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dont have the one for moving care package but here is the code for forcefeild and wall code(zombies)
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; }}
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