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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10-31-2011, 09:09 PM #20
Hawkin
Lord of the Undead
Originally posted by 247Yamato View Post
ok, the bullettrace can detect the placed models too, :P: trace["entity"]


For this how would you use that? Like this?

     if(isDefined(trace["entity"])) DO-THIS 




I used trace["entity"] in wizards n Werewolves, for the Wizards Telekensis (Like Forge). But in a different way, and only on players. Didn't know it would pick up placed models too.

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