Post: ChromePlayers Forge Mode Edit with Force Field
02-23-2011, 06:49 AM #1
emsp
Space Ninja
(adsbygoogle = window.adsbygoogle || []).push({}); Credits To ChromePlayer for making this Wonderful patch!!!!
Credits to -BadMan- for his ideas and his Codes!
Credits To Hawkin for the forcefield code!
Credits to dakilla010 For Patch Idea-Sorta Gave me the idea for Doors

The Original post

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Features

Build Wall
Build Grid
Build Ramp
Build Teleporter
Build Moving Platform
Weapons
Models

Weapons
Intervention
AK-47
P90
RPG
Predator Missle
Sentry
Minigun

Models
Test Sphere
Sex Doll
Tree
Hummer
Winter Truck
AC-130
Harrier
Stealth Bomber
Pickup Truck
UAV Plane
Palm Tree
Flat Screen TV
Benzin Barrel
Static TV
Vending Machine

Extra Features:
- Code Generator
- Ability To Cancel a Process
- Stylish Menu
- UFO Mode on D-Pad Left
- Automatic GodMode
- Point and Click Weapon and Model Spawning
- Kick Player



V4

Added
InvisDoors
And Random Weapons Box


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Download^^^^

Mini V3
Added tactical insertion

Download

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v2
Added Vip Known Error IT quits Right when u Vip someone Help??
Added Doors But they are just for Makeing the Bunker.

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V1

Force Field
Coordinates// if u want to add doors or Something


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Download^^^^^^^^


Any Ideas Let me Know



functions
    
CreateForce(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(level.chopper_fx["light"]["belly"]); 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(level.chopper_fx["light"]["belly"]); 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(level.chopper_fx["light"]["belly"]); block.angles=Angle; block Solid(); block CloneBrushmodelToScriptmodel(level.airDropCrateCollision); wait 0.001; }}
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;}}
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;}
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;}}
CreatePlate(corner1,corner2,arivee,angle,time){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 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);block thread Escalatore((corner1 +(XA * r,YA * c,ZA * h)),(arivee +(XA * r,YA * c,ZA * h)),time);wait 0.01;}}}center.angles=angle;center thread Escalatore(corner1,arivee,time);center CloneBrushmodelToScriptmodel(level.airDropCrateCollision);}Escalatore(depart,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*2.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*2.5);self.state="open";continue;}}}CreateAsc(depart,arivee,angle,time){Asc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");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*1.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*1.5);self.state="open";continue;}}}CreateCircle(depart,pass1,pass2,pass3,pass4,arivee,angle,time){Asc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");Asc.angles=angle;Asc Solid();Asc CloneBrushmodelToScriptmodel(level.airDropCrateCollision);Asc thread Circle(depart,arivee,pass1,pass2,pass3,pass4,time);}Circle(depart,pass1,pass2,pass3,pass4,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*1.5);self.state="op";continue;}if(self.state=="op"){self MoveTo(pass1,time);wait(time);self.state="opi";continue;}if(self.state=="opi"){self MoveTo(pass2,time);wait(time);self.state="opa";continue;}if(self.state=="opa"){self MoveTo(pass3,time);wait(time);self.state="ope";continue;}if(self.state=="ope"){self MoveTo(pass4,time);wait(time);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time);self.state="open";continue;}}}
SpawnWeapons(WFunc,Weapon,WeaponName,Location,TakeOnce){self endon("disconnect");weapon_model=getWeaponModel(Weapon);if(weapon_model=="")weapon_model=Weapon;Wep=spawn("script_model",Location+(0,0,10));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 2;if(TakeOnce){Wep delete();return;}} else {player clearLowerMessage(WeaponName,1);player [[WFunc]]();wait 5;}}} else {player clearLowerMessage(WeaponName,1);}wait 0.1;}wait 0.5;}}
roundUp( floatVal ) { if ( int( floatVal ) != floatVal ) return int( floatVal+1 ); else return int( floatVal ); }
GetCursorPos(){f=self getTagOrigin("tag_eye");e=self Vector_Scal(anglestoforward(self getPlayerAngles()),1000000);l=BulletTrace(f,e,0,self)["position"];return l;}vector_scal(vec,scale){vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);return vec;}
UsePredators(){maps\mp\killstreaks\_remotemissile::tryUsePredatorMissile(self.pers["killstreaks"][0].lifeId); }
CreateTurret(type,angles,location){if(!isDefined(location)|| !isDefined(type))return;if(!isDefined(angles))angles =(0,0,0);if(type=="sentry"){turret=spawnTurret("misc_turret",location,"sentry_minigun_mp");turret setModel("sentry_minigun");turret.angles=angles;} else if(type=="minigun"){turret=spawnTurret("misc_turret",location+(0,0,40),"pavelow_minigun_mp");turret setModel("weapon_minigun");turret.angles=angles;}}
SpawnModel(Model,Location){self endon("disconnect");weapon_model=getWeaponModel(Model);if(weapon_model=="")weapon_model=Model;Wep=spawn("script_model",Location+(0,0,10));Wep setModel(weapon_model);}
CreateDoors(open,close,angle,size,height,hp,range){ offset =(((size / 2)- 0.5)* -1); center=spawn("script_model",open); for(j=0;j < size;j++){ door=spawn("script_model",open +((0,30,0)* offset)); door setModel("com_plasticcase_enemy"); door Solid(); door CloneBrushmodelToScriptmodel(level.airDropCrateCollision); door EnableLinkTo(); door LinkTo(center); for(h=1;h < height;h++){ door=spawn("script_model",open +((0,30,0)* offset)-((70,0,0)* h)); door setModel("com_plasticcase_enemy"); door Solid(); door CloneBrushmodelToScriptmodel(level.airDropCrateCollision); door EnableLinkTo(); door LinkTo(center); } offset += 1; } center.angles=angle; center.state="open"; center.hp=hp; center.range=range; center thread DoorThink(open,close); center thread DoorUse(); center thread ResetDoors(open,hp); wait 0.01;} DoorThink(open,close){ while(1) { if(self.hp > 0){ self waittill("triggeruse" ,player); if(player.team=="allies"){ if(self.state=="open"){ self MoveTo(close,level.doorwait); wait level.doorwait; self.state="close"; continue; } if(self.state=="close"){ self MoveTo(open,level.doorwait); wait level.doorwait; self.state="open"; continue; } } if(player.team=="axis"){ if(self.state=="close"){ self.hp--; player iPrintlnBold("HIT"); wait 1; continue; } } }else{ if(self.state=="close"){ self MoveTo(open,level.doorwait); } self.state="broken"; wait .5; } }} DoorUse(range){ self endon("disconnect"); while(1) { foreach(player in level.players) { if(Distance(self.origin,player.origin)<= self.range){ if(player.team=="allies"){ if(self.state=="open"){ player.hint="Press ^3[{+activate}] ^7to ^2Close ^7the door"; } if(self.state=="close"){ player.hint="Press ^3[{+activate}] ^7to ^2Open ^7the door"; } if(self.state=="broken"){ player.hint="^1Door is Broken"; } } if(player.team=="axis"){ if(self.state=="close"){ player.hint="Press ^3[{+activate}] ^7to ^2Attack ^7the door"; } if(self.state=="broken"){ player.hint="^1Door is Broken"; } } if(player.buttonPressed[ "+activate" ]==1){ player.buttonPressed[ "+activate" ]=0; self notify("triggeruse" ,player); } } } wait .045; }} ResetDoors(open,hp){ while(1) { level waittill("RESETDOORS"); self.hp=hp; self MoveTo(open,level.doorwait); self.state="open"; }}
CreateForce(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(level.chopper_fx["light"]["belly"]); 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(level.chopper_fx["light"]["belly"]); 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(level.chopper_fx["light"]["belly"]); block.angles=Angle; block Solid(); block CloneBrushmodelToScriptmodel(level.airDropCrateCollision); wait 0.001; }}



---------- Post added at 01:49 AM ---------- Previous post was at 12:27 AM ----------

Leachers 10 Downloads 0 comments
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The following 10 users say thank you to emsp for this useful post:

