Post: edit spawn location of pack a punch MP
06-19-2015, 11:25 AM #1
iPr0hakr
Save Point
(adsbygoogle = window.adsbygoogle || []).push({}); hey everyone. i found the pack a punch script and added it to my menu. but its spawns in the most stupid places on most maps like under the map, out of the map and even both. i would like it spawn in front of the player after selecting the pack a punch or make custom spawn location for each map.

here is the pack a punch script
ackopunch()
{
self setOrigin((300,100,40.5));
level.NGU = spawn( "script_model", (0,0,40.5) );
level.NGU.angles = (0,10,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;Winky Winky
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 4.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press ^6SQUARE ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That Shit Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now Fuck Shit Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


here is an example on where it spawns now

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06-20-2015, 05:37 AM #2
FRINZ
I’m too L33T
fix the orgin were you want it to spawn level.NGU = spawn( "script_model", (0,0,40.5) ); <----- this works good on nuketown but in other maps example carrier/raid gonna spawn you in stupis places o out the map wat you an try to do find a good orgin place works all maps how to find orgin use this go on
menu.gsc

now scroll down to MenuInIt()
no in actionSlots make one or if u hv one already
if (self UseButtonPressed())
{
self iPrintlnBold("Current Origin: ^1" + self.origin[0] + ", " + self.origin[1] + ", " + self.origin[2]);
wait 10;
}

And everytime you press [] You Get Your Orgin (0,0,0) 3Number Does Number You Decide To Use On PackOPunch Script

level.NGU = spawn( "script_model", (0,0,40.5) );

Just Plug Them In There ^
And Just Keep Trying Wats Better For You.
06-20-2015, 06:19 AM #3
Originally posted by FRlNZ View Post
fix the orgin were you want it to spawn level.NGU = spawn( "script_model", (0,0,40.5) ); <----- this works good on nuketown but in other maps example carrier/raid gonna spawn you in stupis places o out the map wat you an try to do find a good orgin place works all maps how to find orgin use this go on
menu.gsc

now scroll down to MenuInIt()
no in actionSlots make one or if u hv one already
if (self UseButtonPressed())
{
self iPrintlnBold("Current Origin: ^1" + self.origin[0] + ", " + self.origin[1] + ", " + self.origin[2]);
wait 10;
}

And everytime you press [] You Get Your Orgin (0,0,0) 3Number Does Number You Decide To Use On PackOPunch Script

level.NGU = spawn( "script_model", (0,0,40.5) );

Just Plug Them In There ^
And Just Keep Trying Wats Better For You.


After you do that ^^ you can make a thread like this:
     buildmap()
{
if (getDvar("mapname") == "mp_dockside")
{
blabla = (origin here);
}
else
{
if (getDvar("mapname") == "mp_drone")
{
blabla = (origin here);
}
else
{
if (getDvar("mapname") == "mp_express")
{
blabla = (origin here);
}
else
{
if (getDvar(#"mapname") == "mp_hijacked")
{
blabla = (origin here);
}
else
{
if (getDvar("mapname") == "mp_meltdown")
{
blabla = (origin here);
}
}
}
}
}
}

and make the Pack a punch thread like this:
     ackopunch()
{
self setOrigin((300,100,40.5));
level.NGU = spawn( "script_model", blabla );
level.NGU.angles = (0,10,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 4.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press ^6SQUARE ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That Shit Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now Fuck Shit Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
06-20-2015, 09:24 AM #4
HeyToTo
Do a barrel roll!
Originally posted by Conditional View Post
After you do that ^^ you can make a thread like this:
     buildmap()
{
if (getDvar("mapname") == "mp_dockside")
{
blabla = (origin here);
}
else
{
if (getDvar("mapname") == "mp_drone")
{
blabla = (origin here);
}
else
{
if (getDvar("mapname") == "mp_express")
{
blabla = (origin here);
}
else
{
if (getDvar(#"mapname") == "mp_hijacked")
{
blabla = (origin here);
}
else
{
if (getDvar("mapname") == "mp_meltdown")
{
blabla = (origin here);
}
}
}
}
}
}

and make the Pack a punch thread like this:
     ackopunch()
{
self setOrigin((300,100,40.5));
level.NGU = spawn( "script_model", blabla );
level.NGU.angles = (0,10,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 4.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press ^6SQUARE ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That Shit Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now Fuck Shit Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


Need to add you buildmap() in you pack-o-punch function , im wrong?
06-20-2015, 09:50 AM #5
add buildmap() at onplayerspawned()
06-20-2015, 02:13 PM #6
jwm614
NextGenUpdate Elite
Originally posted by iPr0hakr View Post
hey everyone. i found the pack a punch script and added it to my menu. but its spawns in the most stupid places on most maps like under the map, out of the map and even both. i would like it spawn in front of the player after selecting the pack a punch or make custom spawn location for each map.

here is the pack a punch script
ackopunch()
{
self setOrigin((300,100,40.5));
level.NGU = spawn( "script_model", (0,0,40.5) );
level.NGU.angles = (0,10,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;Winky Winky
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 4.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press ^6SQUARE ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That Shit Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now Fuck Shit Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


here is an example on where it spawns now

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just look at my forge menu

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PackOPunchinit()
{

self MenuClosing();

mes("^2Go To The Start Position Of Pack-O-Punch ^2Press [{+attack}] To Mark");
self waittill("weapon_fired");
self.menu.title2 FadeOverTime(0.30);
self.menu.title2.alpha = 0;
pos1=self.origin + (0,0,20);
angle = self.angles;
mes("^1PackOPunchCrate(" + pos1 + "," + angle + ");");
if(level.deletetext)
self deletetextspawn();
wait .1;
self iPrintln("^2Position Marked!");
self iPrintlnBold("^2Creating Pack-O-Punch...");
wait 2;
PackOPunchCrate(pos1,angle);
self iPrintln("^2Pack-O-Punch Done!");
}

PackOPunchCrate(origin,ang)
{
PackOPunchorigin = spawnEntity("script_model", level.supplyDropModel, origin, ang);

// level.Entities[level.amountOfEntities] = PackOPunchorigin;
// level.amountOfEntities++;

level thread PackOPunch_Think(PackOPunchorigin);
}

PackOPunch_Think(PackOPunchorigin)
{
level endon("game_ended");
level endon("doneforge");
locaclPackOPunchnumber = level.activePackOPunchCrates;
level.activePackOPunchCrates++;
for(;Winky Winky
{
foreach(player in level.players)
{
if (player.nearPackOPunch[locaclPackOPunchnumber] && !player.usingPackOPunch[locaclPackOPunchnumber])
{
if (!isDefined(player.PackOPunchStringCreated[locaclPackOPunchnumber]))
{
player.PackOPunchHintString[locaclPackOPunchnumber] = player drawText("Press [{+usereload}] To PackOPunch Your Weapon", "objective", 1.5, 0, -50, (1, 1, 1), 1, (0, 0, 0), 0, Cool Man (aka Tustin);
player.PackOPunchHintString[locaclPackOPunchnumber].alignX = "center";
player.PackOPunchHintString[locaclPackOPunchnumber].alignY = "bottom";
player.PackOPunchHintString[locaclPackOPunchnumber].horzAlign = "center";
player.PackOPunchHintString[locaclPackOPunchnumber].vertAlign = "bottom";
player.usingPackOPunch[locaclPackOPunchnumber] = false;
player.PackOPunchStringCreated[locaclPackOPunchnumber] = true;
}
else
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 1;
}
else
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;

if(Distance(player.origin, PackOPunchorigin.origin) < 60 && !player.usingPackOPunch[locaclPackOPunchnumber])
{
player.nearPackOPunch[locaclPackOPunchnumber] = true;

if (player UseButtonPressed())
player PackOPunch_Player_Think(player, locaclPackOPunchnumber);
}
else
player.nearPackOPunch[locaclPackOPunchnumber] = false;


}
wait 0.0001;
}
wait 0.01;
}


PackOPunch_Player_Think(player, locaclPackOPunchnumber)
{
player.usingPackOPunch[locaclPackOPunchnumber] = true;
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;
weap = player getCurrentWeapon();
if( player.upw[weap] == 0 )
{

player takeWeapon(player getCurrentWeapon());
player iPrintln("^5Packing That Shit Hold Up");
wait 4;
player iPrintln("^5Done! Now Fuck Shit Up");
player.upw[weap] = 1;
player giveWeapon( weap, 0, false );
player SwitchToWeapon(weap);
player thread ebbullets( weap );
}
else
{
player iPrintlnBold("^5You've Already Upgraded This Weapon!");
wait 1;
}
wait 2;

player.usingPackOPunch[locaclPackOPunchnumber] = false;
player thread reseetpack();
}

ebbullets(eb)
{
level endon("game_ended");
level endon("doneforge");
self endon("death");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == eb )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 200, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
reseetpack()
{
level endon("game_ended");
level endon("doneforge");
self endon("donepack");
for(;Winky Winky
{
self waittill("death");
TempWeaponArray = ReturnWeaponArray("All");
for (i = 0; i < TempWeaponArray.size; i++)
{
weaponarray = TempWeaponArray[i];
self.upw[weaponarray] = 0;
}

