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  1. #1
    Zonked CoolGuyJones's Avatar
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         User Info     Contact     Gamer ID
    Join Date
    Aug 2012
    Location
    Behind you
    Posts
    1,180
    Points
    898
    Gamer IDs

    Gamertag: thatonedude19 PSN ID: CoolGuyJones420 Wii Code: Cannibal666

    Contact info:

    Kik Username: CannibalKush

    Default [SC7E52]AC-130 Edit

    i just did a little edit of the AC-130 and thought people might like it.

    edited:
    i changed the colors all to red(for my menu edit..sorry, you can change it though)
    i added a 50 cal

    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    #include maps\mp\_airsupport;
    
    //Credits to Trentlio
    //Cannibal666 edit
    
    init()
    {
    	self._inVehicle = true;
    
    	// --------------------- Weapon setup ---------------------
    	self._selectedWeapon = 0;
    
    	self._weaponInfo[0]["maxAmmo"] = 500;
    	self._weaponInfo[1]["maxAmmo"] = 20;
    	self._weaponInfo[2]["maxAmmo"] = 8;
    	self._weaponInfo[3]["maxAmmo"] = 2;
    
    	self._weaponInfo[0]["liveAmmo"] = self._weaponInfo[0]["maxAmmo"];
    	self._weaponInfo[1]["liveAmmo"] = self._weaponInfo[1]["maxAmmo"];
    	self._weaponInfo[2]["liveAmmo"] = self._weaponInfo[2]["maxAmmo"];
    	self._weaponInfo[3]["liveAmmo"] = self._weaponInfo[3]["maxAmmo"];
    	// --------------------- End setup ---------------------
    
    	origin = ( -3000, 0, 2000 );
    
    	ac130 = spawn( "script_model", origin );
    	ac130 setModel( "t5_veh_air_b52" );
    
    	ac130 setInvisibleToPlayer( self );
    	ac130 setCanDamage( true );
    
    	self transitionPlayer( ac130 );
    
    	self thread updateGunCorner();
    
    	ac130 thread followRoute( self );
    	ac130 thread fireWeapon( self );
    	ac130 thread monitorWeapons( self );
    	ac130 thread exit( self );
    }
    
    exit( player )
    {
    	player waittill_any_return( "Down", "joined_team", "joined_spectators", "death", "game_ended", "map_restarting" );
    
    	player._inVehicle = false;
    
    	player notify( "ac130Ended" );
    
    	player finishTransition( self );
    }
    
    transitionPlayer( ac130 )
    {
    	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 disableHUD();
    	self hide();
    
    	self disableControls();
    
    	self setOrigin( ac130 getOrigin() );
    	self linkTo( ac130 );
    
    	self createInstructions();
    	self createReloadText();
    	self createGunCorner();
    	if( self._selectedWeapon == 0 ) self create25mmCrosshair();
    	if( self._selectedWeapon == 1 ) self create25mmCrosshair();
    	else if( self._selectedWeapon == 2 ) self create40mmCrosshair();
    	else if( self._selectedWeapon == 3 ) self create105mmCrosshair();
    
    	self showInstructions();
    	self showGunCorner();
    	if( self._selectedWeapon == 0 ) self show25mmCrosshair();
    	if( self._selectedWeapon == 1 ) self show25mmCrosshair();
    	else if( self._selectedWeapon == 2 ) self show40mmCrosshair();
    	else if( self._selectedWeapon == 3 ) self show105mmCrosshair();
    
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 0;
    
    	wait 2.0;
    
    	transitionalHUD destroy();
    	
    }
    
    finishTransition( ac130 )
    {
    	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 unlink();
    	ac130 unlink();
    
    	self setOrigin( self._storedOrigin );
    
    	self takeWeapon( "briefcase_bomb_mp" );
    	self returnAllWeapons();
    
    	self enableControls();
    
    	self hideInstructions();
    	self hideGunCorner();
    	if( self._selectedWeapon == 0 ) self hide25mmCrosshair();
    	if( self._selectedWeapon == 1 ) self hide25mmCrosshair();
    	else if( self._selectedWeapon == 2 ) self hide40mmCrosshair();
    	else if( self._selectedWeapon == 3 ) self hide105mmCrosshair();
    
    	self destroyInstructions();
    	self destroyReloadText();
    	self destroyGunCorner();
    	if( self._selectedWeapon == 0 ) self destroy25mmCrosshair();
    	if( self._selectedWeapon == 1 ) self destroy25mmCrosshair();
    	else if( self._selectedWeapon == 2 ) self destroy40mmCrosshair();
    	else if( self._selectedWeapon == 3 ) self destroy105mmCrosshair();
    
    	ac130 hide();
    	ac130 delete();
    
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 0;
    
    	wait 2.0;
    
    	transitionalHUD destroy();
    
    	self enableHUD();
    	self show();
    }
    
    fireWeapon( player )
    {
    	player endon( "ac130Ended" );
    
