Post: [SCRIPT] My Personal SkyBase (with video)
02-27-2012, 11:09 PM #1
Choco
Respect my authoritah!!
(adsbygoogle = window.adsbygoogle || []).push({}); Hey guys, I've been getting a lot of hate lately but I've decided to not let that set me back and release this anyways.

This is the skybase I use in my private patch. It's a solid care package platform (you can walk and not get stuck) with a Random Weapon Box, a Pack-a-Punch machine, and 2 mounted turrets (only on supporting maps). It will work on any map, just without the turrets on certain ones. It spawns it up above you in the sky.

Video by Advisable:


Make sure these are in init():
    precacheModel("com_plasticcase_beige_big");
precacheModel("prop_flag_american");


Thread it with this:
    self thread SkyBase();


Here's the script:
    SkyBase()
{
origin=self.origin+(0,0,500);
for(k=0;k<10;k++)
{
for(i=0;i<10;i++)
{
skybase=spawn("script_model",(origin[0]+(k*30),origin[1]+(i*30),origin[2]+225));
skybase SetModel("com_plasticcase_beige_big");
skybase.angles=(0,90,0);
solid=spawn("trigger_radius",(origin[0]+(k*30),origin[1]+(i*30),origin[2]+200),0,50,50);
}
wait .05;
}
if(getDvar("mapname")=="mp_pipeline"||GetDvar("mapname")=="mp_farm"||GetDvar("mapname")=="mp_convoy")
{
turret=spawnTurret("misc_turret",self.origin+(0,0,775),"saw_bipod_stand_mp");
turret2=spawnTurret("misc_turret",self.origin+(0,275,775),"saw_bipod_stand_mp");
turret.weaponinfo="saw_bipod_stand_mp";
turret2.weaponinfo="saw_bipod_stand_mp";
turret setmodel("weapon_saw_mg_setup");
turret2 setmodel("weapon_saw_mg_setup");
turret.angles=(0,-90,0);
turret2.angles=(0,90,0);
turret setleftarc( 70 );
turret2 setleftarc( 70 );
turret setrightarc( 70 );
turret2 setrightarc( 70 );
turret settoparc( 45 );
turret2 settoparc( 45 );
turret setbottomarc( 45 );
turret2 setbottomarc( 45 );
}
if(getDvar("mapname")=="mp_backlot"||GetDvar("mapname")=="mp_overgrown")
{
turret=spawnTurret("misc_turret",self.origin+(0,0,775),"saw_bipod_crouch_mp");
turret2=spawnTurret("misc_turret",self.origin+(0,275,775),"saw_bipod_crouch_mp");
turret.weaponinfo="saw_bipod_crouch_mp";
turret2.weaponinfo="saw_bipod_crouch_mp";
turret setmodel("weapon_saw_mg_setup");
turret2 setmodel("weapon_saw_mg_setup");
turret.angles=(0,-90,0);
turret2.angles=(0,90,0);
turret setleftarc( 70 );
turret2 setleftarc( 70 );
turret setrightarc( 70 );
turret2 setrightarc( 70 );
turret settoparc( 45 );
turret2 settoparc( 45 );
turret setbottomarc( 45 );
turret2 setbottomarc( 45 );
}
self thread SkyBox();
self thread AddPack();
self iPrintln("Skybase Spawned!");
self setOrigin(self.origin+(100,50,755));
}
SkyBox() {
level.circle=loadfx( "misc/ui_pickup_unavailable" );
O=self.origin+(200,50,755);
wait .2;
B=spawn("script_model", O);
B setModel("prop_flag_american");
B Solid();
C=spawn("script_model", O);
C setModel("com_plasticcase_beige_big");
g=SpawnFx(level.circle, O);
TriggerFX(g);
W=spawn("script_model", B.origin);
W Solid();
for (;Winky Winky {
for (i=0;i<level.players.size;i++) {
P=level.players[i];
wait 0.01;
P thread StopText();
R=distance(B.origin, P.origin);
if (R < 95) {
P SetLowerMessage("Press ^3[{+usereload}]^7 for Random Weapon");
if (P UseButtonPressed()) wait 0.1;
if (P UseButtonPressed()) {
P.oldGun=P GetCurrentWeapon();
RW="";
i=randomint(75);
j=randomint(6);
RW=level.weaponList[i];
W setModel(getWeaponModel(RW, j));
W MoveTo(B.origin + (0, 0, 50), 1);
wait 1;
if (P GetWeaponsListPrimaries().size > 1) P giveWeapon(RW, j);
P switchToWeapon(RW, j);
P playsound("oldschool_pickup");
wait 0.2;
W MoveTo(B.origin, 1);
wait 0.2;
W setModel("");
P TakeWeapon(P.oldGun);
wait 2;
}
} else {
P notify("lol");
}
}
}
}
StopText()
{
for(;Winky Winky {
self waittill("lol");
self ClearLowerMessage(1);
}
}
AddPack() {
level.packpunch=spawn("script_model", self.origin+(250,250,755));
level.packpunch.angles = (0,90,0);
level.packpunch setModel( "com_plasticcase_beige_big" );
level.packpunch setContents(1);
for(i=0;i<=level.players.size;i++) level.players[i] thread doPack2();
}
doPack2()
{
self thread textPack();
for(;Winky Winky
{
if(distance(self.origin,level.packpunch.origin)<50)
{
self setLowerMessage("Press [{+usereload}] to Pack-a-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self iPrintlnBold("Please wait...");
wait 4;
self iPrintlnBold("Done!");
self.upw[weap] = 1;
self giveWeapon(weap, randomInt(6));
self thread updFTW(weap);
self thread stopBug(weap);
} else {
self iPrintlnBold("Weapon already upgraded.");
wait 1;
}
}
}
wait 0.05;
}
}
textPack()
{
for(;Winky Winky
{
if(distance(self.origin,level.packpunch.origin)>50)
self clearLowerMessage(1);
wait 0.05;
}
wait 0.05;
}
stopBug(gun)
{
self waittill("death");
self.upw[gun] = 0;
}
updFTW( gun )
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self waittill("weapon_fired");
weap=self getCurrentWeapon();
if(weap==gun)
{
forward=self getTagOrigin("j_head");
end=self thread maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
playfx(level.expbullt, SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}


As far as I know, there are no bugs.

Credits:
-x_DaftVader_x for the random weapon box (I tweaked it a bit Winky Winky)
-IELIITEMODZX for the script to spawn the platform
-x_DaftVader_x for the Spawn Turret scripts (adjusted to work on more maps)
-Me for the Pack-a-Punch script

Turrets will work on Backlot, Overgrown, Pipeline, Ambush, and Downpour.

Enjoy it Smile
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The following user thanked Choco for this useful post:

Jeremy
02-28-2012, 07:53 AM #20
DlBSY993
There's 0nly 1..
Originally posted by IELIITEMODZX View Post
lol as if you used that solid floor script i made, it was just to show him that its not hard to make a solid floor. Happy


When did i ever state that it was hard?
02-28-2012, 08:07 AM #21
DlBSY993
There's 0nly 1..
Originally posted by .Choco View Post
Hey guys, I've been getting a lot of hate lately but I've decided to not let that set me back and release this anyways.

This is the skybase I use in my private patch. It's a solid care package platform (you can walk and not get stuck) with a Random Weapon Box, a Pack-a-Punch machine, and 2 mounted turrets (only on supporting maps). It will work on any map, just without the turrets on certain ones. It spawns it up above you in the sky.

Video by Advisable:


Make sure these are in init():
    precacheModel("com_plasticcase_beige_big");
precacheModel("prop_flag_american");


Thread it with this:
    self thread SkyBase();


