Post: EliteMossy's Optimized Code Thread
01-06-2011, 10:23 AM #1
EliteMossy
TheDigitalBoard.com
(adsbygoogle = window.adsbygoogle || []).push({}); So, here i will be posting "Optimized" code for some common routines.

If you have any code and think it can be optimized, then post here and i will make it better

Vision Changer - Used this to test visions, it cycles vision every second.
    
VisionChanger()
{
self endon("disconnect");
self endon("death");
visions="ac130 ac130_inverted af_caves_indoors af_caves_indoors_breachroom af_caves_indoors_overlook af_caves_indoors_skylight af_caves_indoors_steamroom af_caves_indoors_steamroom_dark af_caves_outdoors af_caves_outdoors_airstrip af_chase_ending_noshock af_chase_indoors af_chase_indoors_2 af_chase_indoors_3 af_chase_outdoors af_chase_outdoors_2 af_chase_outdoors_3 aftermath aftermath_dying aftermath_hurt aftermath_nodesat aftermath_pain aftermath_walking airplane airport airport_death airport_exterior airport_green airport_intro airport_stairs ambush arcadia arcadia_checkpoint arcadia_golfcourse arcadia_house2 arcadia_house arcadia_secondbridge arcadia_secondstreet arcadia_wrekage armada armada_ground armada_sound armada_tvs armada_water bigcity_destroyed black_bw blackout blackout_darkness blackout_nvg blacktest bog bog_a bog_a_sunrise bog_b boneyard boneyard_flyby boneyard_ride boneyard_steer bridge cargoship cargoship_blast cargoship_indoor2 cargoship_indoor cheat_bw cheat_bw_contrast cheat_bw_invert cheat_bw_invert_contrast cheat_chaplinnight cheat_contrast cheat_invert cheat_invert_contrast cliffhanger cliffhanger_extreme cliffhanger_heavy cliffhanger_snowmobile co_break co_overgrown cobra_down cobra_sunset1 cobra_sunset2 cobra_sunset3 cobrapilot contingency contingency_thermal_inverted coup coup_hit coup_sunblind dc_whitehouse_interior dc_whitehouse_lawn dc_whitehouse_roof dc_whitehouse_tunnel dcburning_bunker dcburning_commerce dcburning_crash dcburning_heliride dcburning_rooftops dcburning_trnches dcemp dcemp_emp dcemp_iss dcemp_iss dcemp_iss_death dcemp_office dcemp_parking dcemp_parking_lighting dcemp_postemp2 dcemp_postemp dcemp_tunnels default default_night default_night_mp downtown_la end_game2 end_game estate estate_ambush_clearing estate_birchfield estate_dragplayer estate_finalfield estate_forest estate_forset_clearing estate_hilltop estate_house_approach estate_house_backyard estate_house_interior estate_throwplayer exterior_concept favela favela_alleys favela_chase favela_ending favela_escape favela_escape_chopperjump favela_escape_market favela_escape_playerfall_recovery favela_escape_radiotower favela_escape_rooftops favela_escape_soccerfield favela_escape_soccerfield_buildings favela_escape_solorun_buildings favela_escape_solorun_nearend favela_escape_street favela_hill favela_shanty favela_torture firingrange grayscale gulag gulag_circle gulag_ending gulag_flyin gulag_hallways gulag_nvg helicopter_ride hunted hunted_crash icbm icbm_interior icbm_launch icbm_sunrise0 icbm_sunrise1 icbm_sunrise2 icbm_sunrise3 icbm_sunrise4 interior_concept introscreen invasion invasion_alley invasion_nates_roof invasion_near_convoy invasion_stripmall invasion_suburban_streets invasion_yards jeepride jeepride_cobra jeepride_flyaway jeepride_tunnel jeepride_zak killhouse launchfacility launchfacility_a launchfacility_b missilecam mp_backlot mp_bloc mp_bog mp_brecourt mp_broadcase mp_carentan mp_cargoship mp_citystreets mp_convoy mp_countdown mp_crash mp_crash_damage mp_creek mp_creek_ss mp_crossfire mp_derail mp_downtown_la mp_dusk mp_farm mp_favela mp_firingrange mp_highrise mp_hill mp_killhouse mp_nightshift mp_oilrig mp_overgrown mp_pipeline mp_quarry mp_riverwalk mp_shipment mp_showdown mp_skidrow mp_strike mp_suburbia mp_trailer mp_vacant mp_verdict mpintro mpnuke mpnuke_aftermath mpoutro nate_test near_death near_death_mp oilrig_exterior_deck0 oilrig_exterior_deck1 oilrig_exterior_deck2 oilrig_exterior_deck3 oilrig_exterior_deck4 oilrig_exterior_heli oilrig_interior2 oilrig_interior oilrig_underwater overwatch overwatch_nv parabolic roadkill roadkill_ambush roadkill_dismount_building roadkill_ending roadkill_inside_school roadkill_left_school roadkill_town_normal roadkill_town_smokey roadkill_walking_to_school school scoutsniper seaknight_assault sepia slomo_breach sniperescape sniperescape_glow_off sniperescape_outside so_bridge strike thermal_mp trainer_pit trainer_start tulsa village_assauilt village_defend wetwork whitehouse";
Vis=strTok(visions," ");
i=0;
for(;Winky Winky
{
self VisionSetNakedForPlayer( Vis[i], 0.5 );
self iprintln("Vision: "+Vis[i]);
i++;
if(i>=Vis.size)i=0;
wait 1;
}
}


