// LunaLander is the function.
LunaLander(depart, pass1, pass2, pass3, pass4, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("war_hq_obj"); // need to change to something more realistic, i carnt find any decent one's, try find one with a circular base...
Asc.angles = angle;
Asc setContents( 1 );
Asc = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 0, 30 );
Asc thread CreateLL();
Asc thread Move(depart, arivee, pass1, pass2, pass3, pass4, time);
}
CreateLL()
{
players = level.players;
for ( index = 0; index < players.size; index++ )
{
player = players[index];
if(player.lander = false)
{
if(Distance(depart, player.origin) <= 50)
{
player iPrintlnBold("Press [{+usereload}] To Use The Lander [Cost: 250]");
if(player UseButtonPressed && player.score >= 250)
{
player.score -= 250;
player freezeControls(true);
player.lander = true;
}
else
{
player iPrintlnBold("Not Enough ££");
}
}
}
}
}
Move(depart, pass1, pass2, pass3, pass4, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (time*1.5);
self.state = "op";
continue;
}
if(self.state == "op"){
self MoveTo(pass1, time);
wait (time);
self.state = "opi";
continue;
}
if(self.state == "opi"){
self MoveTo(pass2, time);
wait (time);
self.state = "opa";
continue;
}
if(self.state == "opa"){
self MoveTo(pass3, time);
wait (time);
self.state = "ope";
continue;
}
if(self.state == "ope"){
self MoveTo(pass4, time);
wait (time);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (time);
self.state = "open"; continue;
} self thread doEnd();
self freezeControls(false);
}
}
doEnd()
{
wait 45;
self.lander = false;
self iPrintlnBold("Lander Restored");
}
else
{
self iPrintlnBold("You Must Wait 45 Seconds For The Lander To Restore");
}
// LunaLander is the function.
LunaLander(depart, pass1, pass2, pass3, pass4, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("war_hq_obj"); // need to change to something more realistic, i carnt find any decent one's, try find one with a circular base...
Asc.angles = angle;
Asc setContents( 1 );
Asc = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 0, 30 );
Asc thread CreateLL();
Asc thread Move(depart, arivee, pass1, pass2, pass3, pass4, time);
}
CreateLL()
{
players = level.players;
for ( index = 0; index < players.size; index++ )
{
player = players[index];
if(player.lander = false)
{
if(Distance(depart, player.origin) <= 50)
{
player iPrintlnBold("Press [{+usereload}] To Use The Lander [Cost: 250]");
if(player UseButtonPressed && player.score >= 250)
{
player.score -= 250;
player freezeControls(true);
player.lander = true;
}
else
{
player iPrintlnBold("Not Enough ££");
}
}
}
}
}
Move(depart, pass1, pass2, pass3, pass4, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (time*1.5);
self.state = "op";
continue;
}
if(self.state == "op"){
self MoveTo(pass1, time);
wait (time);
self.state = "opi";
continue;
}
if(self.state == "opi"){
self MoveTo(pass2, time);
wait (time);
self.state = "opa";
continue;
}
if(self.state == "opa"){
self MoveTo(pass3, time);
wait (time);
self.state = "ope";
continue;
}
if(self.state == "ope"){
self MoveTo(pass4, time);
wait (time);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (time);
self.state = "open"; continue;
} self thread doEnd();
self freezeControls(false);
}
}
doEnd()
{
wait 45;
self.lander = false;
self iPrintlnBold("Lander Restored");
}
else
{
self iPrintlnBold("You Must Wait 45 Seconds For The Lander To Restore");
}
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