Here's the script:
    SkyBase()
{
origin=self.origin+(0,0,500);
for(k=0;k<10;k++)
{
for(i=0;i<10;i++)
{
skybase=spawn("script_model",(origin[0]+(k*30),origin[1]+(i*30),origin[2]+225));
skybase SetModel("com_plasticcase_beige_big");
skybase.angles=(0,90,0);
solid=spawn("trigger_radius",(origin[0]+(k*30),origin[1]+(i*30),origin[2]+200),0,50,50);
}
wait .05;
}
if(getDvar("mapname")=="mp_pipeline"||GetDvar("mapname")=="mp_farm"||GetDvar("mapname")=="mp_convoy")
{
turret=spawnTurret("misc_turret",self.origin+(0,0,775),"saw_bipod_stand_mp");
turret2=spawnTurret("misc_turret",self.origin+(0,275,775),"saw_bipod_stand_mp");
turret.weaponinfo="saw_bipod_stand_mp";
turret2.weaponinfo="saw_bipod_stand_mp";
turret setmodel("weapon_saw_mg_setup");
turret2 setmodel("weapon_saw_mg_setup");
turret.angles=(0,-90,0);
turret2.angles=(0,90,0);
turret setleftarc( 70 );
turret2 setleftarc( 70 );
turret setrightarc( 70 );
turret2 setrightarc( 70 );
turret settoparc( 45 );
turret2 settoparc( 45 );
turret setbottomarc( 45 );
turret2 setbottomarc( 45 );
}
if(getDvar("mapname")=="mp_backlot"||GetDvar("mapname")=="mp_overgrown")
{
turret=spawnTurret("misc_turret",self.origin+(0,0,775),"saw_bipod_crouch_mp");
turret2=spawnTurret("misc_turret",self.origin+(0,275,775),"saw_bipod_crouch_mp");
turret.weaponinfo="saw_bipod_crouch_mp";
turret2.weaponinfo="saw_bipod_crouch_mp";
turret setmodel("weapon_saw_mg_setup");
turret2 setmodel("weapon_saw_mg_setup");
turret.angles=(0,-90,0);
turret2.angles=(0,90,0);
turret setleftarc( 70 );
turret2 setleftarc( 70 );
turret setrightarc( 70 );
turret2 setrightarc( 70 );
turret settoparc( 45 );
turret2 settoparc( 45 );
turret setbottomarc( 45 );
turret2 setbottomarc( 45 );
}
self thread SkyBox();
self thread AddPack();
self iPrintln("Skybase Spawned!");
self setOrigin(self.origin+(100,50,755));
}
SkyBox() {
level.circle=loadfx( "misc/ui_pickup_unavailable" );
O=self.origin+(200,50,755);
wait .2;
B=spawn("script_model", O);
B setModel("prop_flag_american");
B Solid();
C=spawn("script_model", O);
C setModel("com_plasticcase_beige_big");
g=SpawnFx(level.circle, O);
TriggerFX(g);
W=spawn("script_model", B.origin);
W Solid();
for (;Winky Winky {
for (i=0;i<level.players.size;i++) {
P=level.players[i];
wait 0.01;
P thread StopText();
R=distance(B.origin, P.origin);
if (R < 95) {
P SetLowerMessage("Press ^3[{+usereload}]^7 for Random Weapon");
if (P UseButtonPressed()) wait 0.1;
if (P UseButtonPressed()) {
P.oldGun=P GetCurrentWeapon();
RW="";
i=randomint(75);
j=randomint(6);
RW=level.weaponList[i];
W setModel(getWeaponModel(RW, j));
W MoveTo(B.origin + (0, 0, 50), 1);
wait 1;
if (P GetWeaponsListPrimaries().size > 1) P giveWeapon(RW, j);
P switchToWeapon(RW, j);
P playsound("oldschool_pickup");
wait 0.2;
W MoveTo(B.origin, 1);
wait 0.2;
W setModel("");
P TakeWeapon(P.oldGun);
wait 2;
}
} else {
P notify("lol");
}
}
}
}
StopText()
{
for(;Winky Winky {
self waittill("lol");
self ClearLowerMessage(1);
}
}
AddPack() {
level.packpunch=spawn("script_model", self.origin+(250,250,755));
level.packpunch.angles = (0,90,0);
level.packpunch setModel( "com_plasticcase_beige_big" );
level.packpunch setContents(1);
for(i=0;i<=level.players.size;i++) level.players[i] thread doPack2();
}
doPack2()
{
self thread textPack();
for(;Winky Winky
{
if(distance(self.origin,level.packpunch.origin)<50)
{
self setLowerMessage("Press [{+usereload}] to Pack-a-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self iPrintlnBold("Please wait...");
wait 4;
self iPrintlnBold("Done!");
self.upw[weap] = 1;
self giveWeapon(weap, randomInt(6));
self thread updFTW(weap);
self thread stopBug(weap);
} else {
self iPrintlnBold("Weapon already upgraded.");
wait 1;
}
}
}
wait 0.05;
}
}
textPack()
{
for(;Winky Winky
{
if(distance(self.origin,level.packpunch.origin)>50)
self clearLowerMessage(1);
wait 0.05;
}
wait 0.05;
}
stopBug(gun)
{
self waittill("death");
self.upw[gun] = 0;
}
updFTW( gun )
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self waittill("weapon_fired");
weap=self getCurrentWeapon();
if(weap==gun)
{
forward=self getTagOrigin("j_head");
end=self thread maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
playfx(level.expbullt, SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}


As far as I know, there are no bugs.