    	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 )
    		{
    			earthquake( 0.10, 0.10, self getWeaponLocation(), 50 );
    			magicBullet( "l96a1_mp", self getWeaponLocation(), target, player );
    
    			wait 0.20;			
    		}
    		else if( player._selectedWeapon == 1 )
    		{
    			earthquake( 0.20, 0.20, self getWeaponLocation(), 100 );
    			magicBullet( "china_lake_mp", self getWeaponLocation(), target, player );
    
    			wait 0.20;			
    		}
    		else if( player._selectedWeapon == 2 )
    		{
    			earthquake( 0.30, 0.90, self getWeaponLocation(), 200 );
    			magicBullet( "strela_mp", self getWeaponLocation(), target, player );
    
    			wait 0.90;
    		}
    		else if( player._selectedWeapon == 3 )
    		{
    			earthquake( 0.45, 2.00, self getWeaponLocation(), 500 );
    			magicBullet( "m202_flash_mp", self getWeaponLocation(), target, player );
    
    			wait 2.00;
    		}
    
    		if( player._weaponInfo[player._selectedWeapon]["liveAmmo"] > 1 ) player._weaponInfo[player._selectedWeapon]["liveAmmo"]--;
    		else if( player._weaponInfo[player._selectedWeapon]["liveAmmo"] <= 1 )
    		{
    			selectedWeapon = player._selectedWeapon;
    
    			player reloadWeapon();
    
    			player._weaponInfo[selectedWeapon]["liveAmmo"] = player._weaponInfo[selectedWeapon]["maxAmmo"];
    		}
    	}
    }
    
    reloadWeapon()
    {
    	self endon( "ac130Ended" );
    
    	self thread reloadTime();
    	self updateReloadText();
    	self._reloadText.alpha = 0;
    }
    
    reloadTime()
    {
    	self endon( "ac130Ended" );
    
    	wait 4.00;
    
    	self notify( "reloadingFinished" );
    }
    
    updateReloadText()
    {
    	self endon( "ac130Ended" );
    	self endon( "reloadingFinished" );
    
    	self._reloadText.alpha = 1;
    
    	for(;;)
    	{
    		self._reloadText fadeOverTime( 0.4 );
    		self._reloadText.alpha = 0.50;
    
    		wait 0.4;
    
    		self._reloadText fadeOverTime( 0.4 );
    		self._reloadText.alpha = 1;
    
    		wait 0.4;
    	}
    }
    
    getWeaponLocation()
    {
    	return( self.origin );
    }
    
    monitorWeapons( player )
    {
    	player endon( "ac130Ended" );
    
    	for(;;)
    	{
    		player waittill( "Plus" );
    
    		player._selectedWeapon++;
    		if( player._selectedWeapon > 3 ) player._selectedWeapon = 0;
    
    		if( player._selectedWeapon == 0 )
    		{
    			player hide105mmCrosshair();
    			player destroy105mmCrosshair();
    
    			player create25mmCrosshair();
    			player show25mmCrosshair();
    		}
    		else if( player._selectedWeapon == 1 )
    		{
    			player hide25mmCrosshair();
    			player destroy25mmCrosshair();
    
    			player create25mmCrosshair();
    			player show25mmCrosshair();
    		}
    		else if( player._selectedWeapon == 2 )
    		{
    			player hide25mmCrosshair();
    			player destroy25mmCrosshair();
    
    			player create40mmCrosshair();
    			player show40mmCrosshair();
    		}
    		else if( player._selectedWeapon == 3 )
    		{
    			player hide40mmCrosshair();
    			player destroy40mmCrosshair();
    
    			player create105mmCrosshair();
    			player show105mmCrosshair();
    		}
    
    		player notify( "newWeaponSelected" );
    		player clearGunCorner();
    		player thread updateGunCorner();
    	}
    }
    
    followRoute( player )
    {
    	player endon( "ac130Ended" );
    	
    
    	for(;;)
    	{
    		for( x = -3000; x < 3000; x += 10 )
    		{
    			wait 0.10;
    
    			y["current"] = sqrt( ( 3000 * 3000 ) - ( x * x ) );
    			y["next"] = sqrt( ( 3000 * 3000 ) - ( ( x + 10 ) * ( x + 10 ) ) );
    
    			nextPosition = ( x, y["current"], self getOrigin()[2] );
    
    			self moveTo( nextPosition, 0.10 );
    
    			angles = vectorToAngles( ( x + 10, y["next"], self getOrigin()[2] ) - ( x, y["current"], self getOrigin()[2] ) );
    
    			self rotateTo( angles, 0.10 );
    		}
    
    		for( x = 3000; x > -3000; x -= 10 )
    		{
    			wait 0.10;
    
    			y["current"] = sqrt( ( 3000 * 3000 ) - ( x * x ) ) * -1;
    			y["next"] = sqrt( ( 3000 * 3000 ) - ( ( x - 10 ) * ( x - 10 ) ) ) * -1;
    
    			nextPosition = ( x, y["current"], self getOrigin()[2] );
    
    			self moveTo( nextPosition, 0.10 );
    
