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<blockquote data-quote="MrFawkes1337" data-source="post: 48312" data-attributes="member: 323489"><p>Some More code, build The Claw! Originally ported to BO2 by me and released on 7s, now here!</p><p></p><p></p><p></p><p>Precache this...</p><p></p><p>[CODE]</p><p>#precache("model", "p7_barrel_metal_55gal_blue");[/CODE]</p><p></p><p>Then add this somewhere in your GSC.</p><p>[CODE]function modelSpawner(origin, model, angles, time)</p><p>{</p><p> if(isDefined(time))</p><p> wait time;</p><p> obj = spawn("script_model", origin);</p><p> obj setModel(model);</p><p> if(isDefined(angles))</p><p> obj.angles = angles;</p><p> if(getentarray().size >= 2000)</p><p> {</p><p> self iprintln("^1Error^7: Please delete some other structures");</p><p> obj delete();</p><p> }</p><p> return obj;</p><p>}</p><p></p><p>function Build_TheClaw()</p><p>{</p><p> if (level.BuildSpaceFull == 1)</p><p> {</p><p> self iprintlnBold("[^1ERROR]^4You Already have a Spawnable in place.");</p><p> self playlocalsound("cac_grid_nav");</p><p> }</p><p> else</p><p> {</p><p> self thread Build_TheClaw2();</p><p> self iprintlnBold("Spawning The Claw");</p><p> level.BuildSpaceFull = 1;</p><p> }</p><p>}</p><p></p><p>function Build_TheClaw2()</p><p></p><p>{</p><p></p><p> level endon("Destroy_Claw");</p><p></p><p> level.clawOrg = self.origin;</p><p></p><p> pos = level.clawOrg+(0,15,460);</p><p></p><p> </p><p></p><p> level.ClawSeats = [];</p><p></p><p> level.claw = [];</p><p></p><p> level.legs = [];</p><p></p><p> </p><p></p><p> level.attach = modelSpawner(level.clawOrg+(0,55,60),"tag_origin");</p><p></p><p> level.ClawLink = modelSpawner(pos,"tag_origin");</p><p></p><p> </p><p></p><p> for(e=0;e<2;e++) for(a=0;a<8;a++)</p><p></p><p> level.legs[level.legs.size] = modelSpawner(level.clawOrg + (-220,-145+e*320,0) + (a*28,0,a*60),"p7_barrel_metal_55gal_blue",(25,0,90),.1);</p><p></p><p> for(e=0;e<2;e++) for(a=0;a<8;a++)</p><p></p><p> level.legs[level.legs.size] = modelSpawner(level.clawOrg + (220,-145+e*320,0) + (a*-28,0,a*60),"p7_barrel_metal_55gal_blue",(-25,0,90),.1);</p><p></p><p> for(a=0;a<5;a++) for(e=0;e<8;e++)</p><p></p><p> level.claw[level.claw.size] = modelSpawner(level.clawOrg + (0,-125+a*70,460) + (sin(-90+e*45)*25, 0, sin(e*45)*25), "p7_barrel_metal_55gal_blue", ((e*45),180,0),.1);</p><p></p><p> for(a=0;a<8;a++) for(e=0;e<6;e++)</p><p></p><p> level.claw[level.claw.size] = modelSpawner(level.clawOrg + (0,15,460) + (cos(a*45)*30,sin(a*45)*30, e*-70), "p7_barrel_metal_55gal_blue", (0,(a*45)+90,90),.1);</p><p></p><p> level.claw[level.claw.size] = modelSpawner(level.clawOrg + (0,15, 60), "p7_barrel_metal_55gal_blue", (0,90,90),.1); </p><p></p><p> for(a=0;a<2;a++) for(e=0;e<12;e++)</p><p></p><p> level.claw[level.claw.size] = modelSpawner(level.clawOrg + (0,15,100) + (cos(e*30)*40+a*55,sin(e*30)*40+a*55, -70), "skybox_zm_zod", (0,(e*30)+-90+a*90,0),.1);</p><p></p><p> for(e=0;e<12;e++) level.ClawSeats[level.ClawSeats.size] = modelSpawner(level.clawOrg + (0,15,95) + (cos(e*30)*95,sin(e*30)*95, -70), "skybox_zm_zod", Undefined,.1);</p><p></p><p> </p><p></p><p> foreach(model