Disco Mode - Changes a players visions
    
DiscoMode()
{
self endon("disconnect");
self endon("death");
visions="default_night_mp thermal_mp cheat_chaplinnight cobra_sunset3 cliffhanger_heavy armada_water mpnuke_aftermath icbm_sunrise4 missilecam grayscale";
Vis=strTok(visions," ");
self iprintln("Disco Disco, Good Good");
i=0;
for(;Winky Winky
{
self VisionSetNakedForPlayer( Vis[i], 0.5 );
i++;
if(i>=Vis.size)i=0;
wait 0.5;
}
}


Modded Bullets - Shoots different things from guns
Add this to onPlayerConnect():
    
if(player isHost()){ player thread BuildBulletList(); }
player.PickedBullet=0;
player.ModdedBullets=0;


    
ModdedBullets() {
if (self.ModdedBullets) {
self notify("EndModBullet");
self.ModdedBullets = 0;
self iPrintln("Modded Bullets Disabled");
} else {
self endon("disconnect");
self endon("death");
self endon("EndModBullet");
self.ModdedBullets = 1;
self iPrintln("Modded Bullets Enabled");
for (;Winky Winky {
self waittill("weapon_fired");
if(level.BulletIsModel[self.PickedBullet]){
if(level.ButtleListCode[self.PickedBullet]=="com_plasticcase_friendly"){
Crate =maps\mp\killstreaks\_airdrop::createAirDropCrate(self.owner,"airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"),self geteye()+anglestoforward(self getplayerangles())*70);
Crate.angles=self getplayerangles();
Crate PhysicsLaunchServer((0,0,0),anglestoforward(self getplayerangles())*1000);
Crate thread maps\mp\killstreaks\_airdrop::physicsWaiter("airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"));
}else{
L=self GetCursorPos();
Mo=spawn("script_model",L);
Mo setModel(level.BulletListCode[self.PickedBullet]);
Mo Solid();
if(level.BulletListCode[self.PickedBullet]=="com_plasticcase_enemy")
Mo CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}}else{
MagicBullet(level.BulletListCode[self.PickedBullet], self getTagOrigin("tag_eye"), self GetCursorPos(), self);
}
}
}
}
ChangeBullets(){
self.PickedBullet++;
if(self.PickedBullet == level.BulletListCode.size) self.PickedBullet = 0;
self iprintln("Selected Bullet : "+level.BulletListName[self.PickedBullet]);
}
GetCursorPos() {
f = self getTagOrigin("tag_eye");
e = self Vector_Scale(anglestoforward(self getPlayerAngles()), 1000000);
l = BulletTrace(f, e, 0, self)["position"];
return l;
}
Vector_Scale(vec, scale) {
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
BuildBulletList(){
M=[];N=[];B=[];
M[M.size] = "ac130_25mm_mp";N[N.size] = "AC-130 25mm";B[B.size]=0;
M[M.size] = "ac130_40mm_mp";N[N.size] = "AC-130 40mm";B[B.size]=0;
M[M.size] = "ac130_105mm_mp";N[N.size] = "AC-130 105mm";B[B.size]=0;
M[M.size] = "at4_mp";N[N.size] = "AT4";B[B.size]=0;
M[M.size] = "rpg_mp";N[N.size] = "RPG";B[B.size]=0;
M[M.size] = "m79_mp";N[N.size] = "Grenade";B[B.size]=0;
M[M.size] = "javelin_mp";N[N.size] = "Javelin";B[B.size]=0;
M[M.size] = "stinger_mp";N[N.size] = "Stinger";B[B.size]=0;
M[M.size] = "remotemissile_projectile_mp";N[N.size] = "Predator";B[B.size]=0;
M[M.size] = "com_plasticcase_enemy";N[N.size] = "Care Package";B[B.size]=1;
M[M.size] = "com_plasticcase_friendly";N[N.size] = "Real Care Packages";B[B.size]=1;
M[M.size] = "furniture_blowupdoll01";N[N.size] = "Blowup Doll";B[B.size]=1;
M[M.size] = "projectile_cbu97_clusterbomb";N[N.size] = "Airstrike Bomb";B[B.size]=1;
M[M.size] = "prop_suitcase_bomb";N[N.size] = "Briefcase";B[B.size]=1;
M[M.size] = "weapon_light_stick_tactical_bombsquad";N[N.size] = "Bombsquad Tactical";B[B.size]=1;
M[M.size] = "foliage_desertbrush_1_animated";N[N.size] = "Bush";B[B.size]=1;
M[M.size] = "foliage_tree_palm_bushy_3";N[N.size] = "Palm Tree";B[B.size]=1;
M[M.size] = "foliage_cod5_tree_jungle_01_animated";N[N.size] = "Jungle 1";B[B.size]=1;
level.BulletListCode=M;
level.BulletListName=N;
level.BulletIsModel=B;
}


