Dive()
{
self endon("disconnect");
self maps\mp\gametypes\_hud_message::hintMessage("Press [{+breath_sprint}] and [{+stance}] to dive.");
self notifyOnPlayerCommand( "Run", "+breath_sprint" );
self notifyOnPlayerCommand( "Dive", "+stance" );
for(;
{
self waittill( "Run" );
self waittill( "Dive" );
self setPlayerAngles(self.angles + (22, 0, 0));
self setOrigin(self.origin+(0,0,25));
wait .01;
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
MaCrosshair = BulletTrace( forward, end, 0, self )[ "position" ];
setDvar("timescale", 0.4 );
wait .01;
self setOrigin(MaCrosshair+(0,0,0));
self SetStance( "prone" );
self freezeControls(true);
wait .2;
setDvar("timescale", 1.0 );
wait .5;
self freezeControls(false);
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
Dive(){self endon("disconnect");self maps\mp\gametypes\_hud_message::hintMessage("Press [{+breath_sprint}] and [{+stance}] to dive."); self notifyOnPlayerCommand( "Run", "+breath_sprint" );self notifyOnPlayerCommand( "Dive", "+stance" ); for(;
{self waittill( "Run" );self waittill( "Dive" );self setPlayerAngles(self.angles + (22, 0, 0));self setOrigin(self.origin+(0,0,25));wait .01;forward = self getTagOrigin("j_head"); end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000); MaCrosshair = BulletTrace( forward, end, 0, self )[ "position" ];setDvar("timescale", 0.4 );wait .01;self setOrigin(MaCrosshair+(0,0,0));self SetStance( "prone" );self freezeControls(true);wait .2; setDvar("timescale", 1.0 );wait .5;self freezeControls(false);}}vector_scal(vec, scale){ vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec;}
if (self GetAim()!="inScope"){
self thread dolphindive();
}
//if NOT in aim do dolphin dive
that would been nice for IW to put in
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