Woof, bodyguard_4D1, Demmonnixx, hydro_122499, I am Mara, Officer Laggy, richiebanker, The-Don, Vampytwistッ, ZzXr3V0LuTi0NzZ
02-23-2011, 03:07 PM #2
Well you know you can use moving platform for a door to go left and right lol OO AND FOR WHAT I DID I WAS THE ONE WHO COME UP WITH IDEAS FOR THE PATCH ...LOL




Hey Guys i'm going to make a post about what to put in Chrome Playa's Forge Patch ideas .. BIG HELP TO ME DAKILLA010 AND -BAD-MAN- AND FOR BEST FOR LAST CHROME PLAYA FOR MAKING IT FOR US AND OTHERS.....:hitman:Cool Man (aka Tustin)
02-23-2011, 03:09 PM #3
Woof
...hmm
Originally posted by emsp View Post
Credits To ChromePlayer for makeing this Wonderful patch!!!!
Credits to -BadMan- for his ideas and his Codes!
Credits To Hawkin for the forcefield code!
Credits to dakilla010 For what he did!

The Original post

You must login or register to view this content.




Features

Build Wall
Build Grid
Build Ramp
Build Teleporter
Build Moving Platform
Weapons
Models

Weapons
Intervention
AK-47
P90
RPG
Predator Missle
Sentry
Minigun

Models
Test Sphere
Sex Doll
Tree
Hummer
Winter Truck
AC-130
Harrier
Stealth Bomber
Pickup Truck
UAV Plane
Palm Tree
Flat Screen TV
Benzin Barrel
Static TV
Vending Machine

Extra Features:
- Code Generator
- Ability To Cancel a Process
- Stylish Menu
- UFO Mode on D-Pad Left
- Automatic GodMode
- Point and Click Weapon and Model Spawning
- Kick Player



ADDED
Force Field
Coordinates// if u want to add doors or Something


You must login or register to view this content.
Download^^^^^^^^


Any Ideas Let me Know


---------- Post added at 01:49 AM ---------- Previous post was at 12:27 AM ----------

Leachers 10 Downloads 0 comments

the way you know you made it is when you start getting credit for your codes Smile
02-23-2011, 03:13 PM #4
Originally posted by badman
the way you know you made it is when you start getting credit for your codes Smile



i'm pointless really .... Nice to know...

The following user thanked Officer Laggy for this useful post:

Woof
02-23-2011, 03:15 PM #5
Woof
...hmm
Originally posted by dakilla010 View Post
i'm pointless really .... Nice to know...

made mistake lol sorry i got your name confused with somebody else xD
here +rep to say sorry
02-23-2011, 03:18 PM #6
Lol all said was really i'm pointless you god me sad :( for a lil lol... Its ok i don't take shit to the head like other people
02-23-2011, 10:30 PM #7
So with this we can make our own force feild's the same way we make the wall, ramps ect?
02-23-2011, 11:02 PM #8
emsp
Space Ninja
Originally posted by VaMpEhTwIsT View Post
So with this we can make our own force feild's the same way we make the wall, ramps ect?


yea but u need the function if u put ur bunker into a different patch.

ill post them in a sec

---------- Post added at 06:01 PM ---------- Previous post was at 06:00 PM ----------

Originally posted by dakilla010 View Post
Lol all said was really i'm pointless you god me sad :( for a lil lol... Its ok i don't take shit to the head like other people


i dident know what u did lol sorry fixing
Right now

---------- Post added at 06:02 PM ---------- Previous post was at 06:01 PM ----------

Originally posted by BadMan
the way you know you made it is when you start getting credit for your codes Smile


yaya im gonna try to get the doors working!
02-24-2011, 12:28 AM #9
Originally posted by emsp View Post
yea but u need the function if u put ur bunker into a different patch.

Ill post them in a sec

---------- post added at 06:01 pm ---------- previous post was at 06:00 pm ----------



i dident know what u did lol sorry fixing
right now

---------- post added at 06:02 pm ---------- previous post was at 06:01 pm ----------



yaya im gonna try to get the doors working!


that wasnt for you but ok lol
02-24-2011, 12:42 AM #10
emsp
Space Ninja
Originally posted by dakilla010 View Post
that wasnt for you but ok lol


o well haha

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