Post: [Pimped]Pack-O-Punch Machine (thxteh1337)
02-23-2011, 09:06 PM #1
xQuZe-
You talkin to me?
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Fixed code. Looks sexy now.


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I'm not in the mood of making it better. Tell me if you want to. Then i might take a look.
Credits to: teh1337 for the pack-o-punch machine.
and Derektrotter for the random camo. (xquze me if i'm wrong Winky Winky)

Added:
    - Spawn's box next to you
- Show hand's just like WAW
- Gives Random camo
- Made text look better.





    Pack()
{
level.pack = spawn( "script_model", (self.origin+(0,-180,15)) );
level.pack setModel( "com_plasticcase_friendly" );
level.pack Solid();
level.pack CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.pack.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^1Press [{+usereload}] to upgrade your weapon.");
if(self usebuttonpressed())
{
self iPrintlnBold("^1Upgrading Weapon");
self thread RCamo();
self giveWeapon( "defaultweapon_mp", 0, false );
self switchToWeapon( "defaultweapon_mp", 0, false );
wait 3;
self takeWeapon( "defaultweapon_mp", 0, false );
self iPrintlnBold("^1Done!");
}
}
wait 0.05;
}
}
Upgrade( gun )
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weapon = self getCurrentWeapon();
if( weapon == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
Firelocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], Firelocation);
RadiusDamage( Firelocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
RCamo()
{
j=randomintrange(1,Cool Man (aka Tustin);
CurrentGun=self getCurrentWeapon();
self takeWeapon(CurrentGun);
self giveWeapon(CurrentGun,j);
weaponsList=self GetWeaponsListAll();
foreach(weapon in weaponsList)
{
if(weapon!=CurrentGun)
{
self switchToWeapon(weapon);
}
}
wait 3;
self switchToWeapon(CurrentGun);
self thread Upgrade();
}


In 1 line:
    Pack(){level.pack = spawn( "script_model", (self.origin+(0,-180,15)) );level.pack setModel( "com_plasticcase_friendly" );level.pack Solid();level.pack CloneBrushmodelToScriptmodel(level.airDropCrateCol  lision);for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.pack.origin) <100){self.quze = self createFontString( "hudbig", 1.0 );self.quze setPoint( "Center", "Center", 0, 5 );self.quze setText("^1Press [{+usereload}] to upgrade your weapon.");if(self usebuttonpressed()){self iPrintlnBold("^1Upgrading Weapon");self thread RCamo();self giveWeapon( "defaultweapon_mp", 0, false );self switchToWeapon( "defaultweapon_mp", 0, false );wait 3;self takeWeapon( "defaultweapon_mp", 0, false ); self iPrintlnBold("^1Done!");}}wait 0.05;}}Upgrade( gun ){self endon ( "disconnect" );self endon ( "death" );for(;Winky Winky{self waittill ( "weapon_fired" );weapon = self getCurrentWeapon();if( weapon == gun ){forward = self getTagOrigin("j_head");end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);Firelocation = BulletTrace( forward, end, 0, self )[ "position" ];level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");playfx(level.chopper_fx["explode"]["medium"], Firelocation);RadiusDamage( Firelocation, 300, 200, 100, self );}}}vector_scal(vec, scale){vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);return vec;}RCamo(){j=randomintrange(1,Cool Man (aka Tustin);CurrentGun=self getCurrentWeapon();self takeWeapon(CurrentGun);self giveWeapon(CurrentGun,j);weaponsList=self GetWeaponsListAll();foreach(weapon in weaponsList){if(weapon!=CurrentGun){self switchToWeapon(weapon);}}wait 3;self switchToWeapon(CurrentGun);self thread Upgrade();}



Terminal only code: (looks sexy)
    Pack(){level.pack = spawn( "script_model", (2737,5940,190) );level.pack setModel( "com_vending_can_new2_lit" );level.pack.angles = (0,270,0);level.pack CloneBrushmodelToScriptmodel(level.airDropCrateCol  lision);for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.pack.origin) <100){self.quze = self createFontString( "hudbig", 1.0 );self.quze setPoint( "Center", "Center", 0, 5 );self.quze setText("^1Press [{+usereload}] to upgrade your weapon.");if(self usebuttonpressed()){self iPrintlnBold("^1Upgrading Weapon");self thread RCamo();self giveWeapon( "defaultweapon_mp", 0, false );self switchToWeapon( "defaultweapon_mp", 0, false );wait 3;        self takeWeapon( "defaultweapon_mp", 0, false );                                self iPrintlnBold("^1Done!");}}wait 0.05;}}Upgrade( gun ){self endon ( "disconnect" );self endon ( "death" );for(;Winky Winky{self waittill ( "weapon_fired" );weapon = self getCurrentWeapon();if( weapon == gun ){forward = self getTagOrigin("j_head");end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);Firelocation = BulletTrace( forward, end, 0, self )[ "position" ];level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");playfx(level.chopper_fx["explode"]["medium"], Firelocation);RadiusDamage( Firelocation, 300, 200, 100, self );}}}vector_scal(vec, scale){vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);return vec;}RCamo(){j=randomintrange(1,Cool Man (aka Tustin);CurrentGun=self getCurrentWeapon();self takeWeapon(CurrentGun);self giveWeapon(CurrentGun,j);weaponsList=self GetWeaponsListAll();foreach(weapon in weaponsList){if(weapon!=CurrentGun){self switchToWeapon(weapon);}}wait 3;self switchToWeapon(CurrentGun);wait .5;self thread Upgrade();}
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The following 4 users say thank you to xQuZe- for this useful post:

cresterk, Mr. Fatty, RuszXMC, The InvadeR
02-25-2011, 05:39 PM #29
Beta-
< ^ > < ^ >
Originally posted by xQuZe
Added improved terminal only code. Check it out. Looks sexy Happy


Just Did

Not Used to staring at code lol how u write

U must be clever
02-25-2011, 05:42 PM #30
xQuZe-
You talkin to me?
Originally posted by srk74 View Post
Just Did

Not Used to staring at code lol how u write

U must be clever


Hehe thx i think? ^^
07-31-2013, 07:05 PM #31
put it in got a bad syntax.. fixed the bad syntax then got an unknown function .-.
07-31-2013, 07:19 PM #32
Originally posted by another user
level.pack CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);


there is not supposed to be a space in Col lision. it is supposed to be Collision Smile
08-12-2013, 09:35 PM #33
each gun neew effect would be awesome but crazy long code lol
08-13-2013, 02:19 AM #34
.godz
I am error
I liked the soda machine better.
08-26-2013, 02:09 PM #35
EcLiPz_MoDD3Rz
Bounty hunter
im putting this in my next patch
08-29-2013, 07:33 PM #36
This is amazing, hopefully someone will integrate this into a custom zombies gamemode!

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