Post: [CODE] Bounce Thingy... V1
02-28-2011, 12:48 PM #1
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
(adsbygoogle = window.adsbygoogle || []).push({}); This is V1 of my bouce mod thing or whatever you wanna call it... There's alot more i need to do but i figured i would release this just in case 1.12 comes out tomorrow. I don't have a recorder so i took some screen shots...

The enemy carepackages will bounce you

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This is pretty big so you might want to be on a map like Terminal, Favela or Skidrow
    WBsBouncestart(){
self takeallweapons();
self giveWeapon("cheytac_fmj_xmags_mp",0,false);
self giveWeapon("deserteaglegold_mp",0,false);
self giveWeapon("semtex_mp",0,false);
self switchToWeapon("deserteaglegold_mp",0,false);
self thread WBbuild();}

WBbuild(){
self iPrintlnBold( "^2Shoot To Spawn!" );
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
self.neworiginspawn = (Location+(83,0,850));
self setOrigin(self.neworiginspawn);
self switchToWeapon("cheytac_fmj_xmags_mp",0,false);
self thread SpawnWeapons(undefined,"cheytac_fmj_xmags_mp","Intervention",Location+(55,-28,816),0);
self thread SpawnWeapons(undefined,"deserteaglegold_mp","Golden Desert Eagle",Location+(55,28,816),0);
setDvar("jump_height",7Cool Man (aka Tustin);
self thread WBsBuild();
self thread WBsBuild2();
self thread WBsBuild3();
self thread Instructions();
self thread WBsPromod();
self thread WBsPerks();
self thread Bounce();
self thread Bounce2();
self thread Bounce3();
self thread Bounce4();
self thread doSpin(Location+(28,0,0));
self thread WBsCP();
self thread WBsCP2();
}

WBSBuild(){
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
level.CARE=[];
BounceNum=1;
for(x=1;x<=2;x++){
for(y=1;y<=3;y++){
level.CARE[BounceNum]=spawn("script_model",location+(0+(x*55), -56+(y*2Cool Man (aka Tustin),800));
level.CARE[BounceNum] setModel("com_plasticcase_friendly");
level.CARE[BounceNum] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.CARE2[BounceNum]=spawn("script_model",location+(600+(x*55), -56+(y*2Cool Man (aka Tustin),200));
level.CARE2[BounceNum] setModel("com_plasticcase_enemy");
level.CARE5[BounceNum]=spawn("script_model",location+(2800+(x*55), 600+(y*2Cool Man (aka Tustin),400));
level.CARE5[BounceNum] setModel("com_plasticcase_friendly");
level.CARE5[BounceNum] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.CARE7[BounceNum]=spawn("script_model",location+(4800+(x*55), 650+(y*2Cool Man (aka Tustin),800));
level.CARE7[BounceNum] setModel("com_plasticcase_friendly");
level.CARE7[BounceNum] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
BounceNum++;
self thread RotateRight();
self thread RotateLeft();
}}}

WBsBuild2(){
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
level.CARE=[];
BounceNum=1;
for(x=1;x<=3;x++){
for(y=1;y<=1;y++){
level.CARE3[BounceNum]=spawn("script_model",location+(2000+(x*55), 150+(y*2Cool Man (aka Tustin),160));
level.CARE3[BounceNum].angles = (0,0,30);
level.CARE3[BounceNum] setModel("com_plasticcase_enemy");
level.CARE3[BounceNum]=spawn("script_model",location+(2000+(x*55), 124+(y*2Cool Man (aka Tustin),145));
level.CARE3[BounceNum].angles = (0,0,30);
level.CARE3[BounceNum] setModel("com_plasticcase_enemy");
level.CARE3[BounceNum]=spawn("script_model",location+(2000+(x*55), 100+(y*2Cool Man (aka Tustin),131));
level.CARE3[BounceNum].angles = (0,0,30);
level.CARE3[BounceNum] setModel("com_plasticcase_enemy");

level.CARE4[BounceNum]=spawn("script_model",location+(2400+(x*55), -150+(y*2Cool Man (aka Tustin),160));
level.CARE4[BounceNum].angles = (0,0,-30);
level.CARE4[BounceNum] setModel("com_plasticcase_enemy");
level.CARE4[BounceNum]=spawn("script_model",location+(2400+(x*55), -124+(y*2Cool Man (aka Tustin),145));
level.CARE4[BounceNum].angles = (0,0,-30);
level.CARE4[BounceNum] setModel("com_plasticcase_enemy");
level.CARE4[BounceNum]=spawn("script_model",location+(2400+(x*55), -100+(y*2Cool Man (aka Tustin),131));
level.CARE4[BounceNum].angles = (0,0,-30);
level.CARE4[BounceNum] setModel("com_plasticcase_enemy");
BounceNum++;
}}}

