player thread iniButtons();
iniButtons()
{
self.buttonAction = [];
self.buttonAction[0]="+melee";
self.buttonAction[1]="+breath_sprint";
self.buttonPressed = [];
for(i=0; i<3; i++)
{
self.buttonPressed[self.buttonAction[i]] = 0;
self thread monitorButtons( self.buttonAction[i] );
}
}
monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( buttonIndex, buttonIndex );
for ( ;; )
{
self waittill( buttonIndex );
self.buttonPressed[ buttonIndex ] = 1;
wait .1;
self.buttonPressed[ buttonIndex ] = 0;
}
}
iniButtons()
{
self.buttonAction = [];
self.buttonAction[0]="+reload";
self.buttonAction[1]="weapnext";
self.buttonAction[2]="+gostand";
self.buttonAction[3]="+actionslot 4";
self.buttonAction[4]="+actionslot 1";
self.buttonAction[5]="+actionslot 2";
self.buttonAction[6]="+actionslot 3";
self.buttonAction[7]="+usereload";
self.buttonAction[8]="+frag";
self.buttonAction[9]="+smoke";
self.buttonAction[10]="+forward";
self.buttonAction[11]="+back";
self.buttonAction[12]="+moveleft";
self.buttonAction[13]="+moveright";
self.buttonAction[14]="+breath_sprint";
self.buttonAction[15]="+melee";
self.buttonAction[16]="togglescores";
self.buttonPressed = [];
for(i=0; i<17; i++)
{
self.buttonPressed[self.buttonAction[i]] = 0;
self thread monitorButtons( self.buttonAction[i] );
}
}
monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( buttonIndex, buttonIndex );
for ( ;; )
{
self waittill( buttonIndex );
self.buttonPressed[ buttonIndex ] = 1;
wait .1;
self.buttonPressed[ buttonIndex ] = 0;
}
}
CreateDoors(open, close, angle, size, height, hp, range)
{
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));
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) - ((70, 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;
}
DoorUse()
{
self endon("disconnect");
wait 1;
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(self.ownerz == 0) {
if(self.state == "open"){
player.hint = "Press ^3[{+melee}] ^7To take control of this door for your team";
}
} else {
if(player.team == self.team){
if(self.state == "open"){
player.hint = "[{+melee}] ^1Closes ^7the door.";
}
if(self.state == "close"){
player.hint = "[{+melee}] ^2Opens the door. [{+breath_sprint}] Shows HP.";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team != self.team){
if(self.state == "close"){
player.hint = "[{+melee}] ^1Damages ^7the door. [{+breath_sprint}] Shows HP.";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
}
if(player.buttonPressed[ "+melee" ] == 1){
player.buttonPressed[ "+melee" ] = 0;
self notify( "triggeruse" , player);
}
if(player.buttonPressed[ "+breath_sprint" ] == 1){
player.buttonPressed[ "+breath_sprint" ] = 0;
player iPrintlnBold("^3" + self.hp + "^1:HP Left");
}
}
}
wait .045;
}
}
DoorThink(open, close)
{
self.ownerz = 0;
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(self.ownerz == 0) {
self.team = player.team;
self.ownerz = 1;
}
wait .05;
if(player.team == self.team){
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 != self.team){
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;
}
}
}
ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
self.ownerz = 0;
}
}
CreateDoors(open, close, angle, size, height, hp, range)
player thread iniButtons();
iniButtons()
{
self.buttonAction = [];
self.buttonAction[0]="+melee";
self.buttonAction[1]="+breath_sprint";
self.buttonPressed = [];
for(i=0; i<3; i++)
{
self.buttonPressed[self.buttonAction[i]] = 0;
self thread monitorButtons( self.buttonAction[i] );
}
}
monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( buttonIndex, buttonIndex );
for ( ;; )
{
self waittill( buttonIndex );
self.buttonPressed[ buttonIndex ] = 1;
wait .1;
self.buttonPressed[ buttonIndex ] = 0;
}
}
iniButtons()
{
self.buttonAction = [];
self.buttonAction[0]="+reload";
self.buttonAction[1]="weapnext";
self.buttonAction[2]="+gostand";
self.buttonAction[3]="+actionslot 4";
self.buttonAction[4]="+actionslot 1";
self.buttonAction[5]="+actionslot 2";
self.buttonAction[6]="+actionslot 3";
self.buttonAction[7]="+usereload";
self.buttonAction[8]="+frag";
self.buttonAction[9]="+smoke";
self.buttonAction[10]="+forward";
self.buttonAction[11]="+back";
self.buttonAction[12]="+moveleft";
self.buttonAction[13]="+moveright";
self.buttonAction[14]="+breath_sprint";
self.buttonAction[15]="+melee";
self.buttonAction[16]="togglescores";
self.buttonPressed = [];
for(i=0; i<17; i++)
{
self.buttonPressed[self.buttonAction[i]] = 0;
self thread monitorButtons( self.buttonAction[i] );
}
}
monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( buttonIndex, buttonIndex );
for ( ;; )
{
self waittill( buttonIndex );
self.buttonPressed[ buttonIndex ] = 1;
wait .1;
self.buttonPressed[ buttonIndex ] = 0;
}
}
CreateDoors(open, close, angle, size, height, hp, range)
{
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));
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) - ((70, 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;
