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, 09:34 AM #20
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by BadMan
actually its not... i made this before him.
+ his version is very loose coding


I don't then... when someone does anything with the trampoline or the coding they credit him...
03-01-2011, 09:37 AM #21
Woof
...hmm
Originally posted by KNiiFE View Post
I don't then... when someone does anything with the trampoline or the coding they credit him...

yea cause he realeast it !
but... i made before him and you obviously copied my code.
dont reply aint got time for this
03-01-2011, 09:39 AM #22
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
03-01-2011, 09:48 AM #23
DiJiTaLNiCk
BaLLiN' STaTuS
Originally posted by KNiiFE View Post
No No


lol dw. he is trying to make you look like a leech. but he is leeching for trying to get credit.
03-01-2011, 09:50 AM #24
Woof
...hmm
Originally posted by niccrx View Post
lol dw. he is trying to make you look like a leech. but he is leeching for trying to get credit.

i dont care about credit... just telling him.
03-01-2011, 09:52 AM #25
DiJiTaLNiCk
BaLLiN' STaTuS
Originally posted by BadMan
i dont care about credit... just telling him.


then why are u still commenting?
03-01-2011, 09:55 AM #26
Woof
...hmm
Originally posted by niccrx View Post
then why are u still commenting?

now your just being rude. all i did was tell him it was my bounce script.
03-01-2011, 09:57 AM #27
DiJiTaLNiCk
BaLLiN' STaTuS
Originally posted by BadMan
now your just being rude. all i did was tell him it was my bounce script.


if he used it then he can leave credit. but if he didnt use it he dont need to give u credit..
03-01-2011, 10:00 AM #28
Woof
...hmm
Originally posted by niccrx View Post
if he used it then he can leave credit. but if he didnt use it he dont need to give u credit..

yes i know, but he did so..
i dunno why your hating on me anyway.

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