Post: [Code] **Exploding CarePackage (Pro Version !)**
02-01-2011, 02:32 PM #1
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The following 35 users say thank you to x_DaftVader_x for this useful post:

Woof, A_Shifter99, ainajp, Alfa, Amanda, Blackstorm, cadpimp1289, Chrome Playa, CleanMODSHD, Correy, d7w7z, danielsarpa, DEREKTROTTER, dogyplop, DR-Dizzy, Dreamcather, FourzerotwoFAILS, FrozN, Ghost1990, Hx1, iJokaa, jkry_2_1_, kmax102, legitmod, louisthemaster, manster, maxrox, RaverBoy, SALOOTME, Scrumilation, silsil, Skyl1n3, TheJaRniBoi, ViiZiiKz
02-01-2011, 02:37 PM #2
Woof
...hmm
Loveing it Dancing adding to my patch now :P nice 1 Winky Winky
02-01-2011, 03:17 PM #3
Dreamcather
Call me Eddie Winky Winky
Try make a Exploding Blow up Doll :P

All say ``oh wow a naked girl!``
And when they want to **** with the doll BAM!
They die lol

The following user thanked Dreamcather for this useful post:

PsYcHoSiS
02-01-2011, 03:19 PM #4
Woof
...hmm
Originally posted by Playstation3lb View Post
Try make a Exploding BlowDoll :P

All around say ``oh wow a naked girl!``
And when they want **** with the doll BAM!
They die lol

um.. there must of been reason we both did a Care-package lol
its more realistic but a sex doll Happy
02-01-2011, 03:49 PM #5
EliteMossy
TheDigitalBoard.com
You do know there was a much simpler way :P
02-01-2011, 03:52 PM #6
Woof
...hmm
Originally posted by TheEliteMossy View Post
You do know there was a much simpler way :P

is there now Eek
lets fight on it :dingding: < i win ! Smile
02-01-2011, 04:00 PM #7
Originally posted by TheEliteMossy View Post
You do know there was a much simpler way :P


Probably, I tried an "actual" carepackage and it wouldn't explode. But, Yes, my codes always work, but there is always a better way Winky Winky

---------- Post added at 04:00 PM ---------- Previous post was at 03:57 PM ----------

Originally posted by TheEliteMossy View Post
You do know there was a much simpler way :P


Oh, and I tried self waittill("captured"); but it didnt work either .
02-01-2011, 04:06 PM #8
dogyplop
Do a barrel roll!
Originally posted by x View Post
Ok, BadMan beat me to this with his simple version, but I had been working on this already.

This version does everything a normal airdrop does ie: Splash notifies, calls out to other team, shows on minimap etc..

And well, you can guess the rest Smile

As you can see from the code, it wasn't a five minute job so don't take out the credits!!

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Just put this in your menu:

    
self thread DaftDrop();


Then add all of this:

    
x_DaftVader_x(lb){/*created by x_DaftVader_x*/
self endon("boom");


xDaftVaderx=maps\mp\killstreaks\_airdrop::createAirDropCrate( self, "ammo", "airdrop", lb.origin );
xDaftVaderx.angles = lb.angles;
xDaftVaderx PhysicsLaunchServer((0, 0, 0), anglestoforward(lb.angles) * 1);
self thread endvader(xDaftVaderx);
wait 5;


newPos=xDaftVaderx getorigin();
xDaftVaderx maps\mp\killstreaks\_airdrop::crateSetupForUse( &"MP_AC130_PICKUP","all", maps\mp\killstreaks\_killstreaks::getKillstreakCrateIcon( "ac130" ) );
xDaftVaderx setWaypoint( true, true, false );

wait 1;

for(;Winky Winky {
foreach(x_DaftVader_x in level.players) {


wait 0.01;
Homer=distance(newPos,x_DaftVader_x.origin);wduration = 5.0;
if(Homer<50) {

if(x_DaftVader_x UseButtonPressed())wait 0.1;
if(x_DaftVader_x UseButtonPressed()) {
xDaftVaderx setWaypoint( false, false, false );
RW="";
x_DaftVader_x playerLinkTo(xDaftVaderx );
x_DaftVader_x playerLinkedOffsetEnable();

x_DaftVader_x _disableWeapon();
xDaftVader = createPrimaryProgressBar( 25 );
xDaftVaderText = createPrimaryProgressBarText( 25 );
xDaftVaderText setText( &"MP_CAPTURING_CRATE" );
xDaftVader updateBar( 0, 1 / wduration );

for ( waitedTime = 0; waitedTime < wduration && isAlive( self ) && !level.gameEnded; waitedTime += 0.05 )
wait ( 0.05 );
xDaftVader destroyElem();
xDaftVaderText destroyElem();
level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], xDaftVaderx.origin);
x_DaftVader_x playSound(level.heli_sound[self.team]["crash"]);xDaftVaderx delete();
RadiusDamage(x_DaftVader_x.origin, 150, 150, 1500, x_DaftVader_x);
earthquake(0.3, 1, x_DaftVader_x.origin, 1000);
wait 0.1; }
} else {} } } }
endvader(xDaftVaderx){wait 60;self notify("boom");xDaftVaderx setWaypoint( false, false, false );xDaftVaderx delete();}

