Post: Death Wall and Riot Wars
02-05-2011, 05:25 AM #1
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
(adsbygoogle = window.adsbygoogle || []).push({}); Here's a little something i made using Chrome Playa's tutorial:



Yeah, yeah i know. I didnt record or edit the vid, i know it says "I present my great editing" but as most of you know and as well as i do, this isn't hard to do. All i did was copy and paste the coding from Chrome Playa's Tut and changed the coordinates, big woop...

The Death Wall takes up alot of space (coding wise) mostly because i dont know how (or if it possible) to make an entire wall move. I left my notes in just in case any one wants to change it up, move carepackages, the timing or whatever, and no it doesn't kill you because i don't know how to do that. Also these only work on terminal.

Ill explain my notes:
"Row" meaning the carepackages starting from the ground up.

"#" meaning the carepackages starting from left to right or right to left.. depending on how you look at it. Happy

"close/far" close being the wall of enemy carepackages without shade on them, far being the wall of enemy carepackages with shade on them.

"sidewall left" is the wall with carepackages moving in and out of it on the left when looking at the "far" wall.

"sidewall right" is the wall with carepackages moving in and out of it on the right when looking at the "far" wall.


Death Wall: (Terminal)
    white(){
self iPrintln("^0WHITEBOY's ^2Death Wall ^2Spawned! ^0Have Fun!");
CreateRamps((1319, 3815, 43), (1319, 3657, 93));
CreateElevator((1319, 3530, 110), (897, -1393, 39));
CreateElevator((610, -1384, 261), (1460, 3530, 112));
CreateWalls((1184, -1768, 45), (1184, -1000, 261));
CreateWalls((610, -1768, 45), (610, -1000, 261));
//row 1 close
CreateAsc((654,-1000,55), (654,-1379,55), 0, 30);
CreateAsc((654,-1000,83), (654,-1379,83), 0, 30);
CreateAsc((654,-1000,111), (654,-1379,111), 0, 30);
CreateAsc((654,-1000,139), (654,-1379,139), 0, 30);
CreateAsc((654,-1000,167), (654,-1379,167), 0, 30);
CreateAsc((654,-1028,195), (654,-1407,195), 0, 30);
CreateAsc((654,-1000,195), (654,-1379,195), 0, 30);
CreateAsc((654,-1000,223), (654,-1379,223), 0, 30);
CreateAsc((654,-1000,251), (654,-1379,251), 0, 30);
//row 2 close
CreateAsc((708,-1028,83), (708,-1407,83), 0, 30);
CreateAsc((708,-1000,55), (708,-1379,55), 0, 30);
CreateAsc((708,-1000,83), (708,-1379,83), 0, 30);
CreateAsc((708,-1000,111), (708,-1379,111), 0, 30);
CreateAsc((708,-1000,139), (708,-1379,139), 0, 30);
CreateAsc((708,-1000,167), (708,-1379,167), 0, 30);
CreateAsc((708,-1000,195), (708,-1379,195), 0, 30);
CreateAsc((708,-1000,223), (708,-1379,223), 0, 30);
CreateAsc((708,-1000,251), (708,-1379,251), 0, 30);
//row 3 close
CreateAsc((762,-1000,55), (762,-1379,55), 0, 30);
CreateAsc((762,-1000,83), (762,-1379,83), 0, 30);
CreateAsc((762,-1000,111), (762,-1379,111), 0, 30);
CreateAsc((762,-1000,139), (762,-1379,139), 0, 30);
CreateAsc((762,-1014,139), (762,-1393,139), 0, 30);
CreateAsc((762,-1000,167), (762,-1379,167), 0, 30);
CreateAsc((762,-1000,195), (762,-1379,195), 0, 30);
CreateAsc((762,-1000,223), (762,-1379,223), 0, 30);
