Post: Shangri la water lifts!
07-31-2012, 06:52 PM #1
Jacob-And-Britt
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); Ok guys this is not to big but i have been working on my menu allot and all the scripts i make go towards the menu and not release so i thought i would make something to release on ngu.

Thread it like this self thread Liftcords();
Put in menu like this ::Liftcords

Precache this.
    level._effect["iPRO"] = loadfx("explosions/grenadeExp_water");




Water lift.
    
New_lift(pos,height)
{
Lift1 = spawn("script_model", pos);
Lift1 setModel("com_junktire2");
Lift1.angles = (0,0,270);
Lift2 = SpawnFx(level.redcircle, pos);
level.redcircle = loadfx( "misc/ui_pickup_unavailable" );
TriggerFX(Lift2);
Lift1 thread LiftUpz(pos, height);
}

LiftUpz(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 LiftActz(pos, height);
playfx(level._effect["iPRO"],pos);
self playsound("weap_cobra_missile_fire");
wait 3;
}
wait 0.01;
}
wait 1;
}
}
LiftActz(pos, height,so,soh)
{ 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);
}


This works just like Hawkins lift works as far as putting a lift code into the map you want.
Ex. New_lift((391,533,192),700);

How it works. New_lift((Position were you want it to spawn),How high you want it to lift you);

Coordinate code. You will get number like this 391.232,533.623,192.743 ONLY USE THE FIRST NUMBER NOT THE NUMBERS AFTER THE DOT!
    
Cords()
{
for(;Winky Winky
{
self iPrintLnBold(self getOrigin());
wait 1;
self iPrintLnBold(self getOrigin());
}
}


Map code.
    
Liftcords()
{
if(getDvar("mapname") == "mp_convoy")level thread Ambushlift();
if(getDvar("mapname") == "mp_backlot")level thread Backlotlift();
if(getDvar("mapname") == "mp_bloc")level thread Bloclift();
if(getDvar("mapname") == "mp_bog")level thread Boglift();
if(getDvar("mapname") == "mp_crash")level thread Crashlift();
if(getDvar("mapname") == "mp_crossfire")level thread Crossfirelift();
if(getDvar("mapname") == "mp_countdown")level thread Countdownlift();
if(getDvar("mapname") == "mp_citystreets")level thread Districtlift();
if(getDvar("mapname") == "mp_farm")level thread Downpourlift();
if(getDvar("mapname") == "mp_overgrown")level thread Overgrownlift();
if(getDvar("mapname") == "mp_pipeline")level thread Pipelinelift();
if(getDvar("mapname") == "mp_shipment"){precacheModel("bc_military_tire05_big");level thread Shipmentlift();}
if(getDvar("mapname") == "mp_showdown")level thread Showdownlift();
if(getDvar("mapname") == "mp_strike")level thread Strikelift();
if(getDvar("mapname") == "mp_vacant")level thread Vacantlift();
if(getDvar("mapname") == "mp_cargoship")level thread Wetworklift();
if(getDvar("mapname") == "mp_broadcast")level thread Broadcastlift();
if(getDvar("mapname") == "mp_killhouse")level thread Killhouselift();
if(getDvar("mapname") == "mp_creek")level thread Creeklift();
if(getDvar("mapname") == "mp_carentan")level thread Chinatownlift();
}
Ambushlift()
{
}
Backlotlift()
{
}
Bloclift()
{
}
Boglift()
{
}
Broadcastlift()
{
}
Chinatownlift()
{
}
Crashlift()
{
}
Creeklift()
{
}
Crossfirelift()
{
}
Countdownlift()
{
}
Districtlift()
{
}
Downpourlift()
{
}
Killhouselift()
{
}
Overgrownlift()
{
}
Pipelinelift()
{
}
shipmentlift()
{
}
showdownlift()
{
}
strikelift()
{
}
vacantlift()
{
}
wetworklift()
{
}


Credits to Hawkin - for lift up codes and angles code for tire.
Treyarch - Making water lifts in shangri la.
IPROFamily - Water fx out of his watergun.
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The following 5 users say thank you to Jacob-And-Britt for this useful post:

247Yamato, Harry, iPROFamily, KingcreekS, Razorcut2015
07-31-2012, 08:01 PM #2
Harry
Former Staff
Originally posted by Britt View Post
Ok guys this is not to big but i have been working on my menu allot and all the scripts i make go towards the menu and not release so i thought i would make something to release on ngu.

Thread it like this self thread Liftcords();
Put in menu like this ::Liftcords

Precache this.
    level._effect["iPRO"] = loadfx("explosions/grenadeExp_water");


Water lift.
    
New_lift(pos,height)
{
Lift1 = spawn("script_model", pos);
Lift1 setModel("com_junktire2");
Lift1.angles = (0,0,270);
Lift2 = SpawnFx(level.redcircle, pos);
level.redcircle = loadfx( "misc/ui_pickup_unavailable" );
TriggerFX(Lift2);
Lift1 thread LiftUpz(pos, height);
}

LiftUpz(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 LiftActz(pos, height);
playfx(level._effect["iPRO"],pos);
self playsound("weap_cobra_missile_fire");
wait 3;
}
wait 0.01;
}
wait 1;
}
}
LiftActz(pos, height,so,soh)
{ 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);
}


This works just like Hawkins lift works as far as putting a lift code into the map you want.
Ex. New_lift((391,533,192),700);

How it works. New_lift((Position were you want it to spawn),How high you want it to lift you);

Coordinate code. You will get number like this 391.232,533.623,192.743 ONLY USE THE FIRST NUMBER NOT THE NUMBERS AFTER THE DOT!
    
Cords()
{
for(;Winky Winky
{
self iPrintLnBold(self getOrigin());
wait 1;
self iPrintLnBold(self getOrigin());
}
}


Map code.
    
Liftcords()
{
if(getDvar("mapname") == "mp_convoy")level thread Ambushlift();
if(getDvar("mapname") == "mp_backlot")level thread Backlotlift();
if(getDvar("mapname") == "mp_bloc")level thread Bloclift();
if(getDvar("mapname") == "mp_bog")level thread Boglift();
if(getDvar("mapname") == "mp_crash")level thread Crashlift();
if(getDvar("mapname") == "mp_crossfire")level thread Crossfirelift();
if(getDvar("mapname") == "mp_countdown")level thread Countdownlift();
if(getDvar("mapname") == "mp_citystreets")level thread Districtlift();
if(getDvar("mapname") == "mp_farm")level thread Downpourlift();
if(getDvar("mapname") == "mp_overgrown")level thread Overgrownlift();
if(getDvar("mapname") == "mp_pipeline")level thread Pipelinelift();
if(getDvar("mapname") == "mp_shipment"){precacheModel("bc_military_tire05_big");level thread Shipmentlift();}
if(getDvar("mapname") == "mp_showdown")level thread Showdownlift();
if(getDvar("mapname") == "mp_strike")level thread Strikelift();
if(getDvar("mapname") == "mp_vacant")level thread Vacantlift();
if(getDvar("mapname") == "mp_cargoship")level thread Wetworklift();
if(getDvar("mapname") == "mp_broadcast")level thread Broadcastlift();
if(getDvar("mapname") == "mp_killhouse")level thread Killhouselift();
if(getDvar("mapname") == "mp_creek")level thread Creeklift();
if(getDvar("mapname") == "mp_carentan")level thread Chinatownlift();
}
Ambushlift()
{
}
Backlotlift()
{
}
Bloclift()
{
}
Boglift()
{
}
Broadcastlift()
{
}
Chinatownlift()
{
}
Crashlift()
{
}
Creeklift()
{
}
Crossfirelift()
{
}
Countdownlift()
{
}
Districtlift()
{
}
Downpourlift()
{
}
Killhouselift()
{
}
Overgrownlift()
{
}
Pipelinelift()
{
}
shipmentlift()
{
}
showdownlift()
{
}
strikelift()
{
}
vacantlift()
{
}
wetworklift()
{
}


Credits to Hawkin - for lift up codes and angles code for tire.
Treyarch - Making water lifts in shangri la.
IPROFamily - Water fx out of his watergun.


Very very nice script you got there! i really like it, good fun! i may use it to make a gamemode maybe? "Extreme Water Fight" with waterguns, water lifts and modded water-nades? :p
08-09-2012, 01:50 PM #3
247Yamato
< ^ > < ^ >
Not bad Mother of God

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