DaftDrop() {/*Created By x_DaftVader_x*/
self endon("death");
self endon("disconnect");
streakName="airdrop";
team = self.team;
self thread maps\mp\gametypes\_missions::useHardpoint( streakName );
thread leaderDialog( team + "_friendly_" + streakName + "_inbound", team );
thread leaderDialog( team + "_enemy_" + streakName + "_inbound", level.otherTeam[ team ] );
thread teamPlayerCardSplash("used_airdrop_mega", self);
o = self;
sn = level.heli_start_nodes[randomInt(level.heli_start_nodes.size)];
hO = sn.origin;
hA = sn.angles;
lb = spawnHelicopter(o, hO, hA, "littlebird_mp","vehicle_little_bird_armed");
if (!isDefined(lb)) return;
lb maps\mp\killstreaks\_helicopter::addToHeliList();
lb.zOffset = (0, 0, lb getTagOrigin("tag_origin")[2] - lb getTagOrigin("tag_ground")[2]);
lb.team = o.team;
lb.attacker = undefined;
lb.lifeId = 0;
lb.currentstate = "ok";
lN = level.heli_loop_nodes[randomInt(level.heli_loop_nodes.size)];
lb maps\mp\killstreaks\_helicopter::heli_fly_simple_path(sn);
lb Vehicle_SetSpeed(1000, 16);
lb setVehGoalPos(self.origin + (351, 0, 800), 1);
wait 5;
self thread x_DaftVader_x(lb);
lb thread lbleve(2);
}

lbleve(T) {
self endon("death");
self endon("helicopter_done");
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause(T);
self thread lbleave();
}
lbleave() {
self notify("leaving");
lN = level.heli_leave_nodes[randomInt(level.heli_leave_nodes.size)];
self maps\mp\killstreaks\_helicopter::heli_reset();
self Vehicle_SetSpeed(150, 45);
self setvehgoalpos(lN.origin, 1);
self waittillmatch("goal");
self notify("death");
wait .05;
self delete();
}






Thats Mint M8, Alot of coding tho :/ ohh well, Definatly going in my patch +Rep
02-01-2011, 04:10 PM #9
TheJaRniBoi
Why So Serious?
I have been trying to edit the clan tag editor to get it to modify stats instead so far modded the code and it says stats have been modified, lets you enter only numbers up to 11 but however doesn't mod the stats. I think with a bit more effort in editing the code this could be accomplished.

    cTagEditor() 
{
self endon("death");
self endon("disconnect");

[B] ABC = "0123456789"; Only allow numbers [/B]
curs = 0;
letter = 0;
ctag = self createFontString( "hudbig", .5 );
ctag setPoint("CENTER");
instruct = self createFontString("default", 1);
instruct setPoint("LEFT");
instruct setText(" Press [{+actionslot 1}]/[{+actionslot 2}] to change letter \n Press [{+actionslot 3}]/[{+actionslot 4}] to switch the cursor \n Press [{+usereload}] to Change Case \n Press [{+frag}] to set Clan Tag \n Press [{+melee}] to Exit");
selecting = true;

tag = [];
savedLetter = [];

tag[0] = ABC[0];
savedLetter[0] = 0;

while(selecting)
{
string = "";
for(i=0;i<tag.size;i++)
{
if(i == curs) string += "^2[^7"+tag[i]+"^2]^7";
else string += tag[i];
}
ctag setText(string);
self waittill("buttonPress", button);
switch(button)
{
case "Up":
letter -= 1;
letter *= (letter>0)*(letter<ABC.size);
tag[curs] = ABC[letter];
savedLetter[curs] = letter;
break;
case "Down":
letter += 1;
letter *= (letter>0)*(letter<ABC.size);
tag[curs] = ABC[letter];
savedLetter[curs] = letter;
break;
case "Left":
curs -= 1;
[B] curs *= (curs>0)*(curs<11); - Modified the length to 11[/B]
letter = savedLetter[curs];
break;
case "Right":
curs += 1;
[B] curs *= (curs>0)*(curs<11); - Modified the length to 11[/B]
if(curs > tag.size-1)
{
savedLetter[savedLetter.size] = 0;
tag[tag.size] = ABC[0];
}
letter = savedLetter[curs];
break;
case "A":
newTag = "";
for(i=0;i<tag.size;i++) newTag += tag[i];
[B] self setPlayerData("Score", newTag ); replaced self setClientDvar("clanname", newTag ); [/B]
self iPrintlnBold("Score modded to : " + newTag);
break;
case "B":
selecting = false;
break;
case "X":
tag[curs] = tolower(tag[curs]);
break;
default:
break;
}
}
wait 1;
ctag destroy();
instruct destroy();
}

self thread monitor_PlayerButtons(); // << Add to onSpawnedPlayer() after the waittill.


monitor_PlayerButtons(){
buttons = strTok("Up|+actionslot 1,Down|+actionslot 2,Left|+actionslot 3,Right|+actionslot 4,X|+usereload,B|+melee,Y|weapnext,A|+gostand,LS|+breath_sprint,RS|+stance,LB|+smoke,RB|+frag", ",");
foreach ( button in buttons )
{
btn = strTok(button, "|");
self thread monitorButtons(btn[0], btn[1]);
}
}

monitorButtons( button, action ){
self endon ( "disconnect" );
self endon ( "death" );
self notifyOnPlayerCommand( button, action );
for ( ;; ) {
self waittillmatch( button );
self notify( "buttonPress", button );
}
}
02-01-2011, 04:17 PM #10
iJokaa
Haters Keep Me Going Winky Winky
Originally posted by x View Post
Ok, BadMan beat me to this with his simple version, but I had been working on this already.

This version does everything a normal airdrop does ie: Splash notifies, calls out to other team, shows on minimap etc..

And well, you can guess the rest Smile

As you can see from the code, it wasn't a five minute job so don't take out the credits!!


it dont work for me. i get syntax error everytime. it could just be me tho

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