Post: [UPDATABLE] BMP2Code Bunkers
10-29-2011, 08:51 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hey there,
Theres a couple of different ways you can use this, ill explain them here.

First off, Precache these =D
    
precacheModel("static_peleliu_crate01");
precacheModel("static_peleliu_crate02");
precacheModel("static_peleliu_corrugated_metal4");
precacheModel("static_peleliu_corrugated_metal5");
precacheModel("collision_wall_32x32x10");
precachemodel("collision_wall_64x64x10");
precachemodel("collision_geo_32x32x32");
precachemodel("collision_geo_64x64x64");
precachemodel("collision_geo_256x256x256");
precachemodel("collision_geo_512x512x512");
precachemodel("collision_geo_128x128x128");
precachemodel("collision_wall_128x128x10");
precachemodel("collision_wall_256x256x10");
precachemodel("collision_wall_512x512x10");
precachemodel("lights_jap_field_lantern_on");
precachemodel("field_lantern_jap");
precachemodel("static_okinawa_sandbags_lego_mdl");
precachemodel("static_peleliu_palette");
precachemodel("static_peleliu_sandbags_lego_mdl");
precachemodel("static_peleliu_palette_char");
precachemodel("static_berlin_gurney");
precachemodel("static_berlin_bathtub");
precachemodel("dest_seelow_crate_long");
precachemodel("static_berlin_sandbags_lego_mdl");
precachemodel("static_seelow_bnkrtable");
precachemodel("war_hq_obj");
precachemodel("lantern_on");
precachemodel("static_berlin_logpile");
precachemodel("static_berlin_victorian_couch_d");
precachemodel("static_berlin_bed_iron");
precachemodel("static_berlin_bookshelf_wide");
precacheModel("static_seelow_hay_bale_sqr");
precacheModel("static_seelow_hay_mound");
precacheModel("global_explosive_barrel_japanese");
precacheModel("static_seelow_logpile_plain");
precacheModel("static_seelow_gate_iron");
precacheModel("static_peleliu_hedgehog01");
precacheModel("static_peleliu_crate02");
precacheModel("viewmodel_mp_handheld_radio");
level.VadersFire = loadfx("env/fire/fx_fire_player_md_mp");
level.artilleryFX = loadfx("explosions/artilleryExp_dirt_brown");
precacheModel( "prop_flag_russian" );


They have a series of models and Fx's that can be used to edit this bunker as you wish...

    
SpawnBunker()
{
level.BunkerOrigin=(2559, 6133, 155);
level thread MainBunker();
}


And just add this in.....

    
MainBunker()
{
//Layer 0
WP("0,180,55,180,110,180,165,180,220,180,275,180,0,210,55,210,110,210,165,210,220,210,275,210,0,240,55,240,110,240,165,240,220,240,275,240,0,270,55,270,110,270,165,270,220,270,275,270,0,300,55,300,110,300,165,300,220,300,275,300,0,330,55,330,110,330,165,330,220,330,275,330,0,360,55,360,110,360,165,360,220,360,275,360,0,390,55,390,110,390,165,390,220,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",0,1);
WP("0,180,55,180,110,180,165,180,220,180,275,180,0,210,275,210,0,240,275,240,0,270,275,270,0,300,275,300,0,330,55,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",25,1);
WP("0,180,55,180,220,180,275,180,0,210,275,210,0,240,275,240,0,270,275,270,0,300,55,300,275,300,0,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",50,1);
WP("0,180,55,180,220,180,275,180,0,210,275,210,0,240,275,240,0,270,55,270,275,270,0,300,275,300,0,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",75,1);
WP("0,180,55,180,110,180,165,180,220,180,275,180,0,210,275,210,0,240,55,240,275,240,0,270,275,270,0,300,275,300,0,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",100,1);
WP("0,150,55,150,110,150,165,150,220,150,275,150,0,180,55,180,110,180,165,180,220,180,275,180,0,210,55,210,110,210,165,210,220,210,275,210,0,240,110,240,165,240,220,240,275,240,0,270,110,270,165,270,220,270,275,270,0,300,275,300,0,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",125,1);
WP("0,150,55,150,110,150,165,150,220,150,275,150,0,180,275,180,0,210,275,210,0,240,275,240,0,270,110,270,165,270,220,270,275,270",150,1);
FS("0,150,275,150,275,270",175,1);
BR("0,150,275,150,275,270",175,1);
}

