Post: flyable plane ? xD
05-01-2011, 09:43 PM #1
Karoolus
I'm the W@W Menu Guy !
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    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 );
}



found it in a pc mod, it looks like it could work Smile
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05-02-2011, 02:17 AM #2
Yea I think I seen a similar code like that for the advanced "AC130"
05-02-2011, 02:44 AM #3
Cien
Open Your Mind Before Your Mouth
Originally posted by Karoolus View Post
    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 );
}



found it in a pc mod, it looks like it could work Smile


yeah that should be epic :y:
05-02-2011, 08:03 AM #4
z7EVoLuTioN7z
I UsEd to be EGGG
Originally posted by Karoolus View Post
    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 );
}



found it in a pc mod, it looks like it could work Smile


I tested on ps3 and it worked but it kinda fails :confused:
05-02-2011, 08:15 AM #5
.Kane.
Banned
Originally posted by z7EVoLuTioN7z View Post
I tested on ps3 and it worked but it kinda fails :confused:


how does it fail. I haven't tested myself but yea.
05-02-2011, 08:31 AM #6
z7EVoLuTioN7z
I UsEd to be EGGG
Originally posted by Kane212
how does it fail. I haven't tested myself but yea.


Well it just doesnt feel like it works and its really buggy you cant see people :O
05-02-2011, 08:32 AM #7
.Kane.
Banned
Originally posted by z7EVoLuTioN7z View Post
Well it just doesnt feel like it works and its really buggy you cant see people :O


oh wow lol.
05-02-2011, 08:49 AM #8
z7EVoLuTioN7z
I UsEd to be EGGG
Originally posted by Kane212
oh wow lol.


lol i thought it was gonna be sick and when it failed i was like :wtf: and i tested again and it still failed :O
05-02-2011, 10:52 AM #9
Karoolus
I'm the W@W Menu Guy !
Happy
I just found it in a pc mod pack & copied the script..

i'll try to get it working (the right way :p) for both MP & zombies (just imagine, flying over Der Riese, killing the zombies with a chopper gunner or w/e Happy)
05-02-2011, 10:59 AM #10
.Kane.
Banned
Originally posted by Karoolus View Post
Happy
I just found it in a pc mod pack & copied the script..

i'll try to get it working (the right way :p) for both MP & zombies (just imagine, flying over Der Riese, killing the zombies with a chopper gunner or w/e Happy)


That would be fun Happy

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