Post: Extreme Bunker Maker v1.1
02-13-2011, 02:00 AM #1
CHAOZ
Banned
(adsbygoogle = window.adsbygoogle || []).push({}); Hey guys you ALL know The Easy Bunker Maker. Well I was Reading the Post and Found out that you can have SAM Turret (I did not create the SAM Turret code I just made it into a File and a few other edits)


It allows you to easily spawn carepackages ingame and allows you to save them into your games_mp.txt.
after you are done you can convert your games_mp so the lines get cleaned out of it.
And your done!
Goodbye coordinate Writing!

You can even rotate objects, remove your latest spawned object, spawn to crosshair, or under you, also you can spawn some unseen Turrets!
Me and master wanted to keep this mod private first but then we suddenly
decided to just release it =).
I hope you guys enjoy, all credits go to master131 for coding the mod, and the program that converts your games_mp.

Video:
[ame=https://www.youtube.com/watch?v=ZPLNrm_fF-c]YouTube - Custom Map Maker Black Ops Extreme Bunker Maker[/ame]

Picture of bunkerextractor:


You need both files wich can be downloaded at the bottom of the thread,
1 contains the mod + modloader for easy startup, and the other file contains a .exe with the bunkerlistextractorprogram.
If you are done creating bunkers, and you want to put them into your zombie, or rcxd mod.


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Follow the steps below and your done =)

1. Add this to the very start of init():
Code:
level.minigunList = [];
level.bunkerList = [];

2. Call this: level thread doMaps(); on init()
3. and this: level thread createBlocks(); on init()
4. Then put:

    Code:
createBlocks()
{
level.crateTypes["turret_drop_mp"] = [];
level.crateTypes["tow_turret_drop_mp"] = [];
level thread mapsmp_turret_killstreak::init();
if(level.bunkerList.size > 0) {
for(i = 0; i < level.bunkerList.size; i++) {
if(isDefined(level.bunkerList[i]))
level thread createJumpArea(level.bunkerList[i].location, level.bunkerList[i].angle);
}
}
if(level.minigunList.size > 0) {
for(i = 0; i < level.minigunList.size; i++) {
if(isDefined(level.minigunList[i]))
level thread createMinigunTurret(level.minigunList[i].location, level.minigunList[i].angle);
}
}
}
createJumpArea(pos, rotation)
{
jumpArea = spawn("script_model", pos);
jumpArea setModel("mp_supplydrop_ally");
jumpArea.angles = rotation;
}

createMinigunTurret(pos, rotation)
{
miniGun = spawnTurret( "auto_turret", pos, "auto_gun_turret_mp" );
miniGun setModel(level.auto_turret_settings["sentry"].modelBase);
miniGun SetTurretType("sentry");
miniGun.angles = rotation;
}

createBlock(origin, angle)
{
block = spawnstruct();
block.location = origin;
block.angle = angle;
return block;
}

createMinigun(origin, angle)
{
minigun = spawnstruct();
minigun.location = origin;
minigun.angle = angle;
return minigun;
}


doMaps()
{
if(getDvar("mapname") == "mp_array") { /** Array **/
level thread ArrayMap();
}
if(getDvar("mapname") == "mp_cairo") { /** Havana **/
level thread Havana();
}
if(getDvar("mapname") == "mp_cosmodrome") { /** Launch **/
level thread Launch();
}
if(getDvar("mapname") == "mp_cracked") { /** Cracked **/
level thread Cracked();
}
if(getDvar("mapname") == "mp_crisis") { /** Crisis **/
level thread Crisis();
}
if(getDvar("mapname") == "mp_duga") { /** Grid **/
level thread Grid();
}
if(getDvar("mapname") == "mp_firingrange") { /** Firing Range **/
level thread FiringRange();
}
if(getDvar("mapname") == "mp_hanoi") { /** Hanoi **/
level thread Hanoi();
}
if(getDvar("mapname") == "mp_havoc") { /** Jungle **/
level thread Jungle();
}
if(getDvar("mapname") == "mp_mountain") { /** Summit **/
level thread Summit();
}
if(getDvar("mapname") == "mp_nuked") { /** NukeTown **/
level thread NukeTown();
}
if(getDvar("mapname") == "mp_radiation") { /** Radiation **/
level thread Radiation();
}
if(getDvar("mapname") == "mp_russianbase") { /** WMD **/
level thread WMD();
}
if(getDvar("mapname") == "mp_villa") { /** Villa **/
level thread Villa();
}
}

// ================
// | Map creation |
// ================

ArrayMap()
{

}

Havana()
{

}

Launch()
{

}

Cracked()
{

}

Crisis()
{

}

Grid()
{

}

FiringRange()
{


}

Hanoi()
{

}

Jungle()
{


}

Summit()
{

}

NukeTown()
{

}

Radiation()
{


}

WMD()
{

}

Villa()
{

}


5. somewere in your _rank.
6. Finally add all the converted lines into the right map function =)
Example:


    
wmd()
{
bunkerline goeshere
}

Soon I will post his other version that allows you to spawn up to 4
different FX things in-game, like lights, or smoke, and save them!

Credits:
Master131, Creating the mod, creating the extractor
superbomb17 for putting the SAM Turret code into it.(lol.)
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The following 3 users say thank you to CHAOZ for this useful post:

alcapoter, Jerry_, Mr Nice
02-14-2011, 09:15 AM #11
bilyboi2k9
Bounty hunter
sweet!! ps3?

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