get_players()[0] thread StartBase();//be sure only host threads it
StartBase()//only function that needs to be threaded
{
self endon( "death" );
self endon( "disconnect" );
* * * * leech = get_players();
* * * * PrecacheModel( "zombie_teddybear_shanks" );
* * * * PrecacheModel( "zombie_treasure_box_lid" );
* * * * tb = "zombie_teddybear_shanks";
* * * * wait 1;
* * * * for(i=0; i<get_players().size; i++)
* * * * {
* * * * * * * * if(getdvar("mapname") == "nazi_zombie_factory" && self.sniperbase != 1)
* * * * * * * * {
* * * * * * * * * * * * leech[i] thread tbutton();
* * * * * * * * * * * * leech[i] thread BaseCheck();
* * * * * * * * * * * * wait .1;
* * * * * * * * * * * * leech[i].sniperbase = 1;
* * * * * * * * * * * * self thread SpawnBear((52.3535,-468.596,15.875),tb,(0,90,0));
* * * * * * * * * * * * wait .2;
* * * * * * * * * * * * self thread SpawnBear((-1034.98,-856.611,2156.75),tb,(0,0,0));
* * * * * * * * * * * * wait .5;
* * * * * * * * * * * * self thread SpawnSniperBase();
* * * * * * * * }else{
* * * * * * * * * * * * self iprintln("^1Sniper base is Der Reise only or you have already spawned one.");
* * * * * * * * }
* * * * }
}
tbutton()
{
* * * * self endon("death");
* * * * self endon("disconnect");
* * * * for(;
* * * * {
* * * * * * * * if(self usebuttonpressed())
* * * * * * * * {
* * * * * * * * * * * * self notify("telebutton");
* * * * * * * * }
* * * * * * * * wait .01;
* * * * }
* * * * wait .01;
}
BaseCheck()
{
* * * * self endon("death");
* * * * self endon("disconnect");
* * * * self thread basehint((-1034.98,-854.611,2156.75));
* * * * wait .1;
* * * * self thread basehint((58.3535,-448.596,15.875));
* * * * uMaD = 40;
* * * * for(;
* * * * {
* * * * * * * * self waittill("telebutton");
* * * * * * * * {
* * * * * * * * * * * * if(distance( self.origin, (-1034.98,-854.611,2156.75) ) < uMaD ){
* * * * * * * * * * * * * * * * self thread TeleBase((58.3535,-448.596,21.875),(0,90,0));
* * * * * * * * * * * * }else if(distance( self.origin, (58.3535,-448.596,15.875) ) < uMaD ){
* * * * * * * * * * * * * * * * self thread TeleBase((-1034.98,-854.611,2164.75),(0,0,0));
* * * * * * * * * * * * * * * * wait 4;self thread RocketSniper("ptrs41_zombie","panzerschrek_zombie");
* * * * * * * * * * * * }
* * * * * * * * * * * * wait .01;
* * * * * * * * }
* * * * * * * * wait .01;
* * * * }
* * * * wait .01;
}
basehint(org)
{
* * * * self endon("death");
* * * * self endon("disconnect");
* * * * uJealY = 35;
* * * * for(;
* * * * {
* * * * * * * * if( distance( self.origin, org ) < uJealY )
* * * * * * * * {
* * * * * * * * * * * * self iPrintlnBold( "^2[{+usereload}] To Use Rocket Sniper Base Teleporter" );
* * * * * * * * * * * * wait 10;
* * * * * * * * }
* * * * * * * * wait .01;
* * * * }
* * * * wait .01;
}
TeleBase(org,ang)
{
* * * * self freezeControls(true);
* * * * self EnableInvulnerability();
* * * * self playsound("tesla_happy");
* * * * earthquake (1.8, 1, self.origin, 1000);
* * * * wait .3;