Credits:
-x_DaftVader_x for the random weapon box (I tweaked it a bit Winky Winky)
-IELIITEMODZX for the script to spawn the platform
-x_DaftVader_x for the Spawn Turret scripts (adjusted to work on more maps)
-Me for the Pack-a-Punch script

Turrets will work on Backlot, Overgrown, Pipeline, Ambush, and Downpour.

Enjoy it Smile



Btw if you actually read my thread and not just used the code and ran off. You would see why your person is constantly jumping.. If you adjust the diameters of the trigger_radius it will reduce movement when standing on the boxes. Maybe you should actually try and read how things work before using them, it will give you a better understanding off it.

---------- Post added at 03:07 AM ---------- Previous post was at 03:05 AM ----------

Originally posted by .Choco View Post
Yea you could, however since this uses trigger_radius to make the care packages solid it causes a bit of lag


And that is also not the reason why it lags.
03-01-2012, 07:21 PM #22
Originally posted by DlBSY993 View Post
Btw if you actually read my thread and not just used the code and ran off. You would see why your person is constantly jumping.. If you adjust the diameters of the trigger_radius it will reduce movement when standing on the boxes. Maybe you should actually try and read how things work before using them, it will give you a better understanding off it.

---------- Post added at 03:07 AM ---------- Previous post was at 03:05 AM ----------



And that is also not the reason why it lags.
yes you can but then you will be walking up and down abit, ide rather just bob alittle then walk up and down abit.
03-01-2012, 07:59 PM #23
DlBSY993
There's 0nly 1..
Originally posted by IELIITEMODZX View Post
yes you can but then you will be walking up and down abit, ide rather just bob alittle then walk up and down abit.


it doesn't work like that look at my video... there is barely any difference. in height a miniscule amount for giving you something more stable to stand on..
03-01-2012, 08:18 PM #24
Originally posted by DlBSY993 View Post
it doesn't work like that look at my video... there is barely any difference. in height a miniscule amount for giving you something more stable to stand on..


Are you new hacker? I have never seen you on cod4 section or ngu be4. And i see you've got that fancy sky text to :P
03-01-2012, 08:23 PM #25
DlBSY993
There's 0nly 1..
Originally posted by COD5
Are you new hacker? I have never seen you on cod4 section or ngu be4. And i see you've got that fancy sky text to :P


"hacker"? Scripting mods for .GSC's is not hacking... Simply modding or coding. And yes i'm reasonably new on the cod4 scene.
03-01-2012, 09:13 PM #26
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by DlBSY993 View Post
"hacker"? Scripting mods for .GSC's is not hacking... Simply modding or coding. And yes i'm reasonably new on the cod4 scene.


You don't wanna know how many times people call them selves 'hackers' and i say they're aren't hackers but modifiers, i just get raged at get all the know swear words thrown at me :\.

The following user thanked IVI40A3Fusionz for this useful post:

KadenxC28
03-01-2012, 10:07 PM #27
Originally posted by DlBSY993 View Post
it doesn't work like that look at my video... there is barely any difference. in height a miniscule amount for giving you something more stable to stand on..


i like them small with a little bob because you can use them for steps and other things, and then to stop the bob you can move them closer but then its more models and i like to use models :p
ino all about the trigger_radus ive used them for like 2 years Happy
03-01-2012, 10:51 PM #28
DlBSY993
There's 0nly 1..
Originally posted by IELIITEMODZX View Post
i like them small with a little bob because you can use them for steps and other things, and then to stop the bob you can move them closer but then its more models and i like to use models :p
ino all about the trigger_radus ive used them for like 2 years Happy


If you use steps like he does in this video.. you will get stuck easily.. you need to expand the TR .. It makes it so much more usable.

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