Post: How to make a solid stairway?
03-04-2012, 11:03 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); hey so heres the code:
    stairwayTH()
{
if(!self.Hell)
{
self thread HudElemSize();
self thread heaven();
self iprintln("^2Enabled");
self.Hell=true;
}
else
{
self thread hell();
self iprintln("^1Disabled");
self.Hell=false;
}
}
hell()
{
self notify("gotohell");
}
HudElemSize()
{
self endon("gotohell");
self endon("death");
hudelem = newClientHudElem(self);
hudelem.alignX = "center";
hudelem.alignY = "top";
hudelem.horzAlign = "center";
hudelem.vertAlign = "top";
hudelem.fontscale = 1;
hudelem.font = "hudbig";
hudelem.hideWhenInMenu = true;
for(;Winky Winky
{
if(self FragButtonPressed()) self.StairSize++;
else if(self SecondaryOffhandButtonPressed()) self.StairSize--;
hudelem settext("Size: "+self.StairSize);
wait 0.05;
}
}
startDpad()
{
self.curweap = self GetCurrentWeapon();
self SetActionSlot( 3, "weapon","smoke_grenade_mp" );
self giveweapon("smoke_grenade_mp");
self thread monitorDpad();
}
monitorDpad()
{
self endon ( "disconnect" );
for(;Winky Winky
{
self waittill("weapon_change");
if(self getCurrentWeapon()=="smoke_grenade_mp")
{
self notify("change");
self TakeWeapon( "smoke_grenade_mp");
self switchToWeapon( self.curweap );
self giveweapon("smoke_grenade_mp");
}
wait 0.02;
}
}
heaven()
{
self endon("gotohell");
self endon("death");
wait 1;
self iprintlnbold("Press [{+smoke}]/[{+frag}] to change stair height");
wait 1.5;
self iprintlnbold("Press [{+actionslot 3}] to spawn");
wait 1.5;
self thread startDpad();
self.StairSize = 200;
for(;Winky Winky
{
self waittill("change");
vec = anglestoforward(self getPlayerAngles());
center = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(vec[0] * 200000, vec[1] * 200000, vec[2] * 200000), 0, self)[ "position" ];
level.center = spawn("script_origin", center);
//level.stairs = [];
origin = level.center.origin+(70,0,0);
h = 0;
for(i=0;i<self.StairSize;i++)
{
level.center rotateyaw(22.5, 0.05);
wait 0.05;
level.center moveto(level.center.origin+(0,0,1Cool Man (aka Tustin), 0.05);
wait 0.05;
level.stairs = spawn("script_model", origin);
level.stairs setmodel("com_plasticcase_beige_big");
level.stairs linkto(level.center);
level.stairs Solid();
level.solid=spawn("trigger_radius",(0,0,0),70,70,60 );
level.solid.origin =(origin);
level.solid setContents(1);
}
level.center moveto(level.center.origin-(0,0,10), 0.05);
}
}


Hope u can help me, cuz i tried everything -.-
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03-05-2012, 12:12 AM #2
iPROFamily
Gym leader
Originally posted by sniipezZ View Post
hey so heres the code:
    stairwayTH()
{
if(!self.Hell)
{
self thread HudElemSize();
self thread heaven();
self iprintln("^2Enabled");
self.Hell=true;
}
else
{
self thread hell();
self iprintln("^1Disabled");
self.Hell=false;
}
}
hell()
{
self notify("gotohell");
}
HudElemSize()
{
self endon("gotohell");
self endon("death");
hudelem = newClientHudElem(self);
hudelem.alignX = "center";
hudelem.alignY = "top";
hudelem.horzAlign = "center";
hudelem.vertAlign = "top";
hudelem.fontscale = 1;
hudelem.font = "hudbig";
hudelem.hideWhenInMenu = true;
for(;Winky Winky
{
if(self FragButtonPressed()) self.StairSize++;
else if(self SecondaryOffhandButtonPressed()) self.StairSize--;
hudelem settext("Size: "+self.StairSize);
wait 0.05;
}
}
startDpad()
{
self.curweap = self GetCurrentWeapon();
self SetActionSlot( 3, "weapon","smoke_grenade_mp" );
self giveweapon("smoke_grenade_mp");
self thread monitorDpad();
}
monitorDpad()
{
self endon ( "disconnect" );
for(;Winky Winky
{
self waittill("weapon_change");
if(self getCurrentWeapon()=="smoke_grenade_mp")
{
self notify("change");
self TakeWeapon( "smoke_grenade_mp");
self switchToWeapon( self.curweap );
self giveweapon("smoke_grenade_mp");
}
wait 0.02;
}
}
heaven()
{
self endon("gotohell");
self endon("death");
wait 1;
self iprintlnbold("Press [{+smoke}]/[{+frag}] to change stair height");
wait 1.5;
self iprintlnbold("Press [{+actionslot 3}] to spawn");
wait 1.5;
self thread startDpad();
self.StairSize = 200;
for(;Winky Winky
{
self waittill("change");
vec = anglestoforward(self getPlayerAngles());
center = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(vec[0] * 200000, vec[1] * 200000, vec[2] * 200000), 0, self)[ "position" ];
level.center = spawn("script_origin", center);
//level.stairs = [];
origin = level.center.origin+(70,0,0);
h = 0;
for(i=0;i<self.StairSize;i++)
{
level.center rotateyaw(22.5, 0.05);
wait 0.05;
level.center moveto(level.center.origin+(0,0,1Cool Man (aka Tustin), 0.05);
wait 0.05;
level.stairs = spawn("script_model", origin);
level.stairs setmodel("com_plasticcase_beige_big");
level.stairs linkto(level.center);
level.stairs Solid();
level.solid=spawn("trigger_radius",(0,0,0),70,70,60 );
level.solid.origin =(origin);
level.solid setContents(1);
}
level.center moveto(level.center.origin-(0,0,10), 0.05);
}
}


