Post: [Release] Mortar Team [Bonus]Bouncy Thingy..
02-01-2012, 12:51 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Well, I had mortar team for a while (my version), and didn't know if it was already made or not, anyways, if you want it use it, if not then don't.
A simple version, they has configurables to your liking without messing up the script Smile Scroll down for hammertime, you'll want to see this :p

Mortar Team WAW Style
chose a spot to shoot a mortar (from outside map) shoots defined number of mortars (def 3)


put this in menu: self thread mortarTeam();

    
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;
}
}



BONUS: BOUNCY TOY (FUN) //fixed syntax
Now the reason I may this was to show you how much simpler/advanced your code can now be from the way of creating models, and using models movement from my method (used in circling plane of death)

Now these models arn't moving from any function. ie: moveTo, only 1 model is actually moving.
You can use this to make whole doors (zombieland) move easier. use it to your advantage :y:



menu: self thread hammer();

    
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(;Winky Winky
{
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(;Winky Winky
{
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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The following 9 users say thank you to Jakes625 for this useful post:

aerosoul94, KCxFTW, KingcreekS, LightModz, mattyjkilledme, Ninja, xChronicModz, xMrSuperMoDzZ--, User2340034u
02-01-2012, 12:53 AM #2
KCxFTW
Who’s Jim Erased?
Originally posted by SatanicHispanic View Post
Well, I had mortar team for a while (my version), and didn't know if it was already made or not, anyways, if you want it use it, if not then don't.
A simple version, they has configurables to your liking without messing up the script Smile Scroll down for hammertime, you'll want to see this :p

Mortar Team
chose a spot to shoot a mortar (from outside map) shoots defined number of mortars (def 3)


put this in menu: self thread mortarTeam();

    
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;
}
}



BONUS: HAMMER TIME
Now the reason I may this was to show you how much simpler/advanced your code can now be from the way of creating models, and using models movement from my method (used in circling plane of death)

Now these models arn't moving from any function. ie: moveTo, only 1 model is actually moving.
You can use this to make whole doors (zombieland) move easier. use it to your advantage :y:



menu: self thread hammer();

    
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(;Winky Winky
{
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);
}



Damn these are nice!!!! great job!!
02-01-2012, 12:56 AM #3
Originally posted by XxDaMurker2xX
Damn these are nice!!!! great job!!


Thanks bro, but it isn't that hard to make really :p


sorry for all the releases, if your getting annoyed im sorry. This will probably be my last public release untill this section gets filled up with other peoples threads, unless it's requested.
02-01-2012, 12:59 AM #4
KCxFTW
Who’s Jim Erased?
Originally posted by SatanicHispanic View Post
Thanks bro, but it isn't that hard to make really :p


sorry for all the releases, if your getting annoyed im sorry. This will probably be my last public release untill this section gets filled up with other peoples threads, unless it's requested.


I like the new releases, nobody is really releasing anything cool right now but you are so keep it up Smile
02-01-2012, 01:02 AM #5
Originally posted by XxDaMurker2xX
I like the new releases, nobody is really releasing anything cool right now but you are so keep it up Smile


oh lol. Im out of ideas though.

Im working on a cow launcher, a little buggy, and it makes no sense, but w/e :lol:
02-01-2012, 01:09 AM #6
I see you perfected how W@W does it =D

The following user thanked Ninja for this useful post:

02-01-2012, 03:00 AM #7
Originally posted by Ninja View Post
I see you perfected how W@W does it =D


There's was probably more advanced tho :fa:
02-01-2012, 09:52 AM #8
thanks m8 4 all this new stuff m8 keep up the gd work bro goin 2 add em now
02-01-2012, 01:55 PM #9
Originally posted by SatanicHispanic View Post
Well, I had mortar team for a while (my version), and didn't know if it was already made or not, anyways, if you want it use it, if not then don't.
A simple version, they has configurables to your liking without messing up the script Smile Scroll down for hammertime, you'll want to see this :p

Mortar Team WAW Style
chose a spot to shoot a mortar (from outside map) shoots defined number of mortars (def 3)


put this in menu: self thread mortarTeam();

    
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;
}
}



BONUS: BOUNCY TOY (FUN)
Now the reason I may this was to show you how much simpler/advanced your code can now be from the way of creating models, and using models movement from my method (used in circling plane of death)

Now these models arn't moving from any function. ie: moveTo, only 1 model is actually moving.
You can use this to make whole doors (zombieland) move easier. use it to your advantage :y:



menu: self thread hammer();

    
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(;Winky Winky
{
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(;Winky Winky
{
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;
}
}


The hammer thing is sick haha
02-01-2012, 03:49 PM #10
Originally posted by SwaaysHD View Post
The hammer thing is sick haha


RIP Childhood </3

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