Post: [RELEASE]Water Gheyser. From Blops.
08-19-2011, 02:18 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); May as well release this now.

Here.

    

//Example self thread WaterGheyser(( 29, -472, -2 ));


WaterGheyser( x )
{
i = 0;
self.Shute = spawn( "script_model", x );
self.Shute setModel("zombie_teleporter_mainframe_ring3");
self.Shutex = spawn( "script_model", x );
self.Shutex setModel("zombie_perk_bottle_sleight");
self thread WaterFxatShute( x );
while( 1 )
{
if( i < 5 )
{
if( distance( self.origin, self.Shute.origin ) <= 50){ i++; wait .5; }
else{ i--; }
if( i == 1 ) { Earthquake( 0.1, 1, self.origin, 90 ); }
else if( i == 2 ){ Earthquake( 0.3, 1, self.origin, 90 ); }
else if( i == 3 ){ Earthquake( 0.5, 1, self.origin, 90 ); }
else if( i == 4 ){ Earthquake( 0.7, 1, self.origin, 90 ); }
else if( i == 5 )
{
Earthquake( 0.9, 1, self.origin, 90 );
self thread ShuteFX( x );
self thread CheckPos();
self waittill("stop waterfall");
i = 0;
wait 1;
}
wait .5;
}
}
}
CheckPos()
{
self endon("stop waterfall");
inUse = 0;
for(;Winky Winky
{
if( distance( self.origin, self.Shute.origin ) < 50)
{
if( inUse == 0 )
{
inUse = 1;
self EnableHealthShield( true );
self EnableInvulnerability();
self setStance( "stand" );
self.Launcher = spawn( "script_origin", self.Shute.origin );
self playerlinkto( self.Launcher );
self.Launcher moveto ( self.Shute.origin + (0,0,1000), 2, 1, 1 );
self thread CheckPos2();
self waittill("move_done");
self unlink();
self.Launcher delete();
self unlink();
self.inUse = 0;
}
}
}
}
CheckPos2()
{
self endon("endcheck");
for(;Winky Winky
{
if( self.origin == self.Shute.origin + (0,0,1000) )
{
self notify("move_done");
self notify("endcheck");
}
wait .1;
}
}
WaterFxatShute( x )
{
for(;Winky Winky
{
playfx( level._effect["rise_billow_water"], x );
wait 1;
}
}
ShuteFX( x )
{
for( i=0; i < 8; i++ )
{
playfx( level._effect["rise_burst_water"], x );
playfx( level._effect["rise_burst_water"], x + (0,0,50) );
playfx( level._effect["rise_burst_water"], x + (0,0,120) );
playfx( level._effect["rise_burst_water"], x + (0,0,170) );
wait 1;
}
self notify("stop waterfall");
}


2:33 onwards in this clip.

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The following user thanked iBlueBerry for this useful post:

Correy
08-19-2011, 03:04 AM #2
BriceC
Computer Programmer
Originally posted by iBlueBerry View Post
May as well release this now.

Here.

    

//Example self thread WaterGheyser(( 29, -472, -2 ));


WaterGheyser( x )
{
i = 0;
self.Shute = spawn( "script_model", x );
self.Shute setModel("zombie_teleporter_mainframe_ring3");
self.Shutex = spawn( "script_model", x );
self.Shutex setModel("zombie_perk_bottle_sleight");
self thread WaterFxatShute( x );
while( 1 )
{
if( i < 5 )
{
if( distance( self.origin, self.Shute.origin ) <= 50){ i++; wait .5; }
else{ i--; }
if( i == 1 ) { Earthquake( 0.1, 1, self.origin, 90 ); }
else if( i == 2 ){ Earthquake( 0.3, 1, self.origin, 90 ); }
else if( i == 3 ){ Earthquake( 0.5, 1, self.origin, 90 ); }
else if( i == 4 ){ Earthquake( 0.7, 1, self.origin, 90 ); }
else if( i == 5 )
{
Earthquake( 0.9, 1, self.origin, 90 );
self thread ShuteFX( x );
self thread CheckPos();
self waittill("stop waterfall");
i = 0;
wait 1;
}
wait .5;
}
}
}
CheckPos()
{
self endon("stop waterfall");
inUse = 0;
for(;Winky Winky
{
if( distance( self.origin, self.Shute.origin ) < 50)
{
if( inUse == 0 )
{
inUse = 1;
self EnableHealthShield( true );
self EnableInvulnerability();
self setStance( "stand" );
self.Launcher = spawn( "script_origin", self.Shute.origin );
self playerlinkto( self.Launcher );
self.Launcher moveto ( self.Shute.origin + (0,0,1000), 2, 1, 1 );
self thread CheckPos2();
self waittill("move_done");
self unlink();
self.Launcher delete();
self unlink();
self.inUse = 0;
}
}
}
}
CheckPos2()
{
self endon("endcheck");
for(;Winky Winky
{
if( self.origin == self.Shute.origin + (0,0,1000) )
{
self notify("move_done");
self notify("endcheck");
}
wait .1;
}
}
WaterFxatShute( x )
{
for(;Winky Winky
{
playfx( level._effect["rise_billow_water"], x );
wait 1;
}
}
ShuteFX( x )
{
for( i=0; i < 8; i++ )
{
playfx( level._effect["rise_burst_water"], x );
playfx( level._effect["rise_burst_water"], x + (0,0,50) );
playfx( level._effect["rise_burst_water"], x + (0,0,120) );
playfx( level._effect["rise_burst_water"], x + (0,0,170) );
wait 1;
}
self notify("stop waterfall");
}


