plane()//partial plane mod, in here for all people who care enough to check out my code
{
self setorigin( self.origin + (0,0,500) );
self.plane = spawn( "script_model", self.origin );
self.leftgun = spawn( "script_model", self geteye() + vecscale( anglestoright( self.angles ), 50 ) );
self.rightgun = spawn( "script_model", self geteye() + vecscale( anglestoright( self.angles ), -50 ) );
self linkto( self.plane );
self.plane setmodel( "vehicle_jap_airplane_zero_fly_player" );
self.leftgun linkto( self.plane );
self.rightgun linkto( self.plane );
self.leftgun setmodel( "weapon_usa_kbar_knife_mp" );
self.rightgun setmodel( "weapon_usa_kbar_knife_mp" );
while( isAlive( self ) )
{
// movement = vecscale( anglestoforward( self getplayerangles() ), 50 );
if( bullettracepassed( self.origin, self.origin + vecscale( anglestoforward( self getplayerangles() ), 100 ), true, self ) )
{
self.plane moveto( self.plane.origin + vecscale( anglestoforward( self getplayerangles() ), 50 ), 0.05 );
}
else
{
self suicide();
self iprintlnbold("You Crashed");
break;
}
if( self attackbuttonpressed() )
{
if( randomint( 100 ) > 50 )
{
playfx( level.planegunfx, self.rightgun.origin );
self mymagicbullet( self geteye(), vecscale( anglestoforward( self getplayerangles() ), 500000 ) );
}
else
{
playfx( level.planegunfx, self.leftgun.origin );
self mymagicbullet( self geteye(), vecscale( anglestoforward( self getplayerangles() ), 500000 ) );
}
}
wait 0.05;
}
self unlink();
self.plane hide();
self.plane delete();
}
mymagicbullet( start, end )
{
trace = bullettrace( start, end, true, self );
playfx( level.artilleryfx, trace["position"] );
if( isDefined( trace["entity"] ) && isplayer(trace["entitiy"]) && isAlive( trace["entitiy"] ) )
trace["entity"] [[level.callbackPlayerDamage]]( self, self, trace["entity"].health, level.iDFLAGS_NO_KNOCKBACK, "", "", (0,0,0), (0,0,0), "torso_lower", 0 );
}
plane()//partial plane mod, in here for all people who care enough to check out my code
{
self setorigin( self.origin + (0,0,500) );
self.plane = spawn( "script_model", self.origin );
self.leftgun = spawn( "script_model", self geteye() + vecscale( anglestoright( self.angles ), 50 ) );
self.rightgun = spawn( "script_model", self geteye() + vecscale( anglestoright( self.angles ), -50 ) );
self linkto( self.plane );
self.plane setmodel( "vehicle_jap_airplane_zero_fly_player" );
self.leftgun linkto( self.plane );
self.rightgun linkto( self.plane );
self.leftgun setmodel( "weapon_usa_kbar_knife_mp" );
self.rightgun setmodel( "weapon_usa_kbar_knife_mp" );
while( isAlive( self ) )
{
// movement = vecscale( anglestoforward( self getplayerangles() ), 50 );
if( bullettracepassed( self.origin, self.origin + vecscale( anglestoforward( self getplayerangles() ), 100 ), true, self ) )
{
self.plane moveto( self.plane.origin + vecscale( anglestoforward( self getplayerangles() ), 50 ), 0.05 );
}
else
{
self suicide();
self iprintlnbold("You Crashed");
break;
}
if( self attackbuttonpressed() )
{
if( randomint( 100 ) > 50 )
{
playfx( level.planegunfx, self.rightgun.origin );
self mymagicbullet( self geteye(), vecscale( anglestoforward( self getplayerangles() ), 500000 ) );
}
else
{
playfx( level.planegunfx, self.leftgun.origin );
self mymagicbullet( self geteye(), vecscale( anglestoforward( self getplayerangles() ), 500000 ) );
}
}
wait 0.05;
}
self unlink();
self.plane hide();
self.plane delete();
}
mymagicbullet( start, end )
{
trace = bullettrace( start, end, true, self );
playfx( level.artilleryfx, trace["position"] );
if( isDefined( trace["entity"] ) && isplayer(trace["entitiy"]) && isAlive( trace["entitiy"] ) )
trace["entity"] [[level.callbackPlayerDamage]]( self, self, trace["entity"].health, level.iDFLAGS_NO_KNOCKBACK, "", "", (0,0,0), (0,0,0), "torso_lower", 0 );
}
plane()//partial plane mod, in here for all people who care enough to check out my code
{
self setorigin( self.origin + (0,0,500) );
self.plane = spawn( "script_model", self.origin );
self.leftgun = spawn( "script_model", self geteye() + vecscale( anglestoright( self.angles ), 50 ) );
self.rightgun = spawn( "script_model", self geteye() + vecscale( anglestoright( self.angles ), -50 ) );
self linkto( self.plane );
self.plane setmodel( "vehicle_jap_airplane_zero_fly_player" );
self.leftgun linkto( self.plane );
self.rightgun linkto( self.plane );
self.leftgun setmodel( "weapon_usa_kbar_knife_mp" );
self.rightgun setmodel( "weapon_usa_kbar_knife_mp" );
while( isAlive( self ) )
{
// movement = vecscale( anglestoforward( self getplayerangles() ), 50 );
if( bullettracepassed( self.origin, self.origin + vecscale( anglestoforward( self getplayerangles() ), 100 ), true, self ) )
{
self.plane moveto( self.plane.origin + vecscale( anglestoforward( self getplayerangles() ), 50 ), 0.05 );
}
else
{
self suicide();
self iprintlnbold("You Crashed");
break;
}
if( self attackbuttonpressed() )
{
if( randomint( 100 ) > 50 )
{
playfx( level.planegunfx, self.rightgun.origin );
self mymagicbullet( self geteye(), vecscale( anglestoforward( self getplayerangles() ), 500000 ) );
}
else
{
playfx( level.planegunfx, self.leftgun.origin );
self mymagicbullet( self geteye(), vecscale( anglestoforward( self getplayerangles() ), 500000 ) );
}
}
wait 0.05;
}
self unlink();
self.plane hide();
self.plane delete();
}
mymagicbullet( start, end )
{
trace = bullettrace( start, end, true, self );
playfx( level.artilleryfx, trace["position"] );
if( isDefined( trace["entity"] ) && isplayer(trace["entitiy"]) && isAlive( trace["entitiy"] ) )
trace["entity"] [[level.callbackPlayerDamage]]( self, self, trace["entity"].health, level.iDFLAGS_NO_KNOCKBACK, "", "", (0,0,0), (0,0,0), "torso_lower", 0 );
}
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