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Home › Forum › MultiPlayer Game Hacks & Cheats › Call of Duty Hacks & Cheats › Call of Duty 6 - Modern Warfare 2 (MW2) Hacks › Call of Duty Modern Warfare 2 Server / GSC Modding › Call of Duty Modern Warfare 2 GSC Modding Help/Discussion › Bunkers Help.

Bunkers Help.

Posts 1–8 of 8 · Page 1 of 1
Legend Of Hacking
Legend Of Hacking
Bunkers Help.
I download Easy Coordinates FINAL Mod
I open the files of the mod there are was :
_rank.gsc
_maps_objects.gsc
......................................
I open _maps_objects.gsc
and find in it this code:
Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
	level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
	level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
	precacheModel( level.elevator_model["enter"] );
	precacheModel( level.elevator_model["exit"] );
	wait 1.05;
	switch(GetDvar("mapname")) {
		case "mp_favela":
			favela_objects();
			break;

		

	}
}



favela_objects()
{

CreateWalls((-1351, 919, 184), (-1450, 919, 274));
CreateDoors((-1400, 919, 184), (-1500, 919, 184), (90,90, 0), 2, 2, 15, 75);
CreateWalls((2445, 3065, 280), (2583, 2863, 310));
CreateWalls((2445, 3065, 340), (2583, 2863, 370));
CreateWalls((2130, 2613, 280), (2081, 2712, 310));
CreateWalls((2130, 2613, 340), (2081, 2712, 370));
CreateElevator((880, 2254, 282), (1177, 2402 ,281), (0, 0, 0));
CreateDoors((-1474, 1399, 210), (-1374, 1399, 210), (90,90, 0), 2, 2, 15, 75);
CreateDoors((2081, 2712, 280), (2028, 2790, 280), (90,90, 55), 3, 2, 15, 75);
}


/************************************************************************************
*  Building functions, credits to Killingdyl for making this
*************************************************************************************/

CreateBlocks(pos, angle)
{
        block = spawn("script_model", pos );
        block setModel("com_plasticcase_friendly");
        block.angles = angle;
        block Solid();
        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        wait 0.01;
}

CreateDoors(open, close, angle, size, height, hp, range) 
{ 
	level.doorwait = 0.7;
        offset = (((size / 2) - 0.5) * -1); 
        center = spawn("script_model", open ); 
        for(j = 0; j < size; j++){ 
                door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5); 
                door setModel("com_plasticcase_enemy"); 
                door Solid(); 
                door CloneBrushmodelToScriptmodel( level.airDropCrateCollision ); 
                door EnableLinkTo(); 
                door LinkTo(center); 
                for(h = 1; h < height; h++){ 
                        door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h)); 
                        door setModel("com_plasticcase_enemy"); 
                        door Solid(); 
                        door CloneBrushmodelToScriptmodel( level.airDropCrateCollision ); 
                        door EnableLinkTo(); 
                        door LinkTo(center); 
                } 
                offset += 1; 
        } 
        center.angles = angle; 
        center.state = "open"; 
        center.hp = hp; 
        center.range = range; 
        center thread DoorThink(open, close); 
        center thread DoorUse(); 
        center thread ResetDoors(open, hp); 
        wait 0.01; 
} 
 
DoorThink(open, close) 
{ 
        while(1) 
        { 
                if(self.hp > 0){ 
                        self waittill ( "triggeruse" , player ); 
                        if(player.team == "axis"){ 
                                if(self.state == "open"){ 
                                        self MoveTo(close, level.doorwait); 
                                        wait level.doorwait; 
                                        self.state = "close"; 
                                        continue; 
                                } 
                                if(self.state == "close"){ 
                                        self MoveTo(open, level.doorwait); 
                                        wait level.doorwait; 
                                        self.state = "open"; 
                                        continue; 
                                } 
                        } 
                        if(player.team == "allies"){ 
                                if(self.state == "close"){ 
                                        self.hp--; 
                                        player iPrintlnBold("HIT"); 
                                        wait 1; 
                                        continue; 
                                } 
                        } 
                } else { 
                        if(self.state == "close"){ 
                            self MoveTo(open, level.doorwait); 
                        } 
                        self.state = "broken"; 
                        wait .5; 
						self delete();
                } 
        } 
} 
 
DoorUse(range) 
{ 
        self endon("disconnect"); 
        while(1) 
        { 
                foreach(player in level.players) 
                { 
                        if(Distance(self.origin, player.origin) <= self.range){ 
                                if(player.team == "axis"){ 
                                        if(self.state == "open"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door"; 
                                        } 
                                        if(self.state == "close"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door"; 
                                        } 
                                        if(self.state == "broken"){ 
                                                player.hint = "^1Door is Broken"; 
                                        } 
                                } 
                                if(player.team == "allies"){ 
                                        if(self.state == "close"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door"; 
                                        } 
                                        if(self.state == "broken"){ 
                                                player.hint = "^1Door is Broken"; 
                                        } 
                                } 
                                if(player maps\mp\gametypes\_rank::isButtonPressed("X")){ 
                                        self notify( "triggeruse" , player); 
                                } 
                        } 
                } 
                wait .045; 
        } 
}
 