* * * * self setPlayerAngles((0,90,0));
* * * * self setorigin ((2048, -320, 63));
* * * * wait 2;
* * * * self playsound("tesla_happy");
* * * * earthquake (2.5, 1, self.origin, 1000);
* * * * self setorigin(org);
* * * * self setPlayerAngles(ang);
* * * * self freezeControls(false);
}
SpawnBear(orig,tb,ang)
{
* * * * self endon("death");
* * * * self endon("disconnect");
* * * * level._effect["TOXiiC"] = loadfx("misc/fx_zombie_electric_trap");wait .1;
* * * * level._effect["PLAGUE"] = loadfx("maps/zombie/fx_zombie_wire_spark");wait .1;
* * * * mod = spawn("script_model", orig);
* * * * mod setmodel(tb);
* * * * mod.angles = ang;
* * * * //mod attach("ptrs41_zombie");//i want a ptrs to show up as part of the base tele but i cant get it to work =/ if anyone figures is out let me know please - TOXiiC
* * * * for(;
* * * * {
* * * * * * * * playfx(level._effect["TOXiiC"], mod.origin); wait .1;
* * * * * * * * playfx(level._effect["PLAGUE"], mod.origin); wait .1;
* * * * * * * * wait 3;
* * * * }
}
SpawnSniperBase()
{
* * * * ab = -885.375;bb = -870.375;cb = -855.375;db = -840.375;eb = -825.375;fb = -810.375;//short side
* * * * gb = 2137.57;//model distance from ground
* * * * hb = -1034.5;ib = -1004.5;jb = -974.5;kb = -944.5;lb = -914.5;mb = -884.5;nb = -854.5;//long side
* * * * ob = 2113.50;//barrier distance from ground
* * * * pb = -1065.5;//fix the front edges
* * * * qb = -825.5;//fix the back edges
* * * * yb = (0, 180, 0);zb = "zombie_treasure_box_lid";
* * * * wait .1;
* * * * * * * * level thread sb((hb, ab, gb), yb, zb,(hb,ab,ob));level thread sb((ib, ab, gb), yb, zb,(ib,ab,ob));
* * * * * * * * level thread sb((jb, ab, gb), yb, zb,(jb,ab,ob));level thread sb((kb, ab, gb), yb, zb,(kb,ab,ob));
* * * * * * * * level thread sb((lb, ab, gb), yb, zb,(lb,ab,ob));level thread sb((mb, ab, gb), yb, zb,(mb,ab,ob));
* * * * * * * * level thread sb((nb, ab, gb), yb, zb,(nb,ab,ob));
* * * * * * * * wait 1;
* * * * * * * * level thread sb((hb, bb, gb), yb, zb,(hb,bb,ob));level thread sb((ib, bb, gb), yb, zb,(ib,bb,ob));
* * * * * * * * level thread sb((jb, bb, gb), yb, zb,(jb,bb,ob));level thread sb((kb, bb, gb), yb, zb,(kb,bb,ob));
* * * * * * * * level thread sb((lb, bb, gb), yb, zb,(lb,bb,ob));level thread sb((mb, bb, gb), yb, zb,(mb,bb,ob));
* * * * * * * * level thread sb((nb, bb, gb), yb, zb,(nb,bb,ob));
* * * * * * * * wait 1;
* * * * * * * * level thread sb((hb, cb, gb), yb, zb,(hb,cb,ob));level thread sb((ib, cb, gb), yb, zb,(ib,cb,ob));
* * * * * * * * level thread sb((jb, cb, gb), yb, zb,(jb,cb,ob));level thread sb((kb, cb, gb), yb, zb,(kb,cb,ob));
* * * * * * * * level thread sb((lb, cb, gb), yb, zb,(lb,cb,ob));level thread sb((mb, cb, gb), yb, zb,(mb,cb,ob));
* * * * * * * * level thread sb((nb, cb, gb), yb, zb,(nb,cb,ob));
* * * * * * * * wait 1;
* * * * * * * * level thread sb((hb, db, gb), yb, zb,(hb,db,ob));level thread sb((ib, db, gb), yb, zb,(ib,db,ob));