CreateAsc((762,-1000,251), (762,-1379,251), 0, 30);
//row 4 close
CreateAsc((816,-1000,55), (816,-1379,55), 0, 30);
CreateAsc((816,-1000,83), (816,-1379,83), 0, 30);
CreateAsc((816,-1028,111), (816,-1407,111), 0, 30);
CreateAsc((816,-1000,111), (816,-1379,111), 0, 30);
CreateAsc((816,-1000,139), (816,-1379,139), 0, 30);
CreateAsc((816,-1000,167), (816,-1379,167), 0, 30);
CreateAsc((816,-1000,195), (816,-1379,195), 0, 30);
CreateAsc((816,-1000,223), (816,-1379,223), 0, 30);
CreateAsc((816,-1000,251), (816,-1379,251), 0, 30);
//row 5 close
CreateAsc((870,-1000,55), (870,-1379,55), 0, 30);
CreateAsc((870,-1000,83), (870,-1379,83), 0, 30);
CreateAsc((870,-1000,111), (870,-1379,111), 0, 30);
CreateAsc((870,-1000,139), (870,-1379,139), 0, 30);
CreateAsc((870,-1000,167), (870,-1379,167), 0, 30);
CreateAsc((870,-1000,195), (870,-1379,195), 0, 30);
CreateAsc((870,-1028,223), (870,-1407,223), 0, 30);
CreateAsc((870,-1000,223), (870,-1379,223), 0, 30);
CreateAsc((870,-1000,251), (870,-1379,251), 0, 30);
//row 6 close
CreateAsc((924,-1000,55), (924,-1379,55), 0, 30);
CreateAsc((924,-1000,83), (924,-1379,83), 0, 30);
CreateAsc((924,-1000,111), (924,-1379,111), 0, 30);
CreateAsc((924,-1028,139), (924,-1407,139), 0, 30);
CreateAsc((924,-1000,139), (924,-1379,139), 0, 30);
CreateAsc((924,-1000,167), (924,-1379,167), 0, 30);
CreateAsc((924,-1000,195), (924,-1379,195), 0, 30);
CreateAsc((924,-1000,223), (924,-1379,223), 0, 30);
CreateAsc((924,-1000,251), (924,-1379,251), 0, 30);
//row 7 close
CreateAsc((978,-1000,55), (978,-1379,55), 0, 30);
CreateAsc((978,-1000,83), (978,-1379,83), 0, 30);
CreateAsc((978,-1028,111), (978,-1407,111), 0, 30);
CreateAsc((978,-1000,111), (978,-1379,111), 0, 30);
CreateAsc((978,-1000,139), (978,-1379,139), 0, 30);
CreateAsc((978,-1000,167), (978,-1379,167), 0, 30);
CreateAsc((978,-1000,195), (978,-1379,195), 0, 30);
CreateAsc((978,-1000,223), (978,-1379,223), 0, 30);
CreateAsc((978,-1000,251), (978,-1379,251), 0, 30);
//row 8 close
CreateAsc((1032,-1000,55), (1032,-1379,55), 0, 30);
CreateAsc((1032,-1000,83), (1032,-1379,83), 0, 30);
CreateAsc((1032,-1000,111), (1032,-1379,111), 0, 30);
CreateAsc((1032,-1000,139), (1032,-1379,139), 0, 30);
CreateAsc((1032,-1000,167), (1032,-1379,167), 0, 30);
CreateAsc((1032,-1000,195), (1032,-1379,195), 0, 30);
CreateAsc((1032,-1000,223), (1032,-1379,223), 0, 30);
CreateAsc((1032,-1000,251), (1032,-1379,251), 0, 30);
//row 9 close
CreateAsc((1086,-1000,55), (1086,-1379,55), 0, 30);
CreateAsc((1086,-1000,83), (1086,-1379,83), 0, 30);
CreateAsc((1086,-1000,111), (1086,-1379,111), 0, 30);
CreateAsc((1086,-1000,139), (1086,-1379,139), 0, 30);
CreateAsc((1086,-1000,167), (1086,-1379,167), 0, 30);
CreateAsc((1086,-1000,195), (1086,-1379,195), 0, 30);
CreateAsc((1086,-1028,167), (1086,-1407,167), 0, 30);
CreateAsc((1086,-1000,223), (1086,-1379,223), 0, 30);
CreateAsc((1086,-1000,251), (1086,-1379,251), 0, 30);
//row 10 close
CreateAsc((1140,-1000,55), (1140,-1379,55), 0, 30);
CreateAsc((1140,-1000,83), (1140,-1379,83), 0, 30);
CreateAsc((1140,-1000,111), (1140,-1379,111), 0, 30);
CreateAsc((1140,-1000,139), (1140,-1379,139), 0, 30);
CreateAsc((1140,-1000,167), (1140,-1379,167), 0, 30);