WBsBuild3(){
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
level.CARE=[];
BounceNum=1;
for(x=1;x<=1;x++){
for(y=1;y<=1;y++){
level.CARE6[BounceNum]=spawn("script_model",location+(3350+(x*55), 642+(y*2Cool Man (aka Tustin),55));
level.CARE6[BounceNum].angles = (90,0,0);
level.CARE6[BounceNum] setModel("com_plasticcase_enemy");
}}}

Bounce(){
self endon("disconnect");
for(;Winky Winky{
foreach(pkg in level.CARE2){
if(distance(self.origin,pkg.origin)<50){
v=self getVelocity();
z=randomIntRange(400,500,501);
foreach(players in level.players){
if(distance(players)<15)self setVelocity((v[0],v[1],z+400));
else self setVelocity((v[0],v[1],z));
}}}
wait .03;
}}
vector_scal(vec,scale){
vec=(vec[0]*scale,vec[1]*scale,vec[2]*scale);
return vec;}

Bounce2(){
self endon("disconnect");
for(;Winky Winky{
foreach(pkg in level.CARE3){
if(distance(self.origin,pkg.origin)<50){
v=self getVelocity();
z=randomIntRange(600,601,602);
y=randomIntRange(600,601,602);
x=randomIntRange(600,601,602);
foreach(players in level.players){
if(distance(players)<15)self setVelocity((v[0]+x+(-700),y+(-700),z+600));
else self setVelocity((v[0]+x,y,z));
}}}
wait .03;
}}

Bounce3(){
self endon("disconnect");
for(;Winky Winky{
foreach(pkg in level.CARE4){
if(distance(self.origin,pkg.origin)<50){
v=self getVelocity();
y=randomIntRange(200,201,202);
z=randomIntRange(600,601,602);
foreach(players in level.players){
if(distance(players)<15)self setVelocity((v[0],y+100,z+800));
else self setVelocity((v[0],v[1],z));
}}}
wait .03;
}}

Bounce4(){
self endon("disconnect");
for(;Winky Winky{
foreach(pkg in level.CARE6){
if(distance(self.origin,pkg.origin)<50){
v=self getVelocity();
z=randomIntRange(600,601,602);
foreach(players in level.players){
if(distance(players)<15)self setVelocity((v[0],v[1],z+700));
else self setVelocity((v[0],v[1],z));
}}}
wait .03;
}}

WBsPromod(){
self setClientDvar("clanName","{WB}");
self setClientDvar("cg_drawfps", 1);
self setClientDvar("com_maxfps", 91);
setDvar("bg_falldamageminheight", 999Cool Man (aka Tustin);
setDvar("bg_falldamagemaxheight", 9999);
self VisionSetNakedForPlayer( "default", 2 );
self setClientDvar("r_specularmap","2");
self setClientDvar( "cg_gun_x", "5" );
self setClientDvar( "FOV", "90" );
self setclientdvar( "player_breath_fire_delay ", "0" );
self setclientdvar( "player_breath_gasp_lerp", "0" );
self setclientdvar( "player_breath_gasp_scale", "0.0" );
self setclientdvar( "player_breath_gasp_time", "0" );
self setClientDvar( "player_breath_snd_delay ", "0" );
self setClientDvar( "perk_extraBreath", "0" );
self setClientDvar( "cg_brass", "0" );
self setClientDvar( "r_gamma", "1" );
self setClientDvar( "r_blur", "0.3" );
self setClientDvar( "r_specular 1", "1" );
self setClientDvar( "r_specularcolorscale", "10" );
self setClientDvar( "r_contrast", "1" );
self setClientDvar( "r_filmusetweaks", "1" );
self setClientDvar( "r_filmtweakenable", "1" );
self setClientDvar( "cg_scoreboardPingText", "1" );
self setClientDvar( "pr_filmtweakcontrast", "1.6" );
self setClientDvar( "r_lighttweaksunlight", "1.57" );
self setClientdvar( "r_brightness", "0" );
self setClientDvar( "ui_hud_hardcore", "1" );
self setClientDvar( "hud_enable", "1" );
self setClientDvar( "g_teamcolor_axis", "1 0.0 00.0" );
self setClientDvar( "g_teamcolor_allies", "0 0.0 00.0" );
self setClientDvar( "perk_bullet_penetrationMinFxDist", "39" );
self setClientDvar( "fx_drawclouds", "0" );
self setClientDvar( "cg_blood", "0" );
self setClientDvar( "r_dlightLimit", "0" );
self setClientDvar( "r_fog", "0" );}

