Post: [PREVIEW] Seaknight
04-17-2011, 08:14 PM #1
247Yamato
< ^ > < ^ >
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This is my last preview of today, :pedo:, a flyable Seaknight. Dont flame for the rotors, the model is very static and is not posible to make his rotors spin.


[ame=https://www.youtube.com/watch?v=9YCNjyuEls8]YouTube - Flyable Seaknight[/ame]
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The following 5 users say thank you to 247Yamato for this useful post:

-Google-, DMoney750, Joel, juddylovespizza,
04-17-2011, 08:52 PM #2
juddylovespizza
I'VE GOT JUNGLE FEVER
That's really cool, I like how it can drop cp's! Shame you made this so late!
04-18-2011, 06:51 AM #3
Originally posted by juddylovespizza View Post
That's really cool, I like how it can drop cp's! Shame you made this so late!


Just an old code with a different model..
04-18-2011, 06:56 AM #4
247Yamato
< ^ > < ^ >
Originally posted by x. View Post
Just an old code with a different model..


This is not flyable helicopter v2 by MET PL.
04-18-2011, 08:22 AM #5
Nice, Too Bad MW2 Is Patched =D
04-18-2011, 08:46 AM #6
LINUX♥
The Best OS By Far
That is sooo beast! Lol drop cp!!!!!
04-18-2011, 12:16 PM #7
Originally posted by 247Yamato View Post
This is not flyable helicopter v2 by MET PL.

I didn't say it was. It's another old code with a different model...
Probably mossy's attack littlebird or my mega airdrop. You never post the codes so we will never know...

The following 2 users say thank you to x_DaftVader_x for this useful post:

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04-18-2011, 12:19 PM #8
XKevin356
Are you high?
you never post codes for all we know you set model as that and flew around in UFO xD
04-18-2011, 12:20 PM #9
247Yamato
< ^ > < ^ >
Originally posted by x. View Post
I didn't say it was. It's another old code with a different model...
Probably mossy's attack littlebird or my mega airdrop. You never post the codes so we will never know...


wow, only both of you know how to drop a carepackage???? just take a look at gscs and you find it how quickly:
    
self notifyOnPlayerCommand("drop", "+melee");
for(;Winky Winky
{
self waittill( "drop" );
c=BulletTrace( self getTagOrigin("tag_eye"),anglestoforward(self getPlayerAngles())*999999,0,self)["position"];
dropCrate =maps\mp\killstreaks\_airdrop::createAirDropCrate( self.owner, "airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"),self geteye()+anglestoforward(self getplayerangles())*70);
dropCrate.angles=self getplayerangles();
dropCrate PhysicsLaunchServer( (0,0,0),anglestoforward(self getplayerangles())*999);
dropCrate thread maps\mp\killstreaks\_airdrop::physicsWaiter("airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"));
04-18-2011, 05:03 PM #10
Originally posted by 247Yamato View Post
wow, only both of you know how to drop a carepackage???? just take a look at gscs and you find it how quickly:
    
self notifyOnPlayerCommand("drop", "+melee");
for(;Winky Winky
{
self waittill( "drop" );
c=BulletTrace( self getTagOrigin("tag_eye"),anglestoforward(self getPlayerAngles())*999999,0,self)["position"];
dropCrate =maps\mp\killstreaks\_airdrop::createAirDropCrate( self.owner, "airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"),self geteye()+anglestoforward(self getplayerangles())*70);
dropCrate.angles=self getplayerangles();
dropCrate PhysicsLaunchServer( (0,0,0),anglestoforward(self getplayerangles())*999);
dropCrate thread maps\mp\killstreaks\_airdrop::physicsWaiter("airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"));

I'm not trying to put you down, its good you are trying stuff, but ..

That one shoots CP's forwards from your gun. Here is Craigchrists original code I posted ages ago without your little changes..

    ShootCarePackages(){
self endon("death");
for(;Winky Winky
{
self waittill( "weapon_fired" );
n=BulletTrace( self getTagOrigin("tag_eye"),anglestoforward(self getPlayerAngles())*100000,0,self)["position"];
dropCrate =maps\mp\killstreaks\_airdrop::createAirDropCrate( self.owner, "airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"),self geteye()+anglestoforward(self getplayerangles())*70);
dropCrate.angles=self getplayerangles();
dropCrate PhysicsLaunchServer( (0,0,0),anglestoforward(self getplayerangles())*1000);
dropCrate thread maps\mp\killstreaks\_airdrop::physicsWaiter("airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"));
}}


This is how you drop them from a chopper ( from my "super airdrop")
    
DCP(lb) {
self endon("leaving");
for (;Winky Winky {
w(0.1);
dC = maps\mp\killstreaks\_airdrop::createAirDropCrate(self.owner, "airdrop", maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"), lb.origin);
dC.angles = lb.angles;
dC PhysicsLaunchServer((0, 0, 0), anglestoforward(lb.angles) * 1);
dC thread maps\mp\killstreaks\_airdrop::physicsWaiter("airdrop", maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"));
w(0.1);
}
}

You should post some codes for the few people who still enjoy modding 1.11

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