CreateAsc((1140,-1000,195), (1140,-1379,195), 0, 30);
CreateAsc((1140,-1000,223), (1140,-1379,223), 0, 30);
CreateAsc((1140,-1000,251), (1140,-1379,251), 0, 30);
//row 1 far
CreateAsc((654,-1768,55), (654,-1407,55), 0, 30);
CreateAsc((654,-1768,83), (654,-1407,83), 0, 30);
CreateAsc((654,-1768,111), (654,-1407,111), 0, 30);
CreateAsc((654,-1768,139), (654,-1407,139), 0, 30);
CreateAsc((654,-1768,167), (654,-1407,167), 0, 30);
CreateAsc((654,-1768,195), (654,-1407,195), 0, 30);
CreateAsc((654,-1768,223), (654,-1407,223), 0, 30);
CreateAsc((654,-1768,251), (654,-1407,251), 0, 30);
//row 2 far
CreateAsc((708,-1768,55), (708,-1407,55), 0, 30);
CreateAsc((708,-1768,83), (708,-1407,83), 0, 30);
CreateAsc((708,-1768,111), (708,-1407,111), 0, 30);
CreateAsc((708,-1740,139), (708,-1379,139), 0, 30);
CreateAsc((708,-1768,139), (708,-1407,139), 0, 30);
CreateAsc((708,-1768,167), (708,-1407,167), 0, 30);
CreateAsc((708,-1768,195), (708,-1407,195), 0, 30);
CreateAsc((708,-1768,223), (708,-1407,223), 0, 30);
CreateAsc((708,-1768,251), (708,-1407,251), 0, 30);
//row 3 far
CreateAsc((762,-1768,55), (762,-1407,55), 0, 30);
CreateAsc((762,-1768,83), (762,-1407,83), 0, 30);
CreateAsc((762,-1768,111), (762,-1407,111), 0, 30);
CreateAsc((762,-1768,139), (762,-1407,139), 0, 30);
CreateAsc((762,-1768,167), (762,-1407,167), 0, 30);
CreateAsc((762,-1768,195), (762,-1407,195), 0, 30);
CreateAsc((762,-1768,223), (762,-1407,223), 0, 30);
CreateAsc((762,-1768,251), (762,-1407,251), 0, 30);
//row 4 far
CreateAsc((816,-1768,55), (816,-1407,55), 0, 30);
CreateAsc((816,-1740,83), (816,-1379,83), 0, 30);
CreateAsc((816,-1768,83), (816,-1407,83), 0, 30);
CreateAsc((816,-1768,111), (816,-1407,111), 0, 30);
CreateAsc((816,-1768,139), (816,-1407,139), 0, 30);
CreateAsc((816,-1768,167), (816,-1407,167), 0, 30);
CreateAsc((816,-1768,195), (816,-1407,195), 0, 30);
CreateAsc((816,-1768,223), (816,-1407,223), 0, 30);
CreateAsc((816,-1740,223), (816,-1379,223), 0, 30);
CreateAsc((816,-1768,251), (816,-1407,251), 0, 30);
//row 5 far
CreateAsc((870,-1768,55), (870,-1407,55), 0, 30);
CreateAsc((870,-1768,83), (870,-1407,83), 0, 30);
CreateAsc((870,-1768,111), (870,-1407,111), 0, 30);
CreateAsc((870,-1768,139), (870,-1407,139), 0, 30);
CreateAsc((870,-1768,167), (870,-1407,167), 0, 30);
CreateAsc((870,-1768,195), (870,-1407,195), 0, 30);
CreateAsc((870,-1768,223), (870,-1407,223), 0, 30);
CreateAsc((870,-1768,251), (870,-1407,251), 0, 30);
//row 6 far
CreateAsc((924,-1768,55), (924,-1407,55), 0, 30);
CreateAsc((924,-1768,83), (924,-1407,83), 0, 30);
CreateAsc((924,-1768,111), (924,-1407,111), 0, 30);
CreateAsc((924,-1768,139), (924,-1407,139), 0, 30);
CreateAsc((924,-1768,167), (924,-1407,167), 0, 30);
CreateAsc((924,-1768,195), (924,-1407,195), 0, 30);
CreateAsc((924,-1768,223), (924,-1407,223), 0, 30);
CreateAsc((924,-1768,251), (924,-1407,251), 0, 30);
//row 7 far
CreateAsc((978,-1768,55), (978,-1407,55), 0, 30);
CreateAsc((978,-1768,83), (978,-1407,83), 0, 30);
CreateAsc((978,-1768,111), (978,-1407,111), 0, 30);
CreateAsc((978,-1768,139), (978,-1407,139), 0, 30);
CreateAsc((978,-1768,167), (978,-1407,167), 0, 30);
CreateAsc((978,-1740,195), (978,-1379,195), 0, 30);