WP(D,Z,P){
L=strTok(D,",");
for(i=0;i<L.size;i+=2){
B=spawn("script_model",level.BunkerOrigin+(int(L[i]),int(L[i+1]),Z));
if(!P)B.angles=(90,0,0);B setModel("static_peleliu_crate01");
spawncollision("collision_wall_32x32x10","collider", level.BunkerOrigin+(int(L[i]),int(L[i+1]),Z), (0,0,0));
}
}
FS(D,Z,P){
L=strTok(D,",");
for(i=0;i<L.size;i+=2){
B=spawn("script_model",level.BunkerOrigin+(int(L[i]),int(L[i+1]),Z));
if(!P)B.angles=(90,0,0);
B setModel( "prop_flag_russian" );}}

BR(D,Z,P){
L=strTok(D,",");
for(i=0;i<L.size;i+=2){
B=spawn("script_model",level.BunkerOrigin+(int(L[i]),int(L[i+1]),Z));
if(!P)B.angles=(90,0,0);
B setModel( "global_explosive_barrel_japanese" );}}


Screensnap : You must login or register to view this content.

Thats one way you can spawn the bunker. The others i will add later.
REMEMBER: Only some models work on certain maps. And you can change this to your liking... level.BunkerOrigin=(2559, 6133, 155);

This thread will be updated and changed......

The following 5 users say thank you to Studman2Fresshh for this useful post:

BlazingDope, cadpimp1289, Diddles2Fresshh, iReset Nigga, xRaW
10-29-2011, 09:08 PM #2
Skyl1n3
DO SOMETHING THEN!
This is amazing! Maybe now we can make a Cod5 zombieland that was almost exactly like the Mw2 one? :p
10-29-2011, 09:36 PM #3
Originally posted by Skyl1n3 View Post
This is amazing! Maybe now we can make a Cod5 zombieland that was almost exactly like the Mw2 one? :p


Yeah, I've already did that. its in my private patch Awesome face
10-30-2011, 02:34 AM #4
xRaW
xI2aW-
ah thanks for this, pretty sick here. Good luck. Hope you make more scripts. this W@W section is dying i need more scripts to add
10-30-2011, 06:46 AM #5
cadpimp1289
Do a barrel roll!
Originally posted by Studman2Fresshh View Post
Hey there,
Theres a couple of different ways you can use this, ill explain them here.