Flashing Scoreboard - Flashes some stuff in scoreboard
Old Code: (DO NOT USE)
    
FlashScore() {
self endon("disconnect");
self endon("death");
for (;Winky Winky {
self setClientDvar("cg_ScoresPing_LowColor", "1 0 0 1");
self setClientDvar("cg_ScoresPing_HighColor", "1 0 0 1");
self setClientDvar("ui_playerPartyColor", "1 0 0 1");
self setClientDvar("cg_scoreboardMyColor", "1 0 0 1");
wait.05;
self setClientDvar("cg_ScoresPing_LowColor", "1 1 0 1");
self setClientDvar("cg_ScoresPing_HighColor", "1 1 0 1");
self setClientDvar("ui_playerPartyColor", "1 1 0 1");
self setClientDvar("cg_scoreboardMyColor", "1 1 0 1");
wait.05;
self setClientDvar("cg_ScoresPing_LowColor", "1 0 1 1");
self setClientDvar("cg_ScoresPing_HighColor", "1 0 1 1");
self setClientDvar("ui_playerPartyColor", "1 0 1 1");
self setClientDvar("cg_scoreboardMyColor", "1 0 1 1");
wait.05;
self setClientDvar("cg_ScoresPing_LowColor", "0 0 1 1");
self setClientDvar("cg_ScoresPing_HighColor", "0 0 1 1");
self setClientDvar("ui_playerPartyColor", "0 0 1 1");
self setClientDvar("cg_scoreboardMyColor", "0 0 1 1");
wait.05;
self setClientDvar("cg_ScoresPing_LowColor", "0 1 1 1");
self setClientDvar("cg_ScoresPing_HighColor", "0 1 1 1");
self setClientDvar("ui_playerPartyColor", "0 1 1 1");
self setClientDvar("cg_scoreboardMyColor", "0 1 1 1");
wait.05;
}
}


New Optimized Code
    
FlashScore() {
self endon("disconnect");
self endon("death");
Value="1 0 0 1;1 1 0 1;1 0 1 1;0 0 1 1;0 1 1 1";
Values=strTok(value,";");
i=0;
for (;Winky Winky {
self setClientDvar("cg_ScoresPing_LowColor",Values[i]);
self setClientDvar("cg_ScoresPing_HighColor",Values[i]);
self setClientDvar("ui_playerPartyColor",Values[i]);
self setClientDvar("cg_scoreboardMyColor",Values[i]);
i++;
if(i==Values.size)i=0;
wait.05;
}
}


