Post: [Release] Lunar Landers
06-13-2011, 08:13 PM #1
coolbunny1234
the bunny who started it all
(adsbygoogle = window.adsbygoogle || []).push({}); For Der Reise only. I would appreciate it if you would keep this code on this website, as I dont know if this is allowed to be released. If not, I will remove it. Enjoy.

    
doLunarLander()
{
if(self GetTehMap() == "nzf")
{
self.LunasSpawned = true;
self thread platform_Models();
self thread platform_playerFalse();
self thread platform_R();
self thread platform_R2();
}
if(self GetTehMap() == "nzp" && self GetTehMap() == "nza" && self GetTehMap() == "nzs")
{
self iprintln("^1You Can Only Spawn The Lunar Lander On ^2Der Riese^1!");
}
}
platform_Models()
{
self endon("disconnect");
level.LunarInUse = false;
level.LunarPosition = "Spawn";
SpawnPos = ( 52, -440, 1.8 );
level.Lunar1 = spawn( "script_model", SpawnPos );
level.Lunar1 setmodel( "zombie_teleporter_pad" );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin );
level.Lunar2 setModel( "zombie_teleporter_pad" );
level.Lunar2.angles = ( -180, 0, 0 );
level.Lunar2 linkto( level.Lunar1 );
level.CtrlPan2 = spawn( "script_model", level.Lunar1.origin + ( 0, 8, 25 ) );
level.CtrlPan2 setmodel( "zombie_teleporter_control_panel" );
level.CtrlPan2.angles = ( 0, 180, 0 );
level.CtrlPan2 linkto( level.Lunar1 );
level.CtrlPan = spawn( "script_model", level.Lunar1.origin + ( 0, -8, 25 ) );
level.CtrlPan setmodel( "zombie_teleporter_control_panel" );
level.CtrlPan linkto( level.Lunar1 );
level.PlayerOrig0 = spawn( "script_model", level.Lunar1.origin + ( 0, 50, 10 ) );
level.PlayerOrig0 linkto( level.Lunar1 );
level.PlayerOrig2 = spawn( "script_model", level.Lunar1.origin + ( 0, -50, 10 ) );
level.PlayerOrig2 linkto( level.Lunar1 );
level.PlayerOrig3 = spawn( "script_model", level.Lunar1.origin + ( 50, 0, 10 ) );
level.PlayerOrig3 linkto( level.Lunar1 );
level.PlayerOrig4 = spawn( "script_model", level.Lunar1.origin + ( -50, 0, 10 ) );
level.PlayerOrig4 linkto( level.Lunar1 );
level._effect["zombie_flashback_american"] = loadfx( "maps/zombie/fx_zombie_flashback_american" );
playfx( level._effect["zombie_flashback_american"], SpawnPos );
playfx( level._effect["zombie_flashback_american"], SpawnPos );
playfx( level._effect["zombie_flashback_american"], ( 300, -1740, 58 ) );
playfx( level._effect["zombie_flashback_american"], ( 300, -1740, 58 ) );
}
platform_R()
{
self endon("disconnect");
level thread add_zombie_hint( "Trigger_1", "Press &&1 To Use Lunar Lander" );
level.trig = spawn( "trigger_radius", level.Lunar1.origin, 1, 50, 20 );
level.trig SetCursorHint( "HINT_NOICON" );
level.trig UseTriggerRequireLookAt();
level.trig set_hint_string( level.trig, "Trigger_1" );
cost = 0;
for(;Winky Winky
{
level.trig waittill( "trigger", i );
if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
{
if(i.score >= cost )
{
i.zombie_cost = 0;
i.score -= 0;
level.LunarInUse = true;
level.trig SetHintString( "Lunar Lander In Use" );
level.trig2 SetHintString( "Lunar Lander In Use" );
i platform_Spawn2Dest();
level.LunarPosition = "Destination";
level.LunarInUse = false;
level.trig SetHintString( "Press &&1 To Call Lunar Lander" );
level.trig2 SetHintString( "Press &&1 To Use Lunar Lander" );
}
else
{
i iPrintln("^1Not Enough Points");
}
}
if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
{
level.LunarInUse = true;
level.trig SetHintString( "Lunar Lander In Use" );
level.trig2 SetHintString( "Lunar Lander In Use" );
i platform_Dest2Spawn();
level.LunarPosition = "Spawn";
level.LunarInUse = false;
level.trig SetHintString( "Press &&1 To Use Lunar Lander" );
level.trig2 SetHintString( "Press &&1 To Call Lunar Lander" );
}
}
}
platform_R2()
{
self endon("disconnect");
DestPos = ( 300, -1740, 63 );
level thread add_zombie_hint( "Trigger_1", "Press &&1 To Use Lunar Lander" );
level.trig2 = spawn( "trigger_radius", DestPos, 1, 50, 20 );
level.trig2 SetCursorHint( "HINT_NOICON" );
level.trig2 UseTriggerRequireLookAt();
level.trig2 set_hint_string( level.trig2, "Trigger_2" );
cost = 0;
for(;Winky Winky
{
level.trig2 waittill( "trigger", i );
if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
{
level.LunarInUse = true;
level.trig SetHintString( "Lunar Lander In Use" );
level.trig2 SetHintString( "Lunar Lander In Use" );
i platform_Spawn2Dest();
level.LunarPosition = "Destination";
level.LunarInUse = false;
level.trig SetHintString( "Press &&1 To Call Lunar Lander" );
level.trig2 SetHintString( "Press &&1 To Use Lunar Lander" );
}
if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
{
if(i.score >= cost )
{
i.zombie_cost = 0;
i.score -= 0;
level.LunarInUse = true;
level.trig SetHintString( "Lunar Lander In Use" );
level.trig2 SetHintString( "Lunar Lander In Use" );
i platform_Dest2Spawn();
level.LunarPosition = "Spawn";
level.LunarInUse = false;
level.trig SetHintString( "Press &&1 To Use Lunar Lander" );
level.trig2 SetHintString( "Press &&1 To Call Lunar Lander" );
}
else
{
i iPrintln("^1Not Enough Points");
}
}
}
}
platform_Spawn2Dest()
{
self endon("disconnect");
self PlayerCheck(0,level.PlayerOrig0);
self PlayerCheck(1,level.PlayerOrig2);
self PlayerCheck(2,level.PlayerOrig3);
self PlayerCheck(3,level.PlayerOrig4);
self thread platform_effect();
self thread platform_Sound();
self thread LunarFx( ( 52, -440, 1.8 ) );
level.Lunar1 moveto( ( 85, -450, 699 ), 3, .5 );
level.Lunar1 vibrate((0,-100,0), 1.5, .4, 3);
level.Lunar1 waittill( "movedone" );
wait .2;
level.Lunar1 moveto( ( 300, -1740, 699 ), 6 );
level.Lunar1 waittill( "movedone" );
wait .2;
self thread AllDeath1();
level.Lunar1 moveto( ( 300, -1740, 58 ), 3, 0, .5 );
level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
level.Lunar1 waittill( "movedone" );
self PlayerUnlink(0);
self PlayerUnlink(1);
self PlayerUnlink(2);
self PlayerUnlink(3);
self notify( "platform_arived" );
}
platform_Dest2Spawn()
{
self endon("disconnect");
self PlayerCheck(0,level.PlayerOrig0);
self PlayerCheck(1,level.PlayerOrig2);
self PlayerCheck(2,level.PlayerOrig3);
self PlayerCheck(3,level.PlayerOrig4);
self thread platform_effect();
self thread platform_Sound();

