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  1. #1
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    Seal Ricky's Avatar

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    PSN ID: xSeal_Rickyx Steam ID: sealricky

    Idea Help Plessz Ac130

    Can Someone Please Help Me Add The Ac130 Script From Limitless Meun On To Rewinds 2.3??

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  2. #2
    V.XVII.XIV Synix's Avatar
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    If you just starting using mod menus I suggest you not edit. Putting these kind of Scripts into a different Mod Menu is not easy.

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    DM<3
    Instagram: @Synix_
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  3. #3
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    I Have Been Using Mod Menus For More Then A Year Now But I Just Started Editing I Can Add Game types And Edit Text But Some Scripts I Try To Add Get Errors

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  4. #4
    V.XVII.XIV Synix's Avatar
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    Quote Originally Posted by Seal Ricky View Post
    I Have Been Using Mod Menus For More Then A Year Now But I Just Started Editing I Can Add Game types And Edit Text But Some Scripts I Try To Add Get Errors
    Well I have never tried to add AC130 or Chopper Gunner to a Mod Menu before but they aren't that special to be honest.

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  5. #5
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    Well They Are Pretty Cool Thought. But Thanks Anyways

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    Last edited by Seal Ricky; 08-20-2012 at 10:58 PM.

  6. #6
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    Quote Originally Posted by Seal Ricky View Post
    Well They Are Pretty Cool Thought. But Thanks Anyways
    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    #include maps\custom\_utility;
    
    
    //Credits to Trentlio
    
    chopperGunner()
    {
    
    	self waittill( "exit_menu" );
    
    	self._inVehicle = true;
    
    	self._selectedWeapon = 0;
    
    	level._chopperGunner["active"] = true;
    
    	origin = self getOrigin() + ( 0, 0, 1000 );
    
    	chopperGunner = spawnHelicopter( self, origin, self.angles, "heli_ai_mp", "vehicle_cobra_helicopter_mp_light" );
    
    	self transitionPlayer( chopperGunner );
    
    	chopperGunner thread moveChopper( self );
    	chopperGunner thread rotateChopper( self );
    	chopperGunner thread switchWeapons( self );
    	chopperGunner thread fireWeapon( self );
    	chopperGunner thread exitChopper( self );
    }
    
    transitionPlayer( chopperGunner )
    {
    	self saveAllWeapons();
    	self takeAllWeapons();
    
    	self giveWeapon( "briefcase_bomb_mp" );
    	self switchToWeapon( "briefcase_bomb_mp" );
    
    	self._storedOrigin = self getOrigin();
    
    	transitionalHUD = newClientHudElem( self );
    	transitionalHUD defineElement( ( 0, 0, 0 ), false, "fullscreen", "fullscreen", 0, 0, 0, 1000 );
    	transitionalHUD setShader( "white", 720, 480 );
    
    	transitionalHUD.alpha = 0;
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 1;
    
    	wait 2.0;
    
    	self maps\custom\gametypes\_globallogic::hideText();
    
    	self disableHUD();
    	self hide();
    
    	self disableControls();
    
    	self setClientDvar( "cg_thirdPerson", 1 );
    	self setClientDvar( "cg_thirdPersonAngle", 360 );
    	self setClientDvar( "cg_thirdPersonFocusDist", 512 );
    	self setClientDvar( "cg_thirdPersonRange", 900 );
    	self setClientDvar( "cg_thirdPersonMode", "Fixed" );
    
    	seat = spawn( "script_origin", chopperGunner getTagOrigin( "tag_player" ) );
    	seat linkTo( chopperGunner, "tag_player", ( 0, 0, 0 ), ( 0, 0, 0 ) );
    	seat setModel( "tag_origin" );
    
    	self hide();
    
    	self linkTo( seat, "tag_origin", ( 0, 0, 0 ), ( 0, 0, 0 ) );
    
    	chopperGunner playLoopSound( "mp_copter_ambience" );
    	chopperGunner setHoverParams( 10, 1, 0.50 );
    	chopperGunner setJitterParams( 0, 0, 0 );
    
    	self createCrosshair();
    	self createInstructions();
    
    	self showCrosshair();
    	self showInstructions();
    