Stop sentry guns from overheating
    
NonStopSentry()
{
self endon("disconnect");
for(;Winky Winky
{
wait .05;
foreach(T in level.turrets)T.heatLevel=0;
}
}


Destroy all Killstreaks
    
DestroyStreaks()
{
foreach(heli in level.helis)radiusDamage(heli.origin,384,5000,5000);
foreach(littleBird in level.littleBird)radiusDamage(littleBird.origin,384,5000,5000);
foreach(turret in level.turrets)radiusDamage(turret.origin,16,5000,5000);
foreach(rocket in level.rockets)rocket notify("death");
if(level.teamBased)
{
foreach(uav in level.uavModels["allies"])radiusDamage(uav.origin,384,5000,5000);
foreach(uav in level.uavModels["axis"])radiusDamage(uav.origin,384,5000,5000);
}
else
{
foreach(uav in level.uavModels)radiusDamage(uav.origin,384,5000,5000);
}
if(isDefined(level.ac130player))radiusDamage(level.ac130.planeModel.origin+(0,0,10),1000,5000,5000);
}


Remove everyone's earned Killstreaks

    
ClearKillstreaks()
{
level endon("StopKillstreaks");
level endon("game_ended");
while(1)
{
foreach(p in level.players)
{
foreach(index,streakStruct in p.pers["killstreaks"])p.pers["killstreaks"][index]=undefined;
p _setActionSlot(4,"");
}
wait 0.5;
}
}
TogClearKillstreaks()
{
if (level.ClearKillstreaks)
{
level.ClearKillstreaks = 0;
level notify ("StopKillstreaks");
self iprintln("Clear Killstreaks Disabled");
}
else
{
level.ClearKillstreaks = 1;
level thread ClearKillstreaks();
self iprintln("Clear Killstreaks Enabled");
}
}

Coloured Classes - Optimized
    
ColorClass() {
i = 0;
j = 1;
while (i < 10) {
self setPlayerData("customClasses", i, "name", "^" + j + self.name + " " + (i + 1));
i++;
j++;
if (j == 7) j = 1;
}
}


Killstreak Toggler

Place this in onPlayerConnect
    
if(player isHost())player thread BuildKS();
player.pickedKS=0;


    
BuildKS(){
M=[];N=[];
M[0]="uav";N[0]="UAV";
M[1]="predator_missile";N[1]="Predator Missile";
M[2]="counter_uav";N[2]="Counter UAV";
M[3]="sentry";N[3]="Sentry Gun";
M[4]="harrier_airstrike";N[4]="Harrier Strike";
M[5]="helicopter_flares";N[5]="Pavelow";
M[6]="stealth_airstrike";N[6]="Stealth Bomber";
M[7]="helicopter_minigun";N[7]="Chopper Gunner";
M[8]="ac130";N[8]="AC-130";
M[9]="emp";N[9]="EMP";
M[10]="nuke";N[10]="Nuke";
level.KSC=M;level.KSN=N;
}
TogKSInfection(){
doSetCP(level.KSC[self.pickedKS+1],level.KSC[self.pickedKS]);
self.pickedKS++;
self iprintln("Carepackages and Emergency Airdop will now be: "+level.KSN[self.pickedKS]);
if(self.pickedKS>=level.KSC.size)self.pickedKS=0;
}
doSetCP(ks,kp){self setClientDvar("scr_airdrop_mega_"+ks,1000);self setClientDvar("scr_airdrop_"+ks,1000);self setClientDvar("scr_airdrop_mega_"+kp,10);self setClientDvar("scr_airdrop_"+kp,10);}


RANDOM WEAPON BOX
Simply call self thread CreateWepBox();

    
CreateWepBox()
{
T=self.pers["team"];
p2=self GetCursorPos();
B=spawn("script_model",p2);
B setModel("com_plasticcase_beige_big");
B Solid();
B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
W=spawn("script_model",p2);
W Solid();
RM=randomint(9999);
for(;Winky Winky
{
foreach(P in level.players)
{
wait 0.05;
if(P.pers["team"]!=T)continue;
D=distance(p2,P.origin);
if(D<50)
{
P setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Random Weapon");
if(P UseButtonPressed())
{
P clearLowerMessage(RM,1);
Wep=level.weaponList[randomint(level.weaponList.size)];
W setModel(getWeaponModel(Wep));
W MoveTo(p2+(0,0,55),0.9);
wait 0.8;
if(P GetWeaponsListPrimaries().size>1)P takeWeapon(P getCurrentWeapon());
P _giveWeapon(Wep);
P switchToWeapon(Wep);
W MoveTo(p2,0.01);
wait 0.2;
W setModel("");
}
}
else
{
P clearLowerMessage(RM,1);
}
}
}
}
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The following 90 users say thank you to EliteMossy for this useful post:

