Post: [UPDATABLE] BMP2Code Bunkers
10-29-2011, 08:51 PM #1
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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
02-03-2012, 09:24 AM #29
bloodthugga
Bounty hunter
online is **** no free spawn ? why ?
02-04-2012, 01:03 AM #30
bloodthugga
Bounty hunter
u use bmp2 2.5 to create that ?

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