Post: [Release] High Rise Fun Place
02-10-2011, 01:24 AM #1
oO-GKUSH-Oo
< ^ > < ^ >
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I call this my High Rise Fun Place lol Its Pretty cool Heres The Code

    Deckie()/*By DECKIE123*/
{
CreateRamps((-2635.79, 6757.95, 3194.54), (-1905.3, 6681.32, 2610.54));
CreateElevator((-2809.8, 6829.68, 3216.13), (-3673.12, 3456.64, 4400.13), (0, 0, 0));
CreateElevator((-3975.28, 3521.23, 4400.12), (-4652.66, 3951.24, 3888.13), (0, 0, 0));
CreateGrids((-4417.79, 3802.6, 3897.51), (-3684.78, 4008.89, 3897.51), (0, 0, 0));
CreateElevator((-3517.39, 3928.73, 3888.13), (-122.528, 6604.5, 3355.13), (0, 0, 0));
CreateGrids((-3577.49, 3189.53, 4419.7), (-4087.43, 3171.87, 4419.7), (0, 0, 0));
Sentry = spawnTurret( "misc_turret", (-3853.78, 3551.49, 4400.13), "pavelow_minigun_mp" );
Sentry setModel( "sentry_minigun" );
Sentry.angles = (0,0,0);
Sentry2 = spawnTurret( "misc_turret", (-3488.65, 3380, 4400.13), "pavelow_minigun_mp" );
Sentry2 setModel( "sentry_minigun" );
Sentry2.angles = (0,0,0);
Sentry3 = spawnTurret( "misc_turret", (-2655.7, 5889.49, 3216.13), "pavelow_minigun_mp" );
Sentry3 setModel( "sentry_minigun" );
Sentry3.angles = (0,0,0);
self thread SpawnWeaponsUpside Down Happy:UsePredators,"prop_suitcase_bomb","^2Deckie's Predator Missile",(-3606.73, 3185.21, 4434.83),0);
self thread SpawnWeapons(undefined,"rpg_mp","^2Deckies's RPG",(-3731.44,3185.29,4434.83),0);
self thread SpawnWeapons(undefined,"cheytac_fmj_xmags_mp","^2Deckie's Intervention",(-3885.03,3186.86,4434.83),0);
self thread SpawnWeapons(undefined,"m79_mp","^2Deckie's Thumper",(-4045.12,3183.67,4434.83),0);
self thread Plane();
}
Plane()
{
self endon ( "disconnect" );
self endon ( "death" );
level.Plane = spawn( "script_model", (-3983.57, 3897.48, 3912.64) );
level.Plane.angles = (0,0,0);
level.Plane setModel( [COLOR="Red"]"vehicle_mig29_desert"[/COLOR] );
iniPlane = 0;
for(;Winky Winky
{
foreach(player in level.players)
{
if(distance(level.Plane.origin, player gettagorigin("j_head")) <160 && iniPlane == 0)
{
if(level.xenon)
player setlowermessage("PL", "Press [{+usereload}] To Drive ^2Deckies Jet", undefined, 50 );
else
player setlowermessage("PL", "Press [{+activate}] To Drive ^2Deckies Jet", undefined, 50 );

if(distance(level.Plane.origin, player gettagorigin("j_head")) <160 && iniPlane == 0 && player useButtonPressed() )
{
iniPlane = 1;
player iPrintlnBold("Driving Plane");
self thread initJet();
wait 0.2;
}
}
if(distance(level.Plane.origin, player gettagorigin("j_head")) >160)
player clearLowerMessage("PL");
}
wait 0.05;
}
}


If you dont have the initJet code then you need this
    
toggleJetSpeedUp()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "endjet" );
self thread toggleJetUpPress();
for(;Winky Winky {
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( "SPEESad Awesome " + self.flyingJetSpeed + " MPH" );
}
}
s = 0;
}
wait .04;
}
}
toggleJetSpeedDown()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "endjet" );
self thread toggleJetDownPress();
for(;Winky Winky {
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( "SPEESad Awesome " + self.flyingJetSpeed + " MPH" );
}
}
h = 0;
}
wait .04;
}
}
toggleJetUpPress()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "endjet" );
self notifyOnPlayerCommand( "RB", "+frag" );
for(;Winky Winky {
self waittill( "RB" );
self.flyingJetSpeed = self.flyingJetSpeed + 10;
self.speedHUD setText( "SPEESad Awesome " + self.flyingJetSpeed + " MPH" );
}
}
toggleJetDownPress()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "endjet" );
self notifyOnPlayerCommand( "LB", "+smoke" );
for(;Winky Winky {
self waittill( "LB" );
self.flyingJetSpeed = self.flyingJetSpeed - 10;
self.speedHUD setText( "SPEESad Awesome " + self.flyingJetSpeed + " MPH" );
}
}
toggleThermal()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "toggle", "+breath_sprint" );
for(;Winky Winky {
if(self.harrierOn==1) {
self waittill( "toggle" ); {
self mapsmpperks_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 mapsmpperks_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 Happy
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(;Winky Winky
{
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( "SPEESad Awesome " + 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" );
}



To get the code to work then you need to go to this thread and copy the create Ramps, Grid, and Elevator Code
You must login or register to view this content.
If this is to hard for you to do then Pm me and ill do it for you
Credits

x_DaftVader_x
Chrome Playa For The TUT
Me For My Hard Work
And To Who Ever Made the Flyable Jet Code
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The following 8 users say thank you to oO-GKUSH-Oo for this useful post:

bigboybobby14, crime2010, DR-Dizzy, Janiboy, jkry_2_1_, Moto Cross, weebobe, xFkN
02-10-2011, 01:48 AM #11
Woof
...hmm
Originally posted by deckie123 View Post
It could of took me that long lol but i kept having problems on spawning the jet x_DaftVader_x had to help me with that part lol

? what kind of problem..
or did you have no idea how to spawn a model ?
:shh: i wont tell :bro:
02-10-2011, 02:09 AM #12
oO-GKUSH-Oo
< ^ > < ^ >
Originally posted by BadMan
? what kind of problem..
or did you have no idea how to spawn a model ?
:shh: i wont tell :bro:


I Knew how to spawn it its just when you died the Jet was still their and it followed you where ever you went shot bullets when ever you shot and ends up killing you
02-10-2011, 07:03 PM #13
oO-GKUSH-Oo
< ^ > < ^ >
i have a patch with the code in it if you guys want it just pm me
02-10-2011, 07:06 PM #14
Superman.
Is it a bird? ... Is it a plane?
nicee well on mate.

The following user thanked Superman. for this useful post:

oO-GKUSH-Oo
02-10-2011, 07:08 PM #15
NICE MAN
this is cool

The following user thanked livingforkills for this useful post:

oO-GKUSH-Oo
02-10-2011, 07:12 PM #16
Janiboy
☆ janiboy95 ☆
Lol this is cool! Good work I hope that the next patches will include this code XD. :y: rep+ 4 you Winky Winky

The following user thanked Janiboy for this useful post:

oO-GKUSH-Oo
02-10-2011, 08:02 PM #17
oO-GKUSH-Oo
< ^ > < ^ >
Thanks.....
02-10-2011, 08:19 PM #18
xFkN
Haxor!
Your Bunker Looks Very Sick =)
You Become +Rep From Me Bro
02-10-2011, 09:53 PM #19
irishkid123
Bounty hunter
very nice Smile

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