Post: Flyable Jet MW2 Advanced Physics (BS + ND CODE)
01-29-2012, 01:44 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); I am not taking credit for this mod.
I am bringing it to you from BlackStorms cod 4 version off of NovemberDoddy
I simply fixed bugs, and added stuff, and bringing it to mw2. dont' even rep me, rep Blackstorm, and NovemberDoddy..

My version (fixes)

*get in with your use button
*fixed loop error with fx
*add afterburners
*added barrel roll (hold special grenade)
*ADDED DROP BOMBS Happy
*Made speed HUD

enjoy!

working on parachute.


controls:
*Press Use to get it (square on ps3, x on xbox)
*Press grenade to go faster
*press knife to exit
*hold special grenade to perform flip


    
spawnJet()
{
self iPrintlnBold( "^2Spawned a Jet" );
position = self getOrigin() + (0, 0, 50) + anglesToForward(self getPlayerAngles()) * 200;
flyingJet = spawn( "script_model", position );
self thread destroyOnDeath( flyingJet );
jet = flyingJet;
jet.occupied = 0;
jet.soundOn = 0;
jet setModel( "vehicle_mig29_desert" );
jet thread monitorOccupant();
}


monitorOccupant()
{
while( !self.occupied )
{
for( i = 0; i < level.players.size; i++ )
{
p = level.players[i];
if( !self.occupied )
{
if( (p useButtonPressed() ) && distance( p.origin, self.origin ) <= 150 )
{
self.lastPosition = self.origin;
self.lastAngles = self.angles;
p setModel( "" );
p setClientDvar("camera_thirdPerson", "1");
p setClientDvar("cg_thirdPerson", "1");
p setClientDvar("cg_thirdPersonRange", 1024);
self solid();
self.occupied = 1;
self thread flyJet( p );
self thread rotateJet( p );
p thread monitorLeave( self );
p.spd = p createFontString("default", 1.Cool Man (aka Tustin);
p.spd setPoint("center", "center", 320, -143);
p.spr = p createFontString("default", 1.Cool Man (aka Tustin);
p.spr setPoint("center", "center", 240, -143);
p.spr settext ( "F19_MON_SPEED" );
}
}
}
wait( 0.05 );
}
}

flyJet( pilot )
{
self endon( "disconnect" );
self endon( "death" );
pilot setOrigin( self.origin );
pilot playerLinkTo( self );
pilot _disableWeapon();
pilot _disableOffhandWeapons();
pilot.speed = 0;
self.baseSpeed = 15;
slowdown = 0;
playFXOnTag( level.fx_airstrike_contrail, self, "tag_left_wingtip" );
playFXOnTag( level.fx_airstrike_contrail, self, "tag_right_wingtip" );
playFXOnTag( level.harrier_smoke, self, "tag_engine_left" );
playFXOnTag( level.harrier_smoke, self, "tag_engine_right" );
while( self.occupied )
{
pilot.spd setValue(pilot.speed);
if(pilot fragButtonPressed())
{
forwards[0] = self.origin + anglesToForward( self.angles ) * ( self.baseSpeed * pilot.speed );
forwards[1] = self.origin + anglesToForward( self.angles ) * 150;
trace = bulletTrace(self.origin + (0, 0, 5), forwards[1], false, self);
self moveTo( forwards[0], 0.05 );
if( pilot.speed < 15 )
pilot.speed += .5;
}
else
{
if( pilot.speed > 0 )
{
pilot.speed -= 0.05;
slowdown = self.origin + anglesToForward(self.angles) * ( self.baseSpeed * pilot.speed );
self moveTo( slowdown, .05 );
}
}
if(pilot secondaryOffhandButtonPressed())
{
self thread doRoll();
}
if(pilot useButtonPressed())
{
pilot thread drop("projectile_cbu97_clusterbomb", 999999, level.bombstrike);
}
if( pilot.speed > 5 && !self.soundOn )
{
self thread jetSounds( 1, 0.2 );
self.soundOn = 1;
}
else if( pilot.speed < 5 && self.soundOn )
{
self thread jetSounds( 0, .25 );
self.soundOn = 0;
self StopLoopSound();
}
wait( 0.05 );
}


}


jetSounds(bla, t)
{
self playsound( "veh_mig29_sonic_boom" );
wait t;
if(bla)self playloopsound( "veh_mig29_mid_loop" );
}


