Post: [RELEASE] Tank Killstreak V1
03-17-2011, 05:36 PM #1
247Yamato
< ^ > < ^ >
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Today Rendflex and me, we are going to release the Tank killstreak V1, we are making a new V2, with improved sistems and optimized. About driving sistem, we had one but after testing I found that it crashes after sometime, so I putted SetModel, :(. Aiming sistem is good.

You have 2 weapons:

Cannon, you press Right click to aim and you get a ac130 sight, shot and you get an accurate shot.

Turret, if you press R you get a cool mgturret to shot "infantry", you can only fire it during 7 seconds, then it dissapears(like a overheating, we are improving that too, we nearly finished that part)

I hope that you like it, it took lot of time to find model, I made at the end a code to find models and found it. :P. We made this for our zombie mod V2, we´ll do release next weekend, so it has an aspect of a box, we´ll make in Tank V2 a linking sistem, we wanted to release this soon so the code is not very good, is in Alpha stage. You can make a killstreak with this, a box(what he have) or make a Tank.gsc like we did, :P. Remember to precache the model in Init() :
vehicle_m1a1_abrams_dmg

[ame=https://www.youtube.com/watch?v=lFVwIikycow]YouTube - MW2 Tank[/ame]

    Tank(pos, angle)
{
tank = spawn("script_model", pos );
tank setModel("vehicle_m1a1_abrams_dmg");
tank.angles = angle;
tank Solid();
tank CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
tank.headIcon = newHudElem();
tank.headIcon.x = tank.origin[0];
tank.headIcon.y = tank.origin[1];
tank.headIcon.z = tank.origin[2] + 50;
tank.headIcon.alpha = 0.85;
tank.headIcon setShader( "cardicon_tank_01", 2,2 );
tank.headIcon setWaypoint( true, true, false );
trigger = spawn( "trigger_radius", pos, 0, 50, 50 );
trigger.angles = angle;
trigger thread TankThink(pos, angle);
wait 0.01;
}

TankThink(pos, angle)
{
self endon("disconnect");
tank = spawn("script_model", pos );
tank setModel("vehicle_m1a1_abrams_dmg");
tank.angles = angle;
tank Solid();
tank CloneBrushmodelToScriptmodel( level.airDropCrateCollision );


while(1)
{
self waittill( "trigger", player );
if(player.tank != 1)
if(Distance(pos, Player.origin) <= 75){
Player setLowerMessage("activate", "Press ^3[{+activate}]^7 to Drive Tank [^31750^7]" );}
if(Distance(pos, Player.origin) >50){
Player ClearLowerMessage("activate", 1);}
if(Distance(pos, Player.origin) <= 75 && player.tank != 1 && player.cash >= 1750 && player useButtonPressed())
{
player ClearLowerMessage("activate", 1);
player.cash -= 1750;
tank delete();
player thread Tanker();
wait 60;
player thread Exitted();
wait 1;
}
else if(Distance(pos, Player.origin) <= 75 && player.tank != 1 && player.cash <= 1750 && player useButtonPressed())
{
player iPrintln("You do not have enough points!");
wait 1;
}
wait .25;
}
}



Tanker()
{
self endon ("death");
self endon ("exitTank");

self setModel("vehicle_m1a1_abrams_dmg");
self _clearPerks();
self allowJump(false);
self DisableWeaponSwitch();
self _disableUsability();
self.moveSpeedScaler = 0.6;
self setClientDvar("cg_thirdPerson", 1);
self setClientDvar("cg_thirdPersonRange", "1024");
self thread TankAims();
self thread Turret();
self maps\mp\perks\_perks::givePerk("specialty_quieter");
}

TankAims()
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ("exitTank");

self notifyOnPlayerCommand("[{+toggleads_throw}]", "+toggleads_throw");
while(1)
{
self takeAllWeapons();
self waittill("[{+toggleads_throw}]");
wait 0.3;
self setClientDvar("cg_thirdPerson", 0);
self giveWeapon("ac130_40mm_mp", 0, false);
self switchToWeapon("ac130_40mm_mp");
self waittill( "weapon_fired" );
self playSound( "bmp_fire" );
self setClientDvar("cg_thirdPerson", 1);
self takeAllWeapons();
self giveWeapon("ac130_40mm_mp", 0, false);
self switchToWeapon("ac130_40mm_mp");
wait 0.0005;
}
}

Turret()
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ("exitTank");

self EnableLinkTo();
self notifyOnPlayerCommand( "T", "+reload");

for (;Winky Winky
{
self waittill( "T" );
Turret = spawnTurret( "misc_turret", self.origin+(50,0,50), "pavelow_minigun_mp" );
Turret LinkTo("self");
Turret setModel( "weapon_minigun" );
Turret.angles = self.angles;
Turret MakeUsable();
Turret useby(self);
Turret EnableLinkTo();
self PlayerLinkTo( Turret, 0.5 );
wait 7;
Turret delete();
self Unlink(Turret);
}
}

ChangeAppearance(Type,MyTeam)
{
ModelType=[];
ModelType[0]="GHILLIE";
ModelType[1]="SNIPER";
ModelType[2]="LMG";
ModelType[3]="ASSAULT";
ModelType[4]="SHOTGUN";
ModelType[5]="SMG";
ModelType[6]="RIOT";
if(Type==7){MyTeam=randomint(2);Type=randomint(7);}
team=get_enemy_team(self.team);if(MyTeam)team=self.team;
self detachAll();
[[game[team+"_model"][ModelType[Type]]]]();
}

Exitted()
{
self thread ChangeAppearance(5,1);
self setClientDvar("cg_thirdPerson", 0);
self giveWeapon("ump45_mp");
self giveWeapon("spas12_mp");
self switchToWeapon("ump45_mp");
self.moveSpeedScaler = 1;
self allowJump(true);
self allowSprint(true);
self notify ("exitTank");
}


Thanks for reading, Happy
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The following 19 users say thank you to 247Yamato for this useful post:

Ada Wong, Amanda, AngerFist, BillGates, Demmonnixx, FrozN, GuilloDesigns, Hawkin, iNikush, JakeM, killa skillz, kmax102, maxrox, o-ODanO-o, War Dogz, woofdawg233, Xanadu, xHiiTm4N, xJ4Bz
03-22-2011, 02:45 PM #29
Originally posted by PuKe View Post
That's so sick, they should've had this in the original version Happy


They wanted to, (there's a _tank.gsc)
But they scrapped it, probaly because of unbalance. (Talk about ironic?)

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