* * * * * * * * level thread sb((jb, db, gb), yb, zb,(jb,db,ob));level thread sb((kb, db, gb), yb, zb,(kb,db,ob));
* * * * * * * * level thread sb((lb, db, gb), yb, zb,(lb,db,ob));level thread sb((mb, db, gb), yb, zb,(mb,db,ob));
* * * * * * * * level thread sb((nb, db, gb), yb, zb,(nb,db,ob));
* * * * * * * * wait 1;
* * * * * * * * level thread sb((hb, eb, gb), yb, zb,(hb,eb,ob));level thread sb((ib, eb, gb), yb, zb,(ib,eb,ob));
* * * * * * * * level thread sb((jb, eb, gb), yb, zb,(jb,eb,ob));level thread sb((kb, eb, gb), yb, zb,(kb,eb,ob));
* * * * * * * * level thread sb((lb, eb, gb), yb, zb,(lb,eb,ob));level thread sb((mb, eb, gb), yb, zb,(mb,eb,ob));
* * * * * * * * level thread sb((nb, eb, gb), yb, zb,(nb,eb,ob));
* * * * * * * * wait 1;
* * * * * * * * level thread sb((hb, fb, gb), yb, zb,(hb,fb,ob));level thread sb((ib, fb, gb), yb, zb,(ib,fb,ob));
* * * * * * * * level thread sb((jb, fb, gb), yb, zb,(jb,fb,ob));level thread sb((kb, fb, gb), yb, zb,(kb,fb,ob));
* * * * * * * * level thread sb((lb, fb, gb), yb, zb,(lb,fb,ob));level thread sb((mb, fb, gb), yb, zb,(mb,fb,ob));
* * * * * * * * level thread sb((nb, fb, gb), yb, zb,(nb,fb,ob));
* * * * * * * * wait 1;
* * * * * * * * level thread sb((pb,ab,ob),yb,"",(pb,ab,ob));level thread sb((qb,ab,ob),yb,"",(qb,ab,ob));
* * * * * * * * level thread sb((pb,bb,ob),yb,"",(pb,bb,ob));level thread sb((qb,bb,ob),yb,"",(qb,bb,ob));
* * * * * * * * level thread sb((pb,cb,ob),yb,"",(pb,cb,ob));level thread sb((qb,cb,ob),yb,"",(qb,cb,ob));
* * * * * * * * level thread sb((pb,db,ob),yb,"",(pb,db,ob));level thread sb((qb,db,ob),yb,"",(qb,db,ob));
* * * * * * * * level thread sb((pb,eb,ob),yb,"",(pb,eb,ob));level thread sb((qb,eb,ob),yb,"",(qb,eb,ob));
* * * * * * * * level thread sb((pb,fb,ob),yb,"",(pb,fb,ob));level thread sb((qb,fb,ob),yb,"",(qb,fb,ob));
}
sb(xb, yb, zb, xc)
{
* * * * Se7en = spawn("script_model", xb );
* * * * Se7en setModel(zb);
* * * * Se7en.angles = yb;
* * * * level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 );
* * * * level.base.origin = xc;
* * * * level.base.height = (1);
* * * * level.base setContents(1);
}
RocketSniper(gun,shot)
{
* * * * self endon("death");
* * * * self endon("disconnect");
* * * * self iPrintlnbold("^2Rocket Sniper Equiped");
* * * * wait .1;
* * * * self giveWeapon(gun, 4, true);
* * * * wait .1;
* * * * self switchToWeapon(gun, 4, true);
* * * * for(;
* * * * {
* * * * * * * * self waittill ( "weapon_fired" );
* * * * * * * * if ( self getCurrentWeapon() == gun )
* * * * * * * * {
* * * * * * * * * * * * forward = self getTagOrigin("tag_eye");
* * * * * * * * * * * * end = self thread vector_Scal4(anglestoforward(self getPlayerAngles()),1000000);
* * * * * * * * * * * * location = BulletTrace( forward, end, 0, self )[ "position" ];
* * * * * * * * * * * * MagicBullet( shot, forward, location, self );
* * * * * * * * }
* * * * }
}
vector_Scal4(vec, scale)
{
* * * * vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
* * * * return vec;
}
