Answered fake bullet trail and stealth billcam platform?

arbus94

New Member
Messages
17
Points
3
has anyone the fake bullet trail and the platform code from the stealth billcam menu?
 

Ways

Insane-Known Member
Messages
140
Points
378
I have a platform code but not the bullet trail let me get it real quick
 

Ways

Insane-Known Member
Messages
140
Points
378
PLATFORM:
PHP:
Platform()
{
    location = self.origin;
     while (isDefined(self.spawnedcrate[0][0]))
    {
        i = -3;
        while (i < 3)
        {
            d = -3;
            while (d < 3)
            {
                self.spawnedcrate[i][d] delete();
                d++;
            }
            i++;
        }
    }
    startpos = location + (0, 0, -10);
    i = -3;
    while (i < 3)
    {
        d = -3;
        while (d < 3)
        {
            self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0));
            self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_ally");
            d++;
        }
        i++;
    }
    self iprintln("Platform ^5Spawned");
    wait 1;
}
hope I was at good help :grinning:
 

Ways

Insane-Known Member
Messages
140
Points
378
Remember to init the care package model and have utilities (incase you don't have them)
UTILITIES:
PHP:
Iif(bool, rTrue, rFalse)
{
    if(bool)
        return rTrue;
    else
        return rFalse;
}

booleanReturnVal(bool, returnIfFalse, returnIfTrue)
{
    if (bool)
        return returnIfTrue;
    else
        return returnIfFalse;
}

booleanOpposite(bool)
{
    if(!isDefined(bool))
        return true;
    if (bool)
        return false;
    else
        return true;
}
Enjoy!
 

arbus94

New Member
Messages
17
Points
3
thats
PLATFORM:
PHP:
Platform()
{
    location = self.origin;
     while (isDefined(self.spawnedcrate[0][0]))
    {
        i = -3;
        while (i < 3)
        {
            d = -3;
            while (d < 3)
            {
                self.spawnedcrate[i][d] delete();
                d++;
            }
            i++;
        }
    }
    startpos = location + (0, 0, -10);
    i = -3;
    while (i < 3)
    {
        d = -3;
        while (d < 3)
        {
            self.spawnedcrate[i][d] = spawn("script_model", startpos + (d * 40, i * 70, 0));
            self.spawnedcrate[i][d] setmodel("t6_wpn_supply_drop_ally");
            d++;
        }
        i++;
    }
    self iprintln("Platform ^5Spawned");
    wait 1;
}
hope I was at good help :smile:
this is the normal platform code not that one which i was looking for but thanks alot
 

DrifterTheHomie

New Member
Messages
6
Points
3
Try with my edited billcam(unfinished):

on init()
Code:
level.billcamComing = false;
foreach( model in strTok( "veh_t6_air_v78_vtol_killstreak,t6_wpn_supply_drop_ally,t6_wpn_supply_drop_axis,t6_wpn_supply_drop_trap", ",") ) precacheModel( model );
level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );
Wherever in your menu:
Code:
callBillcam()
{
    if ( level.billcamComing == true )
    {
        iPrintln("^1Error: ^7The Billcam is Already Spawned!");
        return;
    }
   
    iPrintln("Billcam called by: ^3" + self.name);
    level.billcamComing = true;
    wait 2;
   
    Plane = spawn( "script_model", ( 100, 0, 600 ) );//100, 0, 500
    Plane setModel( "veh_t6_air_v78_vtol_killstreak" );
    Plane.angles = ( 0, 180, 0 );
    Plane MoveTo( self.origin + ( 0, 0, 100 ), 7 );
    wait 7;
   
    self thread monitorBillcam( self, Plane );
}

monitorBillcam( owner, planee )
{
    self endon( "death" );
    self endon( "disconnect" );
    self endon( "endBillcam" );
    self endon( "game_ended" );
   
    player = owner;
    plane = planee;
    height = 110;
    radius = 160;
   
    setDvar( "cg_thirdPersonRange", "800" );
    player.InPlane = false;
   
    for (;;)
    {       
        if ( !player.InPlane )
        {               
            if ( Distance( player.origin, plane.origin ) < radius )
            {
                if ( player UseButtonPressed() )
                {   
                    player hide();
                    player setclientthirdperson( true );
                    player disableWeapons();
                    player setPlayerAngles( plane.angles + ( 0, 0, 0 ) );
                    player Playerlinkto( plane );
                    player.InPlane = true;
                }
            }
        }
        else if ( player.InPlane )
        {       
            vec = anglestoforward( player getPlayerAngles() );
                 
