Post: Release: BUILD PRISON GSC CODE [LIKE MW2]
08-29-2011, 03:52 PM #1
Amanda
Can’t trickshot me!
(adsbygoogle = window.adsbygoogle || []).push({}); Building Functions [NEEDED TO BUILD ANY BUNKER]
    CreateGrids(corner1, corner2, angle) 
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_beige_big");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = ((corner1 + (XA * r, YA * c, ZA * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.01;
}
}
}
center.angles = angle;
}

CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_beige_big");
block.angles = Angle;
block Solid();
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = ((start + (TXA, TYA, 10) + ((0, 0, ZA) * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_beige_big");
block.angles = Angle;
block Solid();
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = ((start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_beige_big");
block.angles = Angle;
block Solid();
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = (((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.001;
}
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}


Init()
    
level.Vaders = loadfx("fire/tank_fire_engine");
precacheModel( "prop_flag_russian" );
precacheModel( "com_plasticcase_beige_big" );
level.Prison = 0;


Call This From Your Menu To Build The Prison
    BuildJail() {
if( self getEntityNumber() != 0 ) { self iprintln("^1ONLY THE LEVEL HOST CAN BUILD A PRISON!"); return 0; } //THIS FOR VIP MENUS
if( level.Prison == 1 ) { self iprintln("^1LEVEL PRISON HAS ALREADY BEEN BUILT!"); return 0; } //ANTI-CRASH
if( level.Prison == 0 ) { self iprintln("^2BUILDING PRISON..."); level.Prison = 1; self thread maps\mp\gametypes\InitZomby::testprison(); }
}


OUR PRISON :evil:
    testprison(){
CreateWalls((990, 3, 2040), (790, 3, 2080));
CreateWalls((990, 3, 2120), (790, 3, 2160));
CreateWalls((790, 3, 2040), (790, -150, 2080));
CreateWalls((790, 3, 2120), (790, -150, 2160));
CreateGrids((990, 3, 2040), (790, -150, 2040));
CreateGrids((990, 3, 2160), (790, -150, 2160));
CreateWalls((790, -150, 2040), (990, -150, 2080));
CreateWalls((790, -150, 2120), (990, -150, 2160));
CreateWalls((990, 3, 2040), (990, -150, 2080));
CreateWalls((990, 3, 2120), (990, -150, 2160));
for(i=780; i<985; i+=10) { B = spawn("script_model", (i, 12.783, 2070)); B.angles=(0,90,0); B setModel("prop_flag_russian"); } //V
for(i=780; i<985; i+=10) { B = spawn("script_model", (i, -160, 2070)); B.angles=(0,270,0); B setModel("prop_flag_russian"); } //V
for(i=-160; i<13; i+=10) { B = spawn("script_model", (975, i, 2070)); B.angles=(0,270,0); B setModel("prop_flag_russian"); } //V
for(i=-160; i<13; i+=10) { B = spawn("script_model", (780, i, 2070)); B.angles=(0,180,0); B setModel("prop_flag_russian"); if(i==10)B playLoopSound("fire_wood_large");} //V
while(1) {
for(i=780; i<985; i+=10) PlayFX(level.Vaders,(i, 12.783, 2070));
for(i=780; i<985; i+=10) PlayFX(level.Vaders,(i, -160, 2070));
for(i=-160; i<13; i+=10) PlayFX(level.Vaders,(975, i, 2070));
for(i=-160; i<13; i+=10) PlayFX(level.Vaders,(780, i, 2070));
wait 2;
}
}


SEND PRISON [SHOULD BE ADDED IN A PLAYERS MENU]
    else if (CW == "uzi_mp") { if(level.Prison == 1){ JB SetOrigin((900, -78, 2055.1)); self iPrintln("^6SENT PRISON: ^5"+JB.name); } else {JB SetOrigin(self.origin); self iprintln("^3LEVEL PRISON IS NOT DEFINED. YOUR PRISONER HAS BEEN TELEPORTED TO YOU!");}JB ShellShock( "frag_grenade_mp", 10 ); JB TakeAllWeapons(); JB thread maps\mp\gametypes\Divina::LockPrisoner(); JB iPrintlnBold("^6YOU ARE NOW MY PRISONER!"); w(1); }


AND HERE IS THE RESULT
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NOTE: THIS IS A TUTORIAL HOW TO BUILD A PRISON. UNKNOWN FUNCTIONS OR UNINITIALIZED VARIABLES MAY EXIST BECAUSE THIS IS TAKEN DIRECTLY FROM MY PATCH. YOU MUST KNOW AT LEAST SOME BASICS IN GSC IN ORDER TO MAKE THIS WORK, SO DON'T POST COMMENTS LIKE: I GOT UNKNOWN FUNCTION ETC Winky Winky

CREDITS TO WHOEVER WROTE THE BUILDING FUNCTIONS FOR MW2
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The following 5 users say thank you to Amanda for this useful post:

Correy, lovebros, Rainbow Gravity, x_DaftVader_x, x-Roniie-x.
08-29-2011, 04:18 PM #2
Originally posted by Amanda View Post
Building Functions [NEEDED TO BUILD ANY BUNKER]
    CreateGrids(corner1, corner2, angle) 
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_beige_big");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = ((corner1 + (XA * r, YA * c, ZA * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.01;
}
}
}
center.angles = angle;
}

CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_beige_big");
block.angles = Angle;
block Solid();
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = ((start + (TXA, TYA, 10) + ((0, 0, ZA) * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_beige_big");
block.angles = Angle;
block Solid();
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = ((start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_beige_big");
block.angles = Angle;
block Solid();
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = (((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.001;
}
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}


Init()
    
level.Vaders = loadfx("fire/tank_fire_engine");
precacheModel( "prop_flag_russian" );
precacheModel( "com_plasticcase_beige_big" );
level.Prison = 0;


Call This From Your Menu To Build The Prison
    BuildJail() {
if( self getEntityNumber() != 0 ) { self iprintln("^1ONLY THE LEVEL HOST CAN BUILD A PRISON!"); return 0; } //THIS FOR VIP MENUS
if( level.Prison == 1 ) { self iprintln("^1LEVEL PRISON HAS ALREADY BEEN BUILT!"); return 0; } //ANTI-CRASH
if( level.Prison == 0 ) { self iprintln("^2BUILDING PRISON..."); level.Prison = 1; self thread maps\mp\gametypes\InitZomby::testprison(); }
}


OUR PRISON :evil:
    testprison(){
CreateWalls((990, 3, 2040), (790, 3, 2080));
CreateWalls((990, 3, 2120), (790, 3, 2160));
CreateWalls((790, 3, 2040), (790, -150, 2080));
CreateWalls((790, 3, 2120), (790, -150, 2160));
CreateGrids((990, 3, 2040), (790, -150, 2040));
CreateGrids((990, 3, 2160), (790, -150, 2160));
CreateWalls((790, -150, 2040), (990, -150, 2080));
CreateWalls((790, -150, 2120), (990, -150, 2160));
CreateWalls((990, 3, 2040), (990, -150, 2080));
CreateWalls((990, 3, 2120), (990, -150, 2160));
for(i=780; i<985; i+=10) { B = spawn("script_model", (i, 12.783, 2070)); B.angles=(0,90,0); B setModel("prop_flag_russian"); } //V
for(i=780; i<985; i+=10) { B = spawn("script_model", (i, -160, 2070)); B.angles=(0,270,0); B setModel("prop_flag_russian"); } //V
for(i=-160; i<13; i+=10) { B = spawn("script_model", (975, i, 2070)); B.angles=(0,270,0); B setModel("prop_flag_russian"); } //V
for(i=-160; i<13; i+=10) { B = spawn("script_model", (780, i, 2070)); B.angles=(0,180,0); B setModel("prop_flag_russian"); if(i==10)B playLoopSound("fire_wood_large");} //V
while(1) {
for(i=780; i<985; i+=10) PlayFX(level.Vaders,(i, 12.783, 2070));
for(i=780; i<985; i+=10) PlayFX(level.Vaders,(i, -160, 2070));
for(i=-160; i<13; i+=10) PlayFX(level.Vaders,(975, i, 2070));
for(i=-160; i<13; i+=10) PlayFX(level.Vaders,(780, i, 2070));
wait 2;
}
}


SEND PRISON [SHOULD BE ADDED IN A PLAYERS MENU]
    else if (CW == "uzi_mp") { if(level.Prison == 1){ JB SetOrigin((900, -78, 2055.1)); self iPrintln("^6SENT PRISON: ^5"+JB.name); } else {JB SetOrigin(self.origin); self iprintln("^3LEVEL PRISON IS NOT DEFINED. YOUR PRISONER HAS BEEN TELEPORTED TO YOU!");}JB ShellShock( "frag_grenade_mp", 10 ); JB TakeAllWeapons(); JB thread maps\mp\gametypes\Divina::LockPrisoner(); JB iPrintlnBold("^6YOU ARE NOW MY PRISONER!"); w(1); }


AND HERE IS THE RESULT
You must login or register to view this content.


