Post: [Release] nay1995's Jail and Custom Weapon Mod
04-06-2012, 06:48 PM #1
nay1995
The Master
(adsbygoogle = window.adsbygoogle || []).push({}); Hi this is my mod, made it ages ago and now i think its time to release it so here it is:

(Heres a video of thm both)



(add all this if your going to use both codes, if your only going to use the jail just precache the model e.g precacheModel("com_plasticcase_beige_big");

    
level.yelcircle = loadfx( "misc/ui_pickup_available" );
level.redcircle = loadfx( "misc/ui_pickup_unavailable" );
level.fxxx1 = loadfx("fire/jet_afterburner");
level.expbullt = loadfx("explosions/grenadeExp_concrete_1");
level.fxsmoke = loadfx ("smoke/smoke_trail_white_heli");
level.C4FXid = loadfx( "misc/light_c4_blink" );
level.claymoreFXid = loadfx( "misc/claymore_laser" );
level.flamez = loadfx("fire/tank_fire_engine");
level.boomerz = loadfx("explosions/tanker_explosion");
level.fxsmokes=loadfx ("smoke/smoke_trail_black_heli");
level.firework=loadfx("explosions/aerial_explosion_large");
level.redcirlez = loadfx("misc/ui_flagbase_red");
level.bluecirlez = loadfx("misc/ui_flagbase_blue");
level.goldcirlez = loadfx("misc/ui_flagbase_gold");
level.orangecirlez = loadfx("misc/ui_flagbase_orange");
level.whitecirlez = loadfx("misc/ui_flagbase_silver");
level.blackcirlez = loadfx("misc/ui_flagbase_black");
level.bfx = loadfx("explosions/clusterbomb");
PrecacheModel("com_plasticcase_beige_big");



Jail:

Call from the menu like this: (Note: these may have to be tweaked for the menu base you are using!)
(if its the player menu call it like this)

self addOption("Player","Send To Jail",::nay1995sjail,"p");

(if its from th all player menu call it like this)

self addOption("AllPlayer","Send To Jail",::nay1995sjail,"pl");

AND PUT THIS ANYWHERE:
self addOption("Owt","Send To Jail",::MTJ);