WBsPerks(){
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_selectivehearing");
self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");}

RotateLeft(){
self endon ( "disconnect" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
for(;Winky Winky{
self waittill( "dpad_left" );
if ( self GetStance() == "stand" ) {
self setPlayerAngles(self.angles+(0,0,-5));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-10));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-15));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-20));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-25));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-30));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-35));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-40));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-45));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-50));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-55));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-60));
}}}

RotateRight(){
self endon ( "disconnect" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for(;Winky Winky{
self waittill( "dpad_right" );
if ( self GetStance() == "stand" ) {
self setPlayerAngles(self.angles+(0,0,5));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,10));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,15));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,20));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,25));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,30));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,35));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,40));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,45));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,50));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,55));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,60));
}}}

Instructions(){
wait 2;
self iPrintln( "^0While Standing, Press ^2[{+actionslot 3}] ^0To ^2Spin Left" );
wait 5;
self iPrintln( "^0While Standing, Press ^2[{+actionslot 4}] ^0To ^2Spin Right" );}

doSpin(x,y,z){
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
CP1 = spawn( "script_model", Location+(14,0,0));CP1 setModel( "com_plasticcase_friendly" );
CP1.angles = (0,90,0);
CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
for(;Winky Winky{
CP1 MoveZ(800,10);
wait 15;
CP1 MoveZ(-800,10);
wait 15;
}}

WBsCP(){
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
WBsMakeCPWall(Location+(1100,-110,500),"Y",5,1);
WBsMakeCPWall(Location+(1300,-110,550),"Y",5,1);
WBsMakeCPWall(Location+(1600,-110,500),"Y",5,1);
WBsMakeCPWall(Location+(4000,600,1000),"Y",3,1);
WBsMakeCPWall(Location+(4000,600,1194),"Y",3,1);
CP1 = spawn( "script_model", Location+(4000,586,1042));CP1 setModel( "com_plasticcase_friendly" );CP1.angles = (90,0,0);CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
CP1 = spawn( "script_model", Location+(4000,586,1097));CP1 setModel( "com_plasticcase_friendly" );CP1.angles = (90,0,0);CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
CP1 = spawn( "script_model", Location+(4000,586,1152));CP1 setModel( "com_plasticcase_friendly" );CP1.angles = (90,0,0);CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

CP1 = spawn( "script_model", Location+(4000,724,1042));CP1 setModel( "com_plasticcase_friendly" );CP1.angles = (90,0,0);CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
CP1 = spawn( "script_model", Location+(4000,724,1097));CP1 setModel( "com_plasticcase_friendly" );CP1.angles = (90,0,0);CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
CP1 = spawn( "script_model", Location+(4000,724,1152));CP1 setModel( "com_plasticcase_friendly" );CP1.angles = (90,0,0);CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

}

WBsSCP(Location){
CP=spawn("script_model",Location);
CP setModel("com_plasticcase_friendly");
CP.angles = (0,90,0);
CP Solid();
CP CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
WBsMakeCPLine(Location,X,Y,Z){
for(i=0;i<X;i++)WBsSCP(Location+(i*55,0,0));
for(i=0;i<Y;i++)WBsSCP(Location+(0,i*55,0));
for(i=0;i<Z;i++)WBsSCP(Location+(0,0,i*2Cool Man (aka Tustin));
}
WBsMakeCPWall(Location,Axis,X,Y){
if(Axis=="X"){WBsMakeCPLine(Location,X,0,0);for(i=0;i<X;i++)WBsMakeCPLine(Location+(i*55,0,0),0,0,Y);}
else if(Axis=="Y"){WBsMakeCPLine(Location,0,X,0);for(i=0;i<X;i++)WBsMakeCPLine(Location+(0,i*55,0),0,0,Y);}
else if(Axis=="Z"){WBsMakeCPLine(Location,0,X,0);for(i=0;i<X;i++)WBsMakeCPLine(Location+(0,i*28,0),Y,0,0);}
}