self thread LunarFx( ( 300, -1740, 63 ) );
level.Lunar1 moveto( ( 300, -1740, 699 ), 3, .5 );
level.Lunar1 vibrate((0,-100,0), 1.5, .4, 3);
level.Lunar1 waittill( "movedone" );
wait .2;
level.Lunar1 moveto( ( 52, -440, 699 ), 6 );
level.Lunar1 waittill( "movedone" );
wait .2;
self thread AllDeath2();
level.Lunar1 moveto( ( 52, -440, 1.8 ), 3, 0, .5 );
level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
level.Lunar1 waittill( "movedone" );
self PlayerUnlink(0);
self PlayerUnlink(1);
self PlayerUnlink(2);
self PlayerUnlink(3);
self notify( "platform_arived" );
}
PlayerCheck(num, origin)
{
self endon("disconnect");
P = get_players();
if( distance( P[num].origin, level.Lunar1.origin ) < 100 )
{
P[num] EnableHealthShield( true );
P[num] EnableInvulnerability();
P[num] playerLinkTo( origin );
}
}
PlayerUnlink(num)
{
self endon("disconnect");
P = get_players();
if( distance( P[num].origin, level.Lunar1.origin ) < 100 )
{
P[num] unlink();
P[num] EnableHealthShield( false );
P[num] DisableInvulnerability();
P[num].OnLunar = false;
}
}
platform_effect()
{
self endon("disconnect");
self endon("platform_arived");
for(;Winky Winky
{
earthquake (.15, .2, level.Lunar2.origin, 500);
wait .2;
}
}
platform_Sound()
{
self endon("disconnect");
self endon("platform_arived");
for(;Winky Winky
{
playsoundatposition( "wpn_flmthwr_mn_flame", level.Lunar2.origin );
self PlaySound("wpn_flmthwr_mn_flame","wpn",true);
wait 1.5;
}
}

AllDeath1()
{
wait 2;
self thread playerDie((300, -1740, 5Cool Man (aka Tustin), 0);
self thread playerDie((300, -1740, 5Cool Man (aka Tustin), 1);
self thread playerDie((300, -1740, 5Cool Man (aka Tustin), 2);
self thread playerDie((300, -1740, 5Cool Man (aka Tustin), 3);

}
AllDeath2()
{
wait 2;
self thread playerDie((52, -440, 1.Cool Man (aka Tustin), 0);
self thread playerDie((52, -440, 1.Cool Man (aka Tustin), 1);
self thread playerDie((52, -440, 1.Cool Man (aka Tustin), 2);
self thread playerDie((52, -440, 1.Cool Man (aka Tustin), 3);
}
playerDie(ent,num)
{
self endon("disconnect");
self endon("platform_arived");
P = get_players();
for(;Winky Winky
{
XAx = RandomIntRange( -110, 110 );
YAx = RandomIntRange( -110, 110 );
if( distance( P[num].origin, ent ) < 100 && P[num].OnLunar == false )
{
P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
P[num] setOrigin( ent + ( XAx, YAx, 3 ) );
}
wait .01;
}
}
platform_playerFalse()
{
for( i = 0;i < get_players().size;
i++ )
{
get_players()[i].OnLunar = false;
}
}
LunarFx( orig )
{
self endon("disconnect");
level._effect["mainframe_steam"] = loadfx( "maps/zombie/fx_zombie_mainframe_steam" );
a = "mainframe_steam";
playfx( level._effect[a], orig + ( 50, -50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -50, -50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 50, 50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -50, 50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 0, -50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 0, 50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -50, 0, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 50, 0, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -50, 25, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -50, -25, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 50, 25, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 50, -25, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -25, -50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -25, 50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 25, -50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 25, 50, 0 ) );
wait .05;
}


---------- Post added at 04:13 PM ---------- Previous post was at 04:12 PM ----------

Edit: Change the ifselfgetTehMap crap to the actual dvar name.
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The following 6 users say thank you to coolbunny1234 for this useful post:

Blackstorm, Dreamcather, INSAN3LY_D34TH, iReset Nigga, TheFallen, XKevin356
06-14-2011, 10:08 PM #2
Blackstorm
Veni. Vidi. Vici.
Why hasn't anyone replied to this thread yet?

@OP: Good job. Smile

The following user thanked Blackstorm for this useful post:

coolbunny1234
06-14-2011, 10:30 PM #3
K-Snody
Loading... ████████] 99%
awsome bro !
06-14-2011, 11:02 PM #4
alpatch649
French Modder
it works well on PS3 thank you Winky Winky
06-14-2011, 11:34 PM #5
coolbunny1234
the bunny who started it all
Originally posted by Blackstorm View Post
Why hasn't anyone replied to this thread yet?

@OP: Good job. Smile

Haha people aren't as active maybe around here? Thanks bro Smile

---------- Post added at 07:34 PM ---------- Previous post was at 07:33 PM ----------

Originally posted by alpatch649 View Post
it works well on PS3 thank you Winky Winky


That's good to know, glad you like it!
06-15-2011, 12:17 AM #6
Can you make a video cuz i don't really get what a lunar lander is.
06-15-2011, 12:45 AM #7
.Kane.
Banned
Originally posted by lovebros View Post
Can you make a video cuz i don't really get what a lunar lander is.


Kinda like a elevator.
06-15-2011, 03:54 PM #8
Originally posted by .Kane. View Post
Kinda like a elevator.


Alright thanks. Can't wait to use it
06-16-2011, 09:49 PM #9
IIX R a W r IIX
AKA ZOMBIEHUNTER14
lol cool bunny leaking code but hell there not time can elitemodz tryed to leak my menu so hell
06-18-2011, 04:03 PM #10
coolbunny1234
the bunny who started it all
Originally posted by IIX
lol cool bunny leaking code but hell there not time can elitemodz tryed to leak my menu so hell

This is elites? I was unaware of that, I'll remove it.

And I thought unlmted leaked it?

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