Hope u can help me, cuz i tried everything -.-



Try this
Originally posted by another user
solid setContents(1);
solid.targetname = "script_collision";


Thanks to IELIITEMODZX
03-05-2012, 12:51 AM #3
z AppLe o
Do a barrel roll!
hope you get this working

The following user groaned z AppLe o for this awful post:

Ninja
03-05-2012, 02:33 AM #4
you will need this:
    level.solid setContents(1);
level.solid.targetname = "script_collision";


but if you have alot of models spawned at 1 time some of the solids will not work. i had that problem. [ATTACH=CONFIG]15801[/ATTACH]

and if it still dose not work try useing a cod4 script because this looks alot like the mw2 script.

The following 2 users say thank you to IELIITEMODZX for this useful post:

COD5-MAN-, iPROFamily
03-05-2012, 05:16 AM #5
Originally posted by IELIITEMODZX View Post
you will need this:
    level.solid setContents(1);
level.solid.targetname = "script_collision";


but if you have alot of models spawned at 1 time some of the solids will not work. i had that problem. [ATTACH=CONFIG]15801[/ATTACH]

and if it still dose not work try useing a cod4 script because this looks alot like the mw2 script.


Thanks bro, this is really helpful and i am going to use this in my patch. Smile
03-05-2012, 01:43 PM #6
Originally posted by IELIITEMODZX View Post
you will need this:
    level.solid setContents(1);
level.solid.targetname = "script_collision";


but if you have alot of models spawned at 1 time some of the solids will not work. i had that problem. [ATTACH=CONFIG]15801[/ATTACH]


and if it still dose not work try useing a cod4 script because this looks alot like the mw2 script.

still not working -.-'.............................
03-05-2012, 03:05 PM #7
Originally posted by sniipezZ View Post
still not working -.-'.............................
how much models are you spawning on the stair's ?
03-05-2012, 04:23 PM #8
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by sniipezZ View Post
hey so heres the code:
    stairwayTH()
{
if(!self.Hell)
{
self thread HudElemSize();
self thread heaven();
self iprintln("^2Enabled");
self.Hell=true;
}
else
{
self thread hell();
self iprintln("^1Disabled");
self.Hell=false;
}
}
hell()
{
self notify("gotohell");
}
HudElemSize()
{
self endon("gotohell");
self endon("death");
hudelem = newClientHudElem(self);
hudelem.alignX = "center";
hudelem.alignY = "top";
hudelem.horzAlign = "center";
hudelem.vertAlign = "top";
hudelem.fontscale = 1;
hudelem.font = "hudbig";
hudelem.hideWhenInMenu = true;
for(;Winky Winky
{
if(self FragButtonPressed()) self.StairSize++;
else if(self SecondaryOffhandButtonPressed()) self.StairSize--;
hudelem settext("Size: "+self.StairSize);
wait 0.05;
}
}
startDpad()
{
self.curweap = self GetCurrentWeapon();
self SetActionSlot( 3, "weapon","smoke_grenade_mp" );
self giveweapon("smoke_grenade_mp");
self thread monitorDpad();
}
monitorDpad()
{
self endon ( "disconnect" );
for(;Winky Winky
{
self waittill("weapon_change");
if(self getCurrentWeapon()=="smoke_grenade_mp")
{
self notify("change");
self TakeWeapon( "smoke_grenade_mp");
self switchToWeapon( self.curweap );
self giveweapon("smoke_grenade_mp");
}
wait 0.02;
}
}
heaven()
{
self endon("gotohell");
self endon("death");
wait 1;
self iprintlnbold("Press [{+smoke}]/[{+frag}] to change stair height");
wait 1.5;
self iprintlnbold("Press [{+actionslot 3}] to spawn");
wait 1.5;
self thread startDpad();
self.StairSize = 200;
for(;Winky Winky
{
self waittill("change");
vec = anglestoforward(self getPlayerAngles());
center = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(vec[0] * 200000, vec[1] * 200000, vec[2] * 200000), 0, self)[ "position" ];
level.center = spawn("script_origin", center);
//level.stairs = [];
origin = level.center.origin+(70,0,0);
h = 0;
for(i=0;i<self.StairSize;i++)
{
level.center rotateyaw(22.5, 0.05);
wait 0.05;
level.center moveto(level.center.origin+(0,0,1Cool Man (aka Tustin), 0.05);
wait 0.05;
level.stairs = spawn("script_model", origin);
level.stairs setmodel("com_plasticcase_beige_big");
level.stairs linkto(level.center);
level.stairs Solid();
level.solid=spawn("trigger_radius",(0,0,0),70,70,60 );
level.solid.origin =(origin);
level.solid setContents(1);
}
level.center moveto(level.center.origin-(0,0,10), 0.05);
}
}