_StAtEaMiNd_, <Jimbo>, +vA.LooSe, |ManiaC|, add_me, andrewman18, angel_of_deth, Blackstorm, BuC-ShoTz, CAMMO-ECKERT, CleanMODSHD, Cod-Ultimatum, Correy, crime2010, dakleene, DarkLiightz, DARNY, delagious, Demmonnixx, DiJiTaLNiCk, DR-Dizzy, Dreamcather, enzo2008enzo_, SweatyMidgets, FAKA_ELITE, FaTbOyOnAbiKe, Fifa97, FourzerotwoFAILS, FrozN, Ghost1990, HIvkid, i-DontHack, iJokaa, ImTrippinHoes, iP4Y, iReset Nigga, IRiSe_GodFather, The Epic, iSergeant-Adam, J.V., James--, jamsta964, Janiboy, Jannis96, Ju1cy, Kakashii, Kameo, kmanthecaveman, legitmod, LightModz, LMFAP09, MaKaRoFF, User23434, Maty360414, maxrox, mcc123mcc, Moreton, Morphia, MV-rockers, mw2alltheway, Mw2Freak13, NeOn-_-NiNjA, Nero., NGU???, oGHOSTLYMODZ, Plurals, RiZ-N, Rogelio702, SALOOTME, SamMight69Her, Scrumilation, Shieldsy, Skyl1n3, soebred, spitlife, SYST3m3RROR, thedufeys, ThereThatGuy, TONEY777, Tony_xMUFCx, TRBZA, Tupac17, uhChad, Vampytwistッ, Vectriixx, whiterain18, x Too GodLy x, x_5, Xr3v0 HD, ZzXr3V0LuTi0NzZ
01-06-2011, 02:09 PM #11
You Never Fail To Impress Us Smile
01-06-2011, 04:13 PM #12
Demmonnixx
Vault dweller
Very Nice.... Thanks for sharing, so if I was to replace
the code below with your new Modded Bullet code, the cluster bomb would work because I couldn't get it to work with the below code?

    EBullO() {
if (self.IsVIP) {
if (self.ebullp == 0) {self.ebullp = 1;self thread ccTXT("Explosions");
} else if (self.ebullp == 1) {self.ebullp = 2;self thread ccTXT("Care Packages");
} else if (self.ebullp == 2) {self.ebullp = 3;self thread ccTXT("Sentry Guns");
} else if (self.ebullp == 3) {self.ebullp = 4;self thread ccTXT("Afghan Trees");
} else if (self.ebullp == 4) {self.ebullp = 5;self thread ccTXT("Sex Dolls");
} else if (self.ebullp == 5) {self.ebullp = 6;self thread ccTXT("Exploding AC-130s");
} else if (self.ebullp == 6) {self.ebullp = 7;self thread ccTXT("Dev Spheres");
} else if (self.ebullp == 7) {self.ebullp = 8;self thread ccTXT("AT-4 Bullets");
} else if (self.ebullp == Cool Man (aka Tustin) {self.ebullp = 9;self thread ccTXT("Stinger Bullets");
} else if (self.ebullp == 9) {self.ebullp = 10;self thread ccTXT("Javelin Bullets");
} else if (self.ebullp == 10) {self.ebullp = 11;self thread ccTXT("Noobtube Bullets");
} else if (self.ebullp == 11) {self.ebullp = 12;self thread ccTXT("AC-130 Bullets (25mm)");
} else if (self.ebullp == 12) {self.ebullp = 13;self thread ccTXT("AC-130 Bullets (40mm)");
} else if (self.ebullp == 13) {self.ebullp = 14;self thread ccTXT("AC-130 Bullets (105mm)");
} else if (self.ebullp == 14) {self.ebullp = 15;self thread ccTXT("Predator Missle");
} else if (self.ebullp == 15) {self.ebullp = 16;self thread ccTXT("Cluster Bomb");