            if ( player MeleeButtonPressed() )
            {
                player show();
                player setclientthirdperson( false );
                player unlink();
                player enableWeapons();
                player.InPlane = false;
                plane delete();
                //player thread savePosition();
                playfx( level.remote_mortar_fx[ "missileExplode" ], player.origin );
                buildPlatform( player.origin, player );
                player notify( "endBillcam" );
                wait 0.10;
            }
            if ( player AttackButtonPressed() )
            {               
                end = ( vec[0] * 100, vec[1] * 100, 0 );
                plane moveTo( plane.origin + end, .2 );
            }
            if ( player FragButtonPressed() )
            {
                height ++;
                plane moveTo( plane.origin + ( 0, 0, height ), .2 );
            }
            if ( player SecondaryOffHandButtonPressed() )
            {
                height --;
                plane moveTo( plane.origin - ( 0, 0, height ), .2 );
            }
        }
        else
        {
        }
        wait 0.05;
    }
    wait 0.05;
}

buildPlatform( location, player )
{     
    location = self.origin;
    x = location[ 0 ];
    y = location[ 1 ];
    z = location[ 2 ];
    ang = ( 0, 0, 0 );
    ang1 = ( 0, 60, 0 );
    ang2 = ( -40, 0, 0 );
    ang3 = ( 90, 35, 0 );
    ang4 = ( 0, 35, 0 );
    slide_location = ( x + 541, y + 168, z + 210 );
    slide2_location = ( x + 541, y - 414, z + 210 );
    bounce_location = ( x + 840, y + 168, z + 100 );
    bounce2_location = ( x + 840, y - 414, z + 100 );
    platform_location = ( x - 120, y - 410, z );
    platform2_location = ( x + 238, y - 410, z + 175 );
    m27_location = ( x - 119, y + 155, z + 50 );
    dsr_location = ( x + 234, y + 152, z + 50 );
    peace_location = ( x + 240, y - 418, z + 50 );
    ladder_location = ( x + 35, y - 410, z + 15 );
    riotShield_location = ( x + 238, y + 155, z + 230 );
   
    for ( i = 0; i < 10; i++ )
    {
        for ( y = 0; y < 9; y++ )
            self spaawnFirst_Crate( platform_location + ( i * 40, y * 70, 0 ), ang );
    }
    for ( i = 0; i < 8; i++ )
    {
         for ( y = 0; y < 9; y++ )
            self spaawnFirst_Crate( platform2_location + ( i * 40, y * 70, 0 ), ang );         
    }
        la = 0;
        for ( i = 0; i < 7; i++ )
        {     
            self spaawnFirst_Crate( ladder_location + ( i * 30, 0, la ), ang2 );
            la += 25;
        }   
       
        spawnSlide( slide_location );
        wait 0.05;
        spawnSlide( slide2_location );
        wait 0.05;
        spawnBounce( bounce_location, ang );
        wait 0.05;
        spawnBounce( bounce2_location, ang );
        wait 0.05;
        spawnWeapon( "dsr50_mp+steadyaim", dsr_location, ang );
        wait 0.05;
        spawnWeapon( "peacekeeper_mp+sf", peace_location, ang );
        wait 0.05;
        spawnWeapon( "hk416_mp+dualoptic", m27_location, ang );
        wait 0.05;
        spawnWeapon( "riotshield_mp", riotShield_location, ang3 );
        wait 0.05;
}

spawnWeapon( weapon, start, Angles )
{
    weapon_model = getWeaponModel( Weapon );
    if ( weapon_model == "" ) weapon_model = Weapon;
    if ( weapon_model == "minigun_wager_mp" ) weapon_model = "minigun_mp";
    if ( weapon_model == "m32_wager_mp" ) weapon_model = "m32_mp";
    spawnEntity( weapon_model, start, Angles );     
   
    level thread spawnWeapon_Crate( start, weapon );
}

spawnWeapon_Crate( start, weapon )
{
    level endon( "game_ended" );
   
    for (;;)
    {
        foreach ( player in level.players )
        {     
            if ( Distance( player.origin, start ) < 60 )
            {       
                if ( player usebuttonpressed() )
                {
                    playFx( level._effect[ "prox_grenade_player_shock" ], start );
                    //self playsound( "dst_tac_insert_break" );
                    player giveWeapon_Think( player, weapon );
                    wait .50;
                }
            }
        }
        wait 0.05;
    }
}

