Hey @Reqo Mods is this what you are you requesting?Hello I cannot find a good ss billcam code can someone help me please i want a big platform one, with weapons all over exactly like Loz Azza one.
Thanks CCM.
Reqo
initBillcam()
{
if(level.Billcam_Called==true)
{
iprintlnbold("The ^2S^7S ^2B^7I^7L^2L^7C^2A^7M can only be called once!");
return;
}
iprintln("^1Billcam called by: "+self.name);
level.Billcam_Called = true;
Plane = spawn("script_model",(1800,0,1000));
Plane setModel("veh_t6_air_v78_vtol_killstreak");
Plane.angles=(0,180,0);
Plane MoveTo(self.origin+(0,0,110),7);
wait 7;
self thread BillcamMonitor(self,Plane);
}
BillcamMonitor(owner,planee)
{
self endon("disconnect");
self endon("death");
self endon("Billcam_End_Moni");
setDvar("cg_thirdPersonRange","800");
player = owner;
plane = planee;
height = 110;
player.InPlane = false;
for(;;)
{
if(!player.InPlane)
{
if(Distance(plane.origin,player.origin)<170)
{
player iprintlnbold("Press [{+activate}] to hop on the xePixTvx + Gentle Billcam");
if(player UseButtonPressed())
{
player hide();
player setclientthirdperson(1);
player disableWeapons();
player setPlayerAngles(plane.angles+(0,0,0));
player PlayerlinkTo(plane);
player.InPlane = true;
wait .3;
}
}
}
else if(player.InPlane)
{
vec = anglestoforward(player getPlayerAngles());
if(player MeleeButtonPressed())
{
player iprintlnbold("Press [{+usereload}] to hop off the xePixTvx + Gentle Billcam");
player show();
player setclientthirdperson(0);
player unlink();
player enableWeapons();
player.InPlane = false;
plane delete();
playfx(level.remote_mortar_fx["missileExplode"], player.origin);
BuildPlattform(player.origin,player);
player notify("Billcam_End_Moni");
wait .3;
}
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;
}
BuildPlattform(origin,player)
{
C = [];
C[0] = createCrate(origin,0,0,0);
C[1] = createCrate(origin,40,0,0);
C[2] = createCrate(origin,80,0,0);
C[3] = createCrate(origin,120,0,0);
C[4] = createCrate(origin,160,0,0);
C[5] = createCrate(origin,200,0,0);
C[6] = createCrate(origin,0,73,0);
C[7] = createCrate(origin,40,73,0);
C[8] = createCrate(origin,80,73,0);
C[9] = createCrate(origin,120,73,0);
C[10] = createCrate(origin,160,73,0);
C[11] = createCrate(origin,200,73,0);
C[12] = createCrate(origin,0,146,0);
C[13] = createCrate(origin,40,146,0);
C[14] = createCrate(origin,80,146,0);
C[15] = createCrate(origin,120,146,0);
C[16] = createCrate(origin,160,146,0);
C[17] = createCrate(origin,200,146,0);
C[18] = createCrate(origin,0,219,0);
C[19] = createCrate(origin,40,219,0);
C[20] = createCrate(origin,80,219,0);
C[21] = createCrate(origin,120,219,0);
C[22] = createCrate(origin,160,219,0);
C[23] = createCrate(origin,200,219,0);
C[24] = createCrate(origin,0,292,0);
C[25] = createCrate(origin,40,292,0);
C[26] = createCrate(origin,80,292,0);
C[27] = createCrate(origin,120,292,0);
C[28] = createCrate(origin,160,292,0);
C[29] = createCrate(origin,200,292,0);
C_DSR = createCrate_Stand(origin,205,0,40);
C_RAN = createCrate_Stand(origin,205,297,40);
C_BAL = createCrate_Stand(origin,0,297,40);
player thread PlatformMonitor(C_DSR,C_BAL,C_RAN);
level waittill("game_ended");
for(i=0;i<30;i++)
{
C[i] delete();
}
C_DSR delete();
C_RAN delete();
C_BAL delete();
}
PlatformMonitor(dsr,bal,ran)
{
self endon("disconnect");
for(;;)
{
foreach(player in level.players)
{
if(Distance(dsr.origin,player.origin)<75)
{
player iprintlnbold("Press [{+activate}] for DSR");
wait 1;
if(player UseButtonPressed())
{
