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<blockquote data-quote="DF_AUS" data-source="post: 24863" data-attributes="member: 2144"><p>I have seen a few people ask for this code on various modding sites from my Cinematic menu, considering some people take this hobby ( Bo2 modding scene ) way to serious i will be happy to release this for other modders to use, this is the "Riotshield Cage Troll" by me ( DF_AUS )</p><p></p><p>[CODE]//E.G. HOW TO CALL IN YOUR PLAYERS MENU</p><p></p><p>AO("pOpt " + i + "_rsc", "Spawn Riotshield Cage", ::toggle_cagetroll, player, "Spawn");</p><p>AO("pOpt " + i + "_rsc", "Nuke Riotshield Cage", ::toggle_cagetroll, player, "Nuke");</p><p>AO("pOpt " + i + "_rsc", "Delete Riotshield Cage", ::toggle_cagetroll, player, "Delete");</p><p></p><p></p><p></p><p></p><p>// FUNCTION</p><p></p><p>toggle_cagetroll(player, TODO)</p><p>{</p><p> if(!isDefined(player.RiotshieldTroll) && TODO == "Spawn")</p><p> {</p><p> player thread spawnCageTroll(player);</p><p> self iprintln(player.name+ "has been ^2Caged");</p><p> player.RiotshieldTroll = "profound is l33t";</p><p> }</p><p> else if(isDefined(player.RiotshieldTroll) && TODO == "Nuke")</p><p> {</p><p> self thread ApplyMultiplePhysics(level.riotshieldcagetop, level.riotshieldcagebottom);</p><p> player.RiotshieldTroll = undefined;</p><p> }</p><p> else if(isDefined(player.RiotshieldTroll) && TODO == "Delete")</p><p> {</p><p> self thread deleteMultipleArrays(level.riotshieldcagetop, level.riotshieldcagebottom);</p><p> player.RiotshieldTroll = undefined;</p><p> }</p><p>}</p><p></p><p>spawnCageTroll(player)</p><p>{</p><p> for(i = 0; i < 8; i++)</p><p> {</p><p> for(df_aus = 0; df_aus < 1; df_aus++)</p><p> level.riotshieldcagebottom[i] = entitySpawner(player.origin + (cos(i*45)*30,sin(i*45)*30, 25), "t6_wpn_shield_carry_world", (180,(i*45)+180,180));</p><p> for(df_aus = 0; df_aus < 1; df_aus++)</p><p> level.riotshieldcagetop[i] = entitySpawner(player.origin + (cos(i*45)*30,sin(i*45)*30, 75), "t6_wpn_shield_carry_world", (0,(i*45)+360,180));</p><p> }</p><p>}</p><p></p><p></p><p>// END OF RIOTSHIELD CAGE FUNCTION</p><p></p><p>// NEEDED IN YOUR SOURCE</p><p></p><p>entitySpawner(origin, model, angles, time)</p><p>{</p><p> if(isDefined(time))</p><p> wait time;</p><p> DF = spawn("script_model", origin);</p><p> DF setModel(model);</p><p> if(isDefined(angles))</p><p> DF.angles = angles;</p><p> if(getentarray().size >= 590)</p><p> {</p><p> self iprintln("^1Error^7: Please delete some other structures");</p><p> DF delete();</p><p> } </p><p> return DF;</p><p>}</p><p></p><p>ApplyMultiplePhysics(a1, a2, a3, a4, a5, a6, a7)</p><p>{</p><p> if(isDefined(a1))</p><p> Array_Physics(a1);</p><p> if(isDefined(a2))</p><p> Array_Physics(a2);</p><p> if(isDefined(a3))</p><p> Array_Physics(a3);</p><p> if(isDefined(a4))</p><p> Array_Physics(a4);</p><p> if(isDefined(a5))</p><p> Array_Physics(a5);</p><p> if(isDefined(a6))</p><p> Array_Physics(a6);</p><p> if(isDefined(a7))</p><p> Array_Physics(a7);</p><p>}</p><p></p><p>deleteMultipleArrays(a1, a2, a3, a4, a5, a6, a7)</p><p>{</p><p> if(isDefined(a1))</p><p> array_delete(a1);</p><p> if(isDefined(a2))</p><p> array_delete(a2);</p><p> if(isDefined(a3))</p><p> array_delete(a3);</p><p> if(isDefined(a4))</p><p> array_delete(a4);</p><p> if(isDefined(a5))</p><p> array_delete(a5);</p><p> if(isDefined(a6))</p><p> array_delete(a6);</p><p> if(isDefined(a7))</p><p> Array_Physics(a7);</p><p>}</p><p></p><p>Array_Physics(ID)</p><p>{</p><p> foreach(model in ID)</p><p> model thread DelayedFall(7);//Apply_Physics</p><p>}</p><p></p><p>DelayedFall( Num )</p><p>{</p><p> if(isDefined(self)) //double check</p><p> self physicsLaunch();//allows the model to fall</p><p> wait Num;//lil wait so the model doesnt get deleted straight away</p><p> if(isDefined(self)) //triple check</p><p> self delete();//Deletes our current model</p><p>}[/CODE]</p></blockquote><p></p>
[QUOTE="DF_AUS, post: 24863, member: 2144"] I have seen a few people ask for this code on various modding sites from my Cinematic menu, considering some people take this hobby ( Bo2 modding scene ) way to serious i will be happy to release this for other modders to use, this is the "Riotshield Cage Troll" by me ( DF_AUS ) [CODE]//E.G. HOW TO CALL IN YOUR PLAYERS MENU AO("pOpt " + i + "_rsc", "Spawn Riotshield Cage", ::toggle_cagetroll, player, "Spawn"); AO("pOpt " + i + "_rsc", "Nuke Riotshield Cage", ::toggle_cagetroll, player, "Nuke"); AO("pOpt " + i + "_rsc", "Delete Riotshield Cage", ::toggle_cagetroll, player, "Delete"); // FUNCTION toggle_cagetroll(player, TODO) { if(!isDefined(player.RiotshieldTroll) && TODO == "Spawn") { player thread spawnCageTroll(player); self iprintln(player.name+ "has been ^2Caged"); player.RiotshieldTroll = "profound is l33t"; } else if(isDefined(player.RiotshieldTroll) && TODO == "Nuke") { self thread ApplyMultiplePhysics(level.riotshieldcagetop, level.riotshieldcagebottom); player.RiotshieldTroll = undefined; } else if(isDefined(player.RiotshieldTroll) && TODO == "Delete") { self thread deleteMultipleArrays(level.riotshieldcagetop, level.riotshieldcagebottom); player.RiotshieldTroll = undefined; } } spawnCageTroll(player) { for(i = 0; i < 8; i++) { for(df_aus = 0; df_aus < 1; df_aus++) level.riotshieldcagebottom[i] = entitySpawner(player.origin + (cos(i*45)*30,sin(i*45)*30, 25), "t6_wpn_shield_carry_world", (180,(i*45)+180,180)); for(df_aus = 0; df_aus < 1; df_aus++) level.riotshieldcagetop[i] = entitySpawner(player.origin + (cos(i*45)*30,sin(i*45)*30, 75), "t6_wpn_shield_carry_world", (0,(i*45)+360,180)); } } // END OF RIOTSHIELD CAGE FUNCTION // NEEDED IN YOUR SOURCE entitySpawner(origin, model, angles, time) { if(isDefined(time)) wait time; DF = spawn("script_model", origin); DF setModel(model); if(isDefined(angles)) DF.angles = angles; if(getentarray().size >= 590) { self iprintln("^1Error^7: Please delete some other structures"); DF delete(); } return DF; } ApplyMultiplePhysics(a1, a2, a3, a4, a5, a6, a7) { if(isDefined(a1)) Array_Physics(a1); if(isDefined(a2)) Array_Physics(a2); if(isDefined(a3)) Array_Physics(a3); if(isDefined(a4)) Array_Physics(a4); if(isDefined(a5)) Array_Physics(a5); if(isDefined(a6)) Array_Physics(a6); if(isDefined(a7)) Array_Physics(a7); } deleteMultipleArrays(a1, a2, a3, a4, a5, a6, a7) { if(isDefined(a1)) array_delete(a1); if(isDefined(a2)) array_delete(a2); if(isDefined(a3)) array_delete(a3); if(isDefined(a4)) array_delete(a4); if(isDefined(a5)) array_delete(a5); if(isDefined(a6)) array_delete(a6); if(isDefined(a7)) Array_Physics(a7); } Array_Physics(ID) { foreach(model in ID) model thread DelayedFall(7);//Apply_Physics } DelayedFall( Num ) { if(isDefined(self)) //double check self physicsLaunch();//allows the model to fall wait Num;//lil wait so the model doesnt get deleted straight away if(isDefined(self)) //triple check self delete();//Deletes our current model }[/CODE] [/QUOTE]
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