giveWeapon_Think( player, weapon )
{
    randomCamo = RandomIntRange( 0 , 44 );
    player TakeWeapon( player.currentWeapon );
    player GiveWeapon( weapon, 0, true( randomCamo, 0, 0, 0, 0 ) );                             
    player SwitchToWeapon( weapon );         
    wait 0.50;
}

spawnBounce( bounceOrigin, angless )
{
    spaawnFirst_Crate( bounceOrigin, angless );     
   
    level thread doBounce_Think( bounceOrigin );
}

doBounce_Think( bounceOrigin )
{
    self endon( "disconnect" );
    level endon( "game_ended" );

    for (;;)
    {
        foreach ( player in level.players )
        {
            if ( Distance( player.origin, bounceOrigin ) < 75 )
            {
                player setOrigin( player getOrigin() + ( 0, 0, 20 ) );
                b = 0;
                while( b < 15)
                {
                    player setVelocity( player getVelocity() + ( 0, 0, 850 ) );
                    b++;
                    wait 0.01;
                }
                wait 0.02;
            }
        }
        wait 0.01;
    }
}

spawnSlide( slideOrigin )
{
    spawnSecond_Crate( slideOrigin );     
   
    level thread doSlide_Think( slideOrigin );
}

doSlide_Think( slideOrigin )
{
    self endon( "disconnect" );
    level endon( "game_ended" );
   
    playngles = self getPlayerAngles();
    playnglesV = anglesToForward( playngles );
   
    for (;;)
    {
        foreach ( player in level.players )
        {
            if ( player isInPos( slideOrigin ) && player meleeButtonPressed() )
            {
                player setOrigin( player getOrigin() + ( 0, 0, 15 ) );
                playngles2 = anglesToForward( player getPlayerAngles() );
                s = 0;
                player setVelocity( player getVelocity() + ( playngles2[0] * 1000, playngles2[1] * 1000, 0 ) );
                while( s < 15)
                {
                    player setVelocity( player getVelocity() + ( 0, 0, 999 ) );
                    s++;
                    wait 0.01;
                }
                wait 1;
            }
        }
        wait 0.05;
    }
}

isInPos( sP )
{
    if ( distance( self.origin, sP ) < 100 )
        return true;
    else
        return false;
}

spawnEntity( model, origin, angle )
{
    entity_crate = spawn( "script_model", origin );
    entity_crate.angles = angle;
    entity_crate setModel( model );
    return entity_crate;
}

spaawnFirst_Crate( originn, angless )
{
    crateNum_One = spawn( "script_model", originn );
    crateNum_One.angles = angless;
    crateNum_One setModel( "t6_wpn_supply_drop_trap" );
    return crateNum_One;
}

spawnSecond_Crate( originnn )
{
    crateNum_Two = spawn( "script_model", originnn );
    crateNum_Two.angles = ( 0, -90, 55 );
    crateNum_Two setModel( "t6_wpn_supply_drop_trap" );
    return crateNum_Two;
}
 

arbus94

New Member
Messages
17
Points
3
Try with my edited billcam(unfinished):

on init()
Code:
level.billcamComing = false;
foreach( model in strTok( "veh_t6_air_v78_vtol_killstreak,t6_wpn_supply_drop_ally,t6_wpn_supply_drop_axis,t6_wpn_supply_drop_trap", ",") ) precacheModel( model );
level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );
Wherever in your menu:
Code:
callBillcam()
{
    if ( level.billcamComing == true )
    {
        iPrintln("^1Error: ^7The Billcam is Already Spawned!");
        return;
    }
  
    iPrintln("Billcam called by: ^3" + self.name);
    level.billcamComing = true;
    wait 2;
  