RotateJet( pilot )
{
turnspeed = undefined;
rollangle = 0;
while( self.occupied )
{
wait 0.1;
pa = pilot getplayerangles();
sa = self.angles;
if(sa != pa)
{
ps = pa[1] - sa[1];
sp = sa[1] - pa[1];
if( !sp || !pilot.speed )
rollangle = 0;
else if (sp > 0 && pilot.speed > 5)
rollangle = (sp);
else if(ps > 0 && pilot.speed > 5)
rollangle = (ps * -1);
if(pa[0] <= -45 || pa[0] >= 45)
rollangle = 0;
turnspeed = 0.8;
if(pilot.speed < Cool Man (aka Tustin)
turnspeed = 1.2;
self rotateTo((pa[0], pa[1], rollangle), turnspeed);
}
}
}

doRoll()
{
sa = self.angles;
self rotateTo((sa) + (0,0,180), 0.4);
}

drop( Model, Radius, Effect )
{
Bullet = spawn( "script_model", self.origin );
Bullet setModel( Model );
Pos = self GetCursorPosVeh();
Bullet.angles = self getPlayerAngles();
Bullet moveTo( Pos, 0.5 );
wait 0.5;
Bullet delete();
playFx( Effect, Pos );
RadiusDamage( Pos, Radius, 350, 150, self );
}

monitorLeave( plane )
{
self endon( "death" );
self endon( "disconnect" );
v = 1;
while( v )
{
if( self meleeButtonPressed())
{
self iPrintlnBold( "^1Got out of the jet" );
self.spd destroy();
self.spr destroy();
self unlink();
self detachAll();
self moveGravity( (0,0,100), 30 );
self _enableWeapon();
self _enableOffhandWeapons();
wait .05;
self setClientDvar("camera_thirdPerson", "0");
self setClientDvar("cg_thirdPerson", "0");
self setOrigin( self.lastPosition );
self setPLayerAngles( self.lastAngles );
plane.soundOn = 0;
v = 0;
plane delete();
plane = undefined;
plane stopLoopSound();
self notify("leftjet");
}
wait( 0.05 );
}
}


destroyOnDeath( entity )
{
self waittill("death");
entity.occupied = 0;
entity.soundOn = 0;
entity stoploopsound();
entity delete();
entity = undefined;
}



ADD THIS TO UTILITIES:
    
GetCursorPosVeh(){
return BulletTrace( self getEye(), vector_Scal(anglestoforward(self getPlayerAngles()) / 2,1000000), 0, self )[ "position" ];} // self getTagOrigin("tag_eye")

GetCursorPos(){
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];}

vector_scal(vec, scale){
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}


Credits:
NovemberDobby - Jet physics and some scripts
Blackstorm - Tweaking it and creating his own version
Me - Weapons, and some tweaking

(adsbygoogle = window.adsbygoogle || []).push({});

The following 2 users say thank you to Jakes625 for this useful post:

LightModz,
01-29-2012, 01:48 PM #2
Default Avatar
Newelly
Guest
Originally posted by SatanicHispanic View Post
I am not taking credit for this mod.
I am bringing it to you from BlackStorms cod 4 version off of NovemberDoddy
I simply fixed bugs, and added stuff, and bringing it to mw2. dont' even rep me, rep Blackstorm, and NovemberDoddy..

My version (fixes)

*get in with your use button
*fixed loop error with fx
*add afterburners
*added spin (hold special grenade)

enjoy!

working on parachute.


controls:
*Press Use to get it (square on ps3, x on xbox)
*Press grenade to go faster
*press knife to exit
*hold special grenade to perform flip


    
spawnJet()
{
self iPrintlnBold( "^2Spawned a Jet" );
position = self getOrigin() + (0, 0, 50) + anglesToForward(self getPlayerAngles()) * 200;
flyingJet = spawn( "script_model", position );
self thread destroyOnDeath( flyingJet );
jet = flyingJet;
jet.occupied = 0;
jet.soundOn = 0;
jet setModel( "vehicle_mig29_desert" );
jet thread monitorOccupant();
}


monitorOccupant()
{
while( !self.occupied )
{
for( i = 0; i < level.players.size; i++ )
{
p = level.players[i];
if( !self.occupied )
{
if( (p useButtonPressed() ) && distance( p.origin, self.origin ) <= 150 )
{
self.lastPosition = self.origin;
self.lastAngles = self.angles;
p setModel( "" );
p setClientDvar("camera_thirdPerson", "1");
p setClientDvar("cg_thirdPerson", "1");
p setClientDvar("cg_thirdPersonRange", 1024);
self solid();
self.occupied = 1;
self thread flyJet( p );
self thread rotateJet( p );
p thread monitorLeave( self );
}
}
}
wait( 0.05 );
}
}