in level.claw)</p><p></p><p> model linkTo(level.ClawLink);</p><p></p><p> foreach(model in level.ClawSeats)</p><p></p><p> model linkTo(level.ClawLink);</p><p></p><p> </p><p></p><p> level.ClawLink thread ClawMovements();</p><p></p><p> level.attach thread monitorPlayersClaw( level.ClawSeats );</p><p></p><p>}</p><p></p><p></p><p>function ClawMovements()</p><p>{</p><p></p><p> level endon("Destroy_Claw");</p><p></p><p> for(a=0;a>=-40;a-=2)</p><p></p><p> {</p><p></p><p> self rotateTo((a,self.angles[1],0),.5);</p><p></p><p> wait .1;</p><p></p><p> }</p><p></p><p> for(a=a;a<=60;a+=3)</p><p></p><p> {</p><p></p><p> self rotateTo((a,self.angles[1],0),.5);</p><p></p><p> wait .1;</p><p></p><p> }</p><p></p><p> for(a=a;a>=-80;a-=3)</p><p></p><p> {</p><p></p><p> self rotateTo((a,self.angles[1],0),.5);</p><p></p><p> wait .05;</p><p></p><p> }</p><p></p><p> for(a=a;a<=100;a+=4)</p><p></p><p> {</p><p></p><p> self rotateTo((a,self.angles[1],0),.5);</p><p></p><p> wait .05;</p><p></p><p> }</p><p></p><p> while(true)</p><p></p><p> {</p><p></p><p> for(a=a;a>=-105;a-=5)</p><p></p><p> {</p><p></p><p> self rotateTo((a,self.angles[1],0),.5);</p><p></p><p> wait .05;</p><p></p><p> }</p><p></p><p> for(a=a;a<=105;a+=5)</p><p></p><p> {</p><p></p><p> self rotateTo((a,self.angles[1],0),.5);</p><p></p><p> wait .05;</p><p></p><p> }</p><p></p><p> wait .05;</p><p></p><p> }</p><p></p><p>}</p><p></p><p>function monitorPlayersClaw(Array)</p><p>{</p><p></p><p> level endon("Destroy_Claw");</p><p></p><p> level.ClawTrig = spawnTrig(self.origin,150,80,"HINT_NOICON","Press &&1 To Enter / Exit The Claw!");</p><p></p><p> while(isDefined(self))</p><p></p><p> {</p><p></p><p> level.ClawTrig waittill("trigger",i);</p><p></p><p> if(i useButtonPressed() && !i.riding)</p><p></p><p> {</p><p></p><p> RandSeat = RandomIntRange( 0, 13 );</p><p></p><p> if(!RandSeat.occupied)</p><p></p><p> {</p><p></p><p> i setStance("stand");</p><p></p><p> i.riding = true;</p><p></p><p> i playerLinkToDelta(Array[RandSeat]);</p><p></p><p> i thread playerExitClaw(RandSeat);</p><p></p><p> RandSeat.occupied = true;</p><p></p><p> }</p><p></p><p> }</p><p></p><p> }</p><p></p><p>}</p><p></p><p>function playerExitClaw(seat,info)</p><p>{</p><p></p><p> level endon("Destroy_Claw");</p><p></p><p> while(isDefined(seat))</p><p></p><p> {</p><p></p><p> if(self fragButtonPressed()) break;</p><p></p><p> wait .05;</p><p></p><p> }</p><p></p><p> info destroy();</p><p></p><p> self allowSprint(true);</p><p></p><p> self allowProne(true);</p><p></p><p> seat.occupied = undefined;</p><p></p><p> self unlink();</p><p></p><p> self setStance("stand");</p><p></p><p> wait 1;</p><p></p><p> self.riding = undefined;</p><p></p><p>}</p><p> </p><p>function createRoll( divide )</p><p>{</p><p></p><p> roll = self getPlayerAngles()[1];</p><p></p><p> wait 0.05;</p><p></p><p> return (((roll-self getPlayerAngles()[1])*-6) / divide);</p><p></p><p>}</p><p></p><p>function calcDistance(speed,origin,moveTo)</p><p>{</p><p></p><p> return (distance(origin, moveTo) / speed);</p><p></p><p>}</p><p></p><p>function spawnTrig(origin,width,height,cursorHint,string)</p><p>{</p><p></p><p> trig = spawn("trigger_radius", origin, 1, width, height);</p><p></p><p> trig setCursorHint(cursorHint, trig);</p><p></p><p> trig setHintString( string );</p><p></p><p> trig setvisibletoall();</p><p></p><p> return trig;</p><p></p><p>}</p><p></p><p>function rotateEntYaw(yaw,time)</p><p>{</p><p></p><p> while(isDefined(self))</p><p></p><p> {</p><p></p><p> self rotateYaw(yaw,time);</p><p></p><p> wait time;</p><p></p><p> }</p><p></p><p>} </p><p></p><p>function SpawnPlayFx(Fx,pos,ID,Delay,DelayFx)</p><p>{ </p><p> if(getentarray().size <= 2000)</p><p></p><p> {</p><p></p><p> if(!isDefined(pos))</p><p></p><p> pos = (0,0,0);</p><p></p><p> if(isDefined(Delay))</p><p></p><p> wait Delay;</p><p></p><p> </p><p></p><p> if(ID == "Loop")</p><p></p><p> level.SpawnedFx[level.SpawnedFx.size] = PlayLoopedFX(level._effect[Fx], DelayFx, (self.origin + (pos)));</p><p></p><p> if(ID == "Normal")</p><p></p><p> level.SpawnedFx[level.SpawnedFx.size] = spawnFx(level._effect[Fx], (self.origin + (pos)));</p><p></p><p> triggerFx(level.SpawnedFx[level.SpawnedFx.size-1]);</p><p></p><p> } </p><p></p><p>}</p><p></p><p>[/CODE]</p><p></p><p>If you use, please give credit and enjoy!</p></blockquote><p></p>
[QUOTE="MrFawkes1337, post: 48312, member: 323489"] Some More code, build The Claw! Originally ported to BO2 by me and released on 7s, now here! Precache this... [CODE] #precache("model", "p7_barrel_metal_55gal_blue");[/CODE] Then add this somewhere in your GSC. [CODE]function modelSpawner(origin, model, angles, time) { if(isDefined(time)) wait time; obj = spawn("script_model", origin); obj setModel(model); if(isDefined(angles)) obj.angles = angles; if(getentarray().size >= 2000) { self iprintln("^1Error^7: Please delete some other structures"); obj delete(); } return obj; } function Build_TheClaw() { if (level.BuildSpaceFull == 1) { self iprintlnBold("[^1ERROR]^4You Already have a Spawnable in place."); self playlocalsound("cac_grid_nav"); } else { self thread Build_TheClaw2(); self iprintlnBold("Spawning The Claw"); level.BuildSpaceFull = 1; } } function Build_TheClaw2() { level endon("Destroy_Claw"); level.clawOrg = self.origin; pos = level.clawOrg+(0,15,460); level.ClawSeats = []; level.claw = []; level.legs = []; level.attach = modelSpawner(level.clawOrg+(0,55,60),"tag_origin"); level.ClawLink = modelSpawner(pos,"tag_origin"); for(e=0;e<2;e++) for(a=0;a<8;a++) level.legs[level.legs.size] = modelSpawner(level.clawOrg + (-220,-145+e*320,0) + (a*28,0,a*60),"p7_barrel_metal_55gal_blue",(25,0,90),.1); for(e=0;e<2;e++) for(a=0;a<8;a++) level.legs[level.legs.size] = modelSpawner(level.clawOrg + (220,-145+e*320,0) + (a*-28,0,a*60),"p7_barrel_metal_55gal_blue",(-25,0,90),.1); for(a=0;a<5;a++) for(e=0;e<8;e++) level.claw[level.claw.size] = modelSpawner(level.clawOrg + (0,-125+a*70,460) + (sin(-90+e*45)*25, 0, sin(e*45)*25), "p7_barrel_metal_55gal_blue", ((e*45),180,0),.1); for(a=0;a<8;a++) for(e=0;e<6;e++) level.claw[level.claw.size] = modelSpawner(level.clawOrg + (0,15,460) + (cos(a*45)*30,sin(a*45)*30, e*-70), "p7_barrel_metal_55gal_blue", (0,(a*45)+90,90),.1); level.claw[level.claw.size] = modelSpawner(level.clawOrg + (0,15, 60), "p7_barrel_metal_55gal_blue", (0,90,90),.1); for(a=0;a<2;a++) for(e=0;e<12;e++) level.claw[level.claw.size] = modelSpawner(level.clawOrg + (0,15,100) + (cos(e*30)*40+a*55,sin(e*30)*40+a*55, -70), "skybox_zm_zod", (0,(e*30)+-90+a*90,0),.1); for(e=0;e<12;e++) level.ClawSeats[level.ClawSeats.size] = modelSpawner(level.clawOrg + (0,15,95) + (cos(e*30)*95,sin(e*30)*95, -70), "skybox_zm_zod", Undefined,.1); foreach(model in level.claw) model linkTo(level.ClawLink); foreach(model in level.ClawSeats) model linkTo(level.ClawLink); level.ClawLink thread ClawMovements(); level.attach thread monitorPlayersClaw( level.ClawSeats ); } function ClawMovements() { level endon("Destroy_Claw"); for(a=0;a>=-40;a-=2) { self rotateTo((a,self.angles[1],0),.5); wait .1; } for(a=a;a<=60;a+=3) { self rotateTo((a,self.angles[1],0),.5); wait .1; } for(a=a;a>=-80;a-=3) { self rotateTo((a,self.angles[1],0),.5); wait .05; } for(a=a;a<=100;a+=4) { self rotateTo((a,self.angles[1],0),.5); wait .05; } while(true) { for(a=a;a>=-105;a-=5) { self rotateTo((a,self.angles[1],0),.5); wait .05; } for(a=a;a<=105;a+=5) { self rotateTo((a,self.angles[1],0),.5); wait .05; } wait .05; } } function monitorPlayersClaw(Array) { level endon("Destroy_Claw"); level.ClawTrig = spawnTrig(self.origin,150,80,"HINT_NOICON","Press &&1 To Enter / Exit The Claw!"); while(isDefined(self)) { level.ClawTrig waittill("trigger",i); if(i useButtonPressed() && !i.riding) { RandSeat = RandomIntRange( 0, 13 ); if(!RandSeat.occupied) { i setStance("stand"); i.riding = true; i playerLinkToDelta(Array[RandSeat]); i thread playerExitClaw(RandSeat); RandSeat.occupied = true; } } } } function playerExitClaw(seat,info) { level endon("Destroy_Claw"); while(isDefined(seat)) { if(self fragButtonPressed()) break; wait .05; } info destroy(); self allowSprint(true); self allowProne(true); seat.occupied = undefined; self unlink(); self setStance("stand"); wait 1; self.riding = undefined; } function createRoll( divide ) { roll = self getPlayerAngles()[1]; wait 0.05; return (((roll-self getPlayerAngles()[1])*-6) / divide); } function calcDistance(speed,origin,moveTo) { return (distance(origin, moveTo) / speed); } function spawnTrig(origin,width,height,cursorHint,string) { trig = spawn("trigger_radius", origin, 1, width, height); trig setCursorHint(cursorHint, trig); trig setHintString( string ); trig setvisibletoall(); return trig; } function rotateEntYaw(yaw,time) { while(isDefined(self)) { self rotateYaw(yaw,time); wait time; } } function SpawnPlayFx(Fx,pos,ID,Delay,DelayFx) { if(getentarray().size <= 2000) { if(!isDefined(pos)) pos = (0,0,0); if(isDefined(Delay)) wait Delay; if(ID == "Loop") level.SpawnedFx[level.SpawnedFx.size] = PlayLoopedFX(level._effect[Fx], DelayFx, (self.origin + (pos))); if(ID == "Normal") level.SpawnedFx[level.SpawnedFx.size] = spawnFx(level._effect[Fx], (self.origin + (pos))); triggerFx(level.SpawnedFx[level.SpawnedFx.size-1]); } } [/CODE] If you use, please give credit and enjoy! [/QUOTE]
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