}
self notify("donepack");
wait 0.05;
}
06-21-2015, 11:34 PM #7
iPr0hakr
Save Point
could someone explain what i need to do better. i got all the origins i want, added all the maps to buildmap() and origins. but where do i actually add buildmap() at onplayerspawned()? it would be greatly appreciated thanks!

i got up to hear so far.

     
init()
{
precacheShader("line_horizontal");
level.icontest = "line_horizontal";
precacheModel( "projectile_hellfire_missile" );
level._effect[ "flak20_fire_fx" ] = loadfx( "weapon/tracer/fx_tracer_flak_single_noExp" );
level.vehicle_explosion_effect = loadfx( "explosions/fx_large_vehicle_explosion" );
level thread onplayerconnect();
}

onplayerconnect()
{
for(;Winky Winky
{
level waittill( "connecting", player );
if(player isHost())
player.status = "Host";
else
player.status = "Unverified";

player thread onplayerspawned();
}
}

onplayerspawned()
{
self endon( "disconnect" );
level endon( "game_ended" );

self.MenuInit = false;
isFirstSpawn = true;
for(;Winky Winky
{
self waittill( "spawned_player" );
if( self.status == "Host" || self.status == "Co-Host" || self.status == "Admin" || self.status == "VIP" || self.status == "Verified")
{
if (!self.MenuInit)
{
self.MenuInit = true;
self thread MenuInit();
self thread closeMenuOnDeath();
notifyData = spawnstruct();
notifyData.titleText = "^7Welcome to " + level.hostname + "'s modded lobby !";
notifyData.notifyText = "^2^7Your Status : " + verificationToColor(self.status);
self iprintln("");
self iprintln("");
notifyData.glowColor = (0, 1, 0);
notifyData.duration = 11;
notifyData.font = "hudbig";
notifyData.hideWhenInMenu = false;
self thread maps\mp\gametypes\_hud_message::notifyMessage(notifyData);
self freezecontrols(false);

if(isFirstSpawn)
{
initOverFlowFix();

isFirstSpawn = false;
}
}
}
}
}

buildmap()
{
if (getDvar("Cargo") == "mp_dockside")
{
location = (-840.865,1283.22,-67.875);
}
else
{
if (getDvar("Drone") == "mp_drone")
{
location = (133.095,1025.14,120.125);
}
else
{
if (getDvar("Express") == "mp_express")
{
location = (557.727,-0.902778,-15.875);
}
else
{
if (getDvar("Hijacked") == "mp_hijacked")
{
location = (-14.7237,9.00005,15.174Cool Man (aka Tustin);
}
else
{
if (getDvar("Meltdown") == "mp_meltdown")
{
location = (785.687,1908.36,56.125);
}
else
{
if (getDvar("Nuketown 2025") == "mp_nuketown_2020")
{
location = (-13.6834,-77.9868,-69.2469);
}
else
{
if (getDvar("Aftermath") == "mp_la")
{
location = (-949.029,2270.62,-183.704);
}
else
{
if (getDvar("Carrier") == "mp_carrier")
{
location = (-4789.2,-147.33,43.2234);
}
else
{
if (getDvar("Overflow") == "mp_overflow")
{
location = (-138.217,-341.164,0.125);
}
else
{
if (getDvar("Plaza") == "mp_nightclub")
{
location = (-17799.1,1919.93,-87.875);
}
else
{
if (getDvar("Raid") == "mp_raid")
{
location = (2115.48,2016.15,71.1793);
}
else
{
if (getDvar("Slums") == "mp_slums")
{
location = (-14.7406,241.899,552.125);
}
else
{
if (getDvar("Standoff) == "mp_village")
{
location = (-384.359,-472.996,8.125);
}
else
{
if (getDvar("Turbine") == "mp_turbine")
{
location = (639.689,1166.02,95.9971);
}
else
{
if (getDvar("Yemen") == "mp_socotra")
{
location = (704.292,-423.034,122.125);
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}

drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort)
{
hud = self createFontString(font, fontScale);
hud setSafeText(self, text);
hud.x = x;
hud.y = y;
hud.color = color;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;

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