Scroll down for hammertime, you'll want to see this :p
mortarTeam()
{
self endon("disconnect");
self endon("death");
self thread mtbs();
self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
mortar1 = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
mortar1 += (0, 0, 400);
self endLocationSelection();
self.selectingLocation = undefined;
self.mortar1 = mortar1;
self notify("1done");
}
mtbs()
{
center = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
sky = center + (0,0,2500);
self waittill("1done");
s = "ac130_40mm_mp"; //bullet of shooting
times = 3; //number of times mortar shoots
self iPrintlnBold("Mortars Inbound");
wait 5; //delay before firing (5 rec.)
for(i = 0; i < times; i++)
{
xM = randomint(250);
yM = randomint(250);
zM = randomint(40);
magicBullet(s,sky,self.mortar1 + (xM,yM,zM),self);
wait 1;
}
}
hammer()
{
near = (self.origin + (50,25,10));
speed = 2;
HammerAxel = spawn( "script_model", near );
HammerAxel setModel( "c130_zoomrig" );
HammerAxel.angles = (45,0,0);
HammerAxel hide();
self thread hammerSpawn(HammerAxel);
self thread monitorDist(HammerAxel);
for(;
{
HammerAxel rotatepitch( 90, speed);
wait speed;
HammerAxel rotatepitch( -90, speed);
wait speed;
}
}
hammerSpawn(axel)
{
handle = "com_plasticcase_friendly";
top = "com_plasticcase_enemy";
car = "vehicle_uav_static_mp";
ho = axel getTagOrigin("tag_origin");
self thread hammerActive(ho,axel,handle,(0,0,0),(0,0,0),false);
self thread hammerActive(ho,axel,handle,(-50,0,0),(0,0,0),false);
self thread hammerActive(ho,axel,handle,(-100,0,0),(0,0,0),false);
self thread hammerActive(ho,axel,handle,(-150,0,0),(0,0,0),false);
//top
self thread hammerActive(ho,axel,car,(-190,0,0),(-90,0,0),true);
}
hammerActive(horigin,axel,type,loc,ang,cache)
{
hammer = spawn("script_model",horigin);
hammer setModel(type);
hammer linkTo(axel,"tag_origin",loc,ang);
hammer solid();
hammer CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
if(cache == true)
{
foreach(P in level.players)
{
P.toy = hammer;
}
}
}
monitorDist(axel)
{
self endon("death");
self endon("disconnect");
for(;
{
foreach(P in level.players)
{
d=distance(axel.origin,P.origin);
if(d<100)
{
self iPrintlnBold("Press [{+activate}] to get in!");
if( (self useButtonPressed()) )
{
P playerLinkTo(P.toy);
P.onToy = 1;
}
}
if(d>100 && P.onToy == 1)
{
if( (self meleeButtonPressed()) )
{
P iPrintlnBold("^1Got Out");
P unlink();
P detachAll();
P setOrigin( self.origin + (50,25,-5) );
P setPlayerAngles( self.lastAngles );
P.onToy = 0;
}
}
}
wait 1;
}
}
Scroll down for hammertime, you'll want to see this :p
mortarTeam()
{
self endon("disconnect");
self endon("death");
self thread mtbs();
self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
mortar1 = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
mortar1 += (0, 0, 400);
self endLocationSelection();
self.selectingLocation = undefined;
self.mortar1 = mortar1;
self notify("1done");
}
mtbs()
{
center = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
sky = center + (0,0,2500);
self waittill("1done");
s = "ac130_40mm_mp"; //bullet of shooting
times = 3; //number of times mortar shoots
self iPrintlnBold("Mortars Inbound");
wait 5; //delay before firing (5 rec.)
for(i = 0; i < times; i++)
{
xM = randomint(250);
yM = randomint(250);
zM = randomint(40);
magicBullet(s,sky,self.mortar1 + (xM,yM,zM),self);
wait 1;
}
}
hammer()
{
near = (self.origin + (50,25,10));
speed = 2;
HammerAxel = spawn( "script_model", near );
HammerAxel setModel( "c130_zoomrig" );
HammerAxel.angles = (45,0,0);
HammerAxel hide();
self thread hammerSpawn(HammerAxel);
for(;
{
HammerAxel rotatepitch( 90, speed);
wait speed;
HammerAxel rotatepitch( -90, speed);
wait speed;
}
}
hammerSpawn(axel)
{
handle = "com_plasticcase_friendly";
top = "com_plasticcase_enemy";
ho = axel getTagOrigin("tag_origin");
self thread hammerActive(ho,axel,handle,(0,0,0),(0,0,0));
self thread hammerActive(ho,axel,handle,(-50,0,0),(0,0,0));
self thread hammerActive(ho,axel,handle,(-100,0,0),(0,0,0));
self thread hammerActive(ho,axel,handle,(-150,0,0),(0,0,0));
//top
self thread hammerActive(ho,axel,top,(-190,0,25),(90,0,0));
self thread hammerActive(ho,axel,top,(-190,0,-25),(90,0,0));
}
hammerActive(horigin,axel,type,loc,ang)
{
hammer = spawn("script_model",horigin);
hammer setModel(type);
hammer linkTo(axel,"tag_origin",loc,ang);
hammer solid();
hammer CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);
}
Scroll down for hammertime, you'll want to see this :p
mortarTeam()
{
self endon("disconnect");
self endon("death");
self thread mtbs();
self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
mortar1 = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
mortar1 += (0, 0, 400);
self endLocationSelection();
self.selectingLocation = undefined;
self.mortar1 = mortar1;
self notify("1done");
}
mtbs()
{
center = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
sky = center + (0,0,2500);
self waittill("1done");
s = "ac130_40mm_mp"; //bullet of shooting
times = 3; //number of times mortar shoots
self iPrintlnBold("Mortars Inbound");
wait 5; //delay before firing (5 rec.)
for(i = 0; i < times; i++)
{
xM = randomint(250);
yM = randomint(250);
zM = randomint(40);
magicBullet(s,sky,self.mortar1 + (xM,yM,zM),self);
wait 1;
}
}
hammer()
{
near = (self.origin + (50,25,10));
speed = 2;
HammerAxel = spawn( "script_model", near );
HammerAxel setModel( "c130_zoomrig" );
HammerAxel.angles = (45,0,0);
HammerAxel hide();
self thread hammerSpawn(HammerAxel);
self thread monitorDist(HammerAxel);
for(;
{
HammerAxel rotatepitch( 90, speed);
wait speed;
HammerAxel rotatepitch( -90, speed);
wait speed;
}
}
hammerSpawn(axel)
{
handle = "com_plasticcase_friendly";
top = "com_plasticcase_enemy";
car = "vehicle_uav_static_mp";
ho = axel getTagOrigin("tag_origin");
self thread hammerActive(ho,axel,handle,(0,0,0),(0,0,0),false) ;
self thread hammerActive(ho,axel,handle,(-50,0,0),(0,0,0),false);
self thread hammerActive(ho,axel,handle,(-100,0,0),(0,0,0),false);
self thread hammerActive(ho,axel,handle,(-150,0,0),(0,0,0),false);
//top
self thread hammerActive(ho,axel,car,(-190,0,0),(-90,0,0),true);
}
hammerActive(horigin,axel,type,loc,ang,cache)
{
hammer = spawn("script_model",horigin);
hammer setModel(type);
hammer linkTo(axel,"tag_origin",loc,ang);
hammer solid();
hammer CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);
if(cache == true)
{
foreach(P in level.players)
{
P.toy = hammer;
}
}
}
monitorDist(axel)
{
self endon("death");
self endon("disconnect");
for(;
{
foreach(P in level.players)
{
d=distance(axel.origin,P.origin);
if(d<100)
{
self iPrintlnBold("Press [{+activate}] to get in!");
if( (self useButtonPressed()) )
{
P playerLinkTo(P.toy);
P.onToy = 1;
}
}
if(d>100 && P.onToy == 1)
{
if( (self meleeButtonPressed()) )
{
P iPrintlnBold("^1Got Out");
P unlink();
P detachAll();
P setOrigin( self.origin + (50,25,-5) );
P setPlayerAngles( self.lastAngles );
P.onToy = 0;
}
}
}
wait 1;
}
}
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