precacheModel("vehicle_blackhawk_mk19_ride");
spnBH()
{
BH = spawn("script_model", self.origin + (0, 0, 150));
BH setModel("vehicle_blackhawk_mk19_ride");
BH.angles = (0, 0, 0);
}
doFlyingHeli()
{
self endon( "disconnect" );
self endon( "death" );
if( getDvar( "mapname" ) != "mp_estate" )
{
self iPrintLnBold( "^1You cannot spawn the helicopter on this Map!" );
}
else
{
self.myWeap = self getCurrentWeapon();
self.InVehicle = false;
BH = spawn( "script_model", self.origin + ( 0, 0, 150 ) );
BH setModel( "vehicle_blackhawk_mk19_ride");
BH.angles = ( 0, 0, 0 );
//For Quick Landing
//Thanks IELITEMODZX for the My_Physics and Trace Defs
My_Physics = ( ( BH.origin ) + ( ( anglesToForward( BH.angles ) * ( 150 ) ) + ( 0, 0, 100 ) ) );
Trace = bulletTrace( My_Physics, ( ( My_Physics ) - ( 0, 0, 130 ) ), false, BH )[ "position" ];
while( BH.origin >= ( 0, 0, 0 ) )
{
if( distance( self.origin, BH.origin ) < 200 && self.InVehicle == false )
{
self iPrintLnBold( "Press [{+reload}] to get in!" );
}
if( distance( self.origin, BH.origin ) < 200 && self useButtonPressed() && self.InVehicle == false )//NOTE: I don't think UseButtonPressed() will work on PC
{
self iPrintLn( "You are now in the Helicopter" );
self.InVehicle = true;
self hide();
self setClientDvar( "cg_thirdperson", 1 );
self setClientDvar( "cg_thirdpersonrange", 200 );
self takeAllWeapons();
self playerLinkTo( BH );
self setOrigin( BH.origin );
self setPlayerAngles( BH.angles + ( 0, 0, 0 ) );
wait 0.2;
}
//To Get Out
if( self meleeButtonPressed() && self.InVehicle == true )
{
self.InVehicle = false;
self show();
self giveWeapon( self.myWeap, 0, false );
self switchToWeapon( self.myWeap );
self unlink( BH );
self setClientDvar( "cg_thirdperson", 0 );
wait 0.2;
}
if( self FragButtonPressed() && self.InVehicle == true )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveTo( self.origin + ( 0, 0, 50 ) , 0.5, 0.15, 0.15 );
BH rotateYaw( 180, 0.5 );
wait 0.001;
}
if( self secondaryOffhandButtonPressed() )
{
if( BH.origin > ( 0, 0, 0 ) )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveTo( self.origin - ( 0, 0, 50 ) , 0.5, 0.15, 0.15 );
BH rotateYaw( 180, 0.5 );
wait 0.001;
}
}
if( self attackButtonPressed() && self.InVehicle == true )
{
if( BH.origin > ( 0, 0, 0 ) )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveto( ( BH.origin + ( 0, 0, 12 ) ) + anglestoforward( self getplayerangles() ) * 150, 0.2 );
wait 0.001;
}
}
//Quick Landing
if( self adsButtonPressed() && self.InVehicle == true )
{
BH moveto( Trace, 0.5 );
}
waitframe();
}
}
}
precacheModel("vehicle_blackhawk_mk19_ride");
spnBH()
{
BH = spawn("script_model", self.origin + (0, 0, 150));
BH setModel("vehicle_blackhawk_mk19_ride");
BH.angles = (0, 0, 0);
}
doFlyingHeli()
{
self endon( "disconnect" );
self endon( "death" );
if( getDvar( "mapname" ) != "mp_estate" )
{
self iPrintLnBold( "^1You cannot spawn the helicopter on this Map!" );
}
else
{
self.myWeap = self getCurrentWeapon();
self.InVehicle = false;
BH = spawn( "script_model", self.origin + ( 0, 0, 150 ) );
BH setModel( "vehicle_blackhawk_mk19_ride");
BH.angles = ( 0, 0, 0 );
//For Quick Landing
