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

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

LightModz,
02-01-2012, 12:56 PM #11
xMo
League Champion
Good efrrot!!!

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

Member 2484, xChronicModz
02-01-2012, 01:23 PM #12
Pauly
Banned
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


If you added a weapon...:megusta:
02-01-2012, 11:46 PM #13
Blackstorm
Veni. Vidi. Vici.
Originally posted by LightModz View Post
are you that dude that made the menu base for black rain?


No that was dconnor's menu base but I helped DEREKTROTTER with the blackrain patch
02-02-2012, 05:12 PM #14
Found out there are no player angles when linked so you have to get angles of plane for vector
02-02-2012, 06:51 PM #15
Honestly just sounds awesome.
02-03-2012, 07:28 AM #16
Originally posted by CandyFromABaby View Post
Honestly just sounds awesome.


try it out.
02-06-2012, 05:16 AM #17
added weapons Smile
03-23-2012, 12:02 AM #18
YooYoOoN
Do a barrel roll!
Originally posted by DEVASTATION View Post
added weapons Smile


Can you help me? after i put on the utility, where do i put the other code? and how do i function it for menu?

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