player doGiveDSR();
wait .3;
}
}
if(Distance(bal.origin,player.origin)<75)
{
player iprintlnbold("Press [{+activate}] for Ballista");
wait 1;
if(player UseButtonPressed())
{
player doGiveBal();
wait .3;
}
}
if(Distance(ran.origin,player.origin)<75)
{
player iprintlnbold("Press [{+activate}] for Random Gun");
wait 1;
if(player UseButtonPressed())
{
player RandomWeapon();
wait .3;
}
}
}
wait 0.05;
}
wait 0.05;
}
doGiveDSR()
{
self takeWeapon(self getCurrentWeapon());
self giveWeapon("dsr50_mp");
self switchToWeapon("dsr50_mp");
}
doGiveBal()
{
self takeWeapon(self getCurrentWeapon());
self giveWeapon("ballista_mp");
self switchToWeapon("ballista_mp");
}
RandomWeapon()
{
self takeWeapon(self getCurrentWeapon());
self.RandWeapon = RandomInt(level.BillWeapon);
self giveWeapon(level.BillWeapon[self.RandWeapon]);
self switchToWeapon(level.BillWeapon[self.RandWeapon]);
}
createCrate(or,X,Y,Z)
{
Crate = spawn("script_model",or+(X,Y,Z));
Crate.angles = (0,0,0);
Crate setModel("t6_wpn_supply_drop_ally");
return Crate;
}
createCrate_Stand(or,X,Y,Z)
{
Crate = spawn("script_model",or+(X,Y,Z));
Crate.angles = (0,0,90);
Crate setModel("t6_wpn_supply_drop_ally");
return Crate;
}
level.Billcam_Called = false;
PrecacheModel("veh_t6_air_v78_vtol_killstreak");
PrecacheModel("t6_wpn_supply_drop_ally");
level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );
hurt_triggers = getentarray( "trigger_hurt", "classname" );
level.BillWeapon = strTok("870mcs_mp, ai_tank_drone_gun_mp, ai_tank_drone_rocket_mp, ai_tank_drop_mp, airstrike_mp, an94_mp, as50_mp, autoturret_mp, ballista_mp, beretta93r_dw_mp, beretta93r_lh_mp, beretta93r_mp, bouncingbetty_mp, briefcase_bomb_defuse_mp, briefcase_bomb_mp, chopper_minigun_mp, claymore_mp, cobra_20mm_comlink_mp, cobra_20mm_mp, concussion_grenade_mp, counteruav_mp, crossbow_mp, defaultweapon_mp, destructible_car_mp, dog_bite_mp, dogs_mp, dsr50_mp, dualoptic_an94_mp, dualoptic_hamr_mp, dualoptic_hk416_mp, dualoptic_lsat_mp, dualoptic_mk48_mp, dualoptic_qbb95_mp, dualoptic_sa58_mp, dualoptic_saritch_mp, dualoptic_scar_mp, dualoptic_sig556_mp, dualoptic_tar21_mp, dualoptic_type95_mp, dualoptic_xm8_mp, emp_grenade_mp, emp_mp, evoskorpion_mp, explodable_barrel_mp, explosive_bolt_mp, fhj18_mp, fiveseven_dw_mp, fiveseven_lh_mp, fiveseven_mp, flash_grenade_mp, fnp45_dw_mp, fnp45_lh_mp, fnp45_mp, frag_grenade_mp, gl_an94_mp, gl_hk416_mp, gl_sa58_mp, gl_saritch_mp, gl_scar_mp, gl_sig556_mp, gl_tar21_mp, gl_type95_mp, gl_xm8_mp, hamr_mp, hatchet_mp, heli_gunner_rockets_mp, helicopter_comlink_mp, helicopter_guard_mp, helicopter_player_firstperson_mp, helicopter_player_gunner_mp, hk416_mp, insas_mp, inventory_ai_tank_drop_mp, inventory_m32_drop_mp, inventory_m32_mp, inventory_minigun_drop_mp, inventory_minigun_mp, inventory_missile_drone_mp, inventory_supplydrop_mp, judge_dw_mp, judge_lh_mp, judge_mp, kard_dw_mp, kard_lh_mp, kard_mp, kard_wager_mp, killstreak_ai_tank_mp, killstreak_qrdrone_mp, killstreak_remote_turret_mp, killstreak_uav_mp, knife_ballistic_mp, knife_held_mp, knife_mp, ksg_mp, littlebird_guard_minigun_mp, lsat_mp, m32_drop_mp, m32_mp, m32_wager_mp, microwave_turret_mp, microwaveturret_drop_mp, microwaveturret_mp, minigun_drop_mp, minigun_mp, minigun_wager_mp, missile_drone_mp, missile_drone_projectile_mp, missile_swarm_mp, missile_swarm_projectile_mp, mk48_mp, mp7_mp, nonepda_hack_mp, pdw57_mp, peacekeeper_mp, planemortar_mp, proximity_grenade_aoe_mp, proximity_grenade_mp, qbb95_mp, qcw05_mp, qrdrone_turret_mp, radar_mp, radardirection_mp, rc_car_weapon_mp, rcbomb_mp, remote_missile_bomblet_mp, remote_missile_missile_mp, remote_missile_mp, remote_mortar_missile_mp, remote_mortar_mp, riotshield_mp, sa58_mp, saiga12_mp, saritch_mp, satchel_charge_mp, scar_mp, scavenger_item_hack_mp, scavenger_item_mp, sensor_grenade_mp, sf_an94_mp, sf_evoskorpion_mp, sf_hk416_mp, sf_insas_mp, sf_mp, 