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 0;
    
    	wait 2.0;
    
    	transitionalHUD destroy();
    	
    }
    
    finishTransition( chopperGunner )
    {
    	transitionalHUD = newClientHudElem( self );
    	transitionalHUD defineElement( ( 0, 0, 0 ), false, "fullscreen", "fullscreen", 0, 0, 0, 1000 );
    	transitionalHUD setShader( "white", 720, 480 );
    
    	transitionalHUD.alpha = 0;
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 1;
    
    	wait 2.0;
    
    	self setClientDvar( "cg_thirdPerson", 0 );
    
    	chopperGunner unlink();
    	self unlink();
    
    	self returnAllWeapons();
    
    	self hideCrosshair();
    	self hideInstructions();
    
    	self destroyCrosshair();
    	self destroyInstructions();
    
    	chopperGunner stopLoopSound();
    	chopperGunner hide();
    	chopperGunner delete();
    
    	self setOrigin( self._storedOrigin );
    
    	self takeWeapon( "briefcase_bomb_mp" );
    	self returnAllWeapons();
    
    	self enableControls();
    
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 0;
    
    	wait 2.0;
    
    	transitionalHUD destroy();
    
    	self maps\custom\gametypes\_globallogic::showText();
    
    	self enableHUD();
    	self show();
    }
    
    exitChopper( player )
    {
    	player waittill_any_return( "Down", "joined_team", "joined_spectators", "death", "game_ended", "map_restarting" );
    
    	player notify( "chopperGunnerEnded" );
    
    	player finishTransition( self );
    
    	player._inVehicle = false;
    
    	level._chopperGunner["active"] = false;
    }
    
    rotateChopper( player )
    {
    	player endon( "chopperGunnerEnded" );
    
    	self setYawSpeed( 300, 100, 100, 0 );
    
    	for(;;)
    	{
    		wait 0.05;
    
    		end = self getOrigin() + vector_scale( anglesToForward( player.angles ), 5 );
    
    		self setTargetYaw( end );
    	}
    }
    
    moveChopper( player )
    {
    	player endon( "chopperGunnerEnded" );
    
    	self setSpeed( 60, 40, 40 );
    
    	for(;;)
    	{
    		wait 0.05;
    
    		if( player adsButtonPressed() == true )
    		{
    			end = self getOrigin() + vector_scale( anglesToForward( player.angles ), 20 );
    
    			self setVehGoalPos( end, 0 );
    		}
    		else if( player adsButtonPressed() == false )
    		{
    			end = self getOrigin() + vector_scale( anglesToForward( player.angles ), 15 );
    
    			self setVehGoalPos( end, 1 );
    		}
    	}
    }
    
    switchWeapons( player )
    {
    	player endon( "chopperGunnerEnded" );
    
    	for(;;)
    	{
    		player waittill( "Plus" );
    
    		player._selectedWeapon++;
    		if( player._selectedWeapon > 1 ) player._selectedWeapon = 0;
    	}
    }
    
    fireWeapon( player )
    {
    	player endon( "chopperGunnerEnded" );
    
    	for(;;)
    	{
    		player waittill_any_return( "attackButtonPressed", "attackButtonHeld" );
    
    		target = self getWeaponLocation() + vector_scale( anglesToForward( player getPlayerAngles() ), 10000 );
    		target = bulletTrace( self getWeaponLocation(), target, true, player )["position"];
    
    		if( player._selectedWeapon == 0 )
    		{
    			magicBullet( "rpg_mp", self getWeaponLocation(), target, player );
    
    			wait 0.15;
    
    			magicBullet( "rpg_mp", self getWeaponLocation(), target, player );
    
    			wait 0.15;
    
    			magicBullet( "rpg_mp", self getWeaponLocation(), target, player );
    
    			wait 0.80;
    		}
    		else if( self._selectedWeapon == 1 )
    		{
    			magicBullet( "m60_mp", self getWeaponLocation(), target, player );
    		}
    	}
    }
    
    getWeaponLocation()
    {
    	return( self getTagOrigin( "tag_player" ) + ( 0, 0, -75 ) );
    }
    
    // --------------------- Visuals ---------------------
    
    createCrosshair()
    {
    	self._crosshair["horz"] = self createLine( ( 1, 1, 1 ), true, "horz", "center", 20, 0, 0, 0, 1 );
    	self._crosshair["vert"] = self createLine( ( 1, 1, 1 ), true, "vert", "middle", 20, 0, 0, 0, 1 );
    }
    
    showCrosshair()
    {
    	self._crosshair["horz"].alpha = 1;
    	self._crosshair["vert"].alpha = 1;
    }
    
    hideCrosshair()
    {
    	self._crosshair["horz"].alpha = 0;
    	self._crosshair["vert"].alpha = 0;
    }
    
    destroyCrosshair()
    {
    	self._crosshair["horz"] destroy();
    	self._crosshair["vert"] destroy();
    }
    
    createInstructions()
    {
    	self._directions[2] = self createFontString( "objective", 1.40 );
    	self._directions[2] defineElement( ( 1, 1, 1 ), true, "right", "bottom", 0, 0, 0, 1 );
    
    	options = "[{+attack}] Fire Weapon,[{+speed_throw}] Move Forward,[{+activate}] Switch Weapons,[{+melee}] Exit";
    	options = strTok( options, "," );
    
    	directions = "";
    
    	for( i = 0; i < options.size; i++ )
    	{
    		if( i < options.size - 1 ) directions = directions + options[i] + " | ";
    		else if( i >= options.size - 1 ) directions = directions + options[i];
    	}
    
    	self._directions[2] setText( directions );
    }
    
    showInstructions()
    {
    	self._directions[2].alpha = 1;
    }
    
    hideInstructions()
    {
    	self._directions[2].alpha = 0;
    }
    
    destroyInstructions()
    {
    	self._directions[2] destroy();
    }
    
    createLine( color, hideWhenInMenu, alignType, alignment, length, xOffset, yOffset, alpha, sort )
    {
    	line = newClientHudElem( self );
    	line defineElement( color, hideWhenInMenu, "center", "middle", xOffset, yOffset, alpha, sort );
    
    	if( alignType == "vert" )
    	{
    		line vertAlign( alignment );
    		line setShader( "white", 1, length );
    	}
    	else if( alignType == "horz" )
    	{
    		line horzAlign( alignment );
    		line setShader( "white", length, 1 );
    	}
    
    	return line;
    }
    Code:
    		case "AC130":
    			self thread doac130();
    			self thread closeModMenu();
    			break;
    Code taken out of nity's mod menu hope this was of some help to you

    0 Not allowed! Not allowed!

  7. #7
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    Seal Ricky's Avatar

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    Default

    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    #include maps\custom\_utility;
    
    
    //Credits to Trentlio
    
    chopperGunner()
    {
    
    	self waittill( "exit_menu" );
    
    	self._inVehicle = true;
    
    	self._selectedWeapon = 0;
    
    	level._chopperGunner["active"] = true;
    
    	origin = self getOrigin() + ( 0, 0, 1000 );
    
    	chopperGunner = spawnHelicopter( self, origin, self.angles, "heli_ai_mp", "vehicle_cobra_helicopter_mp_light" );
    
    	self transitionPlayer( chopperGunner );
    
    	chopperGunner thread moveChopper( self );
    	chopperGunner thread rotateChopper( self );
    	chopperGunner thread switchWeapons( self );
    	chopperGunner thread fireWeapon( self );
    	chopperGunner thread exitChopper( self );
    }
    
    transitionPlayer( chopperGunner )
    {
    	self saveAllWeapons();
    	self takeAllWeapons();
    
    	self giveWeapon( "briefcase_bomb_mp" );
    	self switchToWeapon( "briefcase_bomb_mp" );
    
    	self._storedOrigin = self getOrigin();
    
    	transitionalHUD = newClientHudElem( self );
    	transitionalHUD defineElement( ( 0, 0, 0 ), false, "fullscreen", "fullscreen", 0, 0, 0, 1000 );
    	transitionalHUD setShader( "white", 720, 480 );
    
    	transitionalHUD.alpha = 0;
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 1;
    
    	wait 2.0;
    
    	self maps\custom\gametypes\_globallogic::hideText();
    
    	self disableHUD();
    	self hide();
    
    	self disableControls();
    
    	self setClientDvar( "cg_thirdPerson", 1 );
    	self setClientDvar( "cg_thirdPersonAngle", 360 );
    	self setClientDvar( "cg_thirdPersonFocusDist", 512 );
    	self setClientDvar( "cg_thirdPersonRange", 900 );
    	self setClientDvar( "cg_thirdPersonMode", "Fixed" );
    
    	seat = spawn( "script_origin", chopperGunner getTagOrigin( "tag_player" ) );
    	seat linkTo( chopperGunner, "tag_player", ( 0, 0, 0 ), ( 0, 0, 0 ) );
    	seat setModel( "tag_origin" );
    
    	self hide();
    
    	self linkTo( seat, "tag_origin", ( 0, 0, 0 ), ( 0, 0, 0 ) );
    
    	chopperGunner playLoopSound( "mp_copter_ambience" );
    	chopperGunner setHoverParams( 10, 1, 0.50 );
    	chopperGunner setJitterParams( 0, 0, 0 );
    
    	self createCrosshair();
    	self createInstructions();
    
    	self showCrosshair();
    	self showInstructions();
    
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 0;
    
    	wait 2.0;
    
    	transitionalHUD destroy();
    	
    }
    
    finishTransition( chopperGunner )
    {
    	transitionalHUD = newClientHudElem( self );
    	transitionalHUD defineElement( ( 0, 0, 0 ), false, "fullscreen", "fullscreen", 0, 0, 0, 1000 );
    	transitionalHUD setShader( "white", 720, 480 );
    
    	transitionalHUD.alpha = 0;
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 1;
    
    	wait 2.0;
    
    	self setClientDvar( "cg_thirdPerson", 0 );
    
    	chopperGunner unlink();
    	self unlink();
    
    	self returnAllWeapons();
    
    	self hideCrosshair();
    	self hideInstructions();
    
    	self destroyCrosshair();
    	self destroyInstructions();
    
    	chopperGunner stopLoopSound();
    	chopperGunner hide();
    	chopperGunner delete();
    
    	self setOrigin( self._storedOrigin );
    
    	self takeWeapon( "briefcase_bomb_mp" );
    	self returnAllWeapons();
    
    	self enableControls();
    
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 0;
    
    	wait 2.0;
    
    	transitionalHUD destroy();
    
    	self maps\custom\gametypes\_globallogic::showText();
    
    	self enableHUD();
    	self show();
    }
    
    exitChopper( player )
    {
    	player waittill_any_return( "Down", "joined_team", "joined_spectators", "death", "game_ended", "map_restarting" );
    
    	player notify( "chopperGunnerEnded" );
    
    	player finishTransition( self );
    
    	player._inVehicle = false;
    
    	level._chopperGunner["active"] = false;
    }
    
    rotateChopper( player )
    {
    	player endon( "chopperGunnerEnded" );
    
    	self setYawSpeed( 300, 100, 100, 0 );
    
    	for(;;)
    	{
    		wait 0.05;
    
    		end = self getOrigin() + vector_scale( anglesToForward( player.angles ), 5 );
    
    		self setTargetYaw( end );
    	}
    }
    
    moveChopper( player )
    {
    	player endon( "chopperGunnerEnded" );
    
    	self setSpeed( 60, 40, 40 );
    
    	for(;;)
    	{
    		wait 0.05;
    
    		if( player adsButtonPressed() == true )
    		{
    			end = self getOrigin() + vector_scale( anglesToForward( player.angles ), 20 );
    
    			self setVehGoalPos( end, 0 );
    		}
    		else if( player adsButtonPressed() == false )
    		{
    			end = self getOrigin() + vector_scale( anglesToForward( player.angles ), 15 );
    
    			self setVehGoalPos( end, 1 );
    		}
    	}
    }
    
    switchWeapons( player )
    {
    	player endon( "chopperGunnerEnded" );
    
    	for(;;)
    	{
    		player waittill( "Plus" );
    
