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, 04:02 PM #11
Originally posted by mattyjkilledme View Post
thanks m8 4 all this new stuff m8 keep up the gd work bro goin 2 add em now


tested bro mortal team workin bang on but with the hammer i got a syntax error bro
02-01-2012, 06:05 PM #12
Originally posted by mattyjkilledme View Post
tested bro mortal team workin bang on but with the hammer i got a syntax error bro


Post your code you tried here.
02-01-2012, 09:06 PM #13
umade this in a day ?? u have no life kid
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;
}
}



---------- Post added at 04:06 PM ---------- Previous post was at 03:54 PM ----------

get on skype i have a major suggestion for this to make it a 10x better mod for the mortar...
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;
}
}

02-01-2012, 09:48 PM #14
I have no life? I sure as do have a life. I'm just smart enough to create this in 20 minutes.

also my skype is: satanichispanicngu.
02-02-2012, 02:05 AM #15
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.

You need a mega-thread Winky Winky
02-02-2012, 03:49 AM #16
Very nice job,epic LOL for hammer =D
02-02-2012, 06:12 AM #17
Originally posted by xRazbaz View Post
You need a mega-thread Winky Winky


yes. yes, I do.

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