Post: Built in UFO Mode?
02-25-2011, 04:22 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Well as I recall, there was never a built in ufo mode. Well I was looking through some of the .gsc's and found this:
    
ufo_mode()
{
level.player openpopupmenu( "painter_mp" );// [COLOR="Red"]painter.menu execs some console commands( ufo mode ).. sneaky hacks.[/COLOR]
level.player closepopupmenu( "painter_mp" );
}


I don't know whether it actually does anything I just sort of found it. It could be old also, but I didn't see it posted here.
(adsbygoogle = window.adsbygoogle || []).push({});
02-25-2011, 04:24 AM #2
Nice Observation Watson, lol Does it work if called in the patch?
02-25-2011, 04:30 AM #3
Originally posted by TasteTheRainBow View Post
Nice Observation Watson, lol Does it work if called in the patch?


I'm not sure. I'm going to make a patch with it in and test it out however I have only just got home from a 4 hour car trip so I'm a little tired.
02-25-2011, 04:31 AM #4
emsp
Space Ninja
Originally posted by FourzerotwoFAILS View Post
I'm not sure. I'm going to make a patch with it in and test it out however I have only just got home from a 4 hour car trip so I'm a little tired.


i pm ur the code
02-25-2011, 04:33 AM #5
Originally posted by emsp View Post
i pm ur the code


I didn't receive it.
02-25-2011, 04:33 AM #6
Alright I might give it a go through trail and error since I'm not good at this stuffNo...

OffTopic: Do you know any fonts for MW2 to use in the patch?
02-25-2011, 04:36 AM #7
emsp
Space Ninja
Originally posted by FourzerotwoFAILS View Post
I didn't receive it.


Ok ill post it here lol

the code im trying to get working

    
CreateTac(pos)
{
efx = loadfx( "misc/flare_ambient" );
playFx( efx, pos );
wait 0.01;
}
Tack(){
self thread BuildTacUpside Down Happy:CreateTac, "CreateTac", "tactical insertion");
}

BuildTac(function, functiontype, name){
self endon("md");
self endon("death");
self notifyOnPlayerCommand( "SW", "+actionslot 2" );
for(;Winky Winky{
instruct = self createFontString("hudbig", 1);
instruct setPoint("TOP");
instruct setText("^2Aim at a Location and \n Press [{+actionslot 2}] to spawn "+name);
self thread DestroyOnCancel(instruct, "md");
cancel = self createFontString("hudbig", 1);
cancel setPoint("BOTTOM");
cancel setText("^2Press [{+actionslot 4}] to Cancel");
self thread DestroyOnCancel(cancel, "md");
self thread DestroyOnDeath(cancel);
self thread DestroyOnDeath(instruct);
self thread endOnCancel("md");
self waittill("SW");
instruct destroy();
cancel destroy();
self iPrintLnBold("Spawning "+name+"......");
wait 1;
self iPrintLnBold("Spawning "+name+"......");
wait 1;
self iPrintLnBold("Spawning "+name+"......");
pos=self GetCursorPos();
self thread BuildTac(function,pos);
self iPrintLnBold("Press [{+actionslot 2}] to Dismiss The Following Message");
instructs = self createFontString("default", 1.5);
instructs setPoint("BOTTOM", "TOP", 0, 150 );
instructs setText("^2CODE: ^1CreateTac("+functiontype+", "+pos+");");
self thread DestroyOnDeath(instructs);
instructs2 = self createFontString("hudbig", 1.2);
instructs2 setPoint("TOP");
instructs2 setText("^2Enter the Following Code In myBunker()");
self thread DestroyOnDeath(instructs2);
self waittill("SW");
instructs destroy();
instructs2 destroy();
self notify("md");}}



the gsc its in
    
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

my****(){
CreateGrids((10234, 18876, 13855), (9722, 19099, 13855), (0, 0, 0));
CreateRamps((9733, 18478, 13616), (9716, 18859, 13855));
CreateRamps((10247, 18450, 13605), (10254, 18866, 13855));
CreateWalls((10197, 18875, 1386Cool Man (aka Tustin), (9763, 18877, 1397Cool Man (aka Tustin));
CreateGrids((10207, 18898, 13963), (9759, 19005, 13963), (0, 0, 0));
CreateRamps((10226, 19041, 13846), (10027, 19040, 13962));
CreateWalls((9998, 18481, 13851), (9904, 18482, 14011));
CreateAsc((9737.69, 18852, 13860.6), (10247, 18849, 13860), 0,4);
CreateElevator((436.167, 2541.13, 289.125), (9945.58, 18401.9, 13851));
CreateDoors((90705, 18899, 13869),(9830, 18906, 13869), (90, 90, 0), 2, 2, 100, 75))
}