NOTE: THIS IS A TUTORIAL HOW TO BUILD A PRISON. UNKNOWN FUNCTIONS OR UNINITIALIZED VARIABLES MAY EXIST BECAUSE THIS IS TAKEN DIRECTLY FROM MY PATCH. YOU MUST KNOW AT LEAST SOME BASICS IN GSC IN ORDER TO MAKE THIS WORK, SO DON'T POST COMMENTS LIKE: I GOT UNKNOWN FUNCTION ETC Winky Winky

CREDITS TO WHOEVER WROTE THE BUILDING FUNCTIONS FOR MW2


Very Nice Amanda Awesome face I'll put in my Patch :wub:

The following user thanked x-Roniie-x. for this useful post:

Amanda
08-29-2011, 05:00 PM #3
Amanda
Can’t trickshot me!
Originally posted by xBaByxR0Nii3x
Very Nice Amanda Awesome face I'll put in my Patch :wub:


And of course you can use this method to create any Bunker you want just like in MW2 Smile The only limitation is the low in Game Memory that cannot support many Bunkers simultaneously or Bunkers with a lot of Care Packages. It may lag or crash [G-Spawn, No Free Entities] , this is why you should use variables to allow only one Bunker at a time!
08-29-2011, 05:57 PM #4
Originally posted by Amanda View Post
And of course you can use this method to create any Bunker you want just like in MW2 Smile The only limitation is the low in Game Memory that cannot support many Bunkers simultaneously or Bunkers with a lot of Care Packages. It may lag or crash [G-Spawn, No Free Entities] , this is why you should use variables to allow only one Bunker at a time!


You're getting a thanks just for this Smile

level.Vaders = loadfx("fire/tank_fire_engine");
08-30-2011, 08:35 PM #5
nvm, it was something else in my patch
08-31-2011, 01:10 PM #6
Correy
I'm the Original
Originally posted by Amanda View Post
Building Functions [NEEDED TO BUILD ANY BUNKER]
    CreateGrids(corner1, corner2, angle) 
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_beige_big");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = ((corner1 + (XA * r, YA * c, ZA * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.01;
}
}
}
center.angles = angle;
}

CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_beige_big");
block.angles = Angle;
block Solid();
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = ((start + (TXA, TYA, 10) + ((0, 0, ZA) * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_beige_big");
block.angles = Angle;
block Solid();
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = ((start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_beige_big");
block.angles = Angle;
block Solid();
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 ); //spawns the barrier
level.solid.origin = (((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h))); //sets the location
level.solid.angles = (0, 90, 0); //sets the angles
level.solid setContents( 1 ); //sets the contents of the barrier
wait 0.001;
}
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}


Init()
    
level.Vaders = loadfx("fire/tank_fire_engine");
precacheModel( "prop_flag_russian" );
precacheModel( "com_plasticcase_beige_big" );
level.Prison = 0;


Call This From Your Menu To Build The Prison
    BuildJail() {
if( self getEntityNumber() != 0 ) { self iprintln("^1ONLY THE LEVEL HOST CAN BUILD A PRISON!"); return 0; } //THIS FOR VIP MENUS
if( level.Prison == 1 ) { self iprintln("^1LEVEL PRISON HAS ALREADY BEEN BUILT!"); return 0; } //ANTI-CRASH
if( level.Prison == 0 ) { self iprintln("^2BUILDING PRISON..."); level.Prison = 1; self thread maps\mp\gametypes\InitZomby::testprison(); }
}


OUR PRISON :evil:
    testprison(){
CreateWalls((990, 3, 2040), (790, 3, 2080));
CreateWalls((990, 3, 2120), (790, 3, 2160));
CreateWalls((790, 3, 2040), (790, -150, 2080));
CreateWalls((790, 3, 2120), (790, -150, 2160));
CreateGrids((990, 3, 2040), (790, -150, 2040));
CreateGrids((990, 3, 2160), (790, -150, 2160));
CreateWalls((790, -150, 2040), (990, -150, 2080));
CreateWalls((790, -150, 2120), (990, -150, 2160));
CreateWalls((990, 3, 2040), (990, -150, 2080));
CreateWalls((990, 3, 2120), (990, -150, 2160));
for(i=780; i<985; i+=10) { B = spawn("script_model", (i, 12.783, 2070)); B.angles=(0,90,0); B setModel("prop_flag_russian"); } //V
for(i=780; i<985; i+=10) { B = spawn("script_model", (i, -160, 2070)); B.angles=(0,270,0); B setModel("prop_flag_russian"); } //V
for(i=-160; i<13; i+=10) { B = spawn("script_model", (975, i, 2070)); B.angles=(0,270,0); B setModel("prop_flag_russian"); } //V
for(i=-160; i<13; i+=10) { B = spawn("script_model", (780, i, 2070)); B.angles=(0,180,0); B setModel("prop_flag_russian"); if(i==10)B playLoopSound("fire_wood_large");} //V
while(1) {
for(i=780; i<985; i+=10) PlayFX(level.Vaders,(i, 12.783, 2070));
for(i=780; i<985; i+=10) PlayFX(level.Vaders,(i, -160, 2070));
for(i=-160; i<13; i+=10) PlayFX(level.Vaders,(975, i, 2070));
for(i=-160; i<13; i+=10) PlayFX(level.Vaders,(780, i, 2070));
wait 2;
}
}


SEND PRISON [SHOULD BE ADDED IN A PLAYERS MENU]
    else if (CW == "uzi_mp") { if(level.Prison == 1){ JB SetOrigin((900, -78, 2055.1)); self iPrintln("^6SENT PRISON: ^5"+JB.name); } else {JB SetOrigin(self.origin); self iprintln("^3LEVEL PRISON IS NOT DEFINED. YOUR PRISONER HAS BEEN TELEPORTED TO YOU!");}JB ShellShock( "frag_grenade_mp", 10 ); JB TakeAllWeapons(); JB thread maps\mp\gametypes\Divina::LockPrisoner(); JB iPrintlnBold("^6YOU ARE NOW MY PRISONER!"); w(1); }


AND HERE IS THE RESULT
You must login or register to view this content.


NOTE: THIS IS A TUTORIAL HOW TO BUILD A PRISON. UNKNOWN FUNCTIONS OR UNINITIALIZED VARIABLES MAY EXIST BECAUSE THIS IS TAKEN DIRECTLY FROM MY PATCH. YOU MUST KNOW AT LEAST SOME BASICS IN GSC IN ORDER TO MAKE THIS WORK, SO DON'T POST COMMENTS LIKE: I GOT UNKNOWN FUNCTION ETC Winky Winky

CREDITS TO WHOEVER WROTE THE BUILDING FUNCTIONS FOR MW2


i honestly think i just jooozed, did you use the unknown .bmp tool ?
09-02-2011, 12:35 PM #7
Amanda
Can’t trickshot me!
I didn't use the BMP tool for this one. Just used the building functions that only require the start and the end of each wall to be determined, It's a lot easier this way if you want to build simple bunkers. I used the BMP however, when I created my sky name Smile
09-02-2011, 01:08 PM #8
Correy
I'm the Original
Originally posted by Amanda View Post
I didn't use the BMP tool for this one. Just used the building functions that only require the start and the end of each wall to be determined, It's a lot easier this way if you want to build simple bunkers. I used the BMP however, when I created my sky name Smile


ah okay, did you fix the start-up scrolling position for your menu and the radar?, thats the only problems i seen in your video or was the radar ment to be how it is :p ?
09-02-2011, 05:43 PM #9
Originally posted by Amanda View Post
I didn't use the BMP tool for this one. Just used the building functions that only require the start and the end of each wall to be determined, It's a lot easier this way if you want to build simple bunkers. I used the BMP however, when I created my sky name Smile


This will lag horribly online and so does the skywriting. Try using a loop effect for skywriting instead of a model, it works much better.. Use flames or something, it looks pretty good..
09-02-2011, 10:18 PM #10
Amanda
Can’t trickshot me!
I totally changed the Menu Base with a new one that supports up to 12 in game menus with unlimited number of options that never crash! I also used a scrollbar this time to prevent any possible crash and make it 100% stable even, if other functions with fonts and progress bars are displayed to other client simultaneously. And of course I fixed the radar [compass_size = 0.00000001 -> 0] because the "compass", "0" Dvar didn't work Winky Winky and the scrollbar is now displayed correctly. Here is how the new menu looks like Smile

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And I never thought of a sky name with flames!!! I'll try it later!

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