get_players()[0] thread StartBase();//be sure only host threads it
StartBase()//only function that needs to be threaded
{
self endon( "death" );
self endon( "disconnect" );
* * * * leech = get_players();
* * * * PrecacheModel( "zombie_teddybear_shanks" );
* * * * PrecacheModel( "zombie_treasure_box_lid" );
* * * * tb = "zombie_teddybear_shanks";
* * * * wait 1;
* * * * for(i=0; i<get_players().size; i++)
* * * * {
* * * * * * * * if(getdvar("mapname") == "nazi_zombie_factory" && self.sniperbase != 1)
* * * * * * * * {
* * * * * * * * * * * * leech[i] thread tbutton();
* * * * * * * * * * * * leech[i] thread BaseCheck();
* * * * * * * * * * * * wait .1;
* * * * * * * * * * * * leech[i].sniperbase = 1;
* * * * * * * * * * * * self thread SpawnBear((52.3535,-468.596,15.875),tb,(0,90,0));
* * * * * * * * * * * * wait .2;
* * * * * * * * * * * * self thread SpawnBear((-1034.98,-856.611,2156.75),tb,(0,0,0));
* * * * * * * * * * * * wait .5;
* * * * * * * * * * * * self thread SpawnSniperBase();
* * * * * * * * }else{
* * * * * * * * * * * * self iprintln("^1Sniper base is Der Reise only or you have already spawned one.");
* * * * * * * * }
* * * * }
}
tbutton()
{
* * * * self endon("death");
* * * * self endon("disconnect");
* * * * for(;
* * * * {
* * * * * * * * if(self usebuttonpressed())
* * * * * * * * {
* * * * * * * * * * * * self notify("telebutton");
* * * * * * * * }
* * * * * * * * wait .01;
* * * * }
* * * * wait .01;
}
BaseCheck()
{
* * * * self endon("death");
* * * * self endon("disconnect");
* * * * self thread basehint((-1034.98,-854.611,2156.75));
* * * * wait .1;
* * * * self thread basehint((58.3535,-448.596,15.875));
* * * * uMaD = 40;
* * * * for(;
* * * * {
* * * * * * * * self waittill("telebutton");
* * * * * * * * {
* * * * * * * * * * * * if(distance( self.origin, (-1034.98,-854.611,2156.75) ) < uMaD ){
* * * * * * * * * * * * * * * * self thread TeleBase((58.3535,-448.596,21.875),(0,90,0));
* * * * * * * * * * * * }else if(distance( self.origin, (58.3535,-448.596,15.875) ) < uMaD ){
* * * * * * * * * * * * * * * * self thread TeleBase((-1034.98,-854.611,2164.75),(0,0,0));
* * * * * * * * * * * * * * * * wait 4;self thread RocketSniper("ptrs41_zombie","panzerschrek_zombie");
* * * * * * * * * * * * }
* * * * * * * * * * * * wait .01;
* * * * * * * * }
* * * * * * * * wait .01;
* * * * }
* * * * wait .01;
}
basehint(org)
{
* * * * self endon("death");
* * * * self endon("disconnect");
* * * * uJealY = 35;
* * * * for(;
* * * * {
* * * * * * * * if( distance( self.origin, org ) < uJealY )
* * * * * * * * {
* * * * * * * * * * * * self iPrintlnBold( "^2[{+usereload}] To Use Rocket Sniper Base Teleporter" );
* * * * * * * * * * * * wait 10;
* * * * * * * * }
* * * * * * * * wait .01;
* * * * }
* * * * wait .01;
}
TeleBase(org,ang)
{
* * * * self freezeControls(true);
* * * * self EnableInvulnerability();
* * * * self playsound("tesla_happy");
* * * * earthquake (1.8, 1, self.origin, 1000);
* * * * wait .3;
* * * * self setPlayerAngles((0,90,0));