WBsCP2(){
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
WBsMakeCPWall2(Location+(4050,580,103Cool Man (aka Tustin),"X",13,3);
WBsMakeCPWall2(Location+(4050,594,1010),"X",13,1);
WB=spawn("script_model",Location+(4160,600,1076));WB setModel("com_plasticcase_friendly");WB.angles = (90,0,0);WB CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
WB=spawn("script_model",Location+(4160,600,1046));WB setModel("com_plasticcase_friendly");WB.angles = (90,0,0);WB CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
WB=spawn("script_model",Location+(4350,600,1076));WB setModel("com_plasticcase_friendly");WB.angles = (90,0,0);WB CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
WB=spawn("script_model",Location+(4350,600,1046));WB setModel("com_plasticcase_friendly");WB.angles = (90,0,0);WB CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
WB=spawn("script_model",Location+(4600,600,1076));WB setModel("com_plasticcase_friendly");WB.angles = (90,0,0);WB CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
WB=spawn("script_model",Location+(4600,600,1046));WB setModel("com_plasticcase_friendly");WB.angles = (90,0,0);WB CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

}

WBsSCP2(Location){
Mod=spawn("script_model",Location);
Mod setModel("com_plasticcase_friendly");
Mod.angles = (0,0,0);
Mod Solid();
Mod CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
WBsMakeCPLine2(Location,X,Y,Z){
for(i=0;i<X;i++)WBsSCP2(Location+(i*55,0,0));
for(i=0;i<Y;i++)WBsSCP2(Location+(0,i*45,0));
for(i=0;i<Z;i++)WBsSCP2(Location+(0,0,i*2Cool Man (aka Tustin));
}
WBsMakeCPWall2(Location,Axis,X,Y){
if(Axis=="X"){WBsMakeCPLine2(Location,X,0,0);for(i=0;i<X;i++)WBsMakeCPLine2(Location+(i*55,0,0),0,0,Y);}
else if(Axis=="Y"){WBsMakeCPLine2(Location,0,X,0);for(i=0;i<X;i++)WBsMakeCPLine2(Location+(0,i*45,0),0,0,Y);}
else if(Axis=="Z"){WBsMakeCPLine2(Location,0,X,0);for(i=0;i<X;i++)WBsMakeCPLine2(Location+(0,i*28,0),Y,0,0);}
}


If someone can record this for me that would be great, because i don't really know how to explain this...

If 1.12 doesn't come tomorrow or the next day ill update with some more stuff like:


Build in game teleporters - becuase i don't know to make the spawn point move with a location.

More bouncing stuff

Shoot-able objects - that blow up, for target practice or to make this harder to do...

Front Flips or Back Flips i couldn't get it to work, but if any one knows how to do them please let me know.

If anyone has any suggestions on what else i should add let me know.



Credits to -BadMan- For the bounce script
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03-01-2011, 12:33 AM #11
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by BadMan
credit for bounce script ?


Yea sorry it was 5am when i posted this ill give you credit even though its really kiwimoosical's coding...
03-01-2011, 12:37 AM #12
This is nice but you should rename it too something better not the "Bounce Thingy".
03-01-2011, 12:39 AM #13
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by Jot1011 View Post
This is nice but you should rename it too something better not the "Bounce Thingy".


Didn't know what to name it... any suggestions?
03-01-2011, 12:57 AM #14
emsp
Space Ninja
Originally posted by KNiiFE View Post
This is V1 of my bouce mod thing or whatever you wanna call it... There's alot more i need to do but i figured i would release this just in case 1.12 comes out tomorrow. I don't have a recorder so i took some screen shots...

The enemy carepackages will bounce you

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This is pretty big so you might want to be on a map like Terminal, Favela or Skidrow
    WBsBouncestart(){
self takeallweapons();
self giveWeapon("cheytac_fmj_xmags_mp",0,false);
self giveWeapon("deserteaglegold_mp",0,false);
self giveWeapon("semtex_mp",0,false);
self switchToWeapon("deserteaglegold_mp",0,false);
self thread WBbuild();}

WBbuild(){
self iPrintlnBold( "^2Shoot To Spawn!" );
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
self.neworiginspawn = (Location+(83,0,850));
self setOrigin(self.neworiginspawn);
self switchToWeapon("cheytac_fmj_xmags_mp",0,false);
self thread SpawnWeapons(undefined,"cheytac_fmj_xmags_mp","Intervention",Location+(55,-28,816),0);
self thread SpawnWeapons(undefined,"deserteaglegold_mp","Golden Desert Eagle",Location+(55,28,816),0);
setDvar("jump_height",7Cool Man (aka Tustin);
self thread WBsBuild();
self thread WBsBuild2();
self thread WBsBuild3();
self thread Instructions();
self thread WBsPromod();
self thread WBsPerks();
self thread Bounce();
self thread Bounce2();
self thread Bounce3();
self thread Bounce4();
self thread doSpin(Location+(28,0,0));
self thread WBsCP();
self thread WBsCP2();
}

WBSBuild(){
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
level.CARE=[];
BounceNum=1;
for(x=1;x<=2;x++){
for(y=1;y<=3;y++){
level.CARE[BounceNum]=spawn("script_model",location+(0+(x*55), -56+(y*2Cool Man (aka Tustin),800));
level.CARE[BounceNum] setModel("com_plasticcase_friendly");
level.CARE[BounceNum] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.CARE2[BounceNum]=spawn("script_model",location+(600+(x*55), -56+(y*2Cool Man (aka Tustin),200));
level.CARE2[BounceNum] setModel("com_plasticcase_enemy");
level.CARE5[BounceNum]=spawn("script_model",location+(2800+(x*55), 600+(y*2Cool Man (aka Tustin),400));
level.CARE5[BounceNum] setModel("com_plasticcase_friendly");
level.CARE5[BounceNum] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.CARE7[BounceNum]=spawn("script_model",location+(4800+(x*55), 650+(y*2Cool Man (aka Tustin),800));
level.CARE7[BounceNum] setModel("com_plasticcase_friendly");
level.CARE7[BounceNum] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
BounceNum++;
self thread RotateRight();
self thread RotateLeft();
}}}

WBsBuild2(){
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
level.CARE=[];
BounceNum=1;
for(x=1;x<=3;x++){
for(y=1;y<=1;y++){
level.CARE3[BounceNum]=spawn("script_model",location+(2000+(x*55), 150+(y*2Cool Man (aka Tustin),160));
level.CARE3[BounceNum].angles = (0,0,30);
level.CARE3[BounceNum] setModel("com_plasticcase_enemy");
level.CARE3[BounceNum]=spawn("script_model",location+(2000+(x*55), 124+(y*2Cool Man (aka Tustin),145));
level.CARE3[BounceNum].angles = (0,0,30);
level.CARE3[BounceNum] setModel("com_plasticcase_enemy");
level.CARE3[BounceNum]=spawn("script_model",location+(2000+(x*55), 100+(y*2Cool Man (aka Tustin),131));
level.CARE3[BounceNum].angles = (0,0,30);
level.CARE3[BounceNum] setModel("com_plasticcase_enemy");

level.CARE4[BounceNum]=spawn("script_model",location+(2400+(x*55), -150+(y*2Cool Man (aka Tustin),160));
level.CARE4[BounceNum].angles = (0,0,-30);
level.CARE4[BounceNum] setModel("com_plasticcase_enemy");
level.CARE4[BounceNum]=spawn("script_model",location+(2400+(x*55), -124+(y*2Cool Man (aka Tustin),145));
level.CARE4[BounceNum].angles = (0,0,-30);
level.CARE4[BounceNum] setModel("com_plasticcase_enemy");
level.CARE4[BounceNum]=spawn("script_model",location+(2400+(x*55), -100+(y*2Cool Man (aka Tustin),131));
level.CARE4[BounceNum].angles = (0,0,-30);
level.CARE4[BounceNum] setModel("com_plasticcase_enemy");
BounceNum++;
}}}

WBsBuild3(){
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
level.CARE=[];
BounceNum=1;
for(x=1;x<=1;x++){
for(y=1;y<=1;y++){
level.CARE6[BounceNum]=spawn("script_model",location+(3350+(x*55), 642+(y*2Cool Man (aka Tustin),55));
level.CARE6[BounceNum].angles = (90,0,0);
level.CARE6[BounceNum] setModel("com_plasticcase_enemy");
}}}