//Thanks IELITEMODZX for the My_Physics and Trace Defs
My_Physics = ( ( BH.origin ) + ( ( anglesToForward( BH.angles ) * ( 150 ) ) + ( 0, 0, 100 ) ) );
Trace = bulletTrace( My_Physics, ( ( My_Physics ) - ( 0, 0, 130 ) ), false, BH )[ "position" ];
while( BH.origin >= ( 0, 0, 0 ) )
{
if( distance( self.origin, BH.origin ) < 200 && self.InVehicle == false )
{
self iPrintLnBold( "Press [{+reload}] to get in!" );
}
if( distance( self.origin, BH.origin ) < 200 && self useButtonPressed() && self.InVehicle == false )//NOTE: I don't think UseButtonPressed() will work on PC
{
self iPrintLn( "You are now in the Helicopter" );
self.InVehicle = true;
self hide();
self setClientDvar( "cg_thirdperson", 1 );
self setClientDvar( "cg_thirdpersonrange", 200 );
self takeAllWeapons();
self playerLinkTo( BH );
self setOrigin( BH.origin );
self setPlayerAngles( BH.angles + ( 0, 0, 0 ) );
wait 0.2;
}
//To Get Out
if( self meleeButtonPressed() && self.InVehicle == true )
{
self.InVehicle = false;
self show();
self giveWeapon( self.myWeap, 0, false );
self switchToWeapon( self.myWeap );
self unlink( BH );
self setClientDvar( "cg_thirdperson", 0 );
wait 0.2;
}
if( self FragButtonPressed() && self.InVehicle == true )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveTo( self.origin + ( 0, 0, 50 ) , 0.5, 0.15, 0.15 );
BH rotateYaw( 180, 0.5 );
wait 0.001;
}
if( self secondaryOffhandButtonPressed() )
{
if( BH.origin > ( 0, 0, 0 ) )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveTo( self.origin - ( 0, 0, 50 ) , 0.5, 0.15, 0.15 );
BH rotateYaw( 180, 0.5 );
wait 0.001;
}
}
if( self attackButtonPressed() && self.InVehicle == true )
{
if( BH.origin > ( 0, 0, 0 ) )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveto( ( BH.origin + ( 0, 0, 12 ) ) + anglestoforward( self getplayerangles() ) * 150, 0.2 );
wait 0.001;
}
}
//Quick Landing
if( self adsButtonPressed() && self.InVehicle == true )
{
BH moveto( Trace, 0.5 );
}
waitframe();
}
}
}
doFlyingHeli()
{
self endon( "disconnect" );
self endon( "death" );
if( getDvar( "mapname" ) != "mp_estate" )
{
self iPrintLnBold( "^1You cannot spawn the helicopter on this Map!" );
}
else
{
self.myWeap = self getCurrentWeapon();
self.InVehicle = false;
BH = spawn( "script_model", self.origin + ( 0, 0, 150 ) );
BH setModel( "vehicle_blackhawk_mk19_ride");
BH.angles = ( 0, 0, 0 );
//For Quick Landing
//Thanks IELITEMODZX for the My_Physics and Trace Defs
My_Physics = ( ( BH.origin ) + ( ( anglesToForward( BH.angles ) * ( 150 ) ) + ( 0, 0, 100 ) ) );
Trace = bulletTrace( My_Physics, ( ( My_Physics ) - ( 0, 0, 130 ) ), false, BH )[ "position" ];
while( BH.origin >= ( 0, 0, 0 ) )
{
if( distance( self.origin, BH.origin ) < 200 && self.InVehicle == false )
{
self iPrintLnBold( "Press [{+reload}] to get in!" );
}
if( distance( self.origin, BH.origin ) < 200 && self useButtonPressed() && self.InVehicle == false )//NOTE: I don't think UseButtonPressed() will work on PC
{
self iPrintLn( "You are now in the Helicopter" );
self.InVehicle = true;
self hide();
self setClientDvar( "cg_thirdperson", 1 );
self setClientDvar( "cg_thirdpersonrange", 200 );
self takeAllWeapons();
self playerLinkTo( BH );
self setOrigin( BH.origin );
self setPlayerAngles( BH.angles + ( 0, 0, 0 ) );
wait 0.2;
}
//To Get Out
if( self meleeButtonPressed() && self.InVehicle == true )
{
self.InVehicle = false;
self show();
self giveWeapon( self.myWeap, 0, false );
self switchToWeapon( self.myWeap );
self unlink( BH );
self setClientDvar( "cg_thirdperson", 0 );
wait 0.2;
}
if( self FragButtonPressed() && self.InVehicle == true )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveTo( self.origin + ( 0, 0, 50 ) , 0.5, 0.15, 0.15 );
BH rotateYaw( 180, 0.5 );
wait 0.001;
}
if( self secondaryOffhandButtonPressed() )
{
if( BH.origin > ( 0, 0, 0 ) )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveTo( self.origin - ( 0, 0, 50 ) , 0.5, 0.15, 0.15 );
BH rotateYaw( 180, 0.5 );
wait 0.001;
}
}
if( self attackButtonPressed() && self.InVehicle == true )
{
if( BH.origin > ( 0, 0, 0 ) )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveto( ( BH.origin + ( 0, 0, 12 ) ) + anglestoforward( self getplayerangles() ) * 150, 0.2 );
wait 0.001;
}
}
//Quick Landing
if( self adsButtonPressed() && self.InVehicle == true )
{
BH moveto( Trace, 0.5 );
}
waitframe();
}
}
}
doFlyingHeli()
{
self endon( "disconnect" );
self endon( "death" );
if( getDvar( "mapname" ) != "mp_estate" )
{
self iPrintLnBold( "^1You cannot spawn the helicopter on this Map!" );
}
else
{
self.myWeap = self getCurrentWeapon();
self.InVehicle = false;
BH = spawn( "script_model", self.origin + ( 0, 0, 150 ) );
BH setModel( "vehicle_blackhawk_mk19_ride");
BH.angles = ( 0, 0, 0 );
//For Quick Landing
//Thanks IELITEMODZX for the My_Physics and Trace Defs
My_Physics = ( ( BH.origin ) + ( ( anglesToForward( BH.angles ) * ( 150 ) ) + ( 0, 0, 100 ) ) );
Trace = bulletTrace( My_Physics, ( ( My_Physics ) - ( 0, 0, 130 ) ), false, BH )[ "position" ];
while( BH.origin >= ( 0, 0, 0 ) )
{
if( distance( self.origin, BH.origin ) < 200 && self.InVehicle == false )
{
self iPrintLnBold( "Press [{+reload}] to get in!" );
}
if( distance( self.origin, BH.origin ) < 200 && self useButtonPressed() && self.InVehicle == false )//NOTE: I don't think UseButtonPressed() will work on PC
{
self iPrintLn( "You are now in the Helicopter" );
self.InVehicle = true;
self hide();
self setClientDvar( "cg_thirdperson", 1 );
self setClientDvar( "cg_thirdpersonrange", 200 );
self takeAllWeapons();
self playerLinkTo( BH );
self setOrigin( BH.origin );
self setPlayerAngles( BH.angles + ( 0, 0, 0 ) );
wait 0.2;
}
//To Get Out
if( self meleeButtonPressed() && self.InVehicle == true )
{
self.InVehicle = false;
self show();
self giveWeapon( self.myWeap, 0, false );
self switchToWeapon( self.myWeap );
self unlink( BH );
self setClientDvar( "cg_thirdperson", 0 );
wait 0.2;
}
if( self FragButtonPressed() && self.InVehicle == true )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveTo( self.origin + ( 0, 0, 50 ) , 0.5, 0.15, 0.15 );
BH rotateYaw( 180, 0.5 );
wait 0.001;
}
if( self secondaryOffhandButtonPressed() )
{
if( BH.origin > ( 0, 0, 0 ) )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveTo( self.origin - ( 0, 0, 50 ) , 0.5, 0.15, 0.15 );
BH rotateYaw( 180, 0.5 );
wait 0.001;
}
}
if( self attackButtonPressed() && self.InVehicle == true )
{
if( BH.origin > ( 0, 0, 0 ) )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveto( ( BH.origin + ( 0, 0, 12 ) ) + anglestoforward( self getplayerangles() ) * 150, 0.2 );
wait 0.001;
}
}
//Quick Landing
if( self adsButtonPressed() && self.InVehicle == true )
{
BH moveto( Trace, 0.5 );
}
waitframe();
}
}
}
precacheModel("vehicle_blackhawk_mk19_ride");
spnBH()
{
BH = spawn("script_model", self.origin + (0, 0, 150));
BH setModel("vehicle_blackhawk_mk19_ride");
BH.angles = (0, 0, 0);
}
doFlyingHeli()
{
self endon( "disconnect" );
self endon( "death" );
if( getDvar( "mapname" ) != "mp_estate" )
{
self iPrintLnBold( "^1You cannot spawn the helicopter on this Map!" );
}
else
{
self.myWeap = self getCurrentWeapon();
self.InVehicle = false;
BH = spawn( "script_model", self.origin + ( 0, 0, 150 ) );
BH setModel( "vehicle_blackhawk_mk19_ride");
BH.angles = ( 0, 0, 0 );
//For Quick Landing
//Thanks IELITEMODZX for the My_Physics and Trace Defs
My_Physics = ( ( BH.origin ) + ( ( anglesToForward( BH.angles ) * ( 150 ) ) + ( 0, 0, 100 ) ) );
Trace = bulletTrace( My_Physics, ( ( My_Physics ) - ( 0, 0, 130 ) ), false, BH )[ "position" ];
while( BH.origin >= ( 0, 0, 0 ) )
{
if( distance( self.origin, BH.origin ) < 200 && self.InVehicle == false )
{
self iPrintLnBold( "Press [{+reload}] to get in!" );
}
if( distance( self.origin, BH.origin ) < 200 && self useButtonPressed() && self.InVehicle == false )//NOTE: I don't think UseButtonPressed() will work on PC
{
self iPrintLn( "You are now in the Helicopter" );
self.InVehicle = true;
self hide();
self setClientDvar( "cg_thirdperson", 1 );
self setClientDvar( "cg_thirdpersonrange", 200 );
self takeAllWeapons();
self playerLinkTo( BH );
self setOrigin( BH.origin );
self setPlayerAngles( BH.angles + ( 0, 0, 0 ) );
wait 0.2;
}
//To Get Out
if( self meleeButtonPressed() && self.InVehicle == true )
{
self.InVehicle = false;
self show();
self giveWeapon( self.myWeap, 0, false );
self switchToWeapon( self.myWeap );
self unlink( BH );
self setClientDvar( "cg_thirdperson", 0 );
wait 0.2;
}
if( self FragButtonPressed() && self.InVehicle == true )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveTo( self.origin + ( 0, 0, 50 ) , 0.5, 0.15, 0.15 );
BH rotateYaw( 180, 0.5 );
wait 0.001;
}
if( self secondaryOffhandButtonPressed() )
{
if( BH.origin > ( 0, 0, 0 ) )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveTo( self.origin - ( 0, 0, 50 ) , 0.5, 0.15, 0.15 );
BH rotateYaw( 180, 0.5 );
wait 0.001;
}
}
if( self attackButtonPressed() && self.InVehicle == true )
{
if( BH.origin > ( 0, 0, 0 ) )
{
if( BH.angles != self.angles + ( 0, 0, 0 ) && self.InVehicle == true )
{
BH.angles = self.angles + ( 0, 0, 0 );
}
BH moveto( ( BH.origin + ( 0, 0, 12 ) ) + anglestoforward( self getplayerangles() ) * 150, 0.2 );
wait 0.001;
}
}
//Quick Landing
if( self adsButtonPressed() && self.InVehicle == true )
{
BH moveto( Trace, 0.5 );
}
waitframe();
}
}
}
Copyright © 2024, NextGenUpdate.
All Rights Reserved.