* * * * self setorigin ((2048, -320, 63));
* * * * wait 2;
* * * * self playsound("tesla_happy");
* * * * earthquake (2.5, 1, self.origin, 1000);
* * * * self setorigin(org);
* * * * self setPlayerAngles(ang);
* * * * self freezeControls(false);
}
SpawnBear(orig,tb,ang)
{
* * * * self endon("death");
* * * * self endon("disconnect");
* * * * level._effect["TOXiiC"] = loadfx("misc/fx_zombie_electric_trap");wait .1;
* * * * level._effect["PLAGUE"] = loadfx("maps/zombie/fx_zombie_wire_spark");wait .1;
* * * * mod = spawn("script_model", orig);
* * * * mod setmodel(tb);
* * * * mod.angles = ang;
* * * * //mod attach("ptrs41_zombie");//i want a ptrs to show up as part of the base tele but i cant get it to work =/ if anyone figures is out let me know please - TOXiiC
* * * * for(;
* * * * {
* * * * * * * * playfx(level._effect["TOXiiC"], mod.origin); wait .1;
* * * * * * * * playfx(level._effect["PLAGUE"], mod.origin); wait .1;
* * * * * * * * wait 3;
* * * * }
}
SpawnSniperBase()
{
* * * * ab = -885.375;bb = -870.375;cb = -855.375;db = -840.375;eb = -825.375;fb = -810.375;//short side
* * * * gb = 2137.57;//model distance from ground
* * * * hb = -1034.5;ib = -1004.5;jb = -974.5;kb = -944.5;lb = -914.5;mb = -884.5;nb = -854.5;//long side
* * * * ob = 2113.50;//barrier distance from ground
* * * * pb = -1065.5;//fix the front edges
* * * * qb = -825.5;//fix the back edges
* * * * yb = (0, 180, 0);zb = "zombie_treasure_box_lid";
* * * * wait .1;
* * * * * * * * level thread sb((hb, ab, gb), yb, zb,(hb,ab,ob));level thread sb((ib, ab, gb), yb, zb,(ib,ab,ob));
* * * * * * * * level thread sb((jb, ab, gb), yb, zb,(jb,ab,ob));level thread sb((kb, ab, gb), yb, zb,(kb,ab,ob));
* * * * * * * * level thread sb((lb, ab, gb), yb, zb,(lb,ab,ob));level thread sb((mb, ab, gb), yb, zb,(mb,ab,ob));
* * * * * * * * level thread sb((nb, ab, gb), yb, zb,(nb,ab,ob));
* * * * * * * * wait 1;
* * * * * * * * level thread sb((hb, bb, gb), yb, zb,(hb,bb,ob));level thread sb((ib, bb, gb), yb, zb,(ib,bb,ob));
* * * * * * * * level thread sb((jb, bb, gb), yb, zb,(jb,bb,ob));level thread sb((kb, bb, gb), yb, zb,(kb,bb,ob));
* * * * * * * * level thread sb((lb, bb, gb), yb, zb,(lb,bb,ob));level thread sb((mb, bb, gb), yb, zb,(mb,bb,ob));
* * * * * * * * level thread sb((nb, bb, gb), yb, zb,(nb,bb,ob));
* * * * * * * * wait 1;
* * * * * * * * level thread sb((hb, cb, gb), yb, zb,(hb,cb,ob));level thread sb((ib, cb, gb), yb, zb,(ib,cb,ob));
* * * * * * * * level thread sb((jb, cb, gb), yb, zb,(jb,cb,ob));level thread sb((kb, cb, gb), yb, zb,(kb,cb,ob));
* * * * * * * * level thread sb((lb, cb, gb), yb, zb,(lb,cb,ob));level thread sb((mb, cb, gb), yb, zb,(mb,cb,ob));
* * * * * * * * level thread sb((nb, cb, gb), yb, zb,(nb,cb,ob));
* * * * * * * * wait 1;
* * * * * * * * level thread sb((hb, db, gb), yb, zb,(hb,db,ob));level thread sb((ib, db, gb), yb, zb,(ib,db,ob));
* * * * * * * * level thread sb((jb, db, gb), yb, zb,(jb,db,ob));level thread sb((kb, db, gb), yb, zb,(kb,db,ob));