First off, Precache these =D
    
precacheModel("static_peleliu_crate01");
precacheModel("static_peleliu_crate02");
precacheModel("static_peleliu_corrugated_metal4");
precacheModel("static_peleliu_corrugated_metal5");
precacheModel("collision_wall_32x32x10");
precachemodel("collision_wall_64x64x10");
precachemodel("collision_geo_32x32x32");
precachemodel("collision_geo_64x64x64");
precachemodel("collision_geo_256x256x256");
precachemodel("collision_geo_512x512x512");
precachemodel("collision_geo_128x128x128");
precachemodel("collision_wall_128x128x10");
precachemodel("collision_wall_256x256x10");
precachemodel("collision_wall_512x512x10");
precachemodel("lights_jap_field_lantern_on");
precachemodel("field_lantern_jap");
precachemodel("static_okinawa_sandbags_lego_mdl");
precachemodel("static_peleliu_palette");
precachemodel("static_peleliu_sandbags_lego_mdl");
precachemodel("static_peleliu_palette_char");
precachemodel("static_berlin_gurney");
precachemodel("static_berlin_bathtub");
precachemodel("dest_seelow_crate_long");
precachemodel("static_berlin_sandbags_lego_mdl");
precachemodel("static_seelow_bnkrtable");
precachemodel("war_hq_obj");
precachemodel("lantern_on");
precachemodel("static_berlin_logpile");
precachemodel("static_berlin_victorian_couch_d");
precachemodel("static_berlin_bed_iron");
precachemodel("static_berlin_bookshelf_wide");
precacheModel("static_seelow_hay_bale_sqr");
precacheModel("static_seelow_hay_mound");
precacheModel("global_explosive_barrel_japanese");
precacheModel("static_seelow_logpile_plain");
precacheModel("static_seelow_gate_iron");
precacheModel("static_peleliu_hedgehog01");
precacheModel("static_peleliu_crate02");
precacheModel("viewmodel_mp_handheld_radio");
level.VadersFire = loadfx("env/fire/fx_fire_player_md_mp");
level.artilleryFX = loadfx("explosions/artilleryExp_dirt_brown");
precacheModel( "prop_flag_russian" );


They have a series of models and Fx's that can be used to edit this bunker as you wish...

    
SpawnBunker()
{
level.BunkerOrigin=(2559, 6133, 155);
level thread MainBunker();
}


And just add this in.....

    
MainBunker()
{
//Layer 0
WP("0,180,55,180,110,180,165,180,220,180,275,180,0,210,55,210,110,210,165,210,220,210,275,210,0,240,55,240,110,240,165,240,220,240,275,240,0,270,55,270,110,270,165,270,220,270,275,270,0,300,55,300,110,300,165,300,220,300,275,300,0,330,55,330,110,330,165,330,220,330,275,330,0,360,55,360,110,360,165,360,220,360,275,360,0,390,55,390,110,390,165,390,220,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",0,1);
WP("0,180,55,180,110,180,165,180,220,180,275,180,0,210,275,210,0,240,275,240,0,270,275,270,0,300,275,300,0,330,55,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",25,1);
WP("0,180,55,180,220,180,275,180,0,210,275,210,0,240,275,240,0,270,275,270,0,300,55,300,275,300,0,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",50,1);
WP("0,180,55,180,220,180,275,180,0,210,275,210,0,240,275,240,0,270,55,270,275,270,0,300,275,300,0,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",75,1);
WP("0,180,55,180,110,180,165,180,220,180,275,180,0,210,275,210,0,240,55,240,275,240,0,270,275,270,0,300,275,300,0,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",100,1);
WP("0,150,55,150,110,150,165,150,220,150,275,150,0,180,55,180,110,180,165,180,220,180,275,180,0,210,55,210,110,210,165,210,220,210,275,210,0,240,110,240,165,240,220,240,275,240,0,270,110,270,165,270,220,270,275,270,0,300,275,300,0,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",125,1);
WP("0,150,55,150,110,150,165,150,220,150,275,150,0,180,275,180,0,210,275,210,0,240,275,240,0,270,110,270,165,270,220,270,275,270",150,1);
FS("0,150,275,150,275,270",175,1);
BR("0,150,275,150,275,270",175,1);
}

WP(D,Z,P){
L=strTok(D,",");
for(i=0;i<L.size;i+=2){
B=spawn("script_model",level.BunkerOrigin+(int(L[i]),int(L[i+1]),Z));
if(!P)B.angles=(90,0,0);B setModel("static_peleliu_crate01");
spawncollision("collision_wall_32x32x10","collider", level.BunkerOrigin+(int(L[i]),int(L[i+1]),Z), (0,0,0));
}
}
FS(D,Z,P){
L=strTok(D,",");
for(i=0;i<L.size;i+=2){
B=spawn("script_model",level.BunkerOrigin+(int(L[i]),int(L[i+1]),Z));
if(!P)B.angles=(90,0,0);
B setModel( "prop_flag_russian" );}}

BR(D,Z,P){
L=strTok(D,",");
for(i=0;i<L.size;i+=2){
B=spawn("script_model",level.BunkerOrigin+(int(L[i]),int(L[i+1]),Z));
if(!P)B.angles=(90,0,0);
B setModel( "global_explosive_barrel_japanese" );}}


Screensnap : You must login or register to view this content.