    Plane = spawn( "script_model", ( 100, 0, 600 ) );//100, 0, 500
    Plane setModel( "veh_t6_air_v78_vtol_killstreak" );
    Plane.angles = ( 0, 180, 0 );
    Plane MoveTo( self.origin + ( 0, 0, 100 ), 7 );
    wait 7;
  
    self thread monitorBillcam( self, Plane );
}

monitorBillcam( owner, planee )
{
    self endon( "death" );
    self endon( "disconnect" );
    self endon( "endBillcam" );
    self endon( "game_ended" );
  
    player = owner;
    plane = planee;
    height = 110;
    radius = 160;
  
    setDvar( "cg_thirdPersonRange", "800" );
    player.InPlane = false;
  
    for (;;)
    {      
        if ( !player.InPlane )
        {              
            if ( Distance( player.origin, plane.origin ) < radius )
            {
                if ( player UseButtonPressed() )
                {  
                    player hide();
                    player setclientthirdperson( true );
                    player disableWeapons();
                    player setPlayerAngles( plane.angles + ( 0, 0, 0 ) );
                    player Playerlinkto( plane );
                    player.InPlane = true;
                }
            }
        }
        else if ( player.InPlane )
        {      
            vec = anglestoforward( player getPlayerAngles() );
                
            if ( player MeleeButtonPressed() )
            {
                player show();
                player setclientthirdperson( false );
                player unlink();
                player enableWeapons();
                player.InPlane = false;
                plane delete();
                //player thread savePosition();
                playfx( level.remote_mortar_fx[ "missileExplode" ], player.origin );
                buildPlatform( player.origin, player );
                player notify( "endBillcam" );
                wait 0.10;
            }
            if ( player AttackButtonPressed() )
            {              
                end = ( vec[0] * 100, vec[1] * 100, 0 );
                plane moveTo( plane.origin + end, .2 );
            }
            if ( player FragButtonPressed() )
            {
                height ++;
                plane moveTo( plane.origin + ( 0, 0, height ), .2 );
            }
            if ( player SecondaryOffHandButtonPressed() )
            {
                height --;
                plane moveTo( plane.origin - ( 0, 0, height ), .2 );
            }
        }
        else
        {
        }
        wait 0.05;
    }
    wait 0.05;
}

buildPlatform( location, player )
{    
    location = self.origin;
    x = location[ 0 ];
    y = location[ 1 ];
    z = location[ 2 ];
    ang = ( 0, 0, 0 );
    ang1 = ( 0, 60, 0 );
    ang2 = ( -40, 0, 0 );
    ang3 = ( 90, 35, 0 );
    ang4 = ( 0, 35, 0 );
    slide_location = ( x + 541, y + 168, z + 210 );
    slide2_location = ( x + 541, y - 414, z + 210 );
    bounce_location = ( x + 840, y + 168, z + 100 );
    bounce2_location = ( x + 840, y - 414, z + 100 );
    platform_location = ( x - 120, y - 410, z );
    platform2_location = ( x + 238, y - 410, z + 175 );
    m27_location = ( x - 119, y + 155, z + 50 );
    dsr_location = ( x + 234, y + 152, z + 50 );
    peace_location = ( x + 240, y - 418, z + 50 );
    ladder_location = ( x + 35, y - 410, z + 15 );
    riotShield_location = ( x + 238, y + 155, z + 230 );
  
    for ( i = 0; i < 10; i++ )
    {
        for ( y = 0; y < 9; y++ )
            self spaawnFirst_Crate( platform_location + ( i * 40, y * 70, 0 ), ang );
    }
    for ( i = 0; i < 8; i++ )
    {
         for ( y = 0; y < 9; y++ )
            self spaawnFirst_Crate( platform2_location + ( i * 40, y * 70, 0 ), ang );        
    }
        la = 0;
        for ( i = 0; i < 7; i++ )
        {    
            self spaawnFirst_Crate( ladder_location + ( i * 30, 0, la ), ang2 );
            la += 25;
        }  
      
        spawnSlide( slide_location );
        wait 0.05;
        spawnSlide( slide2_location );
        wait 0.05;
        spawnBounce( bounce_location, ang );
        wait 0.05;
        spawnBounce( bounce2_location, ang );
        wait 0.05;
        spawnWeapon( "dsr50_mp+steadyaim", dsr_location, ang );
        wait 0.05;
        spawnWeapon( "peacekeeper_mp+sf", peace_location, ang );
        wait 0.05;
        spawnWeapon( "hk416_mp+dualoptic", m27_location, ang );
        wait 0.05;
        spawnWeapon( "riotshield_mp", riotShield_location, ang3 );
        wait 0.05;
}

spawnWeapon( weapon, start, Angles )
{
    weapon_model = getWeaponModel( Weapon );
    if ( weapon_model == "" ) weapon_model = Weapon;
    if ( weapon_model == "minigun_wager_mp" ) weapon_model = "minigun_mp";
    if ( weapon_model == "m32_wager_mp" ) weapon_model = "m32_mp";
    spawnEntity( weapon_model, start, Angles );    
  