* * * * * * * * level thread sb((lb, db, gb), yb, zb,(lb,db,ob));level thread sb((mb, db, gb), yb, zb,(mb,db,ob));
* * * * * * * * level thread sb((nb, db, gb), yb, zb,(nb,db,ob));
* * * * * * * * wait 1;
* * * * * * * * level thread sb((hb, eb, gb), yb, zb,(hb,eb,ob));level thread sb((ib, eb, gb), yb, zb,(ib,eb,ob));
* * * * * * * * level thread sb((jb, eb, gb), yb, zb,(jb,eb,ob));level thread sb((kb, eb, gb), yb, zb,(kb,eb,ob));
* * * * * * * * level thread sb((lb, eb, gb), yb, zb,(lb,eb,ob));level thread sb((mb, eb, gb), yb, zb,(mb,eb,ob));
* * * * * * * * level thread sb((nb, eb, gb), yb, zb,(nb,eb,ob));
* * * * * * * * wait 1;
* * * * * * * * level thread sb((hb, fb, gb), yb, zb,(hb,fb,ob));level thread sb((ib, fb, gb), yb, zb,(ib,fb,ob));
* * * * * * * * level thread sb((jb, fb, gb), yb, zb,(jb,fb,ob));level thread sb((kb, fb, gb), yb, zb,(kb,fb,ob));
* * * * * * * * level thread sb((lb, fb, gb), yb, zb,(lb,fb,ob));level thread sb((mb, fb, gb), yb, zb,(mb,fb,ob));
* * * * * * * * level thread sb((nb, fb, gb), yb, zb,(nb,fb,ob));
* * * * * * * * wait 1;
* * * * * * * * level thread sb((pb,ab,ob),yb,"",(pb,ab,ob));level thread sb((qb,ab,ob),yb,"",(qb,ab,ob));
* * * * * * * * level thread sb((pb,bb,ob),yb,"",(pb,bb,ob));level thread sb((qb,bb,ob),yb,"",(qb,bb,ob));
* * * * * * * * level thread sb((pb,cb,ob),yb,"",(pb,cb,ob));level thread sb((qb,cb,ob),yb,"",(qb,cb,ob));
* * * * * * * * level thread sb((pb,db,ob),yb,"",(pb,db,ob));level thread sb((qb,db,ob),yb,"",(qb,db,ob));
* * * * * * * * level thread sb((pb,eb,ob),yb,"",(pb,eb,ob));level thread sb((qb,eb,ob),yb,"",(qb,eb,ob));
* * * * * * * * level thread sb((pb,fb,ob),yb,"",(pb,fb,ob));level thread sb((qb,fb,ob),yb,"",(qb,fb,ob));
}
sb(xb, yb, zb, xc)
{
* * * * Se7en = spawn("script_model", xb );
* * * * Se7en setModel(zb);
* * * * Se7en.angles = yb;
* * * * level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 );
* * * * level.base.origin = xc;
* * * * level.base.height = (1);
* * * * level.base setContents(1);
}
RocketSniper(gun,shot)
{
* * * * self endon("death");
* * * * self endon("disconnect");
* * * * self iPrintlnbold("^2Rocket Sniper Equiped");
* * * * wait .1;
* * * * self giveWeapon(gun, 4, true);
* * * * wait .1;
* * * * self switchToWeapon(gun, 4, true);
* * * * for(;
* * * * {
* * * * * * * * self waittill ( "weapon_fired" );
* * * * * * * * if ( self getCurrentWeapon() == gun )
* * * * * * * * {
* * * * * * * * * * * * forward = self getTagOrigin("tag_eye");
* * * * * * * * * * * * end = self thread vector_Scal4(anglestoforward(self getPlayerAngles()),1000000);
* * * * * * * * * * * * location = BulletTrace( forward, end, 0, self )[ "position" ];
* * * * * * * * * * * * MagicBullet( shot, forward, location, self );
* * * * * * * * }
* * * * }
}
vector_Scal4(vec, scale)
{
* * * * vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
* * * * return vec;
}
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