Bounce(){
self endon("disconnect");
for(;Winky Winky{
foreach(pkg in level.CARE2){
if(distance(self.origin,pkg.origin)<50){
v=self getVelocity();
z=randomIntRange(400,500,501);
foreach(players in level.players){
if(distance(players)<15)self setVelocity((v[0],v[1],z+400));
else self setVelocity((v[0],v[1],z));
}}}
wait .03;
}}
vector_scal(vec,scale){
vec=(vec[0]*scale,vec[1]*scale,vec[2]*scale);
return vec;}

Bounce2(){
self endon("disconnect");
for(;Winky Winky{
foreach(pkg in level.CARE3){
if(distance(self.origin,pkg.origin)<50){
v=self getVelocity();
z=randomIntRange(600,601,602);
y=randomIntRange(600,601,602);
x=randomIntRange(600,601,602);
foreach(players in level.players){
if(distance(players)<15)self setVelocity((v[0]+x+(-700),y+(-700),z+600));
else self setVelocity((v[0]+x,y,z));
}}}
wait .03;
}}

Bounce3(){
self endon("disconnect");
for(;Winky Winky{
foreach(pkg in level.CARE4){
if(distance(self.origin,pkg.origin)<50){
v=self getVelocity();
y=randomIntRange(200,201,202);
z=randomIntRange(600,601,602);
foreach(players in level.players){
if(distance(players)<15)self setVelocity((v[0],y+100,z+800));
else self setVelocity((v[0],v[1],z));
}}}
wait .03;
}}

Bounce4(){
self endon("disconnect");
for(;Winky Winky{
foreach(pkg in level.CARE6){
if(distance(self.origin,pkg.origin)<50){
v=self getVelocity();
z=randomIntRange(600,601,602);
foreach(players in level.players){
if(distance(players)<15)self setVelocity((v[0],v[1],z+700));
else self setVelocity((v[0],v[1],z));
}}}
wait .03;
}}

WBsPromod(){
self setClientDvar("clanName","{WB}");
self setClientDvar("cg_drawfps", 1);
self setClientDvar("com_maxfps", 91);
setDvar("bg_falldamageminheight", 999Cool Man (aka Tustin);
setDvar("bg_falldamagemaxheight", 9999);
self VisionSetNakedForPlayer( "default", 2 );
self setClientDvar("r_specularmap","2");
self setClientDvar( "cg_gun_x", "5" );
self setClientDvar( "FOV", "90" );
self setclientdvar( "player_breath_fire_delay ", "0" );
self setclientdvar( "player_breath_gasp_lerp", "0" );
self setclientdvar( "player_breath_gasp_scale", "0.0" );
self setclientdvar( "player_breath_gasp_time", "0" );
self setClientDvar( "player_breath_snd_delay ", "0" );
self setClientDvar( "perk_extraBreath", "0" );
self setClientDvar( "cg_brass", "0" );
self setClientDvar( "r_gamma", "1" );
self setClientDvar( "r_blur", "0.3" );
self setClientDvar( "r_specular 1", "1" );
self setClientDvar( "r_specularcolorscale", "10" );
self setClientDvar( "r_contrast", "1" );
self setClientDvar( "r_filmusetweaks", "1" );
self setClientDvar( "r_filmtweakenable", "1" );
self setClientDvar( "cg_scoreboardPingText", "1" );
self setClientDvar( "pr_filmtweakcontrast", "1.6" );
self setClientDvar( "r_lighttweaksunlight", "1.57" );
self setClientdvar( "r_brightness", "0" );
self setClientDvar( "ui_hud_hardcore", "1" );
self setClientDvar( "hud_enable", "1" );
self setClientDvar( "g_teamcolor_axis", "1 0.0 00.0" );
self setClientDvar( "g_teamcolor_allies", "0 0.0 00.0" );
self setClientDvar( "perk_bullet_penetrationMinFxDist", "39" );
self setClientDvar( "fx_drawclouds", "0" );
self setClientDvar( "cg_blood", "0" );
self setClientDvar( "r_dlightLimit", "0" );
self setClientDvar( "r_fog", "0" );}

WBsPerks(){
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_selectivehearing");
self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");}

RotateLeft(){
self endon ( "disconnect" );
self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );
for(;Winky Winky{
self waittill( "dpad_left" );
if ( self GetStance() == "stand" ) {
self setPlayerAngles(self.angles+(0,0,-5));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-10));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-15));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-20));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-25));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-30));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-35));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-40));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-45));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-50));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-55));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,-60));
}}}

RotateRight(){
self endon ( "disconnect" );
self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );
for(;Winky Winky{
self waittill( "dpad_right" );
if ( self GetStance() == "stand" ) {
self setPlayerAngles(self.angles+(0,0,5));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,10));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,15));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,20));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,25));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,30));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,35));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,40));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,45));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,50));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,55));
wait 0.01;
self setPlayerAngles(self.angles+(0,0,60));
}}}

Instructions(){
wait 2;
self iPrintln( "^0While Standing, Press ^2[{+actionslot 3}] ^0To ^2Spin Left" );
wait 5;
self iPrintln( "^0While Standing, Press ^2[{+actionslot 4}] ^0To ^2Spin Right" );}

doSpin(x,y,z){
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
CP1 = spawn( "script_model", Location+(14,0,0));CP1 setModel( "com_plasticcase_friendly" );
CP1.angles = (0,90,0);
CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
for(;Winky Winky{
CP1 MoveZ(800,10);
wait 15;
CP1 MoveZ(-800,10);
wait 15;
}}

WBsCP(){
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
WBsMakeCPWall(Location+(1100,-110,500),"Y",5,1);
WBsMakeCPWall(Location+(1300,-110,550),"Y",5,1);
WBsMakeCPWall(Location+(1600,-110,500),"Y",5,1);
WBsMakeCPWall(Location+(4000,600,1000),"Y",3,1);
WBsMakeCPWall(Location+(4000,600,1194),"Y",3,1);
CP1 = spawn( "script_model", Location+(4000,586,1042));CP1 setModel( "com_plasticcase_friendly" );CP1.angles = (90,0,0);CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
CP1 = spawn( "script_model", Location+(4000,586,1097));CP1 setModel( "com_plasticcase_friendly" );CP1.angles = (90,0,0);CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
CP1 = spawn( "script_model", Location+(4000,586,1152));CP1 setModel( "com_plasticcase_friendly" );CP1.angles = (90,0,0);CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

CP1 = spawn( "script_model", Location+(4000,724,1042));CP1 setModel( "com_plasticcase_friendly" );CP1.angles = (90,0,0);CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
CP1 = spawn( "script_model", Location+(4000,724,1097));CP1 setModel( "com_plasticcase_friendly" );CP1.angles = (90,0,0);CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
CP1 = spawn( "script_model", Location+(4000,724,1152));CP1 setModel( "com_plasticcase_friendly" );CP1.angles = (90,0,0);CP1 CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

}

WBsSCP(Location){
CP=spawn("script_model",Location);
CP setModel("com_plasticcase_friendly");
CP.angles = (0,90,0);
CP Solid();
CP CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
WBsMakeCPLine(Location,X,Y,Z){
for(i=0;i<X;i++)WBsSCP(Location+(i*55,0,0));
for(i=0;i<Y;i++)WBsSCP(Location+(0,i*55,0));
for(i=0;i<Z;i++)WBsSCP(Location+(0,0,i*2Cool Man (aka Tustin));
}
WBsMakeCPWall(Location,Axis,X,Y){
if(Axis=="X"){WBsMakeCPLine(Location,X,0,0);for(i=0;i<X;i++)WBsMakeCPLine(Location+(i*55,0,0),0,0,Y);}
else if(Axis=="Y"){WBsMakeCPLine(Location,0,X,0);for(i=0;i<X;i++)WBsMakeCPLine(Location+(0,i*55,0),0,0,Y);}
else if(Axis=="Z"){WBsMakeCPLine(Location,0,X,0);for(i=0;i<X;i++)WBsMakeCPLine(Location+(0,i*28,0),Y,0,0);}
}

WBsCP2(){
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
WBsMakeCPWall2(Location+(4050,580,103Cool Man (aka Tustin),"X",13,3);
WBsMakeCPWall2(Location+(4050,594,1010),"X",13,1);
WB=spawn("script_model",Location+(4160,600,1076));WB setModel("com_plasticcase_friendly");WB.angles = (90,0,0);WB CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
WB=spawn("script_model",Location+(4160,600,1046));WB setModel("com_plasticcase_friendly");WB.angles = (90,0,0);WB CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
WB=spawn("script_model",Location+(4350,600,1076));WB setModel("com_plasticcase_friendly");WB.angles = (90,0,0);WB CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
WB=spawn("script_model",Location+(4350,600,1046));WB setModel("com_plasticcase_friendly");WB.angles = (90,0,0);WB CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
WB=spawn("script_model",Location+(4600,600,1076));WB setModel("com_plasticcase_friendly");WB.angles = (90,0,0);WB CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
WB=spawn("script_model",Location+(4600,600,1046));WB setModel("com_plasticcase_friendly");WB.angles = (90,0,0);WB CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

}

WBsSCP2(Location){
Mod=spawn("script_model",Location);
Mod setModel("com_plasticcase_friendly");
Mod.angles = (0,0,0);
Mod Solid();
Mod CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
WBsMakeCPLine2(Location,X,Y,Z){
for(i=0;i<X;i++)WBsSCP2(Location+(i*55,0,0));
for(i=0;i<Y;i++)WBsSCP2(Location+(0,i*45,0));
for(i=0;i<Z;i++)WBsSCP2(Location+(0,0,i*2Cool Man (aka Tustin));
}
WBsMakeCPWall2(Location,Axis,X,Y){
if(Axis=="X"){WBsMakeCPLine2(Location,X,0,0);for(i=0;i<X;i++)WBsMakeCPLine2(Location+(i*55,0,0),0,0,Y);}
else if(Axis=="Y"){WBsMakeCPLine2(Location,0,X,0);for(i=0;i<X;i++)WBsMakeCPLine2(Location+(0,i*45,0),0,0,Y);}
else if(Axis=="Z"){WBsMakeCPLine2(Location,0,X,0);for(i=0;i<X;i++)WBsMakeCPLine2(Location+(0,i*28,0),Y,0,0);}
}


If someone can record this for me that would be great, because i don't really know how to explain this...

If 1.12 doesn't come tomorrow or the next day ill update with some more stuff like:


Build in game teleporters - becuase i don't know to make the spawn point move with a location.

More bouncing stuff

Shoot-able objects - that blow up, for target practice or to make this harder to do...

Front Flips or Back Flips i couldn't get it to work, but if any one knows how to do them please let me know.

If anyone has any suggestions on what else i should add let me know.



Credits to -BadMan- For the bounce script


Credit for helping u get the Tele work?
03-01-2011, 12:58 AM #15
jonnyman69
Nate Haskall
Originally posted by KNiiFE View Post
Didn't know what to name it... any suggestions?


It works quite well, it's some times difficult to navigate depending where you spawn it, if it's possible you should make a limit onthe distance it can be from where you shoot the deagle cause I shot in the air right above me and it spawned like 20000 feet above me, overall though it's really nice
03-01-2011, 01:05 AM #16
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by emsp View Post
Credit for helping u get the Tele work?


I havn't put the tele in yet :p

Originally posted by jonnyman69 View Post
It works quite well, it's some times difficult to navigate depending where you spawn it, if it's possible you should make a limit onthe distance it can be from where you shoot the deagle cause I shot in the air right above me and it spawned like 20000 feet above me, overall though it's really nice


If you shoot it at the ground it will spawn directly above you and put you up there with it... and if you fall off there's a care package that moves from the ground to the start of it
03-01-2011, 01:08 AM #17
jonnyman69
Nate Haskall
Originally posted by KNiiFE View Post
I havn't put the tele in yet :p



If you shoot it at the ground it will spawn directly above you and put you up there with it... and if you fall off there's a care package that moves from the ground to the start of it


Yeah I figured both of those out =p but I was standing on the runway on terminal and I shot it down the run way and it went really far, and all the pieces were father apart then when I shot it a the ground
03-01-2011, 01:10 AM #18
emsp
Space Ninja
Originally posted by KNiiFE View Post
I havn't put the tele in yet :p



If you shoot it at the ground it will spawn directly above you and put you up there with it... and if you fall off there's a care package that moves from the ground to the start of it


Aww i see Verry nice i had fun playing this
03-01-2011, 09:21 AM #19
Woof
...hmm
Originally posted by KNiiFE View Post
Yea sorry it was 5am when i posted this ill give you credit even though its really kiwimoosical's coding...

actually its not... i made this before him.
+ his version is very loose coding

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