coord(){
self endon("death");
self endon("disconnect");
for(;Winky Winky{
self iPrintLnBold(self getOrigin());
wait 1;
self iPrintLnBold(self getOrigin());
wait 1;
self iPrintLnBold(self getOrigin());
wait 1;}}

bind(){self endon("death");self notifyOnPlayerCommand( "l", "+actionslot 3" );maps\mp\gametypes\_spectating::setSpectatePermissions();for(;Winky Winky{self waittill("l");if(self.menu==0){self iprintln("^2UFO Mode Enabled"); self allowSpectateTeam( "freelook", true );self.sessionstate = "spectator";}self waittill("l");if(self.menu==0){self iprintln("^1UFO Mode Disabled");self.sessionstate = "playing";self allowSpectateTeam( "freelook", false );}}}GM(){self iprintln("^2God Mode Enabled");self.maxhealth=90000; self.health=self.maxhealth;setDvar("bg_fallDamageMaxHeight",9999);setDvar("bg_fallDamageMinHeight",999Cool Man (aka Tustin); }
BuildWall(){
self thread BuildUpside Down Happy:CreateWalls, "Wall", "CreateWalls");
}
BuildForce(){
self thread buildUpside Down Happy:CreateForce, "ForceField", "Force");
}
BuildGrid(){
self thread BuildUpside Down Happy:CreateGrids, "Grid", "CreateGrids");
}
BuildRamp(){
self thread BuildUpside Down Happy:CreateRamps, "Ramp", "CreateRamps");
}
BuildTele(){
self thread BuildUpside Down Happy:CreateElevator, "Teleporters", "CreateElevator");
}
BuildPlat(){
self thread Build2Upside Down Happy:CreateAsc, "Moving Platform", "CreateAsc", 0, 4);
}
BuildDoor(){
self thread Build3Upside Down Happy:CreateDoors, "Door", "CreateDoors", (90, 0, 0), 3, 2, 100, 75);
}
BuildDoor2(){
self thread Build3Upside Down Happy:CreateDoors, "Door 180", "CreateDoors", (90, 90, 0), 3, 2, 100, 75);
}

BuildIntervention(){
self thread BuildWeapon(undefined,"undefined","cheytac_fmj_xmags_mp","Intervention");}
BuildAK47(){
self thread BuildWeapon(undefined,"undefined","ak47_fmj_mp","AK-47");}
BuildP90(){
self thread BuildWeapon(undefined,"undefined","p90_silencer_mp","P90");}
BuildRPG(){
self thread BuildWeapon(undefined,"undefined","rpg_mp","RPG");}
BuildPRED(){
self thread BuildWeaponUpside Down Happy:UsePredators,"::UsePredators","prop_suitcase_bomb","Predator Missle");}
BuildSentry(){
self thread BuildTurret("sentry");}
BuildMiniGun(){
self thread BuildTurret("minigun");}

BuildTurret(type){
self endon("td");
self endon("death");
self notifyOnPlayerCommand( "ST", "+actionslot 2" );
for(;Winky Winky{
instruct = self createFontString("hudbig", 1);
instruct setPoint("TOP");
instruct setText("^2Aim at a Location and \n Press [{+actionslot 2}] to spawn Turret");
self thread DestroyOnCancel(instruct,"td");
cancel = self createFontString("hudbig", 1);
cancel setPoint("BOTTOM");
cancel setText("^2Press [{+actionslot 4}] to Cancel");
self thread DestroyOnCancel(cancel,"td");
self thread DestroyOnDeath(cancel);
self thread DestroyOnDeath(instruct);
self thread endOnCancel("td");
self waittill("ST");
instruct destroy();
cancel destroy();
self iPrintLnBold("Spawning Turret......");
wait 1;
self iPrintLnBold("Spawning Turret......");
wait 1;
self iPrintLnBold("Spawning Turret......");
pos=self GetCursorPos();
CreateTurret(type, 0, pos);
self iPrintLnBold("Press [{+actionslot 2}] to Dismiss The Following Message");
instructs = self createFontString("default", 2.5);
instructs setPoint("BOTTOM", "TOP", 0, 150 );
instructs setText("^2CODE: ^1CreateTurret(''"+type+"'', 0, "+pos+");");
self thread DestroyOnDeath(instructs);
instructs2 = self createFontString("hudbig", 1.2);
instructs2 setPoint("TOP");
instructs2 setText("^2Enter the Following Code In myBunker()");
self thread DestroyOnDeath(instructs2);
self waittill("ST");
instructs destroy();
instructs2 destroy();
self notify("td");}}