CreateElevator(enter, exit, angle, notantycamp) 
{ 
		if(!isDefined(notantycamp)) notantycamp = true;
		if(notantycamp) {
			flag = spawn( "script_model", enter ); 
			flag setModel( level.elevator_model["enter"] ); 
			wait 0.01; 
			flag = spawn( "script_model", exit ); 
			flag setModel( level.elevator_model["exit"] ); 
		}
        wait 0.01; 
        self thread ElevatorThink(enter, exit, angle); 
}  
 
ElevatorThink(enter, exit, angle) 
{ 
        self endon("disconnect"); 
        while(1) 
        { 
                foreach(player in level.players) 
                { 
                        if(Distance(enter, player.origin) <= 90){ 
                                player SetOrigin(exit); 
                                player SetPlayerAngles(angle); 
                        } 
                } 
                wait .25; 
        } 
}  
 
ResetDoors(open, hp) 
{ 
        while(1) 
        { 
                level waittill("RESETDOORS"); 
                self.hp = hp; 
                self MoveTo(open, level.doorwait); 
                self.state = "open"; 
        } 
} 

CreateRamps(top, bottom)
{
        D = Distance(top, bottom);
        blocks = roundUp(D/30);
        CX = top[0] - bottom[0];
        CY = top[1] - bottom[1];
        CZ = top[2] - bottom[2];
        XA = CX/blocks;
        YA = CY/blocks;
        ZA = CZ/blocks;
        CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
        Temp = VectorToAngles(top - bottom);
        BA = (Temp[2], Temp[1] + 90, Temp[0]);
        for(b = 0; b < blocks; b++){
                block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
                block setModel("com_plasticcase_friendly");
                block.angles = BA;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.01;
        }
        block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
        block setModel("com_plasticcase_friendly");
        block.angles = (BA[0], BA[1], 0);
        block Solid();
        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        wait 0.01;
}

CreateGrids(corner1, corner2, angle)
{
        W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
        L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
        H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
        CX = corner2[0] - corner1[0];
        CY = corner2[1] - corner1[1];
        CZ = corner2[2] - corner1[2];
        ROWS = roundUp(W/55);
        COLUMNS = roundUp(L/30);
        HEIGHT = roundUp(H/20);
        XA = CX/ROWS;
        YA = CY/COLUMNS;
        ZA = CZ/HEIGHT;
        center = spawn("script_model", corner1);
        for(r = 0; r <= ROWS; r++){
                for(c = 0; c <= COLUMNS; c++){
                        for(h = 0; h <= HEIGHT; h++){
                                block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
                                block setModel("com_plasticcase_friendly");
                                block.angles = (0, 0, 0);
                                block Solid();
                                block LinkTo(center);
                                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                                wait 0.01;
                        }
                }
        }
        center.angles = angle;
}

CreateWalls(start, end)
{
        D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
        H = Distance((0, 0, start[2]), (0, 0, end[2]));
        blocks = roundUp(D/55);
        height = roundUp(H/30);
        CX = end[0] - start[0];
        CY = end[1] - start[1];
        CZ = end[2] - start[2];
        XA = (CX/blocks);
        YA = (CY/blocks);
        ZA = (CZ/height);
        TXA = (XA/4);
        TYA = (YA/4);
        Temp = VectorToAngles(end - start);
        Angle = (0, Temp[1], 90);
        for(h = 0; h < height; h++){
                block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
                block setModel("com_plasticcase_friendly");
                block.angles = Angle;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.001;
                for(i = 1; i < blocks; i++){
                        block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
                        block setModel("com_plasticcase_friendly");
                        block.angles = Angle;
                        block Solid();
                        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                        wait 0.001;
                }
                block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
                block setModel("com_plasticcase_friendly");
                block.angles = Angle;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.001;
        }
}

CreateCluster(amount, pos, radius)
{
        for(i = 0; i < amount; i++)
        {
                half = radius / 2;
                power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
                block = spawn("script_model", pos + (0, 0, 1000) );
                block setModel("com_plasticcase_friendly");
                block.angles = (90, 0, 0);
                block PhysicsLaunchServer((0, 0, 0), power);
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                block thread ResetCluster(pos, radius);
                wait 0.05;
        }
}

ResetCluster(pos, radius)
{
        wait 5;
        self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
        level waittill("RESETCLUSTER");
        self thread CreateCluster(1, pos, radius);
        self delete();
}


roundUp( floatVal )
{
        if ( int( floatVal ) != floatVal )
                return int( floatVal+1 );
        else
                return int( floatVal );
}
IF you see there are bunkers only for favela how to add new maps to the _maps_objects.gsc Help me plzz
SorryForBadEnglish
#1 · 15y ago
rangg
rangg
need help too how add objectiv i have this too.
this very easy the zombie with that.
i edit the zombie alone and this hard1
how add objectiv?
#2 · 15y ago
Legend Of Hacking
Legend Of Hacking
Quote Originally Posted by rangg View Post
need help too how add objectiv i have this too.
this very easy the zombie with that.
i edit the zombie alone and this hard1
how add objectiv?
i try to add maps to bulid bunkers in it but didnt work look at it how i add its say bad snyax
Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
	level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
	level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
	precacheModel( level.elevator_model["enter"] );
	precacheModel( level.elevator_model["exit"] );
	wait 1.05;
	switch(GetDvar("mapname")) {
		case "mp_favela":
			favela_objects();
			break;

		

	}
}



favela_objects()
{

CreateWalls((-1351, 919, 184), (-1450, 919, 274));
CreateDoors((-1400, 919, 184), (-1500, 919, 184), (90,90, 0), 2, 2, 15, 75);
CreateWalls((2445, 3065, 280), (2583, 2863, 310));
CreateWalls((2445, 3065, 340), (2583, 2863, 370));
CreateWalls((2130, 2613, 280), (2081, 2712, 310));
CreateWalls((2130, 2613, 340), (2081, 2712, 370));
CreateElevator((880, 2254, 282), (1177, 2402 ,281), (0, 0, 0));
CreateDoors((-1474, 1399, 210), (-1374, 1399, 210), (90,90, 0), 2, 2, 15, 75);
CreateDoors((2081, 2712, 280), (2028, 2790, 280), (90,90, 55), 3, 2, 15, 75);
}
afghan_objects()
{
   CreateDoors((1200, 4756, 410), (1400, 4756, 410), (90, 90, 0), 6, 2, 12, 200);
	CreateRamps((2280, 1254, 142), (2548, 1168, 33));
	CreateGrids((1688, 4746, 416), (1024, 5039, 416), (0, 0, 0));
	CreateRamps((1472, 4103, 256), (1356, 4720, 410));
	CreateRamps((1552, 4103, 256), (1436, 4720, 410));
	CreateWalls((1688, 4746, 416), (1500, 4746, 550));
	CreateWalls((1024, 4746, 416), (1300, 4746, 550));
	CreateWalls((1688, 4746, 416), (1688, 5039, 550));
	CreateWalls((1024, 5039, 416), (1688, 5039, 550));
	CreateWalls((1024, 5039, 416), (1024, 4746, 550));
}

/************************************************************************************
*  Building functions, credits to Killingdyl for making this
*************************************************************************************/

CreateBlocks(pos, angle)
{
        block = spawn("script_model", pos );
        block setModel("com_plasticcase_friendly");
        block.angles = angle;
        block Solid();
        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        wait 0.01;
}

CreateDoors(open, close, angle, size, height, hp, range) 
{ 
	level.doorwait = 0.7;
        offset = (((size / 2) - 0.5) * -1); 
        center = spawn("script_model", open ); 
        for(j = 0; j < size; j++){ 
                door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5); 
                door setModel("com_plasticcase_enemy"); 
                door Solid(); 
                door CloneBrushmodelToScriptmodel( level.airDropCrateCollision ); 
                door EnableLinkTo(); 
                door LinkTo(center); 
                for(h = 1; h < height; h++){ 
                        door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h)); 
                        door setModel("com_plasticcase_enemy"); 
                        door Solid(); 
                        door CloneBrushmodelToScriptmodel( level.airDropCrateCollision ); 
                        door EnableLinkTo(); 
                        door LinkTo(center); 
                } 
                offset += 1; 
        } 
        center.angles = angle; 
        center.state = "open"; 
        center.hp = hp; 
        center.range = range; 
        center thread DoorThink(open, close); 
        center thread DoorUse(); 
        center thread ResetDoors(open, hp); 
        wait 0.01; 
} 
 
DoorThink(open, close) 
{ 
        while(1) 
        { 
                if(self.hp > 0){ 
                        self waittill ( "triggeruse" , player ); 
                        if(player.team == "axis"){ 
                                if(self.state == "open"){ 
                                        self MoveTo(close, level.doorwait); 
                                        wait level.doorwait; 
                                        self.state = "close"; 
                                        continue; 
                                } 
                                if(self.state == "close"){ 
                                        self MoveTo(open, level.doorwait); 
                                        wait level.doorwait; 
                                        self.state = "open"; 
                                        continue; 
                                } 
                        } 
                        if(player.team == "allies"){