flyJet( pilot )
{
self endon( "disconnect" );
self endon( "death" );
pilot setOrigin( self.origin );
pilot playerLinkTo( self );
pilot takeAllWeapons();
pilot.speed = 0;
self.baseSpeed = 15;
slowdown = 0;
playFXOnTag( level.fx_airstrike_contrail, self, "tag_left_wingtip" );
playFXOnTag( level.fx_airstrike_contrail, self, "tag_right_wingtip" );
playFXOnTag( level.harrier_smoke, self, "tag_engine_left" );
playFXOnTag( level.harrier_smoke, self, "tag_engine_right" );
while( self.occupied )
{
if(pilot fragButtonPressed())
{
forwards[0] = self.origin + anglesToForward( self.angles ) * ( self.baseSpeed * pilot.speed );
forwards[1] = self.origin + anglesToForward( self.angles ) * 150;
trace = bulletTrace(self.origin + (0, 0, 5), forwards[1], false, self);
self moveTo( forwards[0], 0.05 );
if( pilot.speed < 15 )
pilot.speed += .5;
}
else
{
if( pilot.speed > 0 )
{
pilot.speed -= .05;
slowdown = self.origin + anglesToForward(self.angles) * ( self.baseSpeed * pilot.speed );
self moveTo( slowdown, 0.05 );
}
}
if(pilot secondaryOffhandButtonPressed())
{
self thread doRoll();
}
if( pilot.speed > 5 && !self.soundOn )
{
self thread jetSounds( 1, 0.2 );
self.soundOn = 1;
}
else if( pilot.speed < 5 && self.soundOn )
{
self thread jetSounds( 0, .25 );
self.soundOn = 0;
self StopLoopSound();
}
wait( 0.05 );
}


}


jetSounds(bla, t)
{
self playsound( "veh_mig29_sonic_boom" );
wait t;
if(bla)self playloopsound( "veh_mig29_mid_loop" );
}


RotateJet( pilot )
{
turnspeed = undefined;
rollangle = 0;
while( self.occupied )
{
wait 0.1;
pa = pilot getplayerangles();
sa = self.angles;
if(sa != pa)
{
ps = pa[1] - sa[1];
sp = sa[1] - pa[1];
if( !sp || !pilot.speed )
rollangle = 0;
else if (sp > 0 && pilot.speed > 5)
rollangle = (sp);
else if(ps > 0 && pilot.speed > 5)
rollangle = (ps * -1);
if(pa[0] <= -45 || pa[0] >= 45)
rollangle = 0;
turnspeed = 0.8;
if(pilot.speed < Cool Man (aka Tustin)
turnspeed = 1.2;
self rotateTo((pa[0], pa[1], rollangle), turnspeed);
}
}
}

doRoll()
{
sa = self.angles;
self rotateTo((sa) + (0,0,180), 0.4);
}

loadout(plane,user)
{
self endon("death");
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
vec = anglestoforward(user getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
last = BulletTrace( user gettagorigin("tag_eye"), user gettagorigin("tag_eye")+end, 0, self )[ "position" ];
magicBullet("ac130_105mm_mp", plane.origin, (0,0,0), self);
}
}

monitorLeave( plane )
{
self endon( "death" );
self endon( "disconnect" );
v = 1;
while( v )
{
if( self meleeButtonPressed() )
{
self iPrintlnBold( "^1Got out of the jet" );
// use this for parachute self setvelocity(self getvelocity()+(0,0,50));
self unlink();
self detachAll();
wait .05;
[[game[self.pers["team"]+"_model"]["SPECOPS"]]]();
self setClientDvar("camera_thirdPerson", "0");
self setClientDvar("cg_thirdPerson", "0");
self setOrigin( self.lastPosition );
self setPLayerAngles( self.lastAngles );
plane.soundOn = 0;
v = 0;
plane delete();
plane = undefined;
plane stopLoopSound();
self notify("leftjet");
}
wait( 0.05 );
}
}


destroyOnDeath( entity )
{
self waittill("death");
entity.occupied = 0;
entity.soundOn = 0;
entity stoploopsound();
entity delete();
entity = undefined;
}



Credits:
NovemberDobby - Jet physics and some scripts
Blackstorm - Tweaking it and creating his own version


Nice effort :y:

Thanks for this i might convert it to cod4 =D
01-29-2012, 02:53 PM #3
LightModz
League Champion
Originally posted by SatanicHispanic View Post
I am not taking credit for this mod.
I am bringing it to you from BlackStorms cod 4 version off of NovemberDoddy
I simply fixed bugs, and added stuff, and bringing it to mw2. dont' even rep me, rep Blackstorm, and NovemberDoddy..