    			angles = vectorToAngles( ( x - 10, y["next"], self getOrigin()[2] ) - ( x, y["current"], self getOrigin()[2] ) );
    
    			self rotateTo( angles, 0.10 );
    		}
    	}
    }
    
    // --------------------- HUD update setup ---------------------
    
    clearGunCorner()
    {
    	self endon( "ac130Ended" );
    
    	for( i = 0; i < self._ac130.size; i++ )
    	{
    		self._ac130[i].alpha = 1;
    	}
    }
    
    updateGunCorner()
    {
    	self endon( "ac130Ended" );
    	self endon( "newWeaponSelected" );
    
    	for(;;)
    	{
    		self._ac130[self._selectedWeapon] fadeOverTime( 0.8 );
    		self._ac130[self._selectedWeapon].alpha = 0.50;
    
    		wait 0.8;
    
    		self._ac130[self._selectedWeapon] fadeOverTime( 0.8 );
    		self._ac130[self._selectedWeapon].alpha = 1;
    
    		wait 0.8;
    	}
    }
    
    // --------------------- HUD setup ---------------------
    
    createInstructions()
    {
    	self._directions[4] = self createFontString( "objective", 1.40 );
    	self._directions[4] defineElement( ( 1, 0, 0 ), true, "right", "bottom", 0, 0, 0, 1 );
    
    	options = "[{+attack}] Fire Weapon,[{+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[4] setText( directions );
    }
    
    showInstructions()
    {
    	self._directions[4].alpha = 1;
    }
    
    hideInstructions()
    {
    	self._directions[4].alpha = 0;
    }
    
    destroyInstructions()
    {
    	self._directions[4] destroy();
    }
    
    create25mmCrosshair()
    {
    	self._crosshair["topRightVert"] = self createLine( ( 1, 0, 0 ), true, "vert", "top", 25, 150, -150, 0, 1 );
    	self._crosshair["topRightHorz"] = self createLine( ( 1, 0, 0 ), true, "horz", "right", 25, 150, -150, 0, 1 );
    
    	self._crosshair["topLeftVert"] = self createLine( ( 1, 0, 0 ), true, "vert", "top", 25, -150, -150, 0, 1 );
    	self._crosshair["topLeftHorz"] = self createLine( ( 1, 0, 0 ), true, "horz", "left", 25, -150, -150, 0, 1 );
    
    	self._crosshair["bottomRightVert"] = self createLine( ( 1, 0, 0 ), true, "vert", "bottom", 25, 150, 150, 0, 1 );
    	self._crosshair["bottomRightHorz"] = self createLine( ( 1, 0, 0 ), true, "horz", "right", 25, 150, 150, 0, 1 );
    
    	self._crosshair["bottomLeftVert"] = self createLine( ( 1, 0, 0 ), true, "vert", "bottom", 25, -150, 150, 0, 1 );
    	self._crosshair["bottomLeftHorz"] = self createLine( ( 1, 0, 0 ), true, "horz", "left", 25, -150, 150, 0, 1 );
    
    	self._crosshair["topLeftT"] = self createLine( ( 1, 0, 0 ), true, "horz", "right", 35, -4, 0, 0, 1 );
    	self._crosshair["topRightT"] = self createLine( ( 1, 0, 0 ), true, "horz", "left", 35, 4, 0, 0, 1 );
    	self._crosshair["bottomT"] = self createLine( ( 1, 0, 0 ), true, "vert", "top", 50, 0, 2, 0, 1 );
    
    	self._crosshair["cornerVertT"] = self createLine( ( 1, 0, 0 ), true, "vert", "top", 15, 6, 6, 0, 1 );
    	self._crosshair["cornerHorzT"] = self createLine( ( 1, 0, 0 ), true, "horz", "left", 15, 6, 6, 0, 1 );
    }
    
    show25mmCrosshair()
    {
    	self._crosshair["topRightHorz"].alpha = 1;
    	self._crosshair["topRightVert"].alpha = 1;
    	self._crosshair["topLeftHorz"].alpha = 1;
    	self._crosshair["topLeftVert"].alpha = 1;
    	self._crosshair["bottomRightHorz"].alpha = 1;
    	self._crosshair["bottomRightVert"].alpha = 1;
    	self._crosshair["bottomLeftHorz"].alpha = 1;
    	self._crosshair["bottomLeftVert"].alpha = 1;
    	self._crosshair["topLeftT"].alpha = 1;
    	self._crosshair["topRightT"].alpha = 1;
    	self._crosshair["bottomT"].alpha = 1;
    	self._crosshair["cornerHorzT"].alpha = 1;
    	self._crosshair["cornerVertT"].alpha = 1;
    }
    
