Answered Where can I find a working SS Billcam Black Ops 2 GSC Code?

Reqo Mods

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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
 

DF_AUS

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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
Hey @Reqo Mods is this what you are you requesting?

Code:
Code:
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;
}

Place on your init:
Code:
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);
    }
 

The Dark Side

Former Staff Member
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Thanks, but ive tried it and its all laggy and glitchy
Try 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) :wink:
Code:
 foreach(barrier in hurt_triggers)
 {
      barrier.origin += (0, 0, 9999999);
 }
 
Last edited:

Richi987

Veteran
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Try 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) :wink:
Code:
 foreach(barrier in hurt_triggers)
 {
      barrier.origin += (0, 0, 9999999);
 }
Works fine LOL
but the weapons doesn't spawn :disappointed:
Two hypothesis^^
1 I'm a blinded noob
or 2 The locations are wrong :grinning:
 

The Dark Side

Former Staff Member
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Works fine LOL
but the weapons doesn't spawn :disappointed:
Two hypothesis^^
1 I'm a blinded noob
or 2 The locations are wrong :grinning:
1. try precaching the models for the weapons..
2. The locations are definitely not wrong. The billcam works perfectly on PS3. :smile:
 

The Dark Side

Former Staff Member
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I use PrecacheItem
Abd also tried with model one but doesn't work :/
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.

You just have all kinds of problems don't you :sob::sob::tearsofjoy:

Does anyone else have this issue?
 
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