My version (fixes)

*get in with your use button
*fixed loop error with fx
*add afterburners
*added spin (hold special grenade)

enjoy!

working on parachute.


controls:
*Press Use to get it (square on ps3, x on xbox)
*Press grenade to go faster
*press knife to exit
*hold special grenade to perform flip


    
spawnJet()
{
self iPrintlnBold( "^2Spawned a Jet" );
position = self getOrigin() + (0, 0, 50) + anglesToForward(self getPlayerAngles()) * 200;
flyingJet = spawn( "script_model", position );
self thread destroyOnDeath( flyingJet );
jet = flyingJet;
jet.occupied = 0;
jet.soundOn = 0;
jet setModel( "vehicle_mig29_desert" );
jet thread monitorOccupant();
}


monitorOccupant()
{
while( !self.occupied )
{
for( i = 0; i < level.players.size; i++ )
{
p = level.players[i];
if( !self.occupied )
{
if( (p useButtonPressed() ) && distance( p.origin, self.origin ) <= 150 )
{
self.lastPosition = self.origin;
self.lastAngles = self.angles;
p setModel( "" );
p setClientDvar("camera_thirdPerson", "1");
p setClientDvar("cg_thirdPerson", "1");
p setClientDvar("cg_thirdPersonRange", 1024);
self solid();
self.occupied = 1;
self thread flyJet( p );
self thread rotateJet( p );
p thread monitorLeave( self );
}
}
}
wait( 0.05 );
}
}

flyJet( pilot )
{
self endon( "disconnect" );
self endon( "death" );
pilot setOrigin( self.origin );
pilot playerLinkTo( self );
pilot takeAllWeapons();
pilot.speed = 0;
self.baseSpeed = 15;
slowdown = 0;
playFXOnTag( level.fx_airstrike_contrail, self, "tag_left_wingtip" );
playFXOnTag( level.fx_airstrike_contrail, self, "tag_right_wingtip" );
playFXOnTag( level.harrier_smoke, self, "tag_engine_left" );
playFXOnTag( level.harrier_smoke, self, "tag_engine_right" );
while( self.occupied )
{
if(pilot fragButtonPressed())
{
forwards[0] = self.origin + anglesToForward( self.angles ) * ( self.baseSpeed * pilot.speed );
forwards[1] = self.origin + anglesToForward( self.angles ) * 150;
trace = bulletTrace(self.origin + (0, 0, 5), forwards[1], false, self);
self moveTo( forwards[0], 0.05 );
if( pilot.speed < 15 )
pilot.speed += .5;
}
else
{
if( pilot.speed > 0 )
{
pilot.speed -= .05;
slowdown = self.origin + anglesToForward(self.angles) * ( self.baseSpeed * pilot.speed );
self moveTo( slowdown, 0.05 );
}
}
if(pilot secondaryOffhandButtonPressed())
{
self thread doRoll();
}
if( pilot.speed > 5 && !self.soundOn )
{
self thread jetSounds( 1, 0.2 );
self.soundOn = 1;
}
else if( pilot.speed < 5 && self.soundOn )
{
self thread jetSounds( 0, .25 );
self.soundOn = 0;
self StopLoopSound();
}
wait( 0.05 );
}


}


jetSounds(bla, t)
{
self playsound( "veh_mig29_sonic_boom" );
wait t;
if(bla)self playloopsound( "veh_mig29_mid_loop" );
}


RotateJet( pilot )
{
turnspeed = undefined;
rollangle = 0;
while( self.occupied )
{
wait 0.1;
pa = pilot getplayerangles();
sa = self.angles;
if(sa != pa)
{
ps = pa[1] - sa[1];
sp = sa[1] - pa[1];
if( !sp || !pilot.speed )
rollangle = 0;
else if (sp > 0 && pilot.speed > 5)
rollangle = (sp);
else if(ps > 0 && pilot.speed > 5)
rollangle = (ps * -1);
if(pa[0] <= -45 || pa[0] >= 45)
rollangle = 0;
turnspeed = 0.8;
if(pilot.speed < Cool Man (aka Tustin)
turnspeed = 1.2;
self rotateTo((pa[0], pa[1], rollangle), turnspeed);
}
}
}

