Post: [GSC] Hilarious Cow Model | Script
01-24-2013, 12:49 AM #1
YT-xDerpModz
Do a barrel roll!
(adsbygoogle = window.adsbygoogle || []).push({}); Model added in by me, credits to Master Ro for animated Cow :PP

HUGE Thanks To Master Ro For The Updated Script <3333


Script Below Video
----------------------




//Make sure to precache Model
Put in init()

PrecacheModel("ch_dead_cow");

create an in-menu function and connect to this thread:
------------------------------------------------------------

    
fCow()
{
self endon( "disconnect" );
self endon( "death" );

Top = self.origin + ( 0, 0, 12 );
Bottom = self.origin;

if( getDvar( "mapname" ) == "mp_brecourt" || getDvar( "mapname" ) == "mp_checkpoint" )
{
self iPrintln( "^1OMG Its A Cow! ^0:P" );
Moo = spawn( "script_model", self.origin + ( 0, 0, 12 ) );
Moo setModel( "ch_dead_cow" );
Moo.angles = ( 0, 90, 90 );

while( 1 )
{
Moo moveTo( Top, 0.5, 0.15, 0.15 );
Moo rotateYaw( 180, 0.5 );

wait .5;

Moo moveTo( Bottom, 0.5, 0.15, 0.15 );
Moo rotateYaw( 180, 0.5 );

wait .5;
}
}
else
{
self iPrintLn( "Cannot Be Activated on this Map" );
}
}
Last edited by YT-xDerpModz ; 01-25-2013 at 01:26 AM. Reason: Updating Script

The following 5 users say thank you to YT-xDerpModz for this useful post:

AgentSexyPig, Ansity., Eazoh, Flamby
01-24-2013, 01:01 AM #2
BlurzGoHard
Maggbot timeout!
Originally posted by xDerpModz View Post
Hello Everyone! Not really a mod here, just simply a model, but this needs to be raised vertically from the self.origin, so it looks like the cow is on its feet as shown on the second spawned cow in video. Thanks for help, I know this is supposed to be in Questions but im giving script as well sooooo yeah lol :P

Script Below Video
----------------------




//Make sure to precache Model
Put in init()

PrecacheModel("ch_dead_cow");

create an in-menu function and connect to this thread:
------------------------------------------------------------

fCow(){
self iPrintln("^1OMG Its A Cow! ^0:P");
Moo = spawn("script_model",(self.origin));
Moo setModel("ch_dead_cow");
Moo.angles = (0, 90, 90);
}

around the code put this at the start
     without spaces and at the end this [ / code ] without spaces again and it will look like [code]this looks better mate Smile
01-24-2013, 01:03 AM #3
Taylor
Former Black Knight.
Originally posted by xDerpModz View Post
Hello Everyone! Not really a mod here, just simply a model, but this needs to be raised vertically from the self.origin, so it looks like the cow is on its feet as shown on the second spawned cow in video. Thanks for help, I know this is supposed to be in Questions but im giving script as well sooooo yeah lol :P

Script Below Video
----------------------




//Make sure to precache Model
Put in init()

PrecacheModel("ch_dead_cow");

create an in-menu function and connect to this thread:
------------------------------------------------------------

    
fCow(){
self iPrintln("^1OMG Its A Cow! ^0:P");
Moo = spawn("script_model",(self.origin));
Moo setModel("ch_dead_cow");
Moo.angles = (0, 90, 90);
}


Added a code box for you. But, opinion on the thread..... Funny find, but I believe this would only work on wasteland :p
01-24-2013, 01:08 AM #4
Originally posted by Taylor View Post
Added a code box for you. But, opinion on the thread..... Funny find, but I believe this would only work on wasteland :p


rundown would work to

The following user thanked xxKILLALLMW2xx for this useful post:

Taylor
01-24-2013, 01:10 AM #5
Taylor
Former Black Knight.
Originally posted by xxKILLALLMW2xx View Post
rundown would work to


Oh yea, very true......

The following user thanked Taylor for this useful post:

xxKILLALLMW2xx
01-24-2013, 01:15 AM #6
YT-xDerpModz
Do a barrel roll!
Yup, only for Rundown/Wasteland. You think you could raise vertically though? From the self.origin to where its feet would be on ground like the second cow spawned in the video? Because Id have to jump and open menu for freezeControls, then I select Cow model, then when I exit and fallback, that's where I want it at lol. Possible?
01-24-2013, 01:20 AM #7
Taylor might know but im not sure
01-24-2013, 01:27 AM #8
Taylor
Former Black Knight.
Originally posted by xDerpModz View Post
Yup, only for Rundown/Wasteland. You think you could raise vertically though? From the self.origin to where its feet would be on ground like the second cow spawned in the video? Because Id have to jump and open menu for freezeControls, then I select Cow model, then when I exit and fallback, that's where I want it at lol. Possible?


How to rotate a model:

    
RotateYaw(5,.1);
RotateRoll(5,.1);
RotatePitch(-5,.1);


Those are the codes to rotate a model. Just figure out how to use it Winky Winky Make you do some work :p Also call it like this:

    
Moo RotateYaw(5,.1);
Moo RotateRoll(5,.1);
Moo RotatePitch(-5,.1);


All the rotate things may not be needed, but still just giving them to you Winky Winky

The following user thanked Taylor for this useful post:

YT-xDerpModz
01-24-2013, 01:30 AM #9
J
Who’s Jim Erased?
Originally posted by xDerpModz View Post
Hello Everyone! Not really a mod here, just simply a model, but this needs to be raised vertically from the self.origin, so it looks like the cow is on its feet as shown on the second spawned cow in video. Thanks for help, I know this is supposed to be in Questions but im giving script as well sooooo yeah lol :P

Script Below Video
----------------------




//Make sure to precache Model
Put in init()

PrecacheModel("ch_dead_cow");

create an in-menu function and connect to this thread:
------------------------------------------------------------

    
fCow(){
self iPrintln("^1OMG Its A Cow! ^0:P");
Moo = spawn("script_model",(self.origin));
Moo setModel("ch_dead_cow");
Moo.angles = (0, 90, 90);
}

Absolutely pointless but yet it's quite funny :p
01-24-2013, 01:34 AM #10
Originally posted by Taylor View Post
How to rotate a model:

    
RotateYaw(5,.1);
RotateRoll(5,.1);
RotatePitch(-5,.1);


Those are the codes to rotate a model. Just figure out how to use it Winky Winky Make you do some work :p Also call it like this:

    
Moo RotateYaw(5,.1);
Moo RotateRoll(5,.1);
Moo RotatePitch(-5,.1);


All the rotate things may not be needed, but still just giving them to you Winky Winky


Would this work

Moo = spawn("script_model", self.origin + (0, 12, 0));

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