    hide25mmCrosshair()
    {
    	self._crosshair["topRightHorz"].alpha = 0;
    	self._crosshair["topRightVert"].alpha = 0;
    	self._crosshair["topLeftHorz"].alpha = 0;
    	self._crosshair["topLeftVert"].alpha = 0;
    	self._crosshair["bottomRightHorz"].alpha = 0;
    	self._crosshair["bottomRightVert"].alpha = 0;
    	self._crosshair["bottomLeftHorz"].alpha = 0;
    	self._crosshair["bottomLeftVert"].alpha = 0;
    	self._crosshair["topLeftT"].alpha = 0;
    	self._crosshair["topRightT"].alpha = 0;
    	self._crosshair["bottomT"].alpha = 0;
    	self._crosshair["cornerHorzT"].alpha = 0;
    	self._crosshair["cornerVertT"].alpha = 0;
    }
    
    destroy25mmCrosshair()
    {
    	self._crosshair["topRightHorz"] destroy();
    	self._crosshair["topRightVert"] destroy();
    	self._crosshair["topLeftHorz"] destroy();
    	self._crosshair["topLeftVert"] destroy();
    	self._crosshair["bottomRightHorz"] destroy();
    	self._crosshair["bottomRightVert"] destroy();
    	self._crosshair["bottomLeftHorz"] destroy();
    	self._crosshair["bottomLeftVert"] destroy();
    	self._crosshair["topLeftT"] destroy();
    	self._crosshair["topRightT"] destroy();
    	self._crosshair["bottomT"] destroy();
    	self._crosshair["cornerHorzT"] destroy();
    	self._crosshair["cornerVertT"] destroy();
    }
    
    create40mmCrosshair()
    {
    	self._crosshair["leftSide"] = self createLine( ( 1, 0, 0 ), true, "horz", "right", 160, -15, 0, 0, 1 );
    	self._crosshair["leftSide0"] = self createLine( ( 1, 0, 0 ), true, "vert", "middle", 16, -175, 0, 0, 1 );
    	self._crosshair["leftSide1"] = self createLine( ( 1, 0, 0 ), true, "vert", "middle", 10, -130, 0, 0, 1 );
    	self._crosshair["leftSide2"] = self createLine( ( 1, 0, 0 ), true, "vert", "middle", 10, -85, 0, 0, 1 );
    	self._crosshair["leftSide3"] = self createLine( ( 1, 0, 0 ), true, "vert", "middle", 10, -40, 0, 0, 1 );
    
    	self._crosshair["topSide"] = self createLine( ( 1, 0, 0 ), true, "vert", "bottom", 160, 0, -15, 0, 1 );
    	self._crosshair["topSide0"] = self createLine( ( 1, 0, 0 ), true, "horz", "center", 16, 0, -175, 0, 1 );
    	self._crosshair["topSide1"] = self createLine( ( 1, 0, 0 ), true, "horz", "center", 10, 0, -130, 0, 1 );
    	self._crosshair["topSide2"] = self createLine( ( 1, 0, 0 ), true, "horz", "center", 10, 0, -85, 0, 1 );
    	self._crosshair["topSide3"] = self createLine( ( 1, 0, 0 ), true, "horz", "center", 10, 0, -40, 0, 1 );
    
    	self._crosshair["rightSide"] = self createLine( ( 1, 0, 0 ), true, "horz", "left", 160, 15, 0, 0, 1 );
    	self._crosshair["rightSide0"] = self createLine( ( 1, 0, 0 ), true, "vert", "middle", 16, 175, 0, 0, 1 );
    	self._crosshair["rightSide1"] = self createLine( ( 1, 0, 0 ), true, "vert", "middle", 10, 130, 0, 0, 1 );
    	self._crosshair["rightSide2"] = self createLine( ( 1, 0, 0 ), true, "vert", "middle", 10, 85, 0, 0, 1 );
    	self._crosshair["rightSide3"] = self createLine( ( 1, 0, 0 ), true, "vert", "middle", 10, 40, 0, 0, 1 );
    
    	self._crosshair["bottomSide"] = self createLine( ( 1, 0, 0 ), true, "vert", "top", 160, 0, 15, 0, 1 );
    	self._crosshair["bottomSide0"] = self createLine( ( 1, 0, 0 ), true, "horz", "center", 16, 0, 175, 0, 1 );
    	self._crosshair["bottomSide1"] = self createLine( ( 1, 0, 0 ), true, "horz", "center", 10, 0, 130, 0, 1 );
    	self._crosshair["bottomSide2"] = self createLine( ( 1, 0, 0 ), true, "horz", "center", 10, 0, 85, 0, 1 );
    	self._crosshair["bottomSide3"] = self createLine( ( 1, 0, 0 ), true, "horz", "center", 10, 0, 40, 0, 1 );
    }
    