Then add this:
    MTJ()
{
if(self.jail == false)
{
self.jail = true;
self iPrintln("Jail ^2Spawned");
if(getDvar("mapname") == "mp_convoy") level.bunker=(-27, 259, 750);
if(getDvar("mapname") == "mp_backlot") level.bunker=(-121, -599, 837);
if(getDvar("mapname") == "mp_bloc") level.bunker=(793, -5862, 676);
if(getDvar("mapname") == "mp_bog") level.bunker=(4325, 1263, 355);
if(getDvar("mapname") == "mp_countdown") level.bunker=(-153, 131, 474);
if(getDvar("mapname") == "mp_crash") level.bunker=(642, 814, 555);
if(getDvar("mapname") == "mp_crossfire") level.bunker=(5557, -1043, 560);
if(getDvar("mapname") == "mp_citystreets") level.bunker=(3755, 165, 552);
if(getDvar("mapname") == "mp_farm") level.bunker=(559, 1237, 557);
if(getDvar("mapname") == "mp_pipeline") level.bunker=(17, 2766, 32Cool Man (aka Tustin);
if(getDvar("mapname") == "mp_shipment") level.bunker=(-206, -95, 407);
if(getDvar("mapname") == "mp_showdown") level.bunker=(-4, 100, 656);
if(getDvar("mapname") == "mp_strike") level.bunker=(-709, -544, 456);
if(getDvar("mapname") == "mp_vacant") level.bunker=(1502, -156, 375);
if(getDvar("mapname") == "mp_cargoship") level.bunker=(1000, -6, 1333);
if(getDvar("mapname") == "mp_broadcast") level.bunker=(-435, 1806, 472);
if(getDvar("mapname") == "mp_creek") level.bunker=(-1012, 6720, 684);
if(getDvar("mapname") == "mp_carentan") level.bunker=(1481, 2443, 456);
if(getDvar("mapname") == "mp_killhouse") level.bunker=(614, 1500, 37Cool Man (aka Tustin);
self thread bunkerz();
}
else
{
self iPrintln("Jail ^1Deleted");
self notify("deljail");
self.jail = false;
}
}
bunkerz()
{
WPlol("0,0,55,0,110,0,165,0,220,0,275,0,330,0,385,0,0,30, 55,30,110,30,165,30,220,30,275,30,330,30,385,30,0, 60,55,60,110,60,165,60,220,60,275,60,330,60,385,60 ,0,90,55,90,110,90,165,90,220,90,275,90,330,90,385 ,90,0,120,55,120,110,120,165,120,220,120,275,120,3 30,120,385,120,0,150,55,150,110,150,165,150,220,15 0,275,150,330,150,385,150,0,180,55,180,110,180,165 ,180,220,180,275,180,330,180,385,180",0,1);
WPlol("0,0,55,0,110,0,165,0,220,0,275,0,330,0,0,30,330,30 ,0,60,330,60,0,90,330,90,0,120,330,120,0,150,330,1 50,0,180,330,180,0,210,55,210,110,210,165,210,220, 210,275,210,330,210",25,1);
WPlol("0,0,110,0,220,0,330,0,0,60,330,60,0,120,330,120,0, 180,330,180,55,210,165,210,275,210",50,1);
WPlol("0,0,110,0,220,0,330,0,0,60,330,60,0,120,330,120,0, 180,330,180,55,210,165,210,275,210",75,1);
WPlol("0,0,110,0,220,0,330,0,0,60,330,60,0,120,330,120,0, 180,330,180,55,210,165,210,275,210",100,1);
WPlol("0,0,110,0,220,0,330,0,0,60,330,60,0,120,330,120,0, 180,330,180,55,210,165,210,275,210",125,1);
WPlol("0,0,55,0,110,0,165,0,220,0,275,0,330,0,0,30,55,30, 110,30,165,30,220,30,275,30,330,30,0,60,55,60,275, 60,330,60,0,90,55,90,275,90,330,90,0,120,55,120,27 5,120,330,120,0,150,55,150,275,150,330,150,0,180,5 5,180,110,180,165,180,220,180,275,180,330,180,0,21 0,55,210,110,210,165,210,220,210,275,210,330,210",100,1);
}
WPlol(D,Z,P)
{
L=strTok(D,",");
for(i=0;i<L.size;i+=2)
{
B=spawn("script_model",level.bunker+(int(L[i]),int(L[i+1]),Z));
if(!P)B.angles=(90,0,0);
B setModel("com_plasticcase_beige_big");
B Solid();
B setContents(1);
level.s.origin = (level.bunker+(int(L[i]),int(L[i+1]),Z));
level.s=spawn("trigger_radius",(0,0,0),0,70,60);
level.s setContents(1);
self thread delopt(B,level.s);
}
}
delopt(a,lol)
{
for(;Winky Winky
{
self waittill("deljail");
a delete();
lol delete();
}
}
nay1995sjail(num)
{
if(self.jail == true)
{
if(getDvar("mapname") == "mp_convoy") level.jailz=(108,362,800);
if(getDvar("mapname") == "mp_backlot") level.jailz=(104,-490,895);
if(getDvar("mapname") == "mp_bloc") level.jailz=(1019, -5755, 733);
if(getDvar("mapname") == "mp_bog") level.jailz=(4537, 1370, 412);
if(getDvar("mapname") == "mp_coundown") level.jailz=(-13, 243, 525);
if(getDvar("mapname") == "mp_crash") level.jailz=(876, 913, 611);
if(getDvar("mapname") == "mp_crossfire") level.jailz=(5781, -939, 617);
if(getDvar("mapname") == "mp_citystreets") level.jailz=(3968, 266, 610);
if(getDvar("mapname") == "mp_farm") level.jailz=(677, 1355, 616);
if(getDvar("mapname") == "mp_overgrown") level.jailz=(-1846, -2700, -46);
if(getDvar("mapname") == "mp_pipeline") level.jailz=(224, 2865, 385);
if(getDvar("mapname") == "mp_shipment") level.jailz=(-16,0,459);
if(getDvar("mapname") == "mp_showdown") level.jailz=(197,209,710);
if(getDvar("mapname") == "mp_strike") level.jailz=(-489,-431,515);
if(getDvar("mapname") == "mp_vacant") level.jailz=(1708,-45,432);
if(getDvar("mapname") == "mp_cargoship") level.jailz=(1139,99,1382);
if(getDvar("mapname") == "mp_broadcast") level.jailz=(-316,1925,531);
if(getDvar("mapname") == "mp_creek") level.jailz=(-804,6834,742);
if(getDvar("mapname") == "mp_carentan") level.jailz=(1584,2536,515);
if(getDvar("mapname") == "mp_killhouse") level.jailz=(718,1602,436);
if(num == "p") self thread sendlol();
if(num == "pl") self thread sendlol2();
}
else
{
self iPrintln("^1Error: ^7Jail Hasn't Been Spawned Yet");
}
}
sendlol()
{
player=level.players[self.selplay];
self iPrintln(player.name+"Sent Jail");
player setOrigin(level.jailz);
player iPrintln("Sent To Jail!");
}
sendlol2()
{
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
self iPrintln("Everyone Sent Jail");
players setOrigin(level.jailz);
players iPrintln("Sent To Jail!");
}
}


