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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03-16-2011, 05:52 PM #11
Cody_h4x
Nobody is like me
Nice :y: Good with zombieland :black:
03-16-2011, 06:20 PM #12
Beta-
< ^ > < ^ >
Nice Work Dude
03-16-2011, 07:46 PM #13
247Yamato
< ^ > < ^ >
Originally posted by xQuZe
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


Is the same way I do, and is the best sistem by far, Smile
03-16-2011, 08:49 PM #14
xQuZe-
You talkin to me?
Originally posted by h4x View Post
Nice :y: Good with zombieland :black:


Originally posted by srk74 View Post
Nice Work Dude


Thanks Happy
Originally posted by 247Yamato View Post
Is the same way I do, and is the best sistem by far, Smile


Yea it is :P By far.
03-17-2011, 10:03 AM #15
well done broSmile

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