    show40mmCrosshair()
    {
    	self._crosshair["leftSide"].alpha = 1;
    	self._crosshair["leftSide0"].alpha = 1;
    	self._crosshair["leftSide1"].alpha = 1;
    	self._crosshair["leftSide2"].alpha = 1;
    	self._crosshair["leftSide3"].alpha = 1;
    	self._crosshair["topSide"].alpha = 1;
    	self._crosshair["topSide0"].alpha = 1;
    	self._crosshair["topSide1"].alpha = 1;
    	self._crosshair["topSide2"].alpha = 1;
    	self._crosshair["topSide3"].alpha = 1;
    	self._crosshair["rightSide"].alpha = 1;
    	self._crosshair["rightSide0"].alpha = 1;
    	self._crosshair["rightSide1"].alpha = 1;
    	self._crosshair["rightSide2"].alpha = 1;
    	self._crosshair["rightSide3"].alpha = 1;
    	self._crosshair["bottomSide"].alpha = 1;
    	self._crosshair["bottomSide0"].alpha = 1;
    	self._crosshair["bottomSide1"].alpha = 1;
    	self._crosshair["bottomSide2"].alpha = 1;
    	self._crosshair["bottomSide3"].alpha = 1;
    }
    
    hide40mmCrosshair()
    {
    	self._crosshair["leftSide"].alpha = 0;
    	self._crosshair["leftSide0"].alpha = 0;
    	self._crosshair["leftSide1"].alpha = 0;
    	self._crosshair["leftSide2"].alpha = 0;
    	self._crosshair["leftSide3"].alpha = 0;
    	self._crosshair["topSide"].alpha = 0;
    	self._crosshair["topSide0"].alpha = 0;
    	self._crosshair["topSide1"].alpha = 0;
    	self._crosshair["topSide2"].alpha = 0;
    	self._crosshair["topSide3"].alpha = 0;
    	self._crosshair["rightSide"].alpha = 0;
    	self._crosshair["rightSide0"].alpha = 0;
    	self._crosshair["rightSide1"].alpha = 0;
    	self._crosshair["rightSide2"].alpha = 0;
    	self._crosshair["rightSide3"].alpha = 0;
    	self._crosshair["bottomSide"].alpha = 0;
    	self._crosshair["bottomSide0"].alpha = 0;
    	self._crosshair["bottomSide1"].alpha = 0;
    	self._crosshair["bottomSide2"].alpha = 0;
    	self._crosshair["bottomSide3"].alpha = 0;
    }
    
    destroy40mmCrosshair()
    {
    	self._crosshair["leftSide"] destroy();
    	self._crosshair["leftSide0"] destroy();
    	self._crosshair["leftSide1"] destroy();
    	self._crosshair["leftSide2"] destroy();
    	self._crosshair["leftSide3"] destroy();
    	self._crosshair["topSide"] destroy();
    	self._crosshair["topSide0"] destroy();
    	self._crosshair["topSide1"] destroy();
    	self._crosshair["topSide2"] destroy();
    	self._crosshair["topSide3"] destroy();
    	self._crosshair["rightSide"] destroy();
    	self._crosshair["rightSide0"] destroy();
    	self._crosshair["rightSide1"] destroy();
    	self._crosshair["rightSide2"] destroy();
    	self._crosshair["rightSide3"] destroy();
    	self._crosshair["bottomSide"] destroy();
    	self._crosshair["bottomSide0"] destroy();
    	self._crosshair["bottomSide1"] destroy();
    	self._crosshair["bottomSide2"] destroy();
    	self._crosshair["bottomSide3"] destroy();
    }
    
    create105mmCrosshair()
    {
    	self._crosshair["topRightVert"] = self createLine( ( 1, 0, 0 ), true, "vert", "top", 25, 200, -180, 0, 1 );
    	self._crosshair["topRightHorz"] = self createLine( ( 1, 0, 0 ), true, "horz", "right", 25, 200, -180, 0, 1 );
    
    	self._crosshair["topLeftVert"] = self createLine( ( 1, 0, 0 ), true, "vert", "top", 25, -200, -180, 0, 1 );
    	self._crosshair["topLeftHorz"] = self createLine( ( 1, 0, 0 ), true, "horz", "left", 25, -200, -180, 0, 1 );
    
    	self._crosshair["bottomRightVert"] = self createLine( ( 1, 0, 0 ), true, "vert", "bottom", 25, 200, 180, 0, 1 );
    	self._crosshair["bottomRightHorz"] = self createLine( ( 1, 0, 0 ), true, "horz", "right", 25, 200, 180, 0, 1 );
    
    	self._crosshair["bottomLeftVert"] = self createLine( ( 1, 0, 0 ), true, "vert", "bottom", 25, -200, 180, 0, 1 );
    	self._crosshair["bottomLeftHorz"] = self createLine( ( 1, 0, 0 ), true, "horz", "left", 25, -200, 180, 0, 1 );
    
    	self._crosshair["upperBoxLine"] = self createLine( ( 1, 0, 0 ), true, "horz", "center", 60, 0, -15, 0, 1 );
    	self._crosshair["righthandBoxLine"] = self createLine( ( 1, 0, 0 ), true, "vert", "middle", 30, 30, 0, 0, 1 );
    	self._crosshair["lowerBoxLine"] = self createLine( ( 1, 0, 0 ), true, "horz", "center", 60, 0, 15, 0, 1 );
    	self._crosshair["lefthandBoxLine"] = self createLine( ( 1, 0, 0 ), true, "vert", "middle", 30, -30, 0, 0, 1 );
    