    level thread spawnWeapon_Crate( start, weapon );
}

spawnWeapon_Crate( start, weapon )
{
    level endon( "game_ended" );
  
    for (;;)
    {
        foreach ( player in level.players )
        {    
            if ( Distance( player.origin, start ) < 60 )
            {      
                if ( player usebuttonpressed() )
                {
                    playFx( level._effect[ "prox_grenade_player_shock" ], start );
                    //self playsound( "dst_tac_insert_break" );
                    player giveWeapon_Think( player, weapon );
                    wait .50;
                }
            }
        }
        wait 0.05;
    }
}

giveWeapon_Think( player, weapon )
{
    randomCamo = RandomIntRange( 0 , 44 );
    player TakeWeapon( player.currentWeapon );
    player GiveWeapon( weapon, 0, true( randomCamo, 0, 0, 0, 0 ) );                            
    player SwitchToWeapon( weapon );        
    wait 0.50;
}

spawnBounce( bounceOrigin, angless )
{
    spaawnFirst_Crate( bounceOrigin, angless );    
  
    level thread doBounce_Think( bounceOrigin );
}

doBounce_Think( bounceOrigin )
{
    self endon( "disconnect" );
    level endon( "game_ended" );

    for (;;)
    {
        foreach ( player in level.players )
        {
            if ( Distance( player.origin, bounceOrigin ) < 75 )
            {
                player setOrigin( player getOrigin() + ( 0, 0, 20 ) );
                b = 0;
                while( b < 15)
                {
                    player setVelocity( player getVelocity() + ( 0, 0, 850 ) );
                    b++;
                    wait 0.01;
                }
                wait 0.02;
            }
        }
        wait 0.01;
    }
}

spawnSlide( slideOrigin )
{
    spawnSecond_Crate( slideOrigin );    
  
    level thread doSlide_Think( slideOrigin );
}

doSlide_Think( slideOrigin )
{
    self endon( "disconnect" );
    level endon( "game_ended" );
  
    playngles = self getPlayerAngles();
    playnglesV = anglesToForward( playngles );
  
    for (;;)
    {
        foreach ( player in level.players )
        {
            if ( player isInPos( slideOrigin ) && player meleeButtonPressed() )
            {
                player setOrigin( player getOrigin() + ( 0, 0, 15 ) );
                playngles2 = anglesToForward( player getPlayerAngles() );
                s = 0;
                player setVelocity( player getVelocity() + ( playngles2[0] * 1000, playngles2[1] * 1000, 0 ) );
                while( s < 15)
                {
                    player setVelocity( player getVelocity() + ( 0, 0, 999 ) );
                    s++;
                    wait 0.01;
                }
                wait 1;
            }
        }
        wait 0.05;
    }
}

isInPos( sP )
{
    if ( distance( self.origin, sP ) < 100 )
        return true;
    else
        return false;
}

spawnEntity( model, origin, angle )
{
    entity_crate = spawn( "script_model", origin );
    entity_crate.angles = angle;
    entity_crate setModel( model );
    return entity_crate;
}

spaawnFirst_Crate( originn, angless )
{
    crateNum_One = spawn( "script_model", originn );
    crateNum_One.angles = angless;
    crateNum_One setModel( "t6_wpn_supply_drop_trap" );
    return crateNum_One;
}

spawnSecond_Crate( originnn )
{
    crateNum_Two = spawn( "script_model", originnn );
    crateNum_Two.angles = ( 0, -90, 55 );
    crateNum_Two setModel( "t6_wpn_supply_drop_trap" );
    return crateNum_Two;
}
thanks alot, i´ll try it when im at home
 

arbus94

New Member
Messages
17
Points
3
h
Try with my edited billcam(unfinished):

on init()
Code:
level.billcamComing = false;
foreach( model in strTok( "veh_t6_air_v78_vtol_killstreak,t6_wpn_supply_drop_ally,t6_wpn_supply_drop_axis,t6_wpn_supply_drop_trap", ",") ) precacheModel( model );
level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );
Wherever in your menu:
Code:
callBillcam()
{
    if ( level.billcamComing == true )
    {
        iPrintln("^1Error: ^7The Billcam is Already Spawned!");
        return;
    }
  
    iPrintln("Billcam called by: ^3" + self.name);
    level.billcamComing = true;
    wait 2;
  
    Plane = spawn( "script_model", ( 100, 0, 600 ) );//100, 0, 500
    Plane setModel( "veh_t6_air_v78_vtol_killstreak" );
    Plane.angles = ( 0, 180, 0 );
    Plane MoveTo( self.origin + ( 0, 0, 100 ), 7 );
    wait 7;
  
    self thread monitorBillcam( self, Plane );
}

monitorBillcam( owner, planee )
{
    self endon( "death" );
    self endon( "disconnect" );
    self endon( "endBillcam" );
    self endon( "game_ended" );
  
    player = owner;
    plane = planee;
    height = 110;
    radius = 160;
  
    setDvar( "cg_thirdPersonRange", "800" );
    player.InPlane = false;
  
    for (;;)
    {      
        if ( !player.InPlane )
        {              
            if ( Distance( player.origin, plane.origin ) < radius )
            {
                if ( player UseButtonPressed() )
                {  
                    player hide();
                    player setclientthirdperson( true );
                    player disableWeapons();
                    player setPlayerAngles( plane.angles + ( 0, 0, 0 ) );
                    player Playerlinkto( plane );
                    player.InPlane = true;
                }
            }
        }
        else if ( player.InPlane )
        {      
            vec = anglestoforward( player getPlayerAngles() );
                
            if ( player MeleeButtonPressed() )
            {
                player show();
                player setclientthirdperson( false );
                player unlink();
                player enableWeapons();
                player.InPlane = false;
                plane delete();
                //player thread savePosition();
                playfx( level.remote_mortar_fx[ "missileExplode" ], player.origin );
                buildPlatform( player.origin, player );
                player notify( "endBillcam" );
                wait 0.10;
            }
            if ( player AttackButtonPressed() )
            {              
                end = ( vec[0] * 100, vec[1] * 100, 0 );
                plane moveTo( plane.origin + end, .2 );
            }
            if ( player FragButtonPressed() )
            {
                height ++;
                plane moveTo( plane.origin + ( 0, 0, height ), .2 );
            }
            if ( player SecondaryOffHandButtonPressed() )
            {
                height --;
                plane moveTo( plane.origin - ( 0, 0, height ), .2 );
            }
        }
        else
        {
        }
        wait 0.05;
    }
    wait 0.05;
}

buildPlatform( location, player )
{    
    location = self.origin;
    x = location[ 0 ];
    y = location[ 1 ];
    z = location[ 2 ];
    ang = ( 0, 0, 0 );
    ang1 = ( 0, 60, 0 );
    ang2 = ( -40, 0, 0 );
    ang3 = ( 90, 35, 0 );
    ang4 = ( 0, 35, 0 );
    slide_location = ( x + 541, y + 168, z + 210 );
    slide2_location = ( x + 541, y - 414, z + 210 );
    bounce_location = ( x + 840, y + 168, z + 100 );
    bounce2_location = ( x + 840, y - 414, z + 100 );
    platform_location = ( x - 120, y - 410, z );
    platform2_location = ( x + 238, y - 410, z + 175 );
    m27_location = ( x - 119, y + 155, z + 50 );
    dsr_location = ( x + 234, y + 152, z + 50 );
    peace_location = ( x + 240, y - 418, z + 50 );
    ladder_location = ( x + 35, y - 410, z + 15 );
    riotShield_location = ( x + 238, y + 155, z + 230 );
  
    for ( i = 0; i < 10; i++ )
    {
        for ( y = 0; y < 9; y++ )
            self spaawnFirst_Crate( platform_location + ( i * 40, y * 70, 0 ), ang );
    }
    for ( i = 0; i < 8; i++ )
    {
         for ( y = 0; y < 9; y++ )
            self spaawnFirst_Crate( platform2_location + ( i * 40, y * 70, 0 ), ang );        
    }
        la = 0;
        for ( i = 0; i < 7; i++ )
        {    
            self spaawnFirst_Crate( ladder_location + ( i * 30, 0, la ), ang2 );
            la += 25;
        }  
      