BuildWeapon(Func,FuncName, model, name){
self endon("wd");
self endon("death");
self notifyOnPlayerCommand( "SW", "+actionslot 2" );
for(;Winky Winky{
instruct = self createFontString("hudbig", 1);
instruct setPoint("TOP");
instruct setText("^2Aim at a Location and \n Press [{+actionslot 2}] to spawn "+name);
self thread DestroyOnCancel(instruct, "wd");
cancel = self createFontString("hudbig", 1);
cancel setPoint("BOTTOM");
cancel setText("^2Press [{+actionslot 4}] to Cancel");
self thread DestroyOnCancel(cancel, "wd");
self thread DestroyOnDeath(cancel);
self thread DestroyOnDeath(instruct);
self thread endOnCancel("wd");
self waittill("SW");
instruct destroy();
cancel destroy();
self iPrintLnBold("Spawning "+name+"......");
wait 1;
self iPrintLnBold("Spawning "+name+"......");
wait 1;
self iPrintLnBold("Spawning "+name+"......");
pos=self GetCursorPos();
self thread SpawnWeapons(Func,model,name,pos,0);
self iPrintLnBold("Press [{+actionslot 2}] to Dismiss The Following Message");
instructs = self createFontString("default", 1.5);
instructs setPoint("BOTTOM", "TOP", 0, 150 );
instructs setText("^2CODE: ^1SpawnWeapons("+FuncName+", ''"+model+"'', ''"+name+"'', "+pos+", 0);");
self thread DestroyOnDeath(instructs);
instructs2 = self createFontString("hudbig", 1.2);
instructs2 setPoint("TOP");
instructs2 setText("^2Enter the Following Code In myBunker()");
self thread DestroyOnDeath(instructs2);
self waittill("SW");
instructs destroy();
instructs2 destroy();
self notify("wd");}}

Build(function, type, functiontype){
self endon("jw");
self endon("death");
instruct1 = self createFontString("hudbig", 1);
instruct1 setPoint("TOP");
instruct1 setText("^2Press [{+actionslot 2}] to Start Your "+type);
cancel = self createFontString("hudbig", 1);
cancel setPoint("BOTTOM");
cancel setText("^2Press [{+actionslot 4}] to Cancel");
self thread DestroyOnCancel(instruct1,"jw");
self thread DestroyOnCancel(cancel,"jw");
self thread DestroyOnDeath(cancel);
self thread DestroyOnDeath(instruct1);
self thread endOnCancel("jw");
self notifyOnPlayerCommand( "SL", "+actionslot 2" );
for(;Winky Winky{
self waittill("SL");
start = self GetOrigin();
self iPrintLnBold("Start Position Saved.");
instruct1 destroy();
instruct2 = self createFontString("hudbig", 1);
instruct2 setPoint("TOP");
instruct2 setText("^2Press [{+actionslot 2}] to Finish Your "+type);
self thread DestroyOnCancel(instruct2,"jw");
self thread DestroyOnDeath(instruct2);
self waittill("SL");
end = self GetOrigin();
self iPrintLnBold("End Position Saved.");
instruct2 destroy();
instruct3 = self createFontString("hudbig", 1);
instruct3 setPoint("TOP");
instruct3 setText("^2Press [{+actionslot 2}] to Build Your "+type);
self thread DestroyOnCancel(instruct3,"jw");
self thread DestroyOnDeath(instruct3);
self waittill("SL");
instruct3 destroy();
cancel destroy();
self iPrintLnBold("Building "+type+"......");
wait 1;
self iPrintLnBold("Building "+type+"......");
wait 1;
self iPrintLnBold("Building "+type+"......");
[[function]](start, end);
self iPrintLnBold(type+" Built.");
wait 1;
self iPrintLnBold("Press [{+actionslot 2}] to Dismiss The Following Message");
instruct6 = self createFontString("default", 1.Cool Man (aka Tustin);
instruct6 setPoint("BOTTOM", "TOP", 0, 150 );
instruct6 setText("^2CODE: ^1"+functiontype+"("+start+", "+end+");");
self thread DestroyOnDeath(instruct6);
instruct7 = self createFontString("hudbig", 1.2);
instruct7 setPoint("TOP");
instruct7 setText("^2Enter the Following Code In myBunker()");
self thread DestroyOnDeath(instruct7);
self waittill("SL");
instruct6 destroy();
instruct7 destroy();
self notify("jw");}}