Thats one way you can spawn the bunker. The others i will add later.
REMEMBER: Only some models work on certain maps. And you can change this to your liking... level.BunkerOrigin=(2559, 6133, 155);

This thread will be updated and changed......


hey nice post this will come in handy.
10-30-2011, 11:02 AM #6
Skyl1n3
DO SOMETHING THEN!
Originally posted by Studman2Fresshh View Post
Yeah, I've already did that. its in my private patch Awesome face


Oh noes, not this private patch shit again Awesome face
10-30-2011, 03:48 PM #7
Originally posted by Skyl1n3 View Post
Oh noes, not this private patch shit again Awesome face


Hmmm. I call it Cloud Nine. I was going to release but i most likely will not. I really wish not to become a contributor to calling patches private patches or copying Elite Mossy but when it comes down to it in all reality it is sorta a private patch. If that makes any sense :confused:

The following user thanked Studman2Fresshh for this useful post:

LightModz
10-30-2011, 03:57 PM #8
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by Studman2Fresshh View Post
Hey there,
Theres a couple of different ways you can use this, ill explain them here.

First off, Precache these =D
    
precacheModel("static_peleliu_crate01");
precacheModel("static_peleliu_crate02");
precacheModel("static_peleliu_corrugated_metal4");
precacheModel("static_peleliu_corrugated_metal5");
precacheModel("collision_wall_32x32x10");
precachemodel("collision_wall_64x64x10");
precachemodel("collision_geo_32x32x32");
precachemodel("collision_geo_64x64x64");
precachemodel("collision_geo_256x256x256");
precachemodel("collision_geo_512x512x512");
precachemodel("collision_geo_128x128x128");
precachemodel("collision_wall_128x128x10");
precachemodel("collision_wall_256x256x10");
precachemodel("collision_wall_512x512x10");
precachemodel("lights_jap_field_lantern_on");
precachemodel("field_lantern_jap");
precachemodel("static_okinawa_sandbags_lego_mdl");
precachemodel("static_peleliu_palette");
precachemodel("static_peleliu_sandbags_lego_mdl");
precachemodel("static_peleliu_palette_char");
precachemodel("static_berlin_gurney");
precachemodel("static_berlin_bathtub");
precachemodel("dest_seelow_crate_long");
precachemodel("static_berlin_sandbags_lego_mdl");
precachemodel("static_seelow_bnkrtable");
precachemodel("war_hq_obj");
precachemodel("lantern_on");
precachemodel("static_berlin_logpile");
precachemodel("static_berlin_victorian_couch_d");
precachemodel("static_berlin_bed_iron");
precachemodel("static_berlin_bookshelf_wide");
precacheModel("static_seelow_hay_bale_sqr");
precacheModel("static_seelow_hay_mound");
precacheModel("global_explosive_barrel_japanese");
precacheModel("static_seelow_logpile_plain");
precacheModel("static_seelow_gate_iron");
precacheModel("static_peleliu_hedgehog01");
precacheModel("static_peleliu_crate02");
precacheModel("viewmodel_mp_handheld_radio");
level.VadersFire = loadfx("env/fire/fx_fire_player_md_mp");
level.artilleryFX = loadfx("explosions/artilleryExp_dirt_brown");
precacheModel( "prop_flag_russian" );


They have a series of models and Fx's that can be used to edit this bunker as you wish...

    
SpawnBunker()
{
level.BunkerOrigin=(2559, 6133, 155);
level thread MainBunker();
}


And just add this in.....

