[MOVE][COLOR="Red"]PROBLEM SOLVED!!!!![/COLOR][/MOVE]
toggleJetSpeedUp()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "endjet" );
self thread toggleJetUpPress();
for(;
{
s = 0;
if(self FragButtonPressed()) {
wait 1;
while(self FragButtonPressed()) {
if(s<4) {
wait 2;
s++;
}
if(s>3&&s<7) {
wait 1;
s++;
}
if(s>6) {
wait .5;
s++;
}
if(s==10) wait .5;
if(self FragButtonPressed()) {
if(s<4) self.flyingJetSpeed = self.flyingJetSpeed + 50;
if(s>3&&s<7) self.flyingJetSpeed = self.flyingJetSpeed + 100;
if(s>6) self.flyingJetSpeed = self.flyingJetSpeed + 200;
self.speedHUD setText( "SPEE
" + self.flyingJetSpeed + " MPH" );
}
}
s = 0;
}
wait .04;
}
}
toggleJetSpeedDown()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "endjet" );
self thread toggleJetDownPress();
for(;
{
h = 0;
if(self SecondaryOffhandButtonPressed()) {
wait 1;
while(self SecondaryOffhandButtonPressed()) {
if(h<4) {
wait 2;
h++;
}
if(h>3&&h<7) {
wait 1;
h++;
}
if(h>6) {
wait .5;
h++;
}
if(h==10) wait .5;
if(self SecondaryOffhandButtonPressed()) {
if(h<4) self.flyingJetSpeed = self.flyingJetSpeed - 50;
if(h>3&&h<7) self.flyingJetSpeed = self.flyingJetSpeed - 100;
if(h>6) self.flyingJetSpeed = self.flyingJetSpeed - 200;
self.speedHUD setText( "SPEE
" + self.flyingJetSpeed + " MPH" );
}
}
h = 0;
}
wait .04;
}
}
toggleJetUpPress()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "endjet" );
self notifyOnPlayerCommand( "RB", "+frag" );
for(;
{
self waittill( "RB" );
self.flyingJetSpeed = self.flyingJetSpeed + 10;
self.speedHUD setText( "SPEE
" + self.flyingJetSpeed + " MPH" );
}
}
toggleJetDownPress()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "endjet" );
self notifyOnPlayerCommand( "LB", "+smoke" );
for(;
{
self waittill( "LB" );
self.flyingJetSpeed = self.flyingJetSpeed - 10;
self.speedHUD setText( "SPEE
" + self.flyingJetSpeed + " MPH" );
}
}
toggleThermal()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "toggle", "+breath_sprint" );
for(;
{
if(self.harrierOn==1) {
self waittill( "toggle" ); {
self maps\mp\perks\_perks::givePerk("specialty_thermal");
self VisionSetNakedForPlayer("thermal_mp", 2);
self ThermalVisionFOFOverlayOn();
self iPrintLnBold( "Thermal Overlay ^2On" );
}
self waittill( "toggle" ); {
self _clearPerks();
self ThermalVisionFOFOverlayOff();
self visionSetNakedForPlayer(getDvar( "mapname" ), 2);
self iPrintLnBold( "Thermal Overlay ^1Off" );
}
} else {
self waittill( "toggle" ); {
if ( self GetStance() == "prone" ) {
self maps\mp\perks\_perks::givePerk("specialty_thermal");
self VisionSetNakedForPlayer("thermal_mp", 2);
self ThermalVisionFOFOverlayOn();
self iPrintLnBold( "Thermal Overlay ^2On" );
}
}
self waittill( "toggle" ); {
if ( self GetStance() == "prone" ) {
self _clearPerks();
self ThermalVisionFOFOverlayOff();
self visionSetNakedForPlayer(getDvar( "mapname" ), 2);
self iPrintLnBold( "Thermal Overlay ^1Off" );
}
}
}
}
}
initJet()
{
self thread jetStartup(1, 0, 1, 1);
self thread toggleJetSpeedDown();
self thread toggleJetSpeedUp();
self thread initHudElems();
self thread iniGod();
}
iniGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;
while ( 1 ) {
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
jetStartup(UseWeapons, Speed, Silent, ThirdPerson)
{
//basic stuff
self takeAllWeapons();
self thread forwardMoveTimer(Speed); //make the jet always move forward
if(ThirdPerson == 1)
{
wait 0.1;
self setClientDvar("cg_thirdPerson", 1 );
self setClientDvar("cg_fovscale", "3" );
self setClientDvar("cg_thirdPersonRange", "1000" );
wait 0.1;
}
jetflying111 = "vehicle_mig29_desert";
self attach(jetflying111, "tag_weapon_left", false);
self thread engineSmoke();
if(UseWeapons == 1)
{
self useMinigun(); //setup the system 
self thread makeHUD(); //weapon HUD
self thread migTimer(); //timer to get status
self thread makeJetWeapons(); //weapon timer
self thread fixDeathGlitch(); //kinda working
self setClientDvar( "compassClampIcons", "999" );
}
if(Silent == 0)
{
self playLoopSound( "veh_b2_dist_loop" );
}
}
useMinigun()
{
self.minigun = 1;
self.carpet = 0;
self.explosives = 0;
self.missiles = 0;
}
useCarpet()
{
self.minigun = 0;
self.carpet = 1;
self.explosives = 0;
self.missiles = 0;
}
useExplosives()
{
self.minigun = 0;
self.carpet = 0;
self.explosives = 1;
self.missiles = 0;
}
useMissiles()
{
self.minigun = 0;
self.carpet = 0;
self.explosives = 0;
self.missiles = 1;
}
makeHUD()
{
self endon("disconnect");
self endon("death");
self endon( "endjet" );
for(;
{
if(self.minigun == 1)
{
self.weaponHUD setText( "CURRENT WEAPON: ^1AC130" );
}
else if(self.carpet == 1)
{
self.weaponHUD setText( "CURRENT WEAPON: ^1RPG" );
}
else if(self.explosives == 1)
{
self.weaponHUD setText( "CURRENT WEAPON: ^1JAVELIN" );
}
else if(self.missiles == 1)
{
self.weaponHUD setText( "CURRENT WEAPON: ^1STINGER" );
}
wait 0.5;
}
}
initHudElems()
{
self.weaponHUD = self createFontString( "objective", 1.4 );
self.weaponHUD setPoint( "TOPRIGHT", "TOPRIGHT", 0, 23 );
self.weaponHUD setText( "CURRENT WEAPON: ^AC130" );
self.speedHUD = self createFontString( "objective", 1.4 );
self.speedHUD setPoint( "CENTER", "TOP", -65, 9 );
self.speedHUD setText( "SPEE
" + self.flyingJetSpeed + " MPH" );
self thread destroyOnDeath1( self.weaponHUD );
self thread destroyOnDeath1( self.speedHUD );
self thread destroyOnEndJet( self.weaponHUD );
self thread destroyOnEndJet( self.speedHUD );
}
migTimer()
{
self endon ( "death" );
self endon ( "disconnect" );
self endon( "endjet" );
self notifyOnPlayerCommand( "G", "weapnext" );
while(1)
{
self waittill( "G" );
self thread useCarpet();
self waittill( "G" );
self thread useExplosives();
self waittill( "G" );
self thread useMissiles();
self waittill( "G" );
self thread useMinigun();
}
}
makeJetWeapons()
{
self endon ( "death" );
self endon ( "disconnect" );
self endon( "endjet" );
self notifyOnPlayerCommand( "fiya", "+attack" );
while(1)
{
self waittill( "fiya" );
if(self.minigun == 1)
{
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "ac130_105mm_mp", self.origin, firing, self );
wait 0.1;
}
else if(self.carpet == 1)
{
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
wait .01;
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
wait .01;
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
wait .01;
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
wait .01;
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
wait 0.2;
MagicBullet( "rpg_mp", self.origin, firing, self );
wait .01;
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
wait .01;
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
wait .01;
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
wait .01;
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
wait 0.2;
MagicBullet( "rpg_mp", self.origin, firing, self );
wait .01;
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
wait .01;
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
wait .01;
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
wait .01;
firing = GetCursorPos();
MagicBullet( "rpg_mp", self.origin, firing, self );
wait 0.2;
}
else if(self.explosives == 1)
{
firing = GetCursorPos();
MagicBullet( "javelin_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "javelin_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "javelin_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "javelin_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "javelin_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "javelin_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "javelin_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "javelin_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "javelin_mp", self.origin, firing, self );
firing = GetCursorPos();
MagicBullet( "javelin_mp", self.origin, firing, self );
wait 0.1;
}
else if(self.missiles == 1)
{
firing = GetCursorPos();
MagicBullet( "stinger_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "stinger_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "stinger_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "stinger_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "stinger_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "stinger_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "stinger_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "stinger_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "stinger_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "stinger_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "stinger_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "stinger_mp", self.origin, firing, self );
wait 0.1;
firing = GetCursorPos();
MagicBullet( "stinger_mp", self.origin, firing, self );
wait 0.1;
}
wait 0.1;
}
}
GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
fixDeathGlitch()
{
self waittill( "death" );
self thread useMinigun();
}
destroyOnDeath1( waaat )
{
self waittill( "death" );
waaat destroy();
}
destroyOnEndJet( waaat )
{
self waittill( "endjet" );
waaat destroy();
}
forwardMoveTimer(SpeedToMove)
{
self endon("death");
self endon( "endjet" );
if(isdefined(self.jetflying))
self.jetflying delete();
self.jetflying = spawn("script_origin", self.origin);
self.flyingJetSpeed = SpeedToMove;
while(1)
{
self.jetflying.origin = self.origin;
self playerlinkto(self.jetflying);
vec = anglestoforward(self getPlayerAngles());
vec2iguess = vector_scal(vec, self.flyingJetSpeed);
self.jetflying.origin = self.jetflying.origin+vec2iguess;
wait 0.05;
}
}
engineSmoke()
{
self endon( "endjet" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_left" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_right" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_left" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_right" );
{
" + self.flyingJetSpeed + " MPH" );
so hah doesn't make a difference if LB is their or not since most of the time Cod games are coded for Xbox First then ported to Ps3! hence in ps3 we get xbox controls etc! hope i helped! :p
self notifyOnPlayerCommand( "DEREKTROTTER", "+smoke" );
for(;
{
self waittill( "DEREKTROTTER" );
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