2:33 onwards in this clip.



the water thing is cool but the patch is AWESOME
08-19-2011, 03:10 AM #3
blazer425
Music Producer / Gamer
Originally posted by The1337Hacker View Post
the water thing is cool but the patch is AWESOME


I agree, one of the best menus yet.
08-19-2011, 03:16 AM #4
BriceC
Computer Programmer
Originally posted by blazer425 View Post
I agree, one of the best menus yet.


Yea i dont see it getting much better menu wise lol
08-19-2011, 03:21 AM #5
blazer425
Music Producer / Gamer
Originally posted by The1337Hacker View Post
Yea i dont see it getting much better menu wise lol


You never know, some people never cease to amaze me at their patch editing skills.
08-20-2011, 02:05 AM #6
Originally posted by iBlueBerry View Post
May as well release this now.

Here.

    

//Example self thread WaterGheyser(( 29, -472, -2 ));


WaterGheyser( x )
{
i = 0;
self.Shute = spawn( "script_model", x );
self.Shute setModel("zombie_teleporter_mainframe_ring3");
self.Shutex = spawn( "script_model", x );
self.Shutex setModel("zombie_perk_bottle_sleight");
self thread WaterFxatShute( x );
while( 1 )
{
if( i < 5 )
{
if( distance( self.origin, self.Shute.origin ) <= 50){ i++; wait .5; }
else{ i--; }
if( i == 1 ) { Earthquake( 0.1, 1, self.origin, 90 ); }
else if( i == 2 ){ Earthquake( 0.3, 1, self.origin, 90 ); }
else if( i == 3 ){ Earthquake( 0.5, 1, self.origin, 90 ); }
else if( i == 4 ){ Earthquake( 0.7, 1, self.origin, 90 ); }
else if( i == 5 )
{
Earthquake( 0.9, 1, self.origin, 90 );
self thread ShuteFX( x );
self thread CheckPos();
self waittill("stop waterfall");
i = 0;
wait 1;
}
wait .5;
}
}
}
CheckPos()
{
self endon("stop waterfall");
inUse = 0;
for(;Winky Winky
{
if( distance( self.origin, self.Shute.origin ) < 50)
{
if( inUse == 0 )
{
inUse = 1;
self EnableHealthShield( true );
self EnableInvulnerability();
self setStance( "stand" );
self.Launcher = spawn( "script_origin", self.Shute.origin );
self playerlinkto( self.Launcher );
self.Launcher moveto ( self.Shute.origin + (0,0,1000), 2, 1, 1 );
self thread CheckPos2();
self waittill("move_done");
self unlink();
self.Launcher delete();
self unlink();
self.inUse = 0;
}
}
}
}
CheckPos2()
{
self endon("endcheck");
for(;Winky Winky
{
if( self.origin == self.Shute.origin + (0,0,1000) )
{
self notify("move_done");
self notify("endcheck");
}
wait .1;
}
}
WaterFxatShute( x )
{
for(;Winky Winky
{
playfx( level._effect["rise_billow_water"], x );
wait 1;
}
}
ShuteFX( x )
{
for( i=0; i < 8; i++ )
{
playfx( level._effect["rise_burst_water"], x );
playfx( level._effect["rise_burst_water"], x + (0,0,50) );
playfx( level._effect["rise_burst_water"], x + (0,0,120) );
playfx( level._effect["rise_burst_water"], x + (0,0,170) );
wait 1;
}
self notify("stop waterfall");
}


2:33 onwards in this clip.


hmm... I put it in, and it didn't work like yours did. the thing you stand on comes up, with water spewing out of it, there is no bottle, and nothing happens.

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