), (790, 3, 2080));
    CreateWalls((990, 3, 2120), (790, 3, 2160));
    CreateWalls((790, 3, 2040), (790, -150, 2080));
    CreateWalls((790, 3, 2120), (790, -150, 2160));
    CreateGrids((990, 3, 2040), (790, -150, 2040));
    CreateGrids((990, 3, 2160), (790, -150, 2160));
    CreateWalls((790, -150, 2040), (990, -150, 2080));
    CreateWalls((790, -150, 2120), (990, -150, 2160));
    CreateWalls((990, 3, 2040), (990, -150, 2080));
    CreateWalls((990, 3, 2120), (990, -150, 2160));
    for(i=780; i<985; i+=10) { B = spawn("script_model", (i, 12.783, 2070)); B.angles=(0,90,0); B setModel("prop_flag_russian"); } //V
    for(i=780; i<985; i+=10) { B = spawn("script_model", (i, -160, 2070)); B.angles=(0,270,0); B setModel("prop_flag_russian"); } //V
    for(i=-160; i<13; i+=10) { B = spawn("script_model", (975, i, 2070)); B.angles=(0,270,0); B setModel("prop_flag_russian"); } //V
    for(i=-160; i<13; i+=10) { B = spawn("script_model", (780, i, 2070)); B.angles=(0,180,0); B setModel("prop_flag_russian"); if(i==10)B playLoopSound("fire_wood_large");} //V
    while(1) {
    for(i=780; i<985; i+=10) PlayFX(level.Vaders,(i, 12.783, 2070));
    for(i=780; i<985; i+=10) PlayFX(level.Vaders,(i, -160, 2070));
    for(i=-160; i<13; i+=10) PlayFX(level.Vaders,(975, i, 2070));
    for(i=-160; i<13; i+=10) PlayFX(level.Vaders,(780, i, 2070));
    wait 2;
    }
    }
    CreateGrids(corner1, corner2, angle)
    {
            W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
            L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
            H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
            CX = corner2[0] - corner1[0];
            CY = corner2[1] - corner1[1];
            CZ = corner2[2] - corner1[2];
            ROWS = roundUp1(W/55);
            COLUMNS = roundUp1(L/30);
            HEIGHT = roundUp1(H/20);
            XA = CX/ROWS;
            YA = CY/COLUMNS;
            ZA = CZ/HEIGHT;
            center = spawn("script_model", corner1);
            for(r = 0; r <= ROWS; r++){
                    for(c = 0; c <= COLUMNS; c++){
                            for(h = 0; h <= HEIGHT; h++){
                                    block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
                                    block setModel("com_plasticcase_beige_big");
                                    block.angles = (0, 0, 0);
                                    block Solid();
                                    block LinkTo(center);
    				level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
            			level.solid.origin = ((corner1 + (XA * r, YA * c, ZA * h))); //sets the location
            			level.solid.angles = (0, 90, 0); //sets the angles
            			level.solid setContents( 1 ); //sets the contents of the barrier
                                    wait 0.01;
                            }
                    }
            }
            center.angles = angle;
    }
    
    CreateWalls(start, end)
    {
            D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
            H = Distance((0, 0, start[2]), (0, 0, end[2]));
            blocks = roundUp1(D/55);
            height = roundUp1(H/30);
            CX = end[0] - start[0];
            CY = end[1] - start[1];
            CZ = end[2] - start[2];
            XA = (CX/blocks);
            YA = (CY/blocks);
            ZA = (CZ/height);
            TXA = (XA/4);
            TYA = (YA/4);
            Temp = VectorToAngles(end - start);
            Angle = (0, Temp[1], 90);
            for(h = 0; h < height; h++){
                    block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
                    block setModel("com_plasticcase_beige_big");
                    block.angles = Angle;
                    block Solid();
    		level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
            level.solid.origin = ((start + (TXA, TYA, 10) + ((0, 0, ZA) * h))); //sets the location
            level.solid.angles = (0, 90, 0); //sets the angles
            level.solid setContents( 1 ); //sets the contents of the barrier
                    wait 0.001;
                    for(i = 1; i < blocks; i++){
                            block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
                            block setModel("com_plasticcase_beige_big");
                            block.angles = Angle;
                            block Solid();
    			level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
            level.solid.origin = ((start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h))); //sets the location
            level.solid.angles = (0, 90, 0); //sets the angles
            level.solid setContents( 1 ); //sets the contents of the barrier
                            wait 0.001;
                    }
                    block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
                    block setModel("com_plasticcase_beige_big");
                    block.angles = Angle;
                    block Solid();
    		level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
            level.solid.origin = (((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h))); //sets the location
            level.solid.angles = (0, 90, 0); //sets the angles
            level.solid setContents( 1 ); //sets the contents of the barrier
                    wait 0.001;
            }
    }
    
    roundUp1( floatVal )
    {
            if ( int( floatVal ) != floatVal )
                    return int( floatVal+1 );
            else
                    return int( floatVal );
    }
    My Wii Broke today I'm ordering a new Wii tonight but if someone could test it That would be great.

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    Last edited by Gainsbro; 08-15-2012 at 10:20 AM.

  2. #2
    EXTREME PS3 Fanatic
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    Default

    Does it work?

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  3. #3
    Member Gainsbro's Avatar
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    Default

    Quote Originally Posted by W3$L3Y115 View Post
    Does it work?
    It should Do
    I was going to test it to day but my brother bricked my wii
    I'm Ordering a new wii tonight.

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  4. #4
    EXTREME PS3 Fanatic
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    Default

    There is a way to unbrick it i think but I hope this works b/c I have an idea for this.

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  5. #5
    Whirling Death
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    Default

    Quote Originally Posted by W3$L3Y115 View Post
    There is a way to unbrick it i think but I hope this works b/c I have an idea for this.
    He can if he has Priloader, or he can try the gamecube controller method.

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  6. #6
    Member Gainsbro's Avatar
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    Default

    He can if he has Priloader, or he can try the gamecube controller method.
    Yeah But unfortunatly I have Neither
    But I need a new wii any way the last one was messed up

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    Last edited by Gainsbro; 08-15-2012 at 08:00 AM.

  7. #7
    Just say no to drugs hell nah I ain't listen Drugs's Avatar

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    Default

    Credits to The Uknown for this script.

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    Not a drug addict.

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  8. #8
    Member Gainsbro's Avatar
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    Default

    Quote Originally Posted by SHiiFT View Post
    Credits to The Uknown for this script.

    Okay thanks I'll add it in now

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  9. #9
    Active Member Kenny*'s Avatar
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    Default

    umm i don think this will work cause 1 i do not think you changed anything by looking at the script models.

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    thanks to russ. Thank You
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  10. #10
    Hello world Contra's Avatar
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    Default

    Is this not just going to spawn it at what ever the coords are for the map its made on? So it could end up floating or inside of a wall or something..

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