and my custom weapon mod:

(Note: this could easily be optimized but i cba Smile )
simply call it like this:

self addOption("ME",5,"Create Gun",::SubMenu,"CGUN");

then add this:
(Note: the "maps\mp\nay1995\hahaa" needs to be renamed to where ever you put the code!)
self addOption("CGUN",0,"Upgraded COLT",maps\mp\nay1995\hahaa::posweap,"colt45");
self addOption("CGUN",1,"Epic MP5",maps\mp\nay1995\hahaa::posweap,"mp5");
self addOption("CGUN",2,"Big Boy P90",maps\mp\nay1995\hahaa::posweap,"p90");
self addOption("CGUN",3,"Awesome AK74U",maps\mp\nay1995\hahaa::posweap,"ak74");
self addOption("CGUN",4,"Super M1014",maps\mp\nay1995\hahaa::posweap,"shot");
self addOption("CGUN",5,"Skilled M16",maps\mp\nay1995\hahaa::posweap,"m16");
self addOption("CGUN",6,"Incredible AK47",maps\mp\nay1995\hahaa::posweap,"ak47");
self addOption("CGUN",7,"Discreet M14",maps\mp\nay1995\hahaa::posweap,"m14");
self addOption("CGUN",8,"Sexy M40A3",maps\mp\nay1995\hahaa::posweap,"m40a3");
self addOption("CGUN",9,"Spraying RPD",maps\mp\nay1995\hahaa::posweap,"rpd");
self addOption("CGUN",10,"Terrorists RPG",maps\mp\nay1995\hahaa::posweap,"rpg");
self addOption("CGUN",11,"nay1995's Extreme Gun",maps\mp\nay1995\hahaa::posweap,"neg");

then add this anywhere;