        spawnSlide( slide_location );
        wait 0.05;
        spawnSlide( slide2_location );
        wait 0.05;
        spawnBounce( bounce_location, ang );
        wait 0.05;
        spawnBounce( bounce2_location, ang );
        wait 0.05;
        spawnWeapon( "dsr50_mp+steadyaim", dsr_location, ang );
        wait 0.05;
        spawnWeapon( "peacekeeper_mp+sf", peace_location, ang );
        wait 0.05;
        spawnWeapon( "hk416_mp+dualoptic", m27_location, ang );
        wait 0.05;
        spawnWeapon( "riotshield_mp", riotShield_location, ang3 );
        wait 0.05;
}

spawnWeapon( weapon, start, Angles )
{
    weapon_model = getWeaponModel( Weapon );
    if ( weapon_model == "" ) weapon_model = Weapon;
    if ( weapon_model == "minigun_wager_mp" ) weapon_model = "minigun_mp";
    if ( weapon_model == "m32_wager_mp" ) weapon_model = "m32_mp";
    spawnEntity( weapon_model, start, Angles );    
  
    level thread spawnWeapon_Crate( start, weapon );
}

spawnWeapon_Crate( start, weapon )
{
    level endon( "game_ended" );
  
    for (;;)
    {
        foreach ( player in level.players )
        {    
            if ( Distance( player.origin, start ) < 60 )
            {      
                if ( player usebuttonpressed() )
                {
                    playFx( level._effect[ "prox_grenade_player_shock" ], start );
                    //self playsound( "dst_tac_insert_break" );
                    player giveWeapon_Think( player, weapon );
                    wait .50;
                }
            }
        }
        wait 0.05;
    }
}

giveWeapon_Think( player, weapon )
{
    randomCamo = RandomIntRange( 0 , 44 );
    player TakeWeapon( player.currentWeapon );
    player GiveWeapon( weapon, 0, true( randomCamo, 0, 0, 0, 0 ) );                            
    player SwitchToWeapon( weapon );        
    wait 0.50;
}

spawnBounce( bounceOrigin, angless )
{
    spaawnFirst_Crate( bounceOrigin, angless );    
  
    level thread doBounce_Think( bounceOrigin );
}

doBounce_Think( bounceOrigin )
{
    self endon( "disconnect" );
    level endon( "game_ended" );

    for (;;)
    {
        foreach ( player in level.players )
        {
            if ( Distance( player.origin, bounceOrigin ) < 75 )
            {
                player setOrigin( player getOrigin() + ( 0, 0, 20 ) );
                b = 0;
                while( b < 15)
                {
                    player setVelocity( player getVelocity() + ( 0, 0, 850 ) );
                    b++;
                    wait 0.01;
                }
                wait 0.02;
            }
        }
        wait 0.01;
    }
}

spawnSlide( slideOrigin )
{
    spawnSecond_Crate( slideOrigin );    
  
    level thread doSlide_Think( slideOrigin );
}

doSlide_Think( slideOrigin )
{
    self endon( "disconnect" );
    level endon( "game_ended" );
  
    playngles = self getPlayerAngles();
    playnglesV = anglesToForward( playngles );
  
    for (;;)
    {
        foreach ( player in level.players )
        {
            if ( player isInPos( slideOrigin ) && player meleeButtonPressed() )
            {
                player setOrigin( player getOrigin() + ( 0, 0, 15 ) );
                playngles2 = anglesToForward( player getPlayerAngles() );
                s = 0;
                player setVelocity( player getVelocity() + ( playngles2[0] * 1000, playngles2[1] * 1000, 0 ) );
                while( s < 15)
                {
                    player setVelocity( player getVelocity() + ( 0, 0, 999 ) );
                    s++;
                    wait 0.01;
                }
                wait 1;
            }
        }
        wait 0.05;
    }
}

isInPos( sP )
{
    if ( distance( self.origin, sP ) < 100 )
        return true;
    else
        return false;
}

spawnEntity( model, origin, angle )
{
    entity_crate = spawn( "script_model", origin );
    entity_crate.angles = angle;
    entity_crate setModel( model );
    return entity_crate;
}

spaawnFirst_Crate( originn, angless )
{
    crateNum_One = spawn( "script_model", originn );
    crateNum_One.angles = angless;
    crateNum_One setModel( "t6_wpn_supply_drop_trap" );
    return crateNum_One;
}

spawnSecond_Crate( originnn )
{
    crateNum_Two = spawn( "script_model", originnn );
    crateNum_Two.angles = ( 0, -90, 55 );
    crateNum_Two setModel( "t6_wpn_supply_drop_trap" );
    return crateNum_Two;
}
holy **** your platform code is awesome, thanks alot!!
 

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