7_mp, sf_pdw57_mp, sf_peacekeeper_mp, sf_qcw05_mp, sf_sa58_mp, sf_saritch_mp, sf_scar_mp, sf_sig556_mp, sf_tar21_mp, sf_type95_mp, sf_vector_mp, sf_xm8_mp, sig556_mp, smaw_mp, smoke_center_mp, srm1216_mp, sticky_grenade_mp, straferun_gun_mp, straferun_mp, straferun_rockets_mp, supplydrop_mp, svu_mp, tactical_insertion_mp, tar21_mp, trophy_system_mp, turret_drop_mp, type95_mp, usrpg_mp, vector_mp, willy_pete_mp, xm8_mp", ",");
foreach(barrier in hurt_triggers)
{
barrier.origin += (0, 0, 9999999);
}
Try this one, lemme know how it goes! I used this one online all the time. Works perfectly for me!Thanks, but ive tried it and its all laggy and glitchy
likeLoz()
{
if(self.billcamComing == 0)
{
self.billcamComing = 1;
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 );
}
else
{
self iPrintlnbold("^3SS Bilcam is ^1already Spawned");
}
}
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;
}
WP(D,Z,P)
{
L=strTok(D,",");
for(i = 0 ; i < L.size; i += 2)
{
B = spawn("script_model",self.origin+(int(L[i]),int(L[i+1]),Z));
if(!P)
B.angles=(90,0,0);
B setModel("t6_wpn_supply_drop_ally");
}
}
foreach(barrier in hurt_triggers)
{
barrier.origin += (0, 0, 9999999);
}
Works fine LOLTry this one, lemme know how it goes! I used this one online all the time. Works perfectly for me!
Code:likeLoz() { if(self.billcamComing == 0) { self.billcamComing = 1; 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 ); } else { self iPrintlnbold("^3SS Bilcam is ^1already Spawned"); } } 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; } WP(D,Z,P) { L=strTok(D,","); for(i = 0 ; i < L.size; i += 2) { B = spawn("script_model",self.origin+(int(L[i]),int(L[i+1]),Z)); if(!P) B.angles=(90,0,0); B setModel("t6_wpn_supply_drop_ally"); } }
Goes in init (thx demonic lol)
Code:foreach(barrier in hurt_triggers) { barrier.origin += (0, 0, 9999999); }
1. try precaching the models for the weapons..Works fine LOL
but the weapons doesn't spawn
Two hypothesis^^
1 I'm a blinded noob
or 2 The locations are wrong
My bad yeah i forgot ro precache1. try precaching the models for the weapons..
2. The locations are definitely not wrong. The billcam works perfectly on PS3.
No problem.My bad yeah i forgot ro precache
I did this when i woke up
Thanks
Thank youNo problem.
Have a great day!
Dark Side.
I have precached them but still not appearedNo problem.
Have a great day!
Dark Side.
O.o they should appear.. there is no reason they shouldn't. Weird. It works fine for me.I have precached them but still not appeared
I use PrecacheItemO.o they should appear.. there is no reason they shouldn't. Weird. It works fine for me.
To be honest you shouldn't have to precache at all. At least I don't think. They're items after all and they're normal guns in the game.I use PrecacheItem
Abd also tried with model one but doesn't work :/
Yeah i'm unluckyTo be honest you shouldn't have to precache at all. At least I don't think. They're items after all and they're normal guns in the game.
You just have all kinds of problems don't you
Does anyone else have this issue?