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

You must login or register to view this content.

You must login or register to view this content.

You must login or register to view this content.

You must login or register to view this content.

You must login or register to view this content.

You must login or register to view this content.



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
(adsbygoogle = window.adsbygoogle || []).push({});
02-28-2011, 12:59 PM #2
jonnyman69
Nate Haskall
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

You must login or register to view this content.

You must login or register to view this content.

You must login or register to view this content.

You must login or register to view this content.

You must login or register to view this content.

You must login or register to view this content.



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.


this looks sweet, except im not good with patch making, could you load this into a patch? dosent have to be big like mossys just a small patch with ufo so you can get out to it?
02-28-2011, 01:25 PM #3
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by jonnyman69 View Post
this looks sweet, except im not good with patch making, could you load this into a patch? dosent have to be big like mossys just a small patch with ufo so you can get out to it?


Here Let me know if it works or not.

You must login or register to view this content.
02-28-2011, 01:56 PM #4
jonnyman69
Nate Haskall
Originally posted by KNiiFE View Post
Here Let me know if it works or not.

You must login or register to view this content.


aiight gonna test now :y:

---------- Post added at 09:56 AM ---------- Previous post was at 09:48 AM ----------

Originally posted by KNiiFE View Post
Here Let me know if it works or not.

You must login or register to view this content.


When I click it on the menu it gives me a gold desert eagle, but does not spawn anything I have tried on underpass and terminal, also the mod menu won't close
02-28-2011, 02:41 PM #5
Woof
...hmm
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

You must login or register to view this content.

You must login or register to view this content.

You must login or register to view this content.

You must login or register to view this content.

You must login or register to view this content.

You must login or register to view this content.



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.

credit for bounce script ?
02-28-2011, 02:46 PM #6
jonnyman69
Nate Haskall
Originally posted by BadMan
credit for bounce script ?


Do you have somoething like this working in a patch?
02-28-2011, 02:52 PM #7
Woof
...hmm
Originally posted by jonnyman69 View Post
Do you have somoething like this working in a patch?

yea, but its just a basic bounce gun kinda thing...
but hes used the script in my code.
02-28-2011, 02:55 PM #8
jonnyman69
Nate Haskall
Originally posted by BadMan
yea, but its just a basic bounce gun kinda thing...
but hes used the script in my code.


Oh aiight cool, yeah credit should be given to you, looks good just can't use it =p
03-01-2011, 12:30 AM #9
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by jonnyman69 View Post
Oh aiight cool, yeah credit should be given to you, looks good just can't use it =p


Oops here i fixed it

You must login or register to view this content.

and you have to shoot the desert eagle where you want it to spawn
03-01-2011, 12:32 AM #10
jonnyman69
Nate Haskall
Originally posted by KNiiFE View Post
Oops here i fixed it

You must login or register to view this content.

and you have to shoot the desert eagle where you want it to spawn


right ok :P didnt think to do that aha, will test now

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo