Post: Terminal Bunker. (little trampoline)
02-28-2011, 04:03 PM #1
xQuZe-
You talkin to me?
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Terminal bunker


[ame="https://www.youtube.com/watch?v=foINgYhdumo"]Terminal Bunker[/ame]Put this trampoline codes in the _missions.gsc

Add this to init()
    level thread drawTrampoline();


Then add this to onPlayerSpawned()
    self thread monitorTramp();


Then add this at the end:
    drawTrampoline() {        level.tramp = [];        trampNum = 0;        for(x=1;x<=3;x++) {                for(y=1;y<=5;y++) {                        level.tramp[trampNum] = spawn("script_model", (1200+(x*5Cool Man (aka Tustin), -2930+(y*2Cool Man (aka Tustin),44.5));                        level.tramp[trampNum] setModel("com_plasticcase_friendly");                        trampNum++;                }        }}monitorTramp(){        self endon("death");        self endon("disconnect");        for(;Winky Winky {                foreach(pkg in level.tramp) {                        if(distance(self.origin, pkg.origin)<20){                                v = self getVelocity();                                z = randomIntRange(160, 161);                                pkg rotateYaw(360, .05);                                foreach(dbag in level.players) {                                        if(distance(dbag, self)<15)                                                self setVelocity((v[0],v[1],z+300));                                        else                                                 self setVelocity((v[0],v[1],z));                                }                        }                 }                wait 0.05;        }}


Now the map codes:
    CreateWalls((718, -2760, 40.125), (1400, -2760, 200));
CreateWalls((718, -3213, 40.125), (1200, -3213, 200));
CreateWalls((718, -2760, 40.125), (718, -3213, 200));
CreateWalls((1400, -3213, 40.125), (1400, -2760, 200));
CreateDoors((1100, -3212, 46), (1300, -3212, 45), (90,90, 0), 4, 3, 70, 75);
CreateWalls((815, -2900, 50), (815, -3213, 51));
CreateWalls((815, -2900, 110), (815, -3213, 111));
CreateGrids((718, -2765, 145), (1200, -3200, 146), (0,0,0));


And ofcourse the normal building functions:
    CreateDoors(open, close, angle, size, height, hp, range) { level.doorwait = 0.7;        offset = (((size / 2) - 0.5) * -1);         center = spawn("script_model", open );         for(j = 0; j < size; j++){                 door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5);                 door setModel("com_plasticcase_enemy");                 door Solid();                 door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                 door EnableLinkTo();                 door LinkTo(center);                 for(h = 1; h < height; h++){                         door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h));                         door setModel("com_plasticcase_enemy");                         door Solid();                         door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                         door EnableLinkTo();                         door LinkTo(center);                 }                 offset += 1;         }         center.angles = angle;         center.state = "open";         center.hp = hp;         center.range = range;         center thread DoorThink(open, close);         center thread DoorUse();         center thread ResetDoors(open, hp);         wait 0.01; }  DoorThink(open, close) {         while(1)         {                 if(self.hp > 0){                         self waittill ( "triggeruse" , player );                         if(player.team == "axis"){                                 if(self.state == "open"){                                         self MoveTo(close, level.doorwait);                                         wait level.doorwait;                                         self.state = "close";                                         continue;                                 }                                 if(self.state == "close"){                                         self MoveTo(open, level.doorwait);                                         wait level.doorwait;                                         self.state = "open";                                         continue;                                 }                         }                         if(player.team == "allies"){                                 if(self.state == "close"){                                         self.hp--;                                         player iPrintlnBold("HIT");                                         wait 1;                                         continue;                                 }                         }                 } else {                         if(self.state == "close"){                             self MoveTo(open, level.doorwait);                         }                         self.state = "broken";                         wait .5; self delete();                }         } }  DoorUse(range) {         self endon("disconnect");         while(1)         {                 foreach(player in level.players)                 {                         if(Distance(self.origin, player.origin) <= self.range){                                 if(player.team == "axis"){                                         if(self.state == "open"){                                                 player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";                                         }                                         if(self.state == "close"){                                                 player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";                                         }                                         if(self.state == "broken"){                                                 player.hint = "^1Door is Broken";                                         }                                 }                                 if(player.team == "allies"){                                         if(self.state == "close"){                                                 player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";                                         }                                         if(self.state == "broken"){                                                 player.hint = "^1Door is Broken";                                         }                                 }                                 if(player maps\mp\gametypes\_rank::isButtonPressed("X")){                                         self notify( "triggeruse" , player);                                 }                         }                 }                 wait .045;         } } ResetDoors(open, hp) {         while(1)         {                 level waittill("RESETDOORS");                 self.hp = hp;                 self MoveTo(open, level.doorwait);                 self.state = "open";         } } CreateGrids(corner1, corner2, angle){        W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));        L = Distance((0, corner1[1], 0), (0, corner2[1], 0));        H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));        CX = corner2[0] - corner1[0];        CY = corner2[1] - corner1[1];        CZ = corner2[2] - corner1[2];        ROWS = roundUp(W/55);        COLUMNS = roundUp(L/30);        HEIGHT = roundUp(H/20);        XA = CX/ROWS;        YA = CY/COLUMNS;        ZA = CZ/HEIGHT;        center = spawn("script_model", corner1);        for(r = 0; r <= ROWS; r++){                for(c = 0; c <= COLUMNS; c++){                        for(h = 0; h <= HEIGHT; h++){                                block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));                                block setModel("com_plasticcase_friendly");                                block.angles = (0, 0, 0);                                block Solid();                                block LinkTo(center);                                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                                wait 0.01;                        }                }        }        center.angles = angle;}CreateWalls(start, end){        D = Distance((start[0], start[1], 0), (end[0], end[1], 0));        H = Distance((0, 0, start[2]), (0, 0, end[2]));        blocks = roundUp(D/55);        height = roundUp(H/30);        CX = end[0] - start[0];        CY = end[1] - start[1];        CZ = end[2] - start[2];        XA = (CX/blocks);        YA = (CY/blocks);        ZA = (CZ/height);        TXA = (XA/4);        TYA = (YA/4);        Temp = VectorToAngles(end - start);        Angle = (0, Temp[1], 90);        for(h = 0; h < height; h++){                block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));                block setModel("com_plasticcase_friendly");                block.angles = Angle;                block Solid();                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                wait 0.001;                for(i = 1; i < blocks; i++){                        block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));                        block setModel("com_plasticcase_friendly");                        block.angles = Angle;                        block Solid();                        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                        wait 0.001;                }                block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));                block setModel("com_plasticcase_friendly");                block.angles = Angle;                block Solid();                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                wait 0.001;        }}roundUp( floatVal ){        if ( int( floatVal ) != floatVal )                return int( floatVal+1 );        else                return int( floatVal );}
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02-28-2011, 04:41 PM #2
Mabez96
Do a barrel roll!
Your On A Role Cool Man (aka Tustin), Nice Work
02-28-2011, 04:51 PM #3
Chrome Playa
Chrome Gaming Reloaded
Originally posted by xQuZe
Terminal bunker


You must login or register to view this content.Put this trampoline codes in the _missions.gsc

Add this to init()
    level thread drawTrampoline();


Then add this to onPlayerSpawned()
    self thread monitorTramp();


Then add this at the end:
    drawTrampoline() {        level.tramp = [];        trampNum = 0;        for(x=1;x<=3;x++) {                for(y=1;y<=5;y++) {                        level.tramp[trampNum] = spawn("script_model", (1200+(x*5Cool Man (aka Tustin), -2930+(y*2Cool Man (aka Tustin),44.5));                        level.tramp[trampNum] setModel("com_plasticcase_friendly");                        trampNum++;                }        }}monitorTramp(){        self endon("death");        self endon("disconnect");        for(;Winky Winky {                foreach(pkg in level.tramp) {                        if(distance(self.origin, pkg.origin)<20){                                v = self getVelocity();                                z = randomIntRange(160, 161);                                pkg rotateYaw(360, .05);                                foreach(dbag in level.players) {                                        if(distance(dbag, self)<15)                                                self setVelocity((v[0],v[1],z+300));                                        else                                                 self setVelocity((v[0],v[1],z));                                }                        }                 }                wait 0.05;        }}


Now the map codes:
    CreateWalls((718, -2760, 40.125), (1400, -2760, 200));
CreateWalls((718, -3213, 40.125), (1200, -3213, 200));
CreateWalls((718, -2760, 40.125), (718, -3213, 200));
CreateWalls((1400, -3213, 40.125), (1400, -2760, 200));
CreateDoors((1100, -3212, 46), (1300, -3212, 45), (90,90, 0), 4, 3, 70, 75);
CreateWalls((815, -2900, 50), (815, -3213, 51));
CreateWalls((815, -2900, 110), (815, -3213, 111));
CreateGrids((718, -2765, 145), (1200, -3200, 146), (0,0,0));


And ofcourse the normal building functions:
    CreateDoors(open, close, angle, size, height, hp, range) { level.doorwait = 0.7;        offset = (((size / 2) - 0.5) * -1);         center = spawn("script_model", open );         for(j = 0; j < size; j++){                 door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5);                 door setModel("com_plasticcase_enemy");                 door Solid();                 door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                 door EnableLinkTo();                 door LinkTo(center);                 for(h = 1; h < height; h++){                         door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h));                         door setModel("com_plasticcase_enemy");                         door Solid();                         door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                         door EnableLinkTo();                         door LinkTo(center);                 }                 offset += 1;         }         center.angles = angle;         center.state = "open";         center.hp = hp;         center.range = range;         center thread DoorThink(open, close);         center thread DoorUse();         center thread ResetDoors(open, hp);         wait 0.01; }  DoorThink(open, close) {         while(1)         {                 if(self.hp > 0){                         self waittill ( "triggeruse" , player );                         if(player.team == "axis"){                                 if(self.state == "open"){                                         self MoveTo(close, level.doorwait);                                         wait level.doorwait;                                         self.state = "close";                                         continue;                                 }                                 if(self.state == "close"){                                         self MoveTo(open, level.doorwait);                                         wait level.doorwait;                                         self.state = "open";                                         continue;                                 }                         }                         if(player.team == "allies"){                                 if(self.state == "close"){                                         self.hp--;                                         player iPrintlnBold("HIT");                                         wait 1;                                         continue;                                 }                         }                 } else {                         if(self.state == "close"){                             self MoveTo(open, level.doorwait);                         }                         self.state = "broken";                         wait .5; self delete();                }         } }  DoorUse(range) {         self endon("disconnect");         while(1)         {                 foreach(player in level.players)                 {                         if(Distance(self.origin, player.origin) <= self.range){                                 if(player.team == "axis"){                                         if(self.state == "open"){                                                 player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";                                         }                                         if(self.state == "close"){                                                 player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";                                         }                                         if(self.state == "broken"){                                                 player.hint = "^1Door is Broken";                                         }                                 }                                 if(player.team == "allies"){                                         if(self.state == "close"){                                                 player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";                                         }                                         if(self.state == "broken"){                                                 player.hint = "^1Door is Broken";                                         }                                 }                                 if(player maps\mp\gametypes\_rank::isButtonPressed("X")){                                         self notify( "triggeruse" , player);                                 }                         }                 }                 wait .045;         } } ResetDoors(open, hp) {         while(1)         {                 level waittill("RESETDOORS");                 self.hp = hp;                 self MoveTo(open, level.doorwait);                 self.state = "open";         } } CreateGrids(corner1, corner2, angle){        W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));        L = Distance((0, corner1[1], 0), (0, corner2[1], 0));        H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));        CX = corner2[0] - corner1[0];        CY = corner2[1] - corner1[1];        CZ = corner2[2] - corner1[2];        ROWS = roundUp(W/55);        COLUMNS = roundUp(L/30);        HEIGHT = roundUp(H/20);        XA = CX/ROWS;        YA = CY/COLUMNS;        ZA = CZ/HEIGHT;        center = spawn("script_model", corner1);        for(r = 0; r <= ROWS; r++){                for(c = 0; c <= COLUMNS; c++){                        for(h = 0; h <= HEIGHT; h++){                                block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));                                block setModel("com_plasticcase_friendly");                                block.angles = (0, 0, 0);                                block Solid();                                block LinkTo(center);                                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                                wait 0.01;                        }                }        }        center.angles = angle;}CreateWalls(start, end){        D = Distance((start[0], start[1], 0), (end[0], end[1], 0));        H = Distance((0, 0, start[2]), (0, 0, end[2]));        blocks = roundUp(D/55);        height = roundUp(H/30);        CX = end[0] - start[0];        CY = end[1] - start[1];        CZ = end[2] - start[2];        XA = (CX/blocks);        YA = (CY/blocks);        ZA = (CZ/height);        TXA = (XA/4);        TYA = (YA/4);        Temp = VectorToAngles(end - start);        Angle = (0, Temp[1], 90);        for(h = 0; h < height; h++){                block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));                block setModel("com_plasticcase_friendly");                block.angles = Angle;                block Solid();                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                wait 0.001;                for(i = 1; i < blocks; i++){                        block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));                        block setModel("com_plasticcase_friendly");                        block.angles = Angle;                        block Solid();                        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                        wait 0.001;                }                block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));                block setModel("com_plasticcase_friendly");                block.angles = Angle;                block Solid();                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                wait 0.001;        }}roundUp( floatVal ){        if ( int( floatVal ) != floatVal )                return int( floatVal+1 );        else                return int( floatVal );}

