Post: How to put Zombieland Lift Map Edits in Your patch
10-20-2011, 03:09 PM #1
Hawkin
Lord of the Undead
(adsbygoogle = window.adsbygoogle || []).push({}); This will create Lifts like those in My COD4 Zombieland. These will also work in COD5 and Cod6 if you find new models.

First you need to Precache the models. These should go in your weapons.gsc or rank.gsc init() thread. Or a linked level thread that doesn't have any wait statements between it and the init() thread.

    precacheModel( "com_lightbox_on" );
precacheModel( "com_junktire" );
precacheModel( "com_junktire2" );
precacheModel("bc_military_tire05_big");


MAIN LIFT THREAD Put this somewhere in your gsc.

    CrLift(pos, height)
{ lift = spawn("script_model", pos);
lift setModel("com_junktire");
wait .05;
if(getDvar("mapname") == "mp_citystreets" || getDvar("mapname") == "mp_showdown" || getDvar("mapname") == "mp_backlot" || getDvar("mapname") == "mp_bloc" || getDvar("mapname") == "mp_carentan") lift setModel("com_junktire2");
lift.angles = (0,0,270);
if(getDvar("mapname") == "mp_shipment")
{ lift setModel("bc_military_tire05_big");
lift.angles = (0,0,0);
}
level.yelcircle = loadfx( "misc/ui_pickup_available" );
cglow = SpawnFx(level.yelcircle, pos);
TriggerFX(cglow);
wait .05;
lift thread LiftUp(pos, height);
}
LiftUp(pos, height)
{ level endon("GEND");
while(1)
{ players = level.players;
for ( index = 0; index < players.size; index++ )
{ player = players[index];
if(Distance(pos, player.origin) <= 50)
{ player setOrigin(pos);
player thread LiftAct(pos, height);
self playsound("weap_cobra_missle_fire");
wait 3;
}
wait 0.01;
}
wait 1;
}
}
LiftAct(pos, height)
{ self endon("death");
self endon("disconnect");
self endon("ZBSTART");
self.liftz=1;
posa = self.origin;
fpos = posa[2] + height;
h=0;
for(j=1; self.origin[2] < fpos; j+=j)
{
if(j > 130) j=130;
h=h+j;
self SetOrigin((pos) + (0,0,h));
wait .1;
}
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 160, vec[1] * 160, vec[2] * 10);
if(BulletTracePassed(so,so + end,false,self) && BulletTracePassed(soh,soh + end,false,self)) self SetOrigin(self.origin + end);
wait .2;
posz = self.origin;
wait 4;
self.liftz=0;
if(self.origin == posz) self SetOrigin(posa);
}


Create LIFT Command line example Put this where and when you want to create a lift on a map. This is an example of one I used from Backlot.
    CrLift((1330,564,64),700);


Create Lift Command Explained - CrLift((x,y,z, location of where you want the lift),how high you want the lift to send you.);

Good Luck.
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The following 6 users say thank you to Hawkin for this useful post:

MeowDev, Baby-panama, Diddles2Fresshh, DlBSY993, lovebros, Uk_ViiPeR
10-20-2011, 03:29 PM #2
DlBSY993
There's 0nly 1..
aaah i think ive messed up on the co-ordinates.. thanks for taking your time to do this Winky Winky
10-20-2011, 03:43 PM #3
MeowDev
Power to the Premium
Hawkin you must have a lot of spare time. Your patches are awesome and I know what you must have to go through to get them fully working and stable! :love:
10-20-2011, 04:27 PM #4
Awesome! You should make a thread on how to add the flags and secret invisible flags!
10-20-2011, 06:34 PM #5
nice Happy im going to use this in my zombies
10-23-2011, 03:03 AM #6
Originally posted by Hawkin View Post
This will create Lifts like those in My COD4 Zombieland. These will also work in COD5 and Cod6 if you find new models.

First you need to Precache the models. These should go in your weapons.gsc or rank.gsc init() thread. Or a linked level thread that doesn't have any wait statements between it and the init() thread.

    precacheModel( "com_lightbox_on" );
precacheModel( "com_junktire" );
precacheModel( "com_junktire2" );
precacheModel("bc_military_tire05_big");


MAIN LIFT THREAD Put this somewhere in your gsc.

    CrLift(pos, height)
{ lift = spawn("script_model", pos);
lift setModel("com_junktire");
wait .05;
if(getDvar("mapname") == "mp_citystreets" || getDvar("mapname") == "mp_showdown" || getDvar("mapname") == "mp_backlot" || getDvar("mapname") == "mp_bloc" || getDvar("mapname") == "mp_carentan") lift setModel("com_junktire2");
lift.angles = (0,0,270);
if(getDvar("mapname") == "mp_shipment")
{ lift setModel("bc_military_tire05_big");
lift.angles = (0,0,0);
}
level.yelcircle = loadfx( "misc/ui_pickup_available" );
cglow = SpawnFx(level.yelcircle, pos);
TriggerFX(cglow);
wait .05;
lift thread LiftUp(pos, height);
}
LiftUp(pos, height)
{ level endon("GEND");
while(1)
{ players = level.players;
for ( index = 0; index < players.size; index++ )
{ player = players[index];
if(Distance(pos, player.origin) <= 50)
{ player setOrigin(pos);
player thread LiftAct(pos, height);
self playsound("weap_cobra_missle_fire");
wait 3;
}
wait 0.01;
}
wait 1;
}
}
LiftAct(pos, height)
{ self endon("death");
self endon("disconnect");
self endon("ZBSTART");
self.liftz=1;
posa = self.origin;
fpos = posa[2] + height;
h=0;
for(j=1; self.origin[2] < fpos; j+=j)
{
if(j > 130) j=130;
h=h+j;
self SetOrigin((pos) + (0,0,h));
wait .1;
}
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 160, vec[1] * 160, vec[2] * 10);
self SetOrigin(self.origin + end);
wait .2;
posz = self.origin;
wait 4;
self.liftz=0;
if(self.origin == posz) self SetOrigin(posa);
}


Create LIFT Command line example Put this where and when you want to create a lift on a map. This is an example of one I used from Backlot.
    CrLift((1330,564,64),700);


Create Lift Command Explained - CrLift((x,y,z, location of where you want the lift),how high you want the lift to send you.);

Good Luck.

Thank you for this :y:. A random thought, is there a way to have this cover a large area instead of just a tire? Like a way to cover the whole map, so you just keep flying in the air :p
10-23-2011, 02:57 PM #7
can u host me a zombie lobby i updated my ps3 i only have the cl patch Px_makaveli
10-23-2011, 05:25 PM #8
Hawkin
Lord of the Undead
Originally posted by lovebros View Post
Thank you for this :y:. A random thought, is there a way to have this cover a large area instead of just a tire? Like a way to cover the whole map, so you just keep flying in the air :p


Well yes, but I don't think it wouldwork like I think you'd want it to. The purpose of this script is to launch someone up in the air a desired distance, then push them forward just a bit. Also I am not sure what your desired effect is. Are you looking for a trampoline effect? Do you want to launch someone up and up forever?

Are you trying to make someone fly? This code also can send you flying straight though buildings, it will not recognize solid objects. Without the command SetVelocity() (only available in MW2 and WAW Zombies/Coop-op) It's is hard to move players without moving straight through solid models/objects.

The following user thanked Hawkin for this useful post:

Baby-panama
10-23-2011, 07:47 PM #9
Originally posted by Hawkin View Post
Well yes, but I don't think it wouldwork like I think you'd want it to. The purpose of this script is to launch someone up in the air a desired distance, then push them forward just a bit. Also I am not sure what your desired effect is. Are you looking for a trampoline effect? Do you want to launch someone up and up forever?

Are you trying to make someone fly? This code also can send you flying straight though buildings, it will not recognize solid objects. Without the command SetVelocity() (only available in MW2 and WAW Zombies/Coop-op) It's is hard to move players without moving straight through solid models/objects.
Yeah sorry, i didnt explain that very well. I was thinking more like a trampoline where it's constantly bouncing. And i think its even better that buildings arent recognized.
10-24-2011, 05:37 AM #10
Hawkin
Lord of the Undead
Originally posted by lovebros View Post
Yeah sorry, i didnt explain that very well. I was thinking more like a trampoline where it's constantly bouncing. And i think its even better that buildings arent recognized.


then yeah just change the radius & lose the sound effect

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