Post: [CODE]DRIVABLE Police CAR
02-08-2011, 04:57 PM #1
Fifa97
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(adsbygoogle = window.adsbygoogle || []).push({}); i think this was in the garage mod aswell and it is made for terminal.
    carSpawner() 
{
self setOrigin((300,300,40.5));
racecar = spawn( "script_model", (0,0,40.5) );
racecar.angles = (0,10,0);
racecar.targetname = "destructible_vehicle";
racecar.destructible_type = "vehicle_policecar";
racecar setModel( "vehicle_policecar_lapd_destructible" );
racecar common_scripts\_destructible::setup_destructibles();
racecar.inUse = 0;
for(;Winky Winky
{
if(distance(self.origin, racecar.origin) <100 && racecar.inUse == 0)
{
self iPrintlnBold("Press [{+usereload}] to use");
}


if(distance(self.origin, racecar.origin) <100 && self usebuttonpressed() && racecar.inuse == 0)
{
self iPrintlnBold("You are now driving");
racecar.inUse = 1;
self playerlinkto(racecar);
self setPlayerAngles(racecar.angles+(0,0,0));
self takeAllWeapons();
wait 1.0;
}

if(racecar.inUse == 1 && self usebuttonpressed())
{
racecar.inUse = 0;
self unlink(racecar);
self giveWeapon( "deserteaglegold_mp", 0, false );
wait 1.0;
}

if(racecar.inUse == 1 && self attackbuttonpressed())
{
if(racecar.angles != self.angles+(0,0,0) && racecar.inUse == 1)
{
racecar.angles = self.angles+(0,0,0);
}
racecar moveto(racecar.origin+anglestoforward(self getplayerangles())*200, 0.05);
wait 0.001;
}
wait 0.01;
}
}
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02-08-2011, 08:46 PM #11
Fifa97
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Originally posted by deadlyduckling View Post
this code sucks it puts you in ufomode and you just fly a car around

---------- Post added at 03:21 PM ---------- Previous post was at 03:09 PM ----------



what maps can you do the police car on im just gonna change mossys spawn vehicle

    SCar(){
OK=1;
switch(getDvar("mapname")){
case "mp_derail":
case "mp_estate":
case "mp_favela":
case "mp_quarry":
case "mp_boneyard":
self.tMO="vehicle_pickup_destructible_mp";
break;
default:
OK=0;
break;
}
if(level.CCo!=1&&OK==1){
self thread ccTXT("Spawned Vehicle");
level.CCo++;
C=spawn("script_model",self.origin+(0,50,0));
C.angles=(0,87,0);
C setModel(self.tMO);
C.type="Driving";
C Solid();
foreach (p in level.players)
p thread DCC(C);
level waittill ("DestroyVehicles");
C delete();
level.CCo=0;
}else if(OK==0)
self thread ccTXT("Map not supported");
else
self thread ccTXT("Vehicle Already Spawned");
}
DCC(C){
level endon("DestroyVehicles");
DCA=0;
for(;Winky Winky{
if(distance(self.origin,C.origin)<110&&Awesome faceCA==0){
self setlowermessage("Driving", "Press [{+activate}] To Drive",undefined,50);
if(distance(self.origin, C.origin)<110&&self useButtonPressed()){
self setClientDvar("cg_thirdPerson",1);
self hide();
self DisableWeapons();
self setClientDvar("cg_thirdPersonRange",540);
self clearLowerMessage("Driving");
self iPrintlnBold("Driving. [{+melee}] to exit [{+attack}] to move");
self playerlinkto(C);
DCA=1;
wait 0.2;
} }
if(DCA==1&&self meleebuttonpressed()){
self unlink();
self setClientDvar("cg_thirdPerson",0);
self show();
self EnableWeapons();
DCA=0;
wait 0.2; }
if(DCA==1&&self attackButtonPressed())
C moveto(C.origin+anglestoforward((0,self.angles[1],0))*30,0.05);
if(C.angles!=self.angles+(0,0,0)&&Awesome faceCA==1)
C.angles = self.angles+(0,0,0);
if(distance(self.origin,C.origin)>110)
self clearLowerMessage("Driving");
wait 0.05;
} }


police car is for terminal
02-08-2011, 09:36 PM #12
|C++|
< ^ > < ^ >
Originally posted by deadlyduckling View Post
this code sucks it puts you in ufomode and you just fly a car around

---------- post added at 03:21 pm ---------- previous post was at 03:09 pm ----------



what maps can you do the police car on im just gonna change mossys spawn vehicle

    scar(){
ok=1;
switch(getdvar("mapname")){
case "mp_derail":
Case "mp_estate":
Case "mp_favela":
Case "mp_quarry":
Case "mp_boneyard":
Self.tmo="vehicle_pickup_destructible_mp";
break;
default:
Ok=0;
break;
}
if(level.cco!=1&&ok==1){
self thread cctxt("spawned vehicle");
level.cco++;
c=spawn("script_model",self.origin+(0,50,0));
c.angles=(0,87,0);
c setmodel(self.tmo);
c.type="driving";
c solid();
foreach (p in level.players)
p thread dcc(c);
level waittill ("destroyvehicles");
c delete();
level.cco=0;
}else if(ok==0)
self thread cctxt("map not supported");
else
self thread cctxt("vehicle already spawned");
}
dcc(c){
level endon("destroyvehicles");
dca=0;
for(;Winky Winky{
if(distance(self.origin,c.origin)<110&&dca==0){
self setlowermessage("driving", "press [{+activate}] to drive",undefined,50);
if(distance(self.origin, c.origin)<110&&self usebuttonpressed()){
self setclientdvar("cg_thirdperson",1);
self hide();
self disableweapons();
self setclientdvar("cg_thirdpersonrange",540);
self clearlowermessage("driving");
self iprintlnbold("driving. [{+melee}] to exit [{+attack}] to move");
self playerlinkto(c);
dca=1;
wait 0.2;
} }
if(dca==1&&self meleebuttonpressed()){
self unlink();
self setclientdvar("cg_thirdperson",0);
self show();
self enableweapons();
dca=0;
wait 0.2; }
if(dca==1&&self attackbuttonpressed())
c moveto(c.origin+anglestoforward((0,self.angles[1],0))*30,0.05);
if(c.angles!=self.angles+(0,0,0)&&dca==1)
c.angles = self.angles+(0,0,0);
if(distance(self.origin,c.origin)>110)
self clearlowermessage("driving");
wait 0.05;
} }

where do i put it help
02-09-2011, 10:45 AM #13
EliteMossy
TheDigitalBoard.com
You do know this is in one of my patches (V8 i think)
02-09-2011, 04:08 PM #14
Fifa97
Maggbot timeout!
Originally posted by TheEliteMossy View Post
You do know this is in one of my patches (V8 i think)


i thought that aswell but its a different model and it flies

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