    
posweap(gun)
{
self endon("doneforge");
for(;Winky Winky
{
self iPrintlnBold("Go To Start Position Of Gun \n And Press [{+attack}] To mark");
self waittill("weapon_fired");
a=self.origin;
wait .1;
self iPrintln("Position Marked"+a);
wait 1;
self iPrintlnBold("Creating Gun...");
wait 2;
if(gun == "colt45")
{
self thread posweap2("colt45_mp","^2Upgraded COLT",a,gun);
}
else if(gun == "mp5")
{
self thread posweap2("mp5_mp","^2Epic MP5",a,gun);
}
else if(gun == "p90")
{
self thread posweap2("p90_mp","^2Big Boy P90",a,gun);
}
else if(gun == "ak74")
{
self thread posweap2("ak74u_mp","^2Awesome AK74U",a,gun);
}
else if(gun == "shot")
{
self thread posweap2("m1014_mp","^2Super M1014",a,gun);
}
else if(gun == "m16")
{
self thread posweap2("m16_mp","^2Skilled M16",a,gun);
}
else if(gun == "ak47")
{
self thread posweap2("ak47_mp","^2Incredible AK47",a,gun);
}
else if(gun == "m14")
{
self thread posweap2("m14_silenced_mp","^2Discreet M14",a,gun);
}
else if(gun == "m40a3")
{
self thread posweap2("m40a3_mp","^2Sexy M40A3",a,gun);
}
else if(gun == "rpd")
{
self thread posweap2("rpd_mp","^2Spraying RPD",a,gun);
}
else if(gun == "rpg")
{
self thread posweap2("rpg_mp","^2Terrorists RPG",a,gun);
}
else if(gun == "neg")
{
self thread posweap2("defaultweapon_mp","^2nay1995's Extreme Gun",a,gun);
}
self iPrintln("Gun Built");
self notify("doneforge");
}
}
posweap2(Weapon,WeaponName,Location,gun)
{
self endon("disconnect");
weapon_model = getWeaponModel(Weapon);
if(weapon_model=="")weapon_model=Weapon;
Wep=spawn("script_model",Location+(0,0,50));
Wep setModel(weapon_model);
cglow = SpawnFx(level.redcircle, Location);
TriggerFX(cglow);
for(;Winky Winky
{
Wep rotateyaw( 360, 3, 0, 0 );
Radius=distance(Location,self.origin);
if(Radius<40)
{
self setLowerMessage("Press [{+usereload}] To Swap For "+WeaponName);
if(self UseButtonPressed())wait 0.2;
if(self UseButtonPressed())
{
self takeWeapon(self getCurrentWeapon());
self giveWeapon(Weapon);
self switchToWeapon(Weapon);
if(gun == "colt45")
{
self notify("stopng");
wait .5;
self thread upg();
}
else if(gun == "mp5")
{
self notify("stopng");
wait .5;
self thread upg1();
}
else if(gun == "p90")
{
self notify("stopng");
wait .5;
self thread upg2();
}
else if(gun == "ak74")
{
self notify("stopng");
wait .5;
self thread upg3();
}
else if(gun == "shot")
{
self notify("stopng");
wait .5;
self thread upg4();
}
else if(gun == "m16")
{
self notify("stopng");
wait .5;
self thread upg5();
}
else if(gun == "ak47")
{
self notify("stopng");
wait .5;
self thread upg6();
}
else if(gun == "m14")
{
self notify("stopng");
wait .5;
self thread upg7();
}
else if(gun == "m40a3")
{
self notify("stopng");
wait .5;
self thread upg8();
}
else if(gun == "rpd")
{
self notify("stopng");
wait .5;
self thread upg9();
}
else if(gun == "rpg")
{
self notify("stopng");
wait .5;
self thread upg10();
}
else if(gun == "neg")
{
self notify("stopng");
wait .5;
self thread upg11();
}
self clearLowerMessage();
wait 2;
}
}
else
{
self clearLowerMessage();
}
wait 0.1;
}
}
upg()
{
self endon( "disconnect" );
self endon( "death" );
self endon("stopng");

for(;Winky Winky
{
self waittill("begin_firing");
location = GetCursorPosz2();
RadiusDamage(location, 300, 250, 150, self, "MOD_RIFLE_BULLET", "colt45_mp");
playFx(level.firework, location);
}
}
upg1()
{
self endon( "disconnect" );
self endon( "death" );
self endon("stopng");

for(;Winky Winky
{
self waittill("begin_firing");
location = GetCursorPosz2();
RadiusDamage(location, 250, 250, 250, self, "MOD_RIFLE_BULLET", "mp5_mp");
playFx(level.expbullt, location);
}
}
upg2()
{
self endon( "disconnect" );
self endon( "death" );
self endon("stopng");

for(;Winky Winky
{
self waittill("begin_firing");
location = GetCursorPosz2();
RadiusDamage(location, 150, 250, 300, self, "MOD_RIFLE_BULLET", "p90_mp");
playFx(level.flamez, location);
}
}
upg3()
{
self endon( "disconnect" );
self endon( "death" );
self endon("stopng");

for(;Winky Winky
{
self waittill("begin_firing");
location = GetCursorPosz2();
RadiusDamage(location, 300, 250, 300, self, "MOD_RIFLE_BULLET", "ak74u_mp");
playFx(level.fxxx1, location);
}
}
upg4()
{
self endon( "disconnect" );
self endon( "death" );
self endon("stopng");

for(;Winky Winky
{
self waittill("begin_firing");
location = GetCursorPosz2();
RadiusDamage(location, 250, 100, 300, self, "MOD_RIFLE_BULLET", "m1014_mp");
playFx(level.boomerz, location);
}
}
upg5()
{
self endon( "disconnect" );
self endon( "death" );
self endon("stopng");

for(;Winky Winky
{
self waittill("begin_firing");
location = GetCursorPosz2();
RadiusDamage(location, 200, 150, 50, self, "MOD_RIFLE_BULLET", "m16_mp");
playFx(level.expbullt, location);
}
}
upg6()
{
self endon( "disconnect" );
self endon( "death" );
self endon("stopng");

for(;Winky Winky
{
self waittill("begin_firing");
location = GetCursorPosz2();
RadiusDamage(location, 300, 200, 100, self, "MOD_RIFLE_BULLET", "ak47_mp");
playFx(level.expbullt, location);
}
}
upg7()
{
self endon( "disconnect" );
self endon( "death" );
self endon("stopng");

for(;Winky Winky
{
self waittill("begin_firing");
location = GetCursorPosz2();
RadiusDamage(location, 250, 250, 250, self, "MOD_RIFLE_BULLET", "m14_mp");
}
}
upg8()
{
self endon( "disconnect" );
self endon( "death" );
self endon("stopng");

for(;Winky Winky
{
self waittill("begin_firing");
location = GetCursorPosz2();
RadiusDamage(location, 300, 100, 70, self, "MOD_RIFLE_BULLET", "m40a3_mp");
playFx(level.bfx, location);
}
}
upg9()
{
self endon( "disconnect" );
self endon( "death" );
self endon("stopng");

for(;Winky Winky
{
self waittill("begin_firing");
location = GetCursorPosz2();
RadiusDamage(location, 300, 200, 100, self, "MOD_RIFLE_BULLET", "rpd_mp");
playFx(level.expbullt, location);
}
}
upg10()
{
self endon( "disconnect" );
self endon( "death" );
self endon("stopng");

for(;Winky Winky
{
self waittill("begin_firing");
location = GetCursorPosz2();
RadiusDamage(location, 250, 150, 150, self, "MOD_RIFLE_BULLET", "rpg_mp");
wait .5;
playFx(level.bfx, location);
}
}
upg11()
{
self endon( "disconnect" );
self endon( "death" );
self endon("stopng");

for(;Winky Winky
{
self waittill("begin_firing");
self playsound("vehicle_explo");
location = GetCursorPosz2();
RadiusDamage(location, 300, 300, 150, self, "MOD_RIFLE_BULLET", "defaultweapon_mp");
playFx(level.firework, location);
playFx(level.bfx, location);
playFx(level.flamez, location);
}
}
GetCursorPosz2() {
return BulletTrace(self getTagOrigin("tag_weapon_right"), maps\mp\_utility::vector_scale(anglestoforward(sel f getPlayerAngles()), 1000000), false, self)["position"];
}
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The following user thanked nay1995 for this useful post:

United_DRFT
04-06-2012, 07:44 PM #2
fail12345
Do a barrel roll!
wow looks good especially the jail.
04-06-2012, 09:48 PM #3
Lookin Good :carling:
04-06-2012, 10:41 PM #4
Harry
Former Staff
That looks pretty awesome tbf. Nice one <3
04-07-2012, 12:02 AM #5
Originally posted by nay View Post
self endon("doneforge");


^ I've seen that somewhere before Awesome face
04-07-2012, 12:05 AM #6
lol that looked pretty cool dude.
04-07-2012, 12:49 PM #7
nay1995
The Master
Originally posted by x. View Post
^ I've seen that somewhere before Awesome face


yeah ive seen it in your patch Smile i nicked your advanced forge ages ago Smile
04-07-2012, 01:34 PM #8
Originally posted by nay View Post
i nicked your advanced forge ages ago Smile
good isn't it Smile I don't think many people ever used it though :(
04-07-2012, 01:36 PM #9
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by x. View Post
good isn't it Smile I don't think many people ever used it though :(


I've got yours/Hawkins Custom Maps edits in my patch :p, and i edited the original Forge Mode code to make it to my liking like you've got where you can rotate objects Happy.
04-07-2012, 02:01 PM #10
Originally posted by IVI40A3Fusionz View Post
I've got yours/Hawkins Custom Maps edits in my patch :p, and i edited the original Forge Mode code to make it to my liking like you've got where you can rotate objects Happy.


I don't believe your patch even exists.. you talk about it but no ones ever seen it :derp:

The following user thanked x_DaftVader_x for this useful post:

iReset Nigga

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