    	self._crosshair["upperSpike"] = self createLine( ( 1, 0, 0 ), true, "vert", "bottom", 70, 0, -15, 0, 1 );
    	self._crosshair["righthandSpike"] = self createLine( ( 1, 0, 0 ), true, "horz", "left", 70, 30, 0, 0, 1 );
    	self._crosshair["lowerSpike"] = self createLine( ( 1, 0, 0 ), true, "vert", "top", 70, 0, 15, 0, 1 );
    	self._crosshair["lefthandSpike"] = self createLine( ( 1, 0, 0 ), true, "horz", "right", 70, -30, 0, 0, 1 );
    }
    
    show105mmCrosshair()
    {
    	self._crosshair["topRightVert"].alpha = 1;
    	self._crosshair["topRightHorz"].alpha = 1;
    	self._crosshair["topLeftVert"].alpha = 1;
    	self._crosshair["topLeftHorz"].alpha = 1;
    	self._crosshair["bottomRightVert"].alpha = 1;
    	self._crosshair["bottomRightHorz"].alpha = 1;
    	self._crosshair["bottomLeftVert"].alpha = 1;
    	self._crosshair["bottomLeftHorz"].alpha = 1;
    	self._crosshair["upperBoxLine"].alpha = 1;
    	self._crosshair["righthandBoxLine"].alpha = 1;
    	self._crosshair["lowerBoxLine"].alpha = 1;
    	self._crosshair["lefthandBoxLine"].alpha = 1;
    	self._crosshair["upperSpike"].alpha = 1;
    	self._crosshair["righthandSpike"].alpha = 1;
    	self._crosshair["lowerSpike"].alpha = 1;
    	self._crosshair["lefthandSpike"].alpha = 1;
    }
    
    hide105mmCrosshair()
    {
    	self._crosshair["topRightVert"].alpha = 0;
    	self._crosshair["topRightHorz"].alpha = 0;
    	self._crosshair["topLeftVert"].alpha = 0;
    	self._crosshair["topLeftHorz"].alpha = 0;
    	self._crosshair["bottomRightVert"].alpha = 0;
    	self._crosshair["bottomRightHorz"].alpha = 0;
    	self._crosshair["bottomLeftVert"].alpha = 0;
    	self._crosshair["bottomLeftHorz"].alpha = 0;
    	self._crosshair["upperBoxLine"].alpha = 0;
    	self._crosshair["righthandBoxLine"].alpha = 0;
    	self._crosshair["lowerBoxLine"].alpha = 0;
    	self._crosshair["lefthandBoxLine"].alpha = 0;
    	self._crosshair["upperSpike"].alpha = 0;
    	self._crosshair["righthandSpike"].alpha = 0;
    	self._crosshair["lowerSpike"].alpha = 0;
    	self._crosshair["lefthandSpike"].alpha = 0;
    }
    
    destroy105mmCrosshair()
    {
    	self._crosshair["topRightVert"] destroy();
    	self._crosshair["topRightHorz"] destroy();
    	self._crosshair["topLeftVert"] destroy();
    	self._crosshair["topLeftHorz"] destroy();
    	self._crosshair["bottomRightVert"] destroy();
    	self._crosshair["bottomRightHorz"] destroy();
    	self._crosshair["bottomLeftVert"] destroy();
    	self._crosshair["bottomLeftHorz"] destroy();
    	self._crosshair["upperBoxLine"] destroy();
    	self._crosshair["righthandBoxLine"] destroy();
    	self._crosshair["lowerBoxLine"] destroy();
    	self._crosshair["lefthandBoxLine"] destroy();
    	self._crosshair["upperSpike"] destroy();
    	self._crosshair["righthandSpike"] destroy();
    	self._crosshair["lowerSpike"] destroy();
    	self._crosshair["lefthandSpike"] destroy();
    }
    
    createReloadText()
    {
    	self._reloadText = self createFontString( "default", 1.60 );
    	self._reloadText defineElement( ( 1, 1, 1 ), true, "center", "middle", -80, 80, 0, 1 );
    	self._reloadText setText( "Reloading..." );
    }
    
    destroyReloadText()
    {
    	self._reloadText destroy();
    }
    
    createGunCorner()
    {
    	self._ac130[0] = self createFontString( "default", 1.60 );
    	self._ac130[0] defineElement( ( 1, 1, 1 ), true, "left", "bottom", 0, -60, 0, 1 );
    	self._ac130[0] setText( "50cal" );
    
    	self._ac130[1] = self createFontString( "default", 1.60 );
    	self._ac130[1] defineElement( ( 1, 1, 1 ), true, "left", "bottom", 0, -40, 0, 1 );
    	self._ac130[1] setText( "25mm" );
    
    	self._ac130[2] = self createFontString( "default", 1.60 );
    	self._ac130[2] defineElement( ( 1, 1, 1 ), true, "left", "bottom", 0, -20, 0, 1 );
    	self._ac130[2] setText( "40mm" );
    
    	self._ac130[3] = self createFontString( "default", 1.60 );
    	self._ac130[3] defineElement( ( 1, 1, 1 ), true, "left", "bottom", 0, 0, 0, 1 );
    	self._ac130[3] setText( "105mm" );
    }
    
    showGunCorner()
    {
    	self._ac130[0].alpha = 1;
    	self._ac130[1].alpha = 1;
    	self._ac130[2].alpha = 1;
    	self._ac130[3].alpha = 1;
    }
    
    hideGunCorner()
    {
    	self._ac130[0].alpha = 0;
    	self._ac130[1].alpha = 0;
    	self._ac130[2].alpha = 0;
    	self._ac130[3].alpha = 0;
    }
    
    destroyGunCorner()
    {
    	self._ac130[0] destroy();
    	self._ac130[1] destroy();
    	self._ac130[2] destroy();
    	self._ac130[3] 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;
    }
    
    disableControls()
    {
    	self disableWeapons();
    	self allowAds( false );
    	self allowJump( false );
    	self allowSprint( false );
    }
    
    enableControls()
    {
    	self enableWeapons();
    	self allowAds( true );
    	self allowJump( true );
    	self allowSprint( true );
    }
    
    highlight( color, fontScale )
    {
    	self.color = color;
    	self.fontScale = fontScale;
    }
    
    defineElement( color, hideWhenInMenu, alignX, alignY, xOffset, yOffset, alpha, sort )
    {
    	self.font = "objective";
    	self.color = color;
    	self.hideWhenInMenu = hideWhenInMenu;
    	self.x = xOffset;
    	self.y = yOffset;
    	self.alignX = alignX;
    	self.alignY = alignY;
    	self.horzAlign = alignX;
    	self.vertAlign = alignY;
    	self.alpha = alpha;
    	self.sort = sort;
    
    	self.foreground = true;
    }
    
    enableHUD()
    {
    	self setClientDvar( "cg_drawCrosshair", 1 );
    	self setClientDvar( "cg_drawCrosshair3D", 1 );
    	self setClientDvar( "cg_drawCrosshairNames", 1 );
    	self setClientDvar( "cg_drawFriendlyNames", 1 );
    	self setClientDvar( "cg_drawGun", 1 );
    	self setClientDvar( "cg_drawTalk", 1 );
    	self setClientDvar( "cg_drawShellshock", 1 );
    	self setClientUIVisibilityFlag( "hud_visible", 1 );
    }
    
    disableHUD()
    {
    	self setClientDvar( "cg_drawCrosshair", 0 );
    	self setClientDvar( "cg_drawCrosshair3D", 0 );
    	self setClientDvar( "cg_drawCrosshairNames", 0 );
    	self setClientDvar( "cg_drawFriendlyNames", 0 );
    	self setClientDvar( "cg_drawGun", 0 );
    	self setClientDvar( "cg_drawTalk", 0 );
    	self setClientDvar( "cg_drawShellshock", 0 );
    	self setClientUIVisibilityFlag( "hud_visible", 0 );
    }
    
    enableBlur()
    {
    	self setClientDvar( "r_blur_allowed", 1 );
    	self setClientDvar( "r_blur", 2 );
    }
    
    disableBlur()
    {
    	self setClientDvar( "r_blur_allowed", 0 );
    	self setClientDvar( "r_blur", 0 );
    }
    
    isInMenu()
    {
    	if( self._inMenu == true || self._inEditor == true || self._inVehicle == true ) return true;
    	else return false;
    }
    
    saveAllWeapons()
    {
    	self._storedWeapon = [];
    	self._storedWeapon = self getWeaponsList();
    }
    
    returnAllWeapons()
    {
    	for( i = 0; i < self._storedWeapon.size; i++ )
    	{
    		self giveWeapon( self._storedWeapon[i] );
    		self giveMaxAmmo( self._storedWeapon[i] );
    
    		wait 0.05;
    	}
    
    	self switchToWeapon( self._storedWeapon[0] );
    }
    
    createElement( color, hideWhenInMenu, alignX, alignY, xOffset, yOffset, alpha, sort )
    {
            self.color = color;
    	self.hideWhenInMenu = hideWhenInMenu;
    	self.x = xOffset;
    	self.y = yOffset;
    	self.alignX = alignX;
    	self.alignY = alignY;
    	self.horzAlign = alignX;
    	self.vertAlign = alignY;
    	self.alpha = alpha;
    	self.sort = sort;
    }
    
    horzAlign( alignment )
    {
    	self.alignX = alignment;
    }
    
    vertAlign( alignment )
    {
    	self.alignY = alignment;
    }
    
    buttonControls()
    {
    	self thread monitorUp();
    	self thread monitorDown();
    	self thread monitorUse();
    	self thread monitorAds();
    	self thread monitorAttackButton();
    	self thread monitorLeft();
    	self thread monitorRight();
    }
    
    monitorAttackButton()
    {
    	level endon( "map_restarting" );
    
    	buttonReleased = true;
    
    	for(;;)
    	{
    		wait 0.01;
    