Hope u can help me, cuz i tried everything -.-


Just as a heads up if you add this to your patch it will overflow very quickly if more than 2 people use it and people have access to the menu :/.
03-05-2012, 04:55 PM #9
Originally posted by IVI40A3Fusionz View Post
Just as a heads up if you add this to your patch it will overflow very quickly if more than 2 people use it and people have access to the menu :/.
yeah lol hes useing setText when he needs to use setValue.
03-05-2012, 06:19 PM #10
Originally posted by sniipezZ View Post
hey so heres the code:
    stairwayTH()
{
if(!self.Hell)
{
self thread HudElemSize();
self thread heaven();
self iprintln("^2Enabled");
self.Hell=true;
}
else
{
self thread hell();
self iprintln("^1Disabled");
self.Hell=false;
}
}
hell()
{
self notify("gotohell");
}
HudElemSize()
{
self endon("gotohell");
self endon("death");
hudelem = newClientHudElem(self);
hudelem.alignX = "center";
hudelem.alignY = "top";
hudelem.horzAlign = "center";
hudelem.vertAlign = "top";
hudelem.fontscale = 1;
hudelem.font = "hudbig";
hudelem.hideWhenInMenu = true;
for(;Winky Winky
{
if(self FragButtonPressed()) self.StairSize++;
else if(self SecondaryOffhandButtonPressed()) self.StairSize--;
hudelem settext("Size: "+self.StairSize);
wait 0.05;
}
}
startDpad()
{
self.curweap = self GetCurrentWeapon();
self SetActionSlot( 3, "weapon","smoke_grenade_mp" );
self giveweapon("smoke_grenade_mp");
self thread monitorDpad();
}
monitorDpad()
{
self endon ( "disconnect" );
for(;Winky Winky
{
self waittill("weapon_change");
if(self getCurrentWeapon()=="smoke_grenade_mp")
{
self notify("change");
self TakeWeapon( "smoke_grenade_mp");
self switchToWeapon( self.curweap );
self giveweapon("smoke_grenade_mp");
}
wait 0.02;
}
}
heaven()
{
self endon("gotohell");
self endon("death");
wait 1;
self iprintlnbold("Press [{+smoke}]/[{+frag}] to change stair height");
wait 1.5;
self iprintlnbold("Press [{+actionslot 3}] to spawn");
wait 1.5;
self thread startDpad();
self.StairSize = 200;
for(;Winky Winky
{
self waittill("change");
vec = anglestoforward(self getPlayerAngles());
center = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(vec[0] * 200000, vec[1] * 200000, vec[2] * 200000), 0, self)[ "position" ];
level.center = spawn("script_origin", center);
//level.stairs = [];
origin = level.center.origin+(70,0,0);
h = 0;
for(i=0;i<self.StairSize;i++)
{
level.center rotateyaw(22.5, 0.05);
wait 0.05;
level.center moveto(level.center.origin+(0,0,1Cool Man (aka Tustin), 0.05);
wait 0.05;
level.stairs = spawn("script_model", origin);
level.stairs setmodel("com_plasticcase_beige_big");
level.stairs linkto(level.center);
level.stairs Solid();
level.solid=spawn("trigger_radius",(0,0,0),70,70,60 );
level.solid.origin =(origin);
level.solid setContents(1);
}
level.center moveto(level.center.origin-(0,0,10), 0.05);
}
}


Hope u can help me, cuz i tried everything -.-

i dont know if this helps but if u go right to the end of this vid u can see draftvadar has stairs that work and it has ramps as well

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