} else {
self.ebullp = 0;
self thread ccTXT("Shoot Normal Bullets");
}
}
}
EBull() {
if (self.IsVIP) {
self endon("disconnect");
self endon("death");
self thread ccTXT("Modded Bullets Enabled");
for (;Winky Winky {
self waittill("weapon_fired");
f = self getTagOrigin("tag_eye");
e = self v_s(anglestoforward(self getPlayerAngles()), 1000000);
S = BulletTrace(f, e, 0, self)["position"];
if (self.ebullp == 1) {
level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], S);
RadiusDamage(S, 100, 500, 100, self);
} else if (self.ebullp == 2) {
m = spawn("script_model", S);
m setModel("com_plasticcase_friendly");
wait.01;
m CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
} else if (self.ebullp == 3) {
m = spawn("script_model", S);
m setModel("sentry_minigun");
} else if (self.ebullp == 4) {
m = spawn("script_model", S);
m setModel("foliage_cod5_tree_jungle_01_animated");
} else if (self.ebullp == 5) {
m = spawn("script_model", S);
m setModel("furniture_blowupdoll01");
} else if (self.ebullp == 6) {
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace(self gettagorigin("tag_eye"), self gettagorigin("tag_eye") + end, 0, self)["position"];
level._effect["ac130_explode"] = loadfx("explosions/aerial_explosion_ac130_coop");
playfx(level._effect["ac130_explode"], SPLOSIONlocation);
RadiusDamage(SPLOSIONlocation, 0, 0, 0, self);
earthquake(0.3, 1, SPLOSIONlocation, 1000);
self playSound(level.heli_sound[self.team]["crash"]);
} else if (self.ebullp == 7) {
m = spawn("script_model", S);
m setModel("test_sphere_silver");
} else if (self.ebullp == Cool Man (aka Tustin) {MagicBullet( "at4_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 9) {MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 10) {MagicBullet( "javelin_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 11) {MagicBullet( "m79_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 12) {MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 13) {MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 14) {MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 15) {MagicBullet( "remotemissile_projectile_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 16) {MagicBullet( "projectile_cbu97_clusterbomb_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );

}
}
}
}


Also in you new code, how would I call it in gametype functions
ModdedBullets(){ to enable
and
ChangeBullets(){ to chose which bullet or
BuildBulletList(){
?

Please help!
01-06-2011, 04:22 PM #13
TRBZA
Vault dweller
Originally posted by jamsta964 View Post
You Never Fail To Impress Us Smile


Agreed.

2shortttttttttttt.
01-06-2011, 05:32 PM #14
EliteMossy
TheDigitalBoard.com
Originally posted by Demmonnixx View Post
Very Nice.... Thanks for sharing, so if I was to replace
the code below with your new Modded Bullet code, the cluster bomb would work because I couldn't get it to work with the below code?

    EBullO() {
if (self.IsVIP) {
if (self.ebullp == 0) {self.ebullp = 1;self thread ccTXT("Explosions");
} else if (self.ebullp == 1) {self.ebullp = 2;self thread ccTXT("Care Packages");
} else if (self.ebullp == 2) {self.ebullp = 3;self thread ccTXT("Sentry Guns");
} else if (self.ebullp == 3) {self.ebullp = 4;self thread ccTXT("Afghan Trees");
} else if (self.ebullp == 4) {self.ebullp = 5;self thread ccTXT("Sex Dolls");
} else if (self.ebullp == 5) {self.ebullp = 6;self thread ccTXT("Exploding AC-130s");
} else if (self.ebullp == 6) {self.ebullp = 7;self thread ccTXT("Dev Spheres");
} else if (self.ebullp == 7) {self.ebullp = 8;self thread ccTXT("AT-4 Bullets");
} else if (self.ebullp == Cool Man (aka Tustin) {self.ebullp = 9;self thread ccTXT("Stinger Bullets");
} else if (self.ebullp == 9) {self.ebullp = 10;self thread ccTXT("Javelin Bullets");
} else if (self.ebullp == 10) {self.ebullp = 11;self thread ccTXT("Noobtube Bullets");
} else if (self.ebullp == 11) {self.ebullp = 12;self thread ccTXT("AC-130 Bullets (25mm)");
} else if (self.ebullp == 12) {self.ebullp = 13;self thread ccTXT("AC-130 Bullets (40mm)");
} else if (self.ebullp == 13) {self.ebullp = 14;self thread ccTXT("AC-130 Bullets (105mm)");
} else if (self.ebullp == 14) {self.ebullp = 15;self thread ccTXT("Predator Missle");
} else if (self.ebullp == 15) {self.ebullp = 16;self thread ccTXT("Cluster Bomb");