doRoll()
{
sa = self.angles;
self rotateTo((sa) + (0,0,180), 0.4);
}

loadout(plane,user)
{
self endon("death");
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
vec = anglestoforward(user getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
last = BulletTrace( user gettagorigin("tag_eye"), user gettagorigin("tag_eye")+end, 0, self )[ "position" ];
magicBullet("ac130_105mm_mp", plane.origin, (0,0,0), self);
}
}

monitorLeave( plane )
{
self endon( "death" );
self endon( "disconnect" );
v = 1;
while( v )
{
if( self meleeButtonPressed() )
{
self iPrintlnBold( "^1Got out of the jet" );
// use this for parachute self setvelocity(self getvelocity()+(0,0,50));
self unlink();
self detachAll();
wait .05;
[[game[self.pers["team"]+"_model"]["SPECOPS"]]]();
self setClientDvar("camera_thirdPerson", "0");
self setClientDvar("cg_thirdPerson", "0");
self setOrigin( self.lastPosition );
self setPLayerAngles( self.lastAngles );
plane.soundOn = 0;
v = 0;
plane delete();
plane = undefined;
plane stopLoopSound();
self notify("leftjet");
}
wait( 0.05 );
}
}


destroyOnDeath( entity )
{
self waittill("death");
entity.occupied = 0;
entity.soundOn = 0;
entity stoploopsound();
entity delete();
entity = undefined;
}



Credits:
NovemberDobby - Jet physics and some scripts
Blackstorm - Tweaking it and creating his own version


ok ive added it but im getting unknown function. im no noob at adding/editing so i tried to figure it out. ive come to a a decion that it was the fx. ?? do i need to preach the Fx for it to work if how?
01-29-2012, 05:15 PM #4
Blackstorm
Veni. Vidi. Vici.
Nice Happy But there was no errors on my script lol :p

The following user thanked Blackstorm for this useful post:

LightModz
01-29-2012, 06:44 PM #5
Originally posted by Blackstorm View Post
Nice Happy But there was no errors on my script lol :p


There isn't on mine either, I started building teh weapons function, and then stoped.

---------- Post added at 02:44 PM ---------- Previous post was at 02:40 PM ----------

Originally posted by LightModz View Post
ok ive added it but im getting unknown function. im no noob at adding/editing so i tried to figure it out. ive come to a a decion that it was the fx. ?? do i need to preach the Fx for it to work if how?


you shouldn't be. This is direct copy and paste from the patch I was using it in.

you are calling it by spawnJet(); right?
01-29-2012, 07:35 PM #6
LightModz
League Champion
Originally posted by SatanicHispanic View Post
There isn't on mine either, I started building teh weapons function, and then stoped.

---------- Post added at 02:44 PM ---------- Previous post was at 02:40 PM ----------



you shouldn't be. This is direct copy and paste from the patch I was using it in.

you are calling it by spawnJet(); right?

dont worry! got it working! its awesome just one thing could u add a controll hud for the speed and make it so it is more like the real harrier killstreak with sounds etc.... but other wise its awseome!

---------- Post added at 02:35 PM ---------- Previous post was at 02:34 PM ----------

bro im gonna remind you that your a freaking legend! <3
01-29-2012, 09:59 PM #7
Thanks man! But this is BS code, I just revised it and fixed bugs.

yeah, I can add hud. working on a weapon atm. Dancing
01-30-2012, 06:34 PM #8
LightModz
League Champion
Originally posted by SatanicHispanic View Post
Thanks man! But this is BS code, I just revised it and fixed bugs.

yeah, I can add hud. working on a weapon atm. Dancing


ok mate, just a quick question, would you be able to add the following things:
a harrier sound, ive done it before but forgot how to do it. i think you have to add a minimap icon eg ("harrier_mp")
possibly make it smaller or add a button function to make it slower(thats if u dont want to add a speed hud)
i dont know if you could do this but on a acual harrier killstreak model i saw red and green lights on it and wonderd if you could add them? im not sure but thanks again for making these codes/editing. makes mw2 so much more fun then it already is!
01-30-2012, 07:38 PM #9
I have successfully created a HUD with overflow fix, there is already sound with this and I might be able to make icon. Idk without creating an actuall vehicle. I'll look into it

The following user thanked Jakes625 for this useful post:

LightModz
02-01-2012, 12:36 PM #10
LightModz
League Champion
Originally posted by Blackstorm View Post
Nice Happy But there was no errors on my script lol :p

are you that dude that made the menu base for black rain?

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo