Post: 3D Holographic Radar
02-09-2011, 11:21 PM #1
CHAOZ
Banned
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     radar()
{
pos=(-1225,200,-50);
for(i=0;i<360;i+=0.3)
thread fade(pos,pos+(sin(i)*100,cos(i)*100,0),(0,0,0));
range=2000;
for(i=0;;i+=.25)
{
thread fade(pos,pos+(sin(i)*100,cos(i)*100,0),(0,1,0),1.5 );
for(x=0;x<level.players.size;x++)
if(distance2d(level.players[x].origin,pos+(sin(i)*100,cos(i)*100,0))<distance2d(level.players[x].origin,pos+(sin(i+0.25)*100,cos(i+0.25)*100,0)) && distance2d(level.players[x].origin,pos+(sin(i)*100,cos(i)*100,0))<distance2d(level.players[x].origin,pos+(sin(i-0.25)*100,cos(i-0.25)*100,0))&&distance2d(level.players[x].origin,pos)<range){
thread playSoundinspace("mpl_turret_alert",pos);
if(level.players[x].team=="axis")c=(1,0,0);else c=(0,0,1);
for(z=0;z<360;z+=5)
thread fade(pos+(sin(i)*distance2d(level.players[x].origin,pos)/(range/100),cos(i)*distance2d(level.players[x].origin,pos)/(range/100),0),pos+((sin(i)*distance2d(level.players[x].origin,pos)/(range/100))+sin(z)*5,(cos(i)*distance2d(level.players[x].origin,pos)/(range/100))+cos(z)*5,10),c,4);}
if(i/2==int(i/2))
wait .05;
}
}

fade(pos,end,col,time)
{
if(!isdefined(time))
for(;Winky Winky{
line(pos,end,col,1,1);wait .05;}
for(i=1;i<time*20;i++)
{
line(pos,end,col/(i/(time*4)),time,1,1);
wait .05;
}
}
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The following 3 users say thank you to CHAOZ for this useful post:

-Google-, Astro Zombie, Michael
02-12-2011, 07:46 PM #20
Bichote
Former Staff
Originally posted by RUFFINGUY View Post
by Lost4468

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     radar()
{
pos=(-1225,200,-50);
for(i=0;i<360;i+=0.3)
thread fade(pos,pos+(sin(i)*100,cos(i)*100,0),(0,0,0));
range=2000;
for(i=0;;i+=.25)
{
thread fade(pos,pos+(sin(i)*100,cos(i)*100,0),(0,1,0),1.5);
for(x=0;x<level.players.size;x++)
if(distance2d(level.players[x].origin,pos+(sin(i)*100,cos(i)*100,0))<distance2d(level.players[x].origin,pos+(sin(i+0.25)*100,cos(i+0.25)*100,0)) && distance2d(level.players[x].origin,pos+(sin(i)*100,cos(i)*100,0))<distance2d(level.players[x].origin,pos+(sin(i-0.25)*100,cos(i-0.25)*100,0))&&distance2d(level.players[x].origin,pos)<range){
thread playSoundinspace("mpl_turret_alert",pos);
if(level.players[x].team=="axis")c=(1,0,0);else c=(0,0,1);
for(z=0;z<360;z+=5)
thread fade(pos+(sin(i)*distance2d(level.players[x].origin,pos)/(range/100),cos(i)*distance2d(level.players[x].origin,pos)/(range/100),0),pos+((sin(i)*distance2d(level.players[x].origin,pos)/(range/100))+sin(z)*5,(cos(i)*distance2d(level.players[x].origin,pos)/(range/100))+cos(z)*5,10),c,4);}
if(i/2==int(i/2))
wait .05;
}
}

fade(pos,end,col,time)
{
if(!isdefined(time))
for(;Winky Winky{
line(pos,end,col,1,1);wait .05;}
for(i=1;i<time*20;i++)
{
line(pos,end,col/(i/(time*4)),time,1,1);
wait .05;
}
}


Wow thats nice Winky Winky
02-12-2011, 08:02 PM #21
Swade
The Brain Named Its Self
THats cool :wtf:
02-12-2011, 08:14 PM #22
P4NiSh3R
NexT GeN UpdaTe
very niceeeee!!!!!

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