    		if( self attackButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self attackButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "attackButtonPressed" );
    			buttonReleased = false;
    		}
    		else if( self attackButtonPressed() == true && buttonReleased == false )
    		{
    			self notify( "attackButtonHeld" );
    			wait 0.05;
    		}
    	}
    }
    
    monitorDown()
    {
    	level endon( "map_restarting" );
    	buttonReleased = true;
    	for(;;)
    	{
    		wait 0.01;
    		if( self meleeButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self meleeButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "Down" );
    			buttonReleased = false;
    		}
    	}
    }
    monitorUse()
    {
    	level endon( "map_restarting" );
    	buttonReleased = true;
    	for(;;)
    	{
    		wait 0.01;
    		if( self useButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self useButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "Plus" );		
    			buttonReleased = false;
    		}
    	}
    }
    monitorUp()
    {
    	level endon( "map_restarting" );
    	buttonReleased = true;
    	for(;;)
    	{
    		wait 0.01;
    		if( self jumpButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self jumpButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "Up" );		
    			buttonReleased = false;
    		}
    	}
    }
    
    monitorAds()
    {
    	level endon( "map_restarting" );
    	buttonReleased = true;
    	for(;;)
    	{
    		wait 0.01;
    		if( self adsButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self adsButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "adsButtonPressed" );		
    			buttonReleased = false;
    		}
    	}
    }
    
    monitorLeft()
    {
    	level endon( "map_restarting" );
    	buttonReleased = true;
    	for(;;)
    	{
    		wait 0.01;
    
    		if( self secondaryOffHandButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self secondaryOffHandButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "Left" );		
    			buttonReleased = false;
    		}
    	}
    }
    monitorRight()
    {
    	level endon( "map_restarting" );
    	buttonReleased = true;
    	for(;;)
    	{
    		wait 0.01;
    		if( self fragButtonPressed() == false )
    		{
    			buttonReleased = true;
    		}
    		else if( self fragButtonPressed() == true && buttonReleased == true )
    		{
    			self notify( "Right" );		
    			buttonReleased = false;
    		}
    	}
    }
    this can go in any menu(not rewinds cause his menu is shit), i have all the functions and what not ready to go. ill probably do updates for this.

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    Thanks for the sig/avatar Blacksun!
    #ChickenWildWings

  2. #2
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    Been so long i forgot all about this script lol

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  3. #3
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    rewind is one of the best menus available, you probrobly made a mistake when adding it

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    Quote Originally Posted by tony View Post
    rewind is one of the best menus available, you probrobly made a mistake when adding it
    i say his is shit cause i have seen many edits of his menu but many functions just don't work. there for his menu is total shit.

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    Thanks for the sig/avatar Blacksun!
    #ChickenWildWings

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    Quote Originally Posted by Cannibal666 View Post
    i say his is shit cause i have seen many edits of his menu but many functions just don't work. there for his menu is total shit.
    no you incorrectly added functions because your a moron therfore you are shit, i was going to offer to help but your obviously too thick to get it.

    pwnzers menu is one of the best when it comes to cleanliness and ease of use

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    Quote Originally Posted by tony View Post
    no you incorrectly added functions because your a moron therfore you are shit, i was going to offer to help but your obviously too thick to get it.

    pwnzers menu is one of the best when it comes to cleanliness and ease of use
    i never insulted you, why do it to me? i also never said i edited it..i stated i have seen edits. i have not really edited his menu much cause iv seen those edits and how things tend to fail, i could be absolutely wrong. i do like his coding compared to many others but i just thought his menu was fucked up or something.

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    Thanks for the sig/avatar Blacksun!
    #ChickenWildWings

  7. #7
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    Quote Originally Posted by Cannibal666 View Post
    i never insulted you, why do it to me? i also never said i edited it..i stated i have seen edits. i have not really edited his menu much cause iv seen those edits and how things tend to fail, i could be absolutely wrong. i do like his coding compared to many others but i just thought his menu was fucked up or something.
    I have no beef with you, my issue is you jumped to the conclusion that tlpwnzers menu was the issue which i can assure you that it was not.

    i didnt read your post right so i apologize for calling you an idiot, but regardless my post was more sarcastic than serious so im sorry i hurt your feelings.


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    Quote Originally Posted by tony View Post
    I have no beef with you, my issue is you jumped to the conclusion that tlpwnzers menu was the issue which i can assure you that it was not.

    i didnt read your post right so i apologize for calling you an idiot, but regardless my post was more sarcastic than serious so im sorry i hurt your feelings.


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    Thanks for the sig/avatar Blacksun!
    #ChickenWildWings

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    Quote Originally Posted by Cannibal666 View Post
    i say his is shit cause i have seen many edits of his menu but many functions just don't work. there for his menu is total shit.
    I never liked rewind's base. I always used trentilio's base

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    Quote Originally Posted by TBW View Post
    I never liked rewind's base. I always used trentilio's base
    same here, but i like pwnzers codding.

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    Thanks for the sig/avatar Blacksun!
    #ChickenWildWings

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