CreateAsc((978,-1768,195), (978,-1407,195), 0, 30);
CreateAsc((978,-1768,223), (978,-1407,223), 0, 30);
CreateAsc((978,-1768,251), (978,-1407,251), 0, 30);
//row 8 far
CreateAsc((1032,-1740,55), (1032,-1379,55), 0, 30);
CreateAsc((1032,-1768,55), (1032,-1407,55), 0, 30);
CreateAsc((1032,-1768,83), (1032,-1407,83), 0, 30);
CreateAsc((1032,-1768,111), (1032,-1407,111), 0, 30);
CreateAsc((1032,-1768,139), (1032,-1407,139), 0, 30);
CreateAsc((1032,-1768,167), (1032,-1407,167), 0, 30);
CreateAsc((1032,-1768,195), (1032,-1407,195), 0, 30);
CreateAsc((1032,-1768,223), (1032,-1407,223), 0, 30);
CreateAsc((1032,-1768,251), (1032,-1407,251), 0, 30);
//row 9 far
CreateAsc((1086,-1768,55), (1086,-1407,55), 0, 30);
CreateAsc((1086,-1768,83), (1086,-1407,83), 0, 30);
CreateAsc((1086,-1768,111), (1086,-1407,111), 0, 30);
CreateAsc((1086,-1768,139), (1086,-1407,139), 0, 30);
CreateAsc((1086,-1768,167), (1086,-1407,167), 0, 30);
CreateAsc((1086,-1768,195), (1086,-1407,195), 0, 30);
CreateAsc((1086,-1768,223), (1086,-1407,223), 0, 30);
CreateAsc((1086,-1768,251), (1086,-1407,251), 0, 30);
//row 10 far
CreateAsc((1140,-1768,55), (1140,-1407,55), 0, 30);
CreateAsc((1140,-1768,83), (1140,-1407,83), 0, 30);
CreateAsc((1140,-1768,111), (1140,-1407,111), 0, 30);
CreateAsc((1140,-1740,111), (1140,-1379,111), 0, 30);
CreateAsc((1140,-1768,139), (1140,-1407,139), 0, 30);
CreateAsc((1140,-1768,167), (1140,-1407,167), 0, 30);
CreateAsc((1140,-1768,195), (1140,-1407,195), 0, 30);
CreateAsc((1140,-1768,223), (1140,-1407,223), 0, 30);
CreateAsc((1140,-1768,251), (1140,-1407,251), 0, 30);
//side wall left
CreateAsc2((1198,-1565,83), (1154,-1565,83), 0, 2);
CreateAsc2((1198,-1537,167), (1154,-1537,167), 0, 6);
CreateAsc2((1198,-1481,111), (1154,-1481,111), 0, 4);
CreateAsc2((1198,-1425,139), (1154,-1425,139), 0, 2);
CreateAsc2((1154,-1341,83), (1154,-1341,167), 0, 5);
CreateAsc2((1198,-1313,195), (1154,-1313,195), 0, 2);
CreateAsc2((1198,-1285,55), (1154,-1285,55), 0, 2);
CreateAsc2((1198,-1229,111), (1154,-1229,111), 0, 1);
CreateAsc2((1198,-1201,195), (1154,-1201,195), 0, 4);
CreateAsc2((1198,-1145,111), (1154,-1145,111), 0, 3);
//side wall right
CreateAsc2((610,-1677,139), (650,-1677,139), 0, 5);
CreateAsc2((610,-1649,83), (650,-1649,83), 0, Cool Man (aka Tustin);
CreateAsc2((610,-1593,167), (650,-1593,167), 0, 6);
CreateAsc2((610,-1537,111), (650,-1537,111), 0, 3);
CreateAsc2((610,-1509,167), (650,-1509,167), 0, 1);
CreateAsc2((610,-1509,83), (650,-1509,83), 0, 4);
CreateAsc2((610,-1453,111), (650,-1453,111), 0, 1);
CreateAsc2((610,-1117,139), (650,-1117,139), 0, 3);
CreateAsc2((650,-1740,55), (650,-1028,55), 0, 7);
CreateAsc2((610,-1397,195), (650,-1397,195), 0, 5);
CreateAsc2((610,-1397,83), (650,-1397,83), 0, 2);
CreateAsc2((610,-1341,139), (650,-1341,139), 0, 7);
CreateAsc2((610,-1313,139), (650,-1313,139), 0, 3);
CreateAsc2((610,-1229,167), (650,-1229,167), 0, 1);
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateElevator(enter, exit, angle)
{
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}
ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 50){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}

CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}

CreateAsc(depart, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_enemy");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Escalator(depart, arivee, time);
}

Escalator(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (40);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (32);
self.state = "open";
continue;
}
}
}

CreateAsc2(depart, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_enemy");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Escalator2(depart, arivee, time);
}

Escalator2(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (10);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (10);
self.state = "open";
continue;
}
}
}


Riot Warz: (Terminal)
    riotwars(){
self iPrintln("^0WHITEBOY's ^2Ri0t WarZ Spawned! ^0Have Fun!");
CreateAsc((3261,-3800,399), (3261,-3300,399), 0, 1);
CreateAsc((3055,-3900,399), (3055,-3300,399), 0, 2);
CreateAsc((3430,-4000,399), (3430,-3000,399), 0, 3);
CreateRamps((2044, -3573, 43), (2759, -3573, 366));
CreateRamps((4498, -3573, 43), (3783, -3573, 366));
CreateRamps((4498,-3573, 43), (3783,-3573, 366));
CreateRamps((1319, 3815, 43), (1319, 3657, 93));
CreateElevator((1334, 3551, 110), (1903, -3178, 39));
CreateElevator((1903, -3923, 39), (1159, 3551, 39));
CreateGrids((3744, -3574, 376), (2796, -3574, 376), (0, 0, 0));
CreateGrids((2796, -3605, 376), (2888, -3605, 376));
CreateGrids((2796, -3633, 376), (2888, -3633, 376));
CreateGrids((2796, -3661, 376), (2888, -3661, 376));
CreateGrids((2796, -3543, 376), (2888, -3543, 376));
CreateGrids((2796, -3512, 376), (2888, -3512, 376));
CreateGrids((2796, -3481, 376), (2888, -3481, 376));
CreateGrids((3744, -3543, 376), (3652, -3543, 376));
CreateGrids((3744, -3515, 376), (3652, -3515, 376));
CreateGrids((3744, -3487, 376), (3652, -3487, 376));
CreateGrids((3744, -3605, 376), (3652, -3605, 376));
CreateGrids((3744, -3633, 376), (3652, -3633, 376));
CreateGrids((3744, -3661, 376), (3652, -3661, 376));
CreateWalls((3786, -3689, 393), (3624, -3689, 41Cool Man (aka Tustin));
CreateWalls((3624, -3660, 393), (3624, -3610, 41Cool Man (aka Tustin));
CreateWalls((3786, -3661, 393), (3786, -3617, 41Cool Man (aka Tustin));
CreateWalls((3786, -3459, 393), (3624, -3459, 41Cool Man (aka Tustin));
CreateWalls((3786, -3488, 393), (3786, -3528, 41Cool Man (aka Tustin));
CreateWalls((3624, -3488, 393), (3624, -3541, 41Cool Man (aka Tustin));
CreateWalls((2752, -3689, 393), (2914, -3689, 41Cool Man (aka Tustin));
CreateWalls((2914, -3660, 393), (2914, -3610, 41Cool Man (aka Tustin));
CreateWalls((2752, -3661, 393), (2752, -3617, 41Cool Man (aka Tustin));
CreateWalls((2752, -3459, 393), (2914, -3459, 41Cool Man (aka Tustin));
CreateWalls((2914, -3488, 393), (2914, -3541, 41Cool Man (aka Tustin));
CreateWalls((2752, -3488, 393), (2752, -3528, 41Cool Man (aka Tustin));
CreateWalls((1703, -3485, 45), (1703, -3663, 125));
self thread SpawnWeapons(undefined,"riotshield_mp","Riot Shield",(1721, -3574, 80),0);
}

CreateGrids(corner1, corner2, angle)
{
W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
CX = corner2[0] - corner1[0];
CY = corner2[1] - corner1[1];
CZ = corner2[2] - corner1[2];
ROWS = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(H/20);
XA = CX/ROWS;
YA = CY/COLUMNS;
ZA = CZ/HEIGHT;
center = spawn("script_model", corner1);
for(r = 0; r <= ROWS; r++){
for(c = 0; c <= COLUMNS; c++){
for(h = 0; h <= HEIGHT; h++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
}
}
center.angles = angle;
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateElevator(enter, exit, angle)
{
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}
ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 50){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}

CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}

SpawnWeapons(WFunc,Weapon,WeaponName,Location,Take Once){
self endon("disconnect");
weapon_model = getWeaponModel(Weapon);
if(weapon_model=="")weapon_model=Weapon;
Wep=spawn("script_model",Location+(0,0,0));
Wep setModel(weapon_model);
for(;Winky Winky{
foreach(player in level.players){
Radius=distance(Location,player.origin);
if(Radius<60){
player setLowerMessage(WeaponName,"Press ^3[{+usereload}]^7 To Swap For "+WeaponName);
if(player UseButtonPressed())wait 0.2;
if(player UseButtonPressed()){
if(!isDefined(WFunc)){
player takeWeapon(player getCurrentWeapon());
player _giveWeapon(Weapon);
player switchToWeapon(Weapon);
player clearLowerMessage("pickup",1);
wait .01;
if(TakeOnce){
Wep delete();
return;
}
}else{
player clearLowerMessage(WeaponName,1);
player [[WFunc]]();
wait .01;
}
}
}else{
player clearLowerMessage(WeaponName,1);
}
wait 0.1;
}
wait 0.1;
}
}

CreateAsc(depart, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_enemy");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Escalator(depart, arivee, time);
}

Escalator(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (time*3);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (time*3);
self.state = "open";
continue;
}
}
}


There you go, i hope you guys like it. There's more that can be done with both of these, but im just learning how to do this stuff. If any one would like to help me make this stuff better i would greatly appreciate it.






Credits:

Chrome Playa for the tut that allowed me to make this.
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DEREKTROTTER for his great copy and paste work of Killingdyl's building functions, for the moving carepackages function and making it a small gamemode.
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Killingdyl for the orignal building functions.

And im pretty sure TheEliteMossy had something to do with this but idk.
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The following 16 users say thank you to -Whiteboy- for this useful post:

.DeadlyMoDz25, bigboybobby14, Boxxxxyyy, Chrome Playa, IAMSTEN, IRiSe_GodFather, JakeM, jkry_2_1_, LeVeJizz, Morphia, NeedaFlameSoon, oGHOSTLYMODZ, qwerew, xd366, xELiT3_Sn1PaXx, ZzXr3V0LuTi0NzZ
02-05-2011, 08:15 AM #11
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by rohamen6060 View Post
Thanks man! Im using the riot war with my friend Its awsome! Thanks =D


Your Welcome

Originally posted by Sn1PaXx View Post
Great Code man!!

Good ideas, Like to see more from you . . .

Added this to my patch


Thank You
02-05-2011, 08:34 AM #12
emsp
Space Ninja
Originally posted by KNiiFE View Post
Your Welcome



Thank You


im not sure if this would work but for the death wall u could make somthing like this

killTrigger( pos, radius, height )
{
trig = spawn( "trigger_radius", pos, 0, radius, height );
for ( ;; )
{
trig waittill( "trigger", player );
if ( !isPlayer( player ) )
continue;
player suicide();
}
}


thread killTrigger( (1080, 1645, -156 - 30), 40, 30 );

The following user thanked emsp for this useful post:

-Whiteboy-
02-05-2011, 10:37 AM #13
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by emsp View Post
im not sure if this would work but for the death wall u could make somthing like this

killTrigger( pos, radius, height )
{
trig = spawn( "trigger_radius", pos, 0, radius, height );
for ( ;; )
{
trig waittill( "trigger", player );
if ( !isPlayer( player ) )
continue;
player suicide();
}
}


thread killTrigger( (1080, 1645, -156 - 30), 40, 30 );


Thanks, but i cant figure it out...
02-05-2011, 12:03 PM #14
Great codes man
You should deffs make some more Happy
02-05-2011, 12:33 PM #15
LightModz
League Champion
thank you for your post gonna bookmark this beast Happy
02-05-2011, 05:54 PM #16
DEREKTROTTER
You're Goddamn Right
LOL the riot wars is pretty cool, gonna add to my patch Smile
02-05-2011, 10:13 PM #17
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by DEREKTROTTER View Post
LOL the riot wars is pretty cool, gonna add to my patch Smile


Thanks, would be willing to help me improve on it a little?
02-05-2011, 10:19 PM #18
DEREKTROTTER
You're Goddamn Right
Originally posted by KNiiFE View Post
Thanks, would be willing to help me improve on it a little?


i did a little to it, made it to a gamemode:

The following user thanked DEREKTROTTER for this useful post:

jkry_2_1_
02-05-2011, 10:23 PM #19
jkry_2_1_
Call Me The CodFather
Originally posted by DEREKTROTTER View Post
i did a little to it, made it to a gamemode:

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love the edits. LOL blow up dolls derek u pig :p

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