    
MainBunker()
{
//Layer 0
WP("0,180,55,180,110,180,165,180,220,180,275,180,0,210,55,210,110,210,165,210,220,210,275,210,0,240,55,240,110,240,165,240,220,240,275,240,0,270,55,270,110,270,165,270,220,270,275,270,0,300,55,300,110,300,165,300,220,300,275,300,0,330,55,330,110,330,165,330,220,330,275,330,0,360,55,360,110,360,165,360,220,360,275,360,0,390,55,390,110,390,165,390,220,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",0,1);
WP("0,180,55,180,110,180,165,180,220,180,275,180,0,210,275,210,0,240,275,240,0,270,275,270,0,300,275,300,0,330,55,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",25,1);
WP("0,180,55,180,220,180,275,180,0,210,275,210,0,240,275,240,0,270,275,270,0,300,55,300,275,300,0,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",50,1);
WP("0,180,55,180,220,180,275,180,0,210,275,210,0,240,275,240,0,270,55,270,275,270,0,300,275,300,0,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",75,1);
WP("0,180,55,180,110,180,165,180,220,180,275,180,0,210,275,210,0,240,55,240,275,240,0,270,275,270,0,300,275,300,0,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",100,1);
WP("0,150,55,150,110,150,165,150,220,150,275,150,0,180,55,180,110,180,165,180,220,180,275,180,0,210,55,210,110,210,165,210,220,210,275,210,0,240,110,240,165,240,220,240,275,240,0,270,110,270,165,270,220,270,275,270,0,300,275,300,0,330,275,330,0,360,275,360,0,390,275,390,0,420,55,420,110,420,165,420,220,420,275,420",125,1);
WP("0,150,55,150,110,150,165,150,220,150,275,150,0,180,275,180,0,210,275,210,0,240,275,240,0,270,110,270,165,270,220,270,275,270",150,1);
FS("0,150,275,150,275,270",175,1);
BR("0,150,275,150,275,270",175,1);
}

WP(D,Z,P){
L=strTok(D,",");
for(i=0;i<L.size;i+=2){
B=spawn("script_model",level.BunkerOrigin+(int(L[i]),int(L[i+1]),Z));
if(!P)B.angles=(90,0,0);B setModel("static_peleliu_crate01");
spawncollision("collision_wall_32x32x10","collider", level.BunkerOrigin+(int(L[i]),int(L[i+1]),Z), (0,0,0));
}
}
FS(D,Z,P){
L=strTok(D,",");
for(i=0;i<L.size;i+=2){
B=spawn("script_model",level.BunkerOrigin+(int(L[i]),int(L[i+1]),Z));
if(!P)B.angles=(90,0,0);
B setModel( "prop_flag_russian" );}}

BR(D,Z,P){
L=strTok(D,",");
for(i=0;i<L.size;i+=2){
B=spawn("script_model",level.BunkerOrigin+(int(L[i]),int(L[i+1]),Z));
if(!P)B.angles=(90,0,0);
B setModel( "global_explosive_barrel_japanese" );}}


Screensnap : You must login or register to view this content.

Thats one way you can spawn the bunker. The others i will add later.
REMEMBER: Only some models work on certain maps. And you can change this to your liking... level.BunkerOrigin=(2559, 6133, 155);

This thread will be updated and changed......


This pretty sick! Smile you should come to the CoD4 section the patches and scripts are getting much better there now :P.
10-30-2011, 08:22 PM #9
Skyl1n3
DO SOMETHING THEN!
Originally posted by Studman2Fresshh View Post
Hmmm. I call it Cloud Nine. I was going to release but i most likely will not. I really wish not to become a contributor to calling patches private patches or copying Elite Mossy but when it comes down to it in all reality it is sorta a private patch. If that makes any sense :confused:


Yeah I understand fully, nothing to worry about though, it's yours after all Smile
11-01-2011, 11:36 PM #10
Kane500
< ^ > < ^ >
How is this bmp2code?

Copyright © 2024, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo