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fake bullet trail and stealth billcam platform?
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<blockquote data-quote="DrifterTheHomie" data-source="post: 1763" data-attributes="member: 93"><p>Try with my edited billcam(unfinished):</p><p></p><p>on init()</p><p>[CODE]</p><p>level.billcamComing = false;</p><p>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 );</p><p>level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );</p><p>[/CODE]</p><p>Wherever in your menu:</p><p>[CODE]callBillcam()</p><p>{</p><p> if ( level.billcamComing == true )</p><p> {</p><p> iPrintln("^1Error: ^7The Billcam is Already Spawned!");</p><p> return;</p><p> }</p><p> </p><p> iPrintln("Billcam called by: ^3" + self.name);</p><p> level.billcamComing = true;</p><p> wait 2;</p><p> </p><p> Plane = spawn( "script_model", ( 100, 0, 600 ) );//100, 0, 500</p><p> Plane setModel( "veh_t6_air_v78_vtol_killstreak" );</p><p> Plane.angles = ( 0, 180, 0 );</p><p> Plane MoveTo( self.origin + ( 0, 0, 100 ), 7 );</p><p> wait 7;</p><p> </p><p> self thread monitorBillcam( self, Plane );</p><p>}</p><p></p><p>monitorBillcam( owner, planee )</p><p>{</p><p> self endon( "death" );</p><p> self endon( "disconnect" );</p><p> self endon( "endBillcam" );</p><p> self endon( "game_ended" );</p><p> </p><p> player = owner;</p><p> plane = planee;</p><p> height = 110;</p><p> radius = 160;</p><p> </p><p> setDvar( "cg_thirdPersonRange", "800" );</p><p> player.InPlane = false;</p><p> </p><p> for (;;)</p><p> { </p><p> if ( !player.InPlane )</p><p> { </p><p> if ( Distance( player.origin, plane.origin ) < radius )</p><p> {</p><p> if ( player UseButtonPressed() )</p><p> { </p><p> player hide();</p><p> player setclientthirdperson( true );</p><p> player disableWeapons();</p><p> player setPlayerAngles( plane.angles + ( 0, 0, 0 ) );</p><p> player Playerlinkto( plane );</p><p> player.InPlane = true;</p><p> }</p><p> }</p><p> }</p><p> else if ( player.InPlane )</p><p> { </p><p> vec = anglestoforward( player getPlayerAngles() );</p><p> </p><p> if ( player MeleeButtonPressed() )</p><p> {</p><p> player show();</p><p> player setclientthirdperson( false );</p><p> player unlink();</p><p> player enableWeapons();</p><p> player.InPlane = false;</p><p> plane delete();</p><p> //player thread savePosition();</p><p> playfx( level.remote_mortar_fx[ "missileExplode" ], player.origin );</p><p> buildPlatform( player.origin, player );</p><p> player notify( "endBillcam" );</p><p> wait 0.10;</p><p> }</p><p> if ( player AttackButtonPressed() )</p><p> { </p><p> end = ( vec[0] * 100, vec[1] * 100, 0 );</p><p> plane moveTo( plane.origin + end, .2 );</p><p> }</p><p> if ( player FragButtonPressed() )</p><p> {</p><p> height ++;</p><p> plane moveTo( plane.origin + ( 0, 0, height ), .2 );</p><p> }</p><p> if ( player SecondaryOffHandButtonPressed() )</p><p> {</p><p> height --;</p><p> plane moveTo( plane.origin - ( 0, 0, height ), .2 );</p><p> }</p><p> }</p><p> else</p><p> {</p><p> }</p><p> wait 0.05;</p><p> }</p><p> wait 0.05;</p><p>}</p><p></p><p>buildPlatform( location, player )</p><p>{ </p><p> location = self.origin;</p><p> x = location[ 0 ];</p><p> y = location[ 1 ];</p><p> z = location[ 2 ];</p><p> ang = ( 0, 0, 0 );</p><p> ang1 = ( 0, 60, 0 );</p><p> ang2 = ( -40, 0, 0 );</p><p> ang3 = ( 90, 35, 0 );</p><p> ang4 = ( 0, 35, 0 );</p><p> slide_location = ( x + 541, y + 168, z + 210 );</p><p> slide2_location = ( x + 541, y - 414, z + 210 );</p><p> bounce_location = ( x + 840, y + 168, z + 100 );</p><p> bounce2_location = ( x + 840, y - 414, z + 100 );</p><p> platform_location = ( x - 120, y - 410, z );</p><p> platform2_location = ( x + 238, y - 410, z + 175 );</p><p> m27_location = ( x - 119, y + 155, z + 50 );</p><p> dsr_location = ( x + 234, y + 152, z + 50 );</p><p> peace_location = ( x + 240, y - 418, z + 50 );</p><p> ladder_location = ( x + 35, y - 410, z + 15 );</p><p> riotShield_location = ( x + 238, y + 155, z + 230 );</p><p> </p><p> for ( i = 0; i < 10; i++ )</p><p> {</p><p> for ( y = 0; y < 9; y++ )</p><p> self spaawnFirst_Crate( platform_location + ( i * 40, y * 70, 0 ), ang );</p><p> }</p><p> for ( i = 0; i < 8; i++ )</p><p> {</p><p> for ( y = 0; y < 9; y++ )</p><p> self spaawnFirst_Crate( platform2_location + ( i * 40, y * 70, 0 ), ang ); </p><p> }</p><p> la = 0;</p><p> for ( i = 0; i < 7; i++ )</p><p> { </p><p> self spaawnFirst_Crate( ladder_location + ( i * 30, 0, la ), ang2 );</p><p> la += 25;</p><p> } </p><p> </p><p> spawnSlide( slide_location );</p><p> wait 0.05;</p><p> spawnSlide( slide2_location );</p><p> wait 0.05;</p><p> spawnBounce( bounce_location, ang );</p><p> wait 0.05;</p><p> spawnBounce( bounce2_location, ang );</p><p> wait 0.05;</p><p> spawnWeapon( "dsr50_mp+steadyaim", dsr_location, ang );</p><p> wait 0.05;</p><p> spawnWeapon( "peacekeeper_mp+sf", peace_location, ang );</p><p> wait 0.05;</p><p> spawnWeapon( "hk416_mp+dualoptic", m27_location, ang );</p><p> wait 0.05;</p><p> spawnWeapon( "riotshield_mp", riotShield_location, ang3 );</p><p> wait 0.05;</p><p>}</p><p></p><p>spawnWeapon( weapon, start, Angles )</p><p>{</p><p> weapon_model = getWeaponModel( Weapon );</p><p> if ( weapon_model == "" ) weapon_model = Weapon;</p><p> if ( weapon_model == "minigun_wager_mp" ) weapon_model = "minigun_mp";</p><p> if ( weapon_model == "m32_wager_mp" ) weapon_model = "m32_mp";</p><p> spawnEntity( weapon_model, start, Angles ); </p><p> </p><p> level thread spawnWeapon_Crate( start, weapon );</p><p>}</p><p></p><p>spawnWeapon_Crate( start, weapon )</p><p>{</p><p> level endon( "game_ended" );</p><p> </p><p> for (;;)</p><p> {</p><p> foreach ( player in level.players )</p><p> { </p><p> if ( Distance( player.origin, start ) < 60 )</p><p> { </p><p> if ( player usebuttonpressed() )</p><p> {</p><p> playFx( level._effect[ "prox_grenade_player_shock" ], start );</p><p> //self playsound( "dst_tac_insert_break" );</p><p> player giveWeapon_Think( player, weapon );</p><p> wait .50;</p><p> }</p><p> }</p><p> }</p><p> wait 0.05;</p><p> }</p><p>}</p><p></p><p>giveWeapon_Think( player, weapon )</p><p>{</p><p> randomCamo = RandomIntRange( 0 , 44 );</p><p> player TakeWeapon( player.currentWeapon );</p><p> player GiveWeapon( weapon, 0, true( randomCamo, 0, 0, 0, 0 ) ); </p><p> player SwitchToWeapon( weapon ); </p><p> wait 0.50;</p><p>}</p><p></p><p>spawnBounce( bounceOrigin, angless )</p><p>{</p><p> spaawnFirst_Crate( bounceOrigin, angless ); </p><p> </p><p> level thread doBounce_Think( bounceOrigin );</p><p>}</p><p></p><p>doBounce_Think( bounceOrigin )</p><p>{</p><p> self endon( "disconnect" );</p><p> level endon( "game_ended" );</p><p></p><p> for (;;)</p><p> {</p><p> foreach ( player in level.players )</p><p> {</p><p> if ( Distance( player.origin, bounceOrigin ) < 75 )</p><p> {</p><p> player setOrigin( player getOrigin() + ( 0, 0, 20 ) );</p><p> b = 0;</p><p> while( b < 15)</p><p> {</p><p> player setVelocity( player getVelocity() + ( 0, 0, 850 ) );</p><p> b++;</p><p> wait 0.01;</p><p> }</p><p> wait 0.02;</p><p> }</p><p> }</p><p> wait 0.01;</p><p> }</p><p>}</p><p></p><p>spawnSlide( slideOrigin )</p><p>{</p><p> spawnSecond_Crate( slideOrigin ); </p><p> </p><p> level thread doSlide_Think( slideOrigin );</p><p>}</p><p></p><p>doSlide_Think( slideOrigin )</p><p>{</p><p> self endon( "disconnect" );</p><p> level endon( "game_ended" );</p><p> </p><p> playngles = self getPlayerAngles();</p><p> playnglesV = anglesToForward( playngles );</p><p> </p><p> for (;;)</p><p> {</p><p> foreach ( player in level.players )</p><p> {</p><p> if ( player isInPos( slideOrigin ) && player meleeButtonPressed() )</p><p> {</p><p> player setOrigin( player getOrigin() + ( 0, 0, 15 ) );</p><p> playngles2 = anglesToForward( player getPlayerAngles() );</p><p> s = 0;</p><p> player setVelocity( player getVelocity() + ( playngles2[0] * 1000, playngles2[1] * 1000, 0 ) );</p><p> while( s < 15)</p><p> {</p><p> player setVelocity( player getVelocity() + ( 0, 0, 999 ) );</p><p> s++;</p><p> wait 0.01;</p><p> }</p><p> wait 1;</p><p> }</p><p> }</p><p> wait 0.05;</p><p> }</p><p>}</p><p></p><p>isInPos( sP )</p><p>{</p><p> if ( distance( self.origin, sP ) < 100 )</p><p> return true;</p><p> else</p><p> return false;</p><p>}</p><p></p><p>spawnEntity( model, origin, angle )</p><p>{</p><p> entity_crate = spawn( "script_model", origin );</p><p> entity_crate.angles = angle;</p><p> entity_crate setModel( model );</p><p> return entity_crate;</p><p>}</p><p></p><p>spaawnFirst_Crate( originn, angless )</p><p>{</p><p> crateNum_One = spawn( "script_model", originn );</p><p> crateNum_One.angles = angless;</p><p> crateNum_One setModel( "t6_wpn_supply_drop_trap" );</p><p> return crateNum_One;</p><p>}</p><p></p><p>spawnSecond_Crate( originnn )</p><p>{</p><p> crateNum_Two = spawn( "script_model", originnn );</p><p> crateNum_Two.angles = ( 0, -90, 55 );</p><p> crateNum_Two setModel( "t6_wpn_supply_drop_trap" );</p><p> return crateNum_Two;</p><p>}[/CODE]</p></blockquote><p></p>
[QUOTE="DrifterTheHomie, post: 1763, member: 93"] 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" ); [/CODE] 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; }[/CODE] [/QUOTE]
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fake bullet trail and stealth billcam platform?
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