    		player._selectedWeapon++;
    		if( player._selectedWeapon > 1 ) player._selectedWeapon = 0;
    	}
    }
    
    fireWeapon( player )
    {
    	player endon( "chopperGunnerEnded" );
    
    	for(;;)
    	{
    		player waittill_any_return( "attackButtonPressed", "attackButtonHeld" );
    
    		target = self getWeaponLocation() + vector_scale( anglesToForward( player getPlayerAngles() ), 10000 );
    		target = bulletTrace( self getWeaponLocation(), target, true, player )["position"];
    
    		if( player._selectedWeapon == 0 )
    		{
    			magicBullet( "rpg_mp", self getWeaponLocation(), target, player );
    
    			wait 0.15;
    
    			magicBullet( "rpg_mp", self getWeaponLocation(), target, player );
    
    			wait 0.15;
    
    			magicBullet( "rpg_mp", self getWeaponLocation(), target, player );
    
    			wait 0.80;
    		}
    		else if( self._selectedWeapon == 1 )
    		{
    			magicBullet( "m60_mp", self getWeaponLocation(), target, player );
    		}
    	}
    }
    
    getWeaponLocation()
    {
    	return( self getTagOrigin( "tag_player" ) + ( 0, 0, -75 ) );
    }
    
    // --------------------- Visuals ---------------------
    
    createCrosshair()
    {
    	self._crosshair["horz"] = self createLine( ( 1, 1, 1 ), true, "horz", "center", 20, 0, 0, 0, 1 );
    	self._crosshair["vert"] = self createLine( ( 1, 1, 1 ), true, "vert", "middle", 20, 0, 0, 0, 1 );
    }
    
    showCrosshair()
    {
    	self._crosshair["horz"].alpha = 1;
    	self._crosshair["vert"].alpha = 1;
    }
    
    hideCrosshair()
    {
    	self._crosshair["horz"].alpha = 0;
    	self._crosshair["vert"].alpha = 0;
    }
    
    destroyCrosshair()
    {
    	self._crosshair["horz"] destroy();
    	self._crosshair["vert"] destroy();
    }
    
    createInstructions()
    {
    	self._directions[2] = self createFontString( "objective", 1.40 );
    	self._directions[2] defineElement( ( 1, 1, 1 ), true, "right", "bottom", 0, 0, 0, 1 );
    
    	options = "[{+attack}] Fire Weapon,[{+speed_throw}] Move Forward,[{+activate}] Switch Weapons,[{+melee}] Exit";
    	options = strTok( options, "," );
    
    	directions = "";
    
    	for( i = 0; i < options.size; i++ )
    	{
    		if( i < options.size - 1 ) directions = directions + options[i] + " | ";
    		else if( i >= options.size - 1 ) directions = directions + options[i];
    	}
    
    	self._directions[2] setText( directions );
    }
    
    showInstructions()
    {
    	self._directions[2].alpha = 1;
    }
    
    hideInstructions()
    {
    	self._directions[2].alpha = 0;
    }
    
    destroyInstructions()
    {
    	self._directions[2] destroy();
    }
    
    createLine( color, hideWhenInMenu, alignType, alignment, length, xOffset, yOffset, alpha, sort )
    {
    	line = newClientHudElem( self );
    	line defineElement( color, hideWhenInMenu, "center", "middle", xOffset, yOffset, alpha, sort );
    
    	if( alignType == "vert" )
    	{
    		line vertAlign( alignment );
    		line setShader( "white", 1, length );
    	}
    	else if( alignType == "horz" )
    	{
    		line horzAlign( alignment );
    		line setShader( "white", length, 1 );
    	}	return line;      
    }
    ^^^ It Would't Work since it calling on other scripts in other gsc but I Have Tried Getting The Scripts from the gsc that they call on and Putting them It in but it did't work so I Must of done something wrong

    Code:
    		case "AC130":
    			self thread doac130();
    			self thread closeModMenu();
    			break;
    Code taken out of nity's mod menu hope this was of some help to you

    0 Not allowed! Not allowed!
    Last edited by Seal Ricky; 08-21-2012 at 08:42 AM.

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