Build2(function, type, functiontype, angle, time){
self endon("cw");
self endon("death");
instruct1 = self createFontString("hudbig", 1);
instruct1 setPoint("TOP");
instruct1 setText("^2Press [{+actionslot 2}] to Start Your "+type);
cancel = self createFontString("hudbig", 1);
cancel setPoint("BOTTOM");
cancel setText("^2Press [{+actionslot 4}] to Cancel");
self thread DestroyOnCancel(instruct1,"cw");
self thread DestroyOnCancel(cancel,"cw");
self thread DestroyOnDeath(cancel);
self thread DestroyOnDeath(instruct1);
self thread endOnCancel("cw");
self notifyOnPlayerCommand( "SL", "+actionslot 2" );
for(;Winky Winky{
self waittill("SL");
start = self GetOrigin();
self iPrintLnBold("Start Position Saved.");
instruct1 destroy();
instruct2 = self createFontString("hudbig", 1);
instruct2 setPoint("TOP");
instruct2 setText("^2Press [{+actionslot 2}] to Finish Your "+type);
self thread DestroyOnCancel(instruct2,"cw");
self thread DestroyOnDeath(instruct2);
self waittill("SL");
end = self GetOrigin();
self iPrintLnBold("End Position Saved.");
instruct2 destroy();
instruct3 = self createFontString("hudbig", 1);
instruct3 setPoint("TOP");
instruct3 setText("^2Press [{+actionslot 2}] to Build Your "+type);
self thread DestroyOnCancel(instruct3,"cw");
self thread DestroyOnDeath(instruct3);
self waittill("SL");
instruct3 destroy();
cancel destroy();
self iPrintLnBold("Building "+type+"......");
wait 1;
self iPrintLnBold("Building "+type+"......");
wait 1;
self iPrintLnBold("Building "+type+"......");
[[function]](start, end, angle, time);
self iPrintLnBold(type+" Built.");
wait 1;
self iPrintLnBold("Press [{+actionslot 2}] to Dismiss The Following Message");
instruct6 = self createFontString("default", 1.5);
instruct6 setPoint("BOTTOM", "TOP", 0, 150 );
instruct6 setText("^2CODE: ^1"+functiontype+"("+start+", "+end+", "+angle+", "+time+");");
self thread DestroyOnDeath(instruct6);
instruct7 = self createFontString("hudbig", 1.2);
instruct7 setPoint("TOP");
instruct7 setText("^2Enter the Following Code In myBunker()");
self thread DestroyOnDeath(instruct7);
self waittill("SL");
instruct6 destroy();
instruct7 destroy();
self.plat=0;
self notify("cw");}}

Build3(function, type, functiontype, angle, size, height, hp, range){
self endon("cw");
self endon("death");
instruct1 = self createFontString("hudbig", 1);
instruct1 setPoint("TOP");
instruct1 setText("^2Press [{+actionslot 2}] to Start Your "+type);
cancel = self createFontString("hudbig", 1);
cancel setPoint("BOTTOM");
cancel setText("^2Press [{+actionslot 4}] to Cancel");
self thread DestroyOnCancel(instruct1,"cw");
self thread DestroyOnCancel(cancel,"cw");
self thread DestroyOnDeath(cancel);
self thread DestroyOnDeath(instruct1);
self thread endOnCancel("cw");
self notifyOnPlayerCommand( "SL", "+actionslot 2" );
for(;Winky Winky{
self waittill("SL");
start = self GetOrigin();
self iPrintLnBold("Start Position Saved.");
instruct1 destroy();
instruct2 = self createFontString("hudbig", 1);
instruct2 setPoint("TOP");
instruct2 setText("^2Press [{+actionslot 2}] to Start Your "+type);
self thread DestroyOnDeath(instruct2);
self waittill("SL");
end = self GetOrigin();
self iPrintLnBold("End Position Saved.");
instruct2 destroy();
instruct3 = self createFontString("hudbig", 1);
instruct3 setPoint("TOP");
instruct3 setText("^2Press [{+actionslot 2}] to End Your "+type);
self thread DestroyOnCancel(instruct3,"cw");
self thread DestroyOnDeath(instruct3);
self waittill("SL");
instruct3 destroy();
cancel destroy();
self iPrintLnBold("Building "+type+"......");
wait 1;
self iPrintLnBold("Building "+type+"......");
wait 1;
self iPrintLnBold("Building "+type+"......");
[[function]](start, end, angle, size, height, hp, range);
self iPrintLnBold(type+" Built.");
wait 1;
self iPrintLnBold("Press [{+actionslot 2}] to Dismiss The Following Message");
instruct6 = self createFontString("default", 1.5);
instruct6 setPoint("BOTTOM", "TOP", 0, 150 );
instruct6 setText("^2CODE: ^1"+functiontype+"("+start+", "+end+", "+angle+", "+size+", "+height+", "+hp+", "+range+" );");
self thread DestroyOnDeath(instruct6);
instruct7 = self createFontString("hudbig", 1.2);
instruct7 setPoint("TOP");
instruct7 setText("^2Enter the Following Code In myBunker()");
self thread DestroyOnDeath(instruct7);
self waittill("SL");
instruct6 destroy();
instruct7 destroy();
self.plat=0;
self notify("cw");}}

BuildModel(model, name){
self endon("md");
self endon("death");
self notifyOnPlayerCommand( "SW", "+actionslot 2" );
for(;Winky Winky{
instruct = self createFontString("hudbig", 1);
instruct setPoint("TOP");
instruct setText("^2Aim at a Location and \n Press [{+actionslot 2}] to spawn "+name);
self thread DestroyOnCancel(instruct, "md");
cancel = self createFontString("hudbig", 1);
cancel setPoint("BOTTOM");
cancel setText("^2Press [{+actionslot 4}] to Cancel");
self thread DestroyOnCancel(cancel, "md");
self thread DestroyOnDeath(cancel);
self thread DestroyOnDeath(instruct);
self thread endOnCancel("md");
self waittill("SW");
instruct destroy();
cancel destroy();
self iPrintLnBold("Spawning "+name+"......");
wait 1;
self iPrintLnBold("Spawning "+name+"......");
wait 1;
self iPrintLnBold("Spawning "+name+"......");
pos=self GetCursorPos();
self thread SpawnModel(model,pos);
self iPrintLnBold("Press [{+actionslot 2}] to Dismiss The Following Message");
instructs = self createFontString("default", 1.5);
instructs setPoint("BOTTOM", "TOP", 0, 150 );
instructs setText("^2CODE: ^1SpawnModel(''"+model+"'', "+pos+");");
self thread DestroyOnDeath(instructs);
instructs2 = self createFontString("hudbig", 1.2);
instructs2 setPoint("TOP");
instructs2 setText("^2Enter the Following Code In myBunker()");
self thread DestroyOnDeath(instructs2);
self waittill("SW");
instructs destroy();
instructs2 destroy();
self notify("md");}}

DestroyOnDeath(text){
self waittill("death");
text destroy();}
DestroyOnCancel(text,not){
self waittill(not);
text destroy();}

endOnCancel(not){
self notifyOnPlayerCommand( "canc", "+actionslot 4" );
for(;Winky Winky{
self waittill("canc");
self notify(not);}}
SpawnSphere(){self thread BuildModel("test_sphere_silver","Test Sphere");}
SpawnSex(){self thread BuildModel("furniture_blowupdoll01","Sex Doll");}
SpawnTree(){self thread BuildModel("foliage_cod5_tree_jungle_02_animated","Tree");}
SpawnHummer(){self thread BuildModel("vehicle_hummer_destructible","Hummer");}
SpawnWinter(){self thread BuildModel("vehicle_uaz_winter_destructible","Winter Vehicle");}
SpawnPropane(){self thread BuildModel("vehicle_ac130_coop","AC-130");}
SpawnGenerator(){self thread BuildModel("vehicle_av8b_harrier_jet_mp","Harrier");}
SpawnFlatTV(){self thread BuildModel("vehicle_b2_bomber","Stealth Bomber");}
SpawnPickup(){self thread BuildModel("vehicle_pickup_destructible_mp","Pickup Truck");}
SpawnTV(){self thread BuildModel("vehicle_uav_static_mp","UAV Plane");}
SpawnPalm(){self thread BuildModel("foliage_tree_palm_bushy_3","Palm Tree");}
SpawnFlatTV2(){self thread BuildModel("ma_flatscreen_tv_wallmount_01","Flat Screen TV 2");}
SpawnBenzin(){self thread BuildModel("com_barrel_benzin","Benzin Barrel");}
SpawnStatic(){self thread BuildModel("ma_flatscreen_tv_on_wallmount_02_static","Static TV");}
SpawnVending(){self thread BuildModel("com_vending_can_new2_lit","Vending Maching");}

