Post: [RELEASE] Raining mig29
03-23-2012, 08:50 PM #1
BlazingDope
Can’t trickshot me!
(adsbygoogle = window.adsbygoogle || []).push({}); I'm not sure if this has been posted before in this section, but I'm releasing it anyway. I couldn't find it when I searched for it so..
what does it do? basically spawns mig29 models in the sky and drops them onto the floor which gives it the effect like its raining Smile

    
Rainingmig29s()
{
lr = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
lc = maps\mp\gametypes\_copter::getAboveBuildingslocation( lr );
for (;Winky Winky
{
Z = 2000;
X = randomintrange(-3000,3000);
Y = randomintrange(-3000,3000);
l= lr+(x,y,z);
self.jet = spawn("script_model",l );
self.jet setModel("vehicle_mig29_desert");
self.jet.angles = self.jet.angles+(0,0,0);
self.jet solid();
wait 0.01;
self.jet moveto(self.jet.origin-(0,0,1960),0.5,0);
wait 0.6;
}
}


Credits to x_DaftVader_x
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03-23-2012, 10:24 PM #2
Originally posted by BlazingDope View Post
I'm not sure if this has been posted before in this section, but I'm releasing it anyway. I couldn't find it when I searched for it so..
what does it do? basically spawns mig29 models in the sky and drops them onto the floor which gives it the effect like its raining Smile

    
Rainingmig29s()
{
lr = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
lc = maps\mp\gametypes\_copter::getAboveBuildingslocation( lr );
for (;Winky Winky
{
Z = 2000;
X = randomintrange(-3000,3000);
Y = randomintrange(-3000,3000);
l= lr+(x,y,z);
self.jet = spawn("script_model",l );
self.jet setModel("vehicle_mig29_desert");
self.jet.angles = self.jet.angles+(0,0,0);
self.jet solid();
wait 0.01;
self.jet moveto(self.jet.origin-(0,0,1960),0.5,0);
wait 0.6;
}
}


Credits to x_DaftVader_x
lol you got this idea from my old menu :p
03-23-2012, 10:41 PM #3
BlazingDope
Can’t trickshot me!
Originally posted by IELIITEMODZX View Post
lol you got this idea from my old menu :p

Indeed I did Winky Winky
03-23-2012, 10:50 PM #4
Originally posted by BlazingDope View Post
I'm not sure if this has been posted before in this section, but I'm releasing it anyway. I couldn't find it when I searched for it so..
what does it do? basically spawns mig29 models in the sky and drops them onto the floor which gives it the effect like its raining Smile

    
Rainingmig29s()
{
lr = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
lc = maps\mp\gametypes\_copter::getAboveBuildingslocation( lr );
for (;Winky Winky
{
Z = 2000;
X = randomintrange(-3000,3000);
Y = randomintrange(-3000,3000);
l= lr+(x,y,z);
self.jet = spawn("script_model",l );
self.jet setModel("vehicle_mig29_desert");
self.jet.angles = self.jet.angles+(0,0,0);
self.jet solid();
wait 0.01;
self.jet moveto(self.jet.origin-(0,0,1960),0.5,0);
wait 0.6;
}
}


Credits to x_DaftVader_x


You need to delete the model Awesome face

And eliitemodz didn't think of the raining migs, it's been done before..
03-23-2012, 11:00 PM #5
physicsLaunch()?
03-23-2012, 11:03 PM #6
and im not flaming but mine is alot better Winky Winky

add this to the post and remove yours lol, mine falls like a real drop, and deletes.
    rainModel()
{
if(!level.rainModel)
{
thread rain("vehicle_mig29_desert");
self iPrintln("Raining mig29 [^2ON^7]");
}
else
self iPrintln("Raining mig29 [^1OFF^7]");

level.rainModel = !level.rainModel;
}
rain(model)
{
self endon("disconnect");
while(level.rainModel)
{
range = [];
for(k = 0; k < 2; k++)
range[k] = randomIntRange(-2000,2000);

s_model = spawn("script_model",(range[0],range[1],2000));
s_model setModel(model);
s_model physicsLaunch(s_model.origin,(0,0,-5000));
s_model thread deleteAfterTime();
wait .2;
}
}
deleteAfterTime()
{
wait 6;
self delete();
}

The following user thanked IELIITEMODZX for this useful post:

x_DaftVader_x
03-23-2012, 11:17 PM #7
Originally posted by IELIITEMODZX View Post
and im not flaming but mine is alot better Winky Winky

add this to the post and remove yours lol, mine falls like a real drop, and deletes.
    rainModel()
{
if(!level.rainModel)
{
thread rain("vehicle_mig29_desert");
self iPrintln("Raining mig29 [^2ON^7]");
}
else
self iPrintln("Raining mig29 [^1OFF^7]");

level.rainModel = !level.rainModel;
}
rain(model)
{
self endon("disconnect");
while(level.rainModel)
{
range = [];
for(k = 0; k < 2; k++)
range[k] = randomIntRange(-2000,2000);

s_model = spawn("script_model",(range[0],range[1],2000));
s_model setModel(model);
s_model physicsLaunch(s_model.origin,(0,0,-5000));
s_model thread deleteAfterTime();
wait .2;
}
}
deleteAfterTime()
{
wait 6;
self delete();
}


I did like the way yours bounced off the buildings Physicslaunch() Dancing
03-27-2012, 07:50 PM #8
BlazingDope
Can’t trickshot me!
Originally posted by IELIITEMODZX View Post
and im not flaming but mine is alot better Winky Winky

add this to the post and remove yours lol, mine falls like a real drop, and deletes.
    rainModel()
{
if(!level.rainModel)
{
thread rain("vehicle_mig29_desert");
self iPrintln("Raining mig29 [^2ON^7]");
}
else
self iPrintln("Raining mig29 [^1OFF^7]");

level.rainModel = !level.rainModel;
}
rain(model)
{
self endon("disconnect");
while(level.rainModel)
{
range = [];
for(k = 0; k < 2; k++)
range[k] = randomIntRange(-2000,2000);

s_model = spawn("script_model",(range[0],range[1],2000));
s_model setModel(model);
s_model physicsLaunch(s_model.origin,(0,0,-5000));
s_model thread deleteAfterTime();
wait .2;
}
}
deleteAfterTime()
{
wait 6;
self delete();
}

I'm such a noob coder :(

The following user thanked BlazingDope for this useful post:

Correy
03-28-2012, 04:54 PM #9
little_legz
SleepinIsCheatin
PhysicsLaunch(); doesn't work for cod4 multiplayer does it ? :/ Well last time I tried it I think it didn't work
03-28-2012, 05:05 PM #10
Originally posted by legz View Post
PhysicsLaunch(); doesn't work for cod4 multiplayer does it ? :/ Well last time I tried it I think it didn't work
yeah lol look at my post its got it working fine Winky Winky its in my sig [Raining Models]

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