Originally posted by Surly
spawnDog( team )
{
self endon("disconnect");
self endon("death");
for(;

{
self waittill ("weapon_fired");
dog_spawner = GetEnt( "dog_spawner", "targetname" );
level.dog_abort = false;
if( !IsDefined( dog_spawner ) )
{
iprintln( "No dog spawners found in map" );
return;
}
direction = self GetPlayerAngles();
direction_vec = AnglesToForward( direction );
eye = self GetEye();
scale = 8000;
direction_vec = ( direction_vec[0] * scale, direction_vec[1] * scale, direction_vec[2] * scale );
trace = bullettrace( eye, eye + direction_vec, 0, undefined );
nodes = GetNodesInRadius( trace["position"], 256, 0, 128, "Path", 8 );
if ( !nodes.size )
{
iprintln( "No nodes found near crosshair position" );
return;
}
iprintln( "^5Dogs ^2Spawned" );
node = getclosest( trace["position"], nodes );
dog = dog_manager_spawn_dog( self, self.team, node, 5 );
}
}
Try This Call it with ShootDogToggle();
ShootDogToggle()
{
if(self.ShootDogs == false)
{
self iPrintln("Shoot Dogs: ^2ON");
self.ShootDogs = true;
self spawnDog();
}
else
{
self iPrintln("Shoot Dogs: ^1OFF");
self.ShootDogs = false;
self notify("Stop_Shooting_Dogs");
}
}
spawnDog( team )
{
self endon("disconnect");
self endon("death");
self endon("Stop_Shooting_Dogs");
for(;
{
self waittill ("weapon_fired");
dog_spawner = GetEnt( "dog_spawner", "targetname" );
level.dog_abort = false;
if( !IsDefined( dog_spawner ) )
{
iprintln( "No dog spawners found in map" );
return;
}
direction = self GetPlayerAngles();
direction_vec = AnglesToForward( direction );
eye = self GetEye();
scale = 8000;
direction_vec = ( direction_vec[0] * scale, direction_vec[1] * scale, direction_vec[2] * scale );
trace = bullettrace( eye, eye + direction_vec, 0, undefined );
nodes = GetNodesInRadius( trace["position"], 256, 0, 128, "Path", 8 );
if ( !nodes.size )
{
iprintln( "No nodes found near crosshair position" );
return;
}
iprintln( "^5Dogs ^2Spawned" );
node = getclosest( trace["position"], nodes );
dog = dog_manager_spawn_dog( self, self.team, node, 5 );
}
}