CreateTac(pos)
{
efx = loadfx( "misc/flare_ambient" );
playFx( efx, pos );
wait 0.01;
}
Tack(){
self thread BuildTacUpside Down Happy:CreateTac, "CreateTac", "tactical insertion");
}

BuildTac(function, functiontype, name){
self endon("md");
self endon("death");
self notifyOnPlayerCommand( "SW", "+actionslot 2" );
for(;Winky Winky{
instruct = self createFontString("hudbig", 1);
instruct setPoint("TOP");
instruct setText("^2Aim at a Location and \n Press [{+actionslot 2}] to spawn "+name);
self thread DestroyOnCancel(instruct, "md");
cancel = self createFontString("hudbig", 1);
cancel setPoint("BOTTOM");
cancel setText("^2Press [{+actionslot 4}] to Cancel");
self thread DestroyOnCancel(cancel, "md");
self thread DestroyOnDeath(cancel);
self thread DestroyOnDeath(instruct);
self thread endOnCancel("md");
self waittill("SW");
instruct destroy();
cancel destroy();
self iPrintLnBold("Spawning "+name+"......");
wait 1;
self iPrintLnBold("Spawning "+name+"......");
wait 1;
self iPrintLnBold("Spawning "+name+"......");
pos=self GetCursorPos();
self thread BuildTac(function,pos);
self iPrintLnBold("Press [{+actionslot 2}] to Dismiss The Following Message");
instructs = self createFontString("default", 1.5);
instructs setPoint("BOTTOM", "TOP", 0, 150 );
instructs setText("^2CODE: ^1CreateTac("+functiontype+", "+pos+");");
self thread DestroyOnDeath(instructs);
instructs2 = self createFontString("hudbig", 1.2);
instructs2 setPoint("TOP");
instructs2 setText("^2Enter the Following Code In myBunker()");
self thread DestroyOnDeath(instructs2);
self waittill("SW");
instructs destroy();
instructs2 destroy();
self notify("md");}}

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; }}



Note has no errors if i take the code out
02-25-2011, 07:58 AM #8
Originally posted by emsp View Post
Ok ill post it here lol

the code im trying to get working

    

instruct setPoint("TOP");
instruct setText("^2Aim at a Location and \n Press [{+actionslot 2}] to spawn "+name);




Note has no errors if i take the code out


I didn't know \n (newline) worked on PS3 or did you copy this from a PC patch?

---------- Post added at 07:58 AM ---------- Previous post was at 07:56 AM ----------

Originally posted by FourzerotwoFAILS View Post
Well as I recall, there was never a built in ufo mode. Well I was looking through some of the .gsc's and found this:
    
ufo_mode()
{
level.player openpopupmenu( "painter_mp" );// [COLOR="Red"]painter.menu execs some console commands( ufo mode ).. sneaky hacks.[/COLOR]
level.player closepopupmenu( "painter_mp" );
}


I don't know whether it actually does anything I just sort of found it. It could be old also, but I didn't see it posted here.


It doesn't work. Its from the Dev stuff for testing when they make the game..
02-25-2011, 08:00 AM #9
emsp
Space Ninja
Originally posted by ..V.. View Post
I didn't know \n (newline) worked on PS3 or did you copy this from a PC patch?

---------- Post added at 07:58 AM ---------- Previous post was at 07:56 AM ----------



It doesn't work. Its from the Dev stuff for testing when they make the game..


its from a pc patch but i got the code working
02-25-2011, 08:02 AM #10
Originally posted by emsp View Post
its from a pc patch but i got the code working


So did \n work or did you take it out?

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