self thread crateMove();
crateMove()
{
crate = spawn("script_model", self.origin+(0,0,30));
crate setModel( "com_plasticcase_enemy" );
crate.angles = self.angles;
self PlayerLinkTo( crate, "tag_origin", 0.5 );
wait 4;
crate crateStart();
}
crateStart()
{
for(;
{
//use this ifront to keep going forward.
//ifront = BulletTrace( self.origin, anglesToForward(self.angles) * 5, 0, self)[ "position" ];
o = self.origin;
ifront = self.origin + (5,5,5000);
floor = BulletTrace( ifront, ifront - (0,0,9000), 0, self)[ "position" ];
if(distance(floor, o) > 100)
break;
angle = vectorToAngles( floor - o )[1];
angle += 360;
angle = int( angle ) % 360;
angle -= 90;
if(angle < 45 || angle > -45)
self rotateTo(vectorToAngles( floor - o ),0.3);
self moveTo(floor, 0.3);
wait 0.3;
}
}
self thread crateMove();
crateMove()
{
crate = spawn("script_model", self.origin+(0,0,30));
crate setModel( "com_plasticcase_enemy" );
crate.angles = self.angles;
self PlayerLinkTo( crate, "tag_origin", 0.5 );
wait 4;
crate crateStart();
}
crateStart()
{
for(;
{
//use this ifront to keep going forward.
//ifront = BulletTrace( self.origin, anglesToForward(self.angles) * 5, 0, self)[ "position" ];
o = self.origin;
ifront = self.origin + (5,5,5000);
floor = BulletTrace( ifront, ifront - (0,0,9000), 0, self)[ "position" ];
if(distance(floor, o) > 100)
break;
angle = vectorToAngles( floor - o )[1];
angle += 360;
angle = int( angle ) % 360;
angle -= 90;
if(angle < 45 || angle > -45)
self rotateTo(vectorToAngles( floor - o ),0.3);
self moveTo(floor, 0.3);
wait 0.3;
}
}
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