Post: Throwing Models...
03-05-2011, 09:50 PM #1
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The following 6 users say thank you to x_DaftVader_x for this useful post:

-Whiteboy-, Amanda, Correy, Cmd-X, TheFlowRidah, vipervimal
03-06-2011, 08:59 AM #11
Nice code Vader Claps

---------- Post added at 03:59 AM ---------- Previous post was at 03:48 AM ----------

Why when I put the code & I start the game and I pull her
puts puts "Max Hit vehicle count [8] ..?
03-06-2011, 10:42 AM #12
Beta-
< ^ > < ^ >
Modern Warfare 2 More Like LBP Now !

The following user thanked Beta- for this useful post:

vipervimal
03-06-2011, 10:47 AM #13
hahah thi looks like so much fun xD imagine a sex doll flying at you and your thinking WTF?! and then it explodes!! Happy

The following user thanked vipervimal for this useful post:

x_DaftVader_x
03-06-2011, 07:41 PM #14
Very nice thanks!
03-06-2011, 08:00 PM #15
GiGaOcTeTs
Pokemon Trainer
Originally posted by ..V.. View Post
Here is an easy way to "throw" models around..

After messing about with the bots I realised you could probably change the model of Helicopters as well. ..

Here is the result...

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This is the code for throwing the models.. The rest you can work out for yourselves Winky Winky

Call This:
    
self thread ShootVader("furniture_blowupdoll01");/*You can change the model name for what you want..*/


Functions:
    
ShootVader(model) {/*By x_DaftVader_x*/
self endon("death");
self endon("sex");
self endon("disconnect");
for(;Winky Winky{
self waittill("weapon_fired");
l=self getTagOrigin("tag_eye");
lb = spawnHelicopter(self, l, self.angles+(0,90,0), "cobra_mp", model);
if (!isDefined(lb)) return;
lb.owner = self;
lb.team = self.team;
lb CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
lb setCanDamage(true);
self thread x_DaftVader_x(lb);
n = BulletTrace(self getTagOrigin("tag_eye"), anglestoforward(self getPlayerAngles()) * 100000, 0, self)["position"];
lb Vehicle_SetSpeed(1500, 80);
lb setVehGoalPos(n);
wait 1;
}

}

x_DaftVader_x(lb) {
self endon("disconnect");
self endon("sex");

wait 1.1;

level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], lb.origin);
lb playSound(level.heli_sound[self.team]["crash"]);
RadiusDamage(lb.origin, 300, 300, 1500, self);

wait 0.1;
lb delete();

}


You can change the speed and aceleration of the models by changing this

     lb Vehicle_SetSpeed(1500, 80);


Change the spawn point with this
    l=self getTagOrigin("tag_eye");


And the final position by changing this
    lb setVehGoalPos(n);


!!! Thank's !!! This is exactly what I needed !!! Claps
03-06-2011, 11:24 PM #16
iDejaVu
Pokemon Trainer
Originally posted by ..V.. View Post
Here is an easy way to "throw" models around..

After messing about with the bots I realised you could probably change the model of Helicopters as well. ..

Here is the result...

You must login or register to view this content.



This is the code for throwing the models.. The rest you can work out for yourselves Winky Winky

Call This:
    
self thread ShootVader("furniture_blowupdoll01");/*You can change the model name for what you want..*/


Functions:
    
ShootVader(model) {/*By x_DaftVader_x*/
self endon("death");
self endon("sex");
self endon("disconnect");
for(;Winky Winky{
self waittill("weapon_fired");
l=self getTagOrigin("tag_eye");
lb = spawnHelicopter(self, l, self.angles+(0,90,0), "cobra_mp", model);
if (!isDefined(lb)) return;
lb.owner = self;
lb.team = self.team;
lb CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
lb setCanDamage(true);
self thread x_DaftVader_x(lb);
n = BulletTrace(self getTagOrigin("tag_eye"), anglestoforward(self getPlayerAngles()) * 100000, 0, self)["position"];
lb Vehicle_SetSpeed(1500, 80);
lb setVehGoalPos(n);
wait 1;
}

}

x_DaftVader_x(lb) {
self endon("disconnect");
self endon("sex");

wait 1.1;

level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], lb.origin);
lb playSound(level.heli_sound[self.team]["crash"]);
RadiusDamage(lb.origin, 300, 300, 1500, self);

wait 0.1;
lb delete();

}


You can change the speed and aceleration of the models by changing this

     lb Vehicle_SetSpeed(1500, 80);


Change the spawn point with this
    l=self getTagOrigin("tag_eye");


And the final position by changing this
    lb setVehGoalPos(n);


Hi DaftVader i got 2 ideas for codes that you might want, i will pm you

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