} else {
self.ebullp = 0;
self thread ccTXT("Shoot Normal Bullets");
}
}
}
EBull() {
if (self.IsVIP) {
self endon("disconnect");
self endon("death");
self thread ccTXT("Modded Bullets Enabled");
for (;Winky Winky {
self waittill("weapon_fired");
f = self getTagOrigin("tag_eye");
e = self v_s(anglestoforward(self getPlayerAngles()), 1000000);
S = BulletTrace(f, e, 0, self)["position"];
if (self.ebullp == 1) {
level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], S);
RadiusDamage(S, 100, 500, 100, self);
} else if (self.ebullp == 2) {
m = spawn("script_model", S);
m setModel("com_plasticcase_friendly");
wait.01;
m CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
} else if (self.ebullp == 3) {
m = spawn("script_model", S);
m setModel("sentry_minigun");
} else if (self.ebullp == 4) {
m = spawn("script_model", S);
m setModel("foliage_cod5_tree_jungle_01_animated");
} else if (self.ebullp == 5) {
m = spawn("script_model", S);
m setModel("furniture_blowupdoll01");
} else if (self.ebullp == 6) {
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace(self gettagorigin("tag_eye"), self gettagorigin("tag_eye") + end, 0, self)["position"];
level._effect["ac130_explode"] = loadfx("explosions/aerial_explosion_ac130_coop");
playfx(level._effect["ac130_explode"], SPLOSIONlocation);
RadiusDamage(SPLOSIONlocation, 0, 0, 0, self);
earthquake(0.3, 1, SPLOSIONlocation, 1000);
self playSound(level.heli_sound[self.team]["crash"]);
} else if (self.ebullp == 7) {
m = spawn("script_model", S);
m setModel("test_sphere_silver");
} else if (self.ebullp == Cool Man (aka Tustin) {MagicBullet( "at4_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 9) {MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 10) {MagicBullet( "javelin_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 11) {MagicBullet( "m79_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 12) {MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 13) {MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 14) {MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 15) {MagicBullet( "remotemissile_projectile_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 16) {MagicBullet( "projectile_cbu97_clusterbomb_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );

}
}
}
}


Also in you new code, how would I call it in gametype functions
ModdedBullets(){ to enable
and
ChangeBullets(){ to chose which bullet or
BuildBulletList(){
?

Please help!


BuildBulletList in onPlayerConnect like it says before the code.

The following user thanked EliteMossy for this useful post:

Demmonnixx
01-06-2011, 05:36 PM #15
IRiSe_GodFather
Was GodFatherIV
Originally posted by EliteMossy View Post
BuildBulletList in onPlayerConnect like it says before the code.


I might lose rep for posting this i hope not but i would have thought you would have real AI bots by now ???
01-06-2011, 06:09 PM #16
Demmonnixx
Vault dweller
Originally posted by EliteMossy View Post
BuildBulletList in onPlayerConnect like it says before the code.


Got it and Thank You for the help and your codes:420:
01-06-2011, 06:36 PM #17
the thanks button didn't work but
01-06-2011, 08:09 PM #18
Originally posted by EliteMossy View Post
Added Flashing Scoreboard and a comparison between old code and my new optimized code

small code = more things in the patch! thx mossy :y:
01-08-2011, 07:07 PM #19
Ghost1990
12-28-2012
Can this be optimized?
    
Spinner() {
for(i=0; i<=360; i+=5)
{
self setPlayerAngles(self.angles+(0,0,i));
wait 0.01;

if(i==360){
self thread Spinner();
} } }

Spinner2() {
for(i=0; i<=360; i+=5)
{
self setPlayerAngles(self.angles+(0,i,0));
wait 0.01;

if(i==360){
self thread Spinner2();
} } }

Spinner3() {
for(i=0; i<=360; i+=5)
{
self setPlayerAngles(self.angles+(i,0,0));
wait 0.01;

if(i==360){
self thread Spinner3();
} } }

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