}
DoorUse()
{
self endon("disconnect");
wait 1;
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(self.ownerz == 0) {
if(self.state == "open"){
player.hint = "Press ^3[{+melee}] ^7To take control of this door for your team";
}
} else {
if(player.team == self.team){
if(self.state == "open"){
player.hint = "[{+melee}] ^1Closes ^7the door.";
}
if(self.state == "close"){
player.hint = "[{+melee}] ^2Opens the door. [{+breath_sprint}] Shows HP.";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team != self.team){
if(self.state == "close"){
player.hint = "[{+melee}] ^1Damages ^7the door. [{+breath_sprint}] Shows HP.";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
}
if(player.buttonPressed[ "+melee" ] == 1){
player.buttonPressed[ "+melee" ] = 0;
self notify( "triggeruse" , player);
}
if(player.buttonPressed[ "+breath_sprint" ] == 1){
player.buttonPressed[ "+breath_sprint" ] = 0;
player iPrintlnBold("^3" + self.hp + "^1:HP Left");
}
}
}
wait .045;
}
}
DoorThink(open, close)
{
self.ownerz = 0;
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(self.ownerz == 0) {
self.team = player.team;
self.ownerz = 1;
}
wait .05;
if(player.team == self.team){
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 != self.team){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
player thread doDoorz();
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
}
}
}
ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
self.ownerz = 0;
}
}
CreateDoors(open, close, angle, size, height, hp, range)
but thank you very much.
player thread iniButtons();
iniButtons()
{
self.buttonAction = [];
self.buttonAction[0]="+melee";
self.buttonAction[1]="+breath_sprint";
self.buttonPressed = [];
for(i=0; i<3; i++)
{
self.buttonPressed[self.buttonAction[i]] = 0;
self thread monitorButtons( self.buttonAction[i] );
}
}
monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( buttonIndex, buttonIndex );
for ( ;; )
{
self waittill( buttonIndex );
self.buttonPressed[ buttonIndex ] = 1;
wait .1;
self.buttonPressed[ buttonIndex ] = 0;
}
}
iniButtons()
{
self.buttonAction = [];
self.buttonAction[0]="+reload";
self.buttonAction[1]="weapnext";
self.buttonAction[2]="+gostand";
self.buttonAction[3]="+actionslot 4";
self.buttonAction[4]="+actionslot 1";
self.buttonAction[5]="+actionslot 2";
self.buttonAction[6]="+actionslot 3";
self.buttonAction[7]="+usereload";
self.buttonAction[8]="+frag";
self.buttonAction[9]="+smoke";
self.buttonAction[10]="+forward";
self.buttonAction[11]="+back";
self.buttonAction[12]="+moveleft";
self.buttonAction[13]="+moveright";
self.buttonAction[14]="+breath_sprint";
self.buttonAction[15]="+melee";
self.buttonAction[16]="togglescores";
self.buttonPressed = [];
for(i=0; i<17; i++)
{
self.buttonPressed[self.buttonAction[i]] = 0;
self thread monitorButtons( self.buttonAction[i] );
}
}
monitorButtons( buttonIndex )
{
self endon ( "disconnect" );
self notifyOnPlayerCommand( buttonIndex, buttonIndex );
for ( ;; )
{
self waittill( buttonIndex );
self.buttonPressed[ buttonIndex ] = 1;
wait .1;
self.buttonPressed[ buttonIndex ] = 0;
}
}
CreateDoors(open, close, angle, size, height, hp, range)
{
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));
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) - ((70, 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;
}
DoorUse()
{
self endon("disconnect");
wait 1;
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(self.ownerz == 0) {
if(self.state == "open"){
player.hint = "Press ^3[{+melee}] ^7To take control of this door for your team";
}
} else {
if(player.team == self.team){
if(self.state == "open"){
player.hint = "[{+melee}] ^1Closes ^7the door.";
}
if(self.state == "close"){
player.hint = "[{+melee}] ^2Opens the door. [{+breath_sprint}] Shows HP.";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team != self.team){
if(self.state == "close"){
player.hint = "[{+melee}] ^1Damages ^7the door. [{+breath_sprint}] Shows HP.";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
}
if(player.buttonPressed[ "+melee" ] == 1){
player.buttonPressed[ "+melee" ] = 0;
self notify( "triggeruse" , player);
}
if(player.buttonPressed[ "+breath_sprint" ] == 1){
player.buttonPressed[ "+breath_sprint" ] = 0;
player iPrintlnBold("^3" + self.hp + "^1:HP Left");
}
}
}
wait .045;
}
}
DoorThink(open, close)
{
self.ownerz = 0;
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(self.ownerz == 0) {
self.team = player.team;
self.ownerz = 1;
}
wait .05;
if(player.team == self.team){
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 != self.team){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
player thread doDoorz();
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
}
}
}
ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
self.ownerz = 0;
}
}
CreateDoors(open, close, angle, size, height, hp, range)
doDoorz();
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