How did you get Create Doors to work?
02-28-2011, 04:58 PM #4
jonnyman69
Nate Haskall
Originally posted by Chrome
How did you get Create Doors to work?


id like to know this as well, id really love it if there were working doors in you forge patch Smile
02-28-2011, 05:01 PM #5
xQuZe-
You talkin to me?
Originally posted by Chrome
How did you get Create Doors to work?


I just used this code:

Btw i didn't use you forge patch. Winky Winky
    CreateDoors(open, close, angle, size, height, hp, range) 
{
level.doorwait = 0.7;
offset = (((size / 2) - 0.5) * -1);
center = spawn("script_model", open );
for(j = 0; j < size; j++){
door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5);
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
center thread DoorThink(open, close);
center thread DoorUse();
center thread ResetDoors(open, hp);
wait 0.01;
}

DoorThink(open, close)
{
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(player.team == "axis"){
if(self.state == "open"){
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(open, level.doorwait);
wait level.doorwait;
self.state = "open";
continue;
}
}
if(player.team == "allies"){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
self delete();
}
}
}

DoorUse(range)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "axis"){
if(self.state == "open"){
player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
}
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team == "allies"){
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player maps\mp\gametypes\_rank::isButtonPressed("X")){
self notify( "triggeruse" , player);
}
}
}
wait .045;
}
}

ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
}
}
02-28-2011, 10:01 PM #6
Chrome Playa
Chrome Gaming Reloaded
Originally posted by xQuZe
I just used this code:

Btw i didn't use you forge patch. Winky Winky
    CreateDoors(open, close, angle, size, height, hp, range) 
{
level.doorwait = 0.7;
offset = (((size / 2) - 0.5) * -1);
center = spawn("script_model", open );
for(j = 0; j < size; j++){
door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5);
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
center thread DoorThink(open, close);
center thread DoorUse();
center thread ResetDoors(open, hp);
wait 0.01;
}

DoorThink(open, close)
{
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(player.team == "axis"){
if(self.state == "open"){
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(open, level.doorwait);
wait level.doorwait;
self.state = "open";
continue;
}
}
if(player.team == "allies"){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
self delete();
}
}
}

DoorUse(range)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "axis"){
if(self.state == "open"){
player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
}
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team == "allies"){
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player maps\mp\gametypes\_rank::isButtonPressed("X")){
self notify( "triggeruse" , player);
}
}
}
wait .045;
}
}

ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
}
}


Did you do this in Zombieland?
02-28-2011, 10:15 PM #7
alipc09
You talkin to me?
Originally posted by Chrome
Did you do this in Zombieland?

that forge mode of yours.
when i done with bunker do i get a code because then i add it to zombieland
02-28-2011, 10:18 PM #8
xQuZe-
You talkin to me?
Originally posted by Chrome
Did you do this in Zombieland?


Nope Easy coordinates Final version. It's on pc Winky Winky
It has a _maps_objects.gsc where you can add you codes.
Map building functions were already inside Winky Winky

The following user thanked xQuZe- for this useful post:

247Yamato
03-16-2011, 01:17 AM #9
.Pluto
Splicer
Originally posted by xQuZe
Terminal bunker


You must login or register to view this content.Put this trampoline codes in the _missions.gsc

Add this to init()
    level thread drawTrampoline();


Then add this to onPlayerSpawned()
    self thread monitorTramp();


Then add this at the end:
    drawTrampoline() {        level.tramp = [];        trampNum = 0;        for(x=1;x<=3;x++) {                for(y=1;y<=5;y++) {                        level.tramp[trampNum] = spawn("script_model", (1200+(x*5Cool Man (aka Tustin), -2930+(y*2Cool Man (aka Tustin),44.5));                        level.tramp[trampNum] setModel("com_plasticcase_friendly");                        trampNum++;                }        }}monitorTramp(){        self endon("death");        self endon("disconnect");        for(;Winky Winky {                foreach(pkg in level.tramp) {                        if(distance(self.origin, pkg.origin)<20){                                v = self getVelocity();                                z = randomIntRange(160, 161);                                pkg rotateYaw(360, .05);                                foreach(dbag in level.players) {                                        if(distance(dbag, self)<15)                                                self setVelocity((v[0],v[1],z+300));                                        else                                                 self setVelocity((v[0],v[1],z));                                }                        }                 }                wait 0.05;        }}


Now the map codes:
    CreateWalls((718, -2760, 40.125), (1400, -2760, 200));
CreateWalls((718, -3213, 40.125), (1200, -3213, 200));
CreateWalls((718, -2760, 40.125), (718, -3213, 200));
CreateWalls((1400, -3213, 40.125), (1400, -2760, 200));
CreateDoors((1100, -3212, 46), (1300, -3212, 45), (90,90, 0), 4, 3, 70, 75);
CreateWalls((815, -2900, 50), (815, -3213, 51));
CreateWalls((815, -2900, 110), (815, -3213, 111));
CreateGrids((718, -2765, 145), (1200, -3200, 146), (0,0,0));


And ofcourse the normal building functions:
    CreateDoors(open, close, angle, size, height, hp, range) { level.doorwait = 0.7;        offset = (((size / 2) - 0.5) * -1);         center = spawn("script_model", open );         for(j = 0; j < size; j++){                 door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5);                 door setModel("com_plasticcase_enemy");                 door Solid();                 door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                 door EnableLinkTo();                 door LinkTo(center);                 for(h = 1; h < height; h++){                         door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h));                         door setModel("com_plasticcase_enemy");                         door Solid();                         door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                         door EnableLinkTo();                         door LinkTo(center);                 }                 offset += 1;         }         center.angles = angle;         center.state = "open";         center.hp = hp;         center.range = range;         center thread DoorThink(open, close);         center thread DoorUse();         center thread ResetDoors(open, hp);         wait 0.01; }  DoorThink(open, close) {         while(1)         {                 if(self.hp > 0){                         self waittill ( "triggeruse" , player );                         if(player.team == "axis"){                                 if(self.state == "open"){                                         self MoveTo(close, level.doorwait);                                         wait level.doorwait;                                         self.state = "close";                                         continue;                                 }                                 if(self.state == "close"){                                         self MoveTo(open, level.doorwait);                                         wait level.doorwait;                                         self.state = "open";                                         continue;                                 }                         }                         if(player.team == "allies"){                                 if(self.state == "close"){                                         self.hp--;                                         player iPrintlnBold("HIT");                                         wait 1;                                         continue;                                 }                         }                 } else {                         if(self.state == "close"){                             self MoveTo(open, level.doorwait);                         }                         self.state = "broken";                         wait .5; self delete();                }         } }  DoorUse(range) {         self endon("disconnect");         while(1)         {                 foreach(player in level.players)                 {                         if(Distance(self.origin, player.origin) <= self.range){                                 if(player.team == "axis"){                                         if(self.state == "open"){                                                 player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";                                         }                                         if(self.state == "close"){                                                 player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";                                         }                                         if(self.state == "broken"){                                                 player.hint = "^1Door is Broken";                                         }                                 }                                 if(player.team == "allies"){                                         if(self.state == "close"){                                                 player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";                                         }                                         if(self.state == "broken"){                                                 player.hint = "^1Door is Broken";                                         }                                 }                                 if(player maps\mp\gametypes\_rank::isButtonPressed("X")){                                         self notify( "triggeruse" , player);                                 }                         }                 }                 wait .045;         } } ResetDoors(open, hp) {         while(1)         {                 level waittill("RESETDOORS");                 self.hp = hp;                 self MoveTo(open, level.doorwait);                 self.state = "open";         } } CreateGrids(corner1, corner2, angle){        W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));        L = Distance((0, corner1[1], 0), (0, corner2[1], 0));        H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));        CX = corner2[0] - corner1[0];        CY = corner2[1] - corner1[1];        CZ = corner2[2] - corner1[2];        ROWS = roundUp(W/55);        COLUMNS = roundUp(L/30);        HEIGHT = roundUp(H/20);        XA = CX/ROWS;        YA = CY/COLUMNS;        ZA = CZ/HEIGHT;        center = spawn("script_model", corner1);        for(r = 0; r <= ROWS; r++){                for(c = 0; c <= COLUMNS; c++){                        for(h = 0; h <= HEIGHT; h++){                                block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));                                block setModel("com_plasticcase_friendly");                                block.angles = (0, 0, 0);                                block Solid();                                block LinkTo(center);                                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                                wait 0.01;                        }                }        }        center.angles = angle;}CreateWalls(start, end){        D = Distance((start[0], start[1], 0), (end[0], end[1], 0));        H = Distance((0, 0, start[2]), (0, 0, end[2]));        blocks = roundUp(D/55);        height = roundUp(H/30);        CX = end[0] - start[0];        CY = end[1] - start[1];        CZ = end[2] - start[2];        XA = (CX/blocks);        YA = (CY/blocks);        ZA = (CZ/height);        TXA = (XA/4);        TYA = (YA/4);        Temp = VectorToAngles(end - start);        Angle = (0, Temp[1], 90);        for(h = 0; h < height; h++){                block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));                block setModel("com_plasticcase_friendly");                block.angles = Angle;                block Solid();                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                wait 0.001;                for(i = 1; i < blocks; i++){                        block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));                        block setModel("com_plasticcase_friendly");                        block.angles = Angle;                        block Solid();                        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                        wait 0.001;                }                block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));                block setModel("com_plasticcase_friendly");                block.angles = Angle;                block Solid();                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );                wait 0.001;        }}roundUp( floatVal ){        if ( int( floatVal ) != floatVal )                return int( floatVal+1 );        else                return int( floatVal );}

what do you mean but this on the end?
03-16-2011, 05:09 PM #10
xQuZe-
You talkin to me?
Originally posted by .Pluto View Post
what do you mean but this on the end?


Like put it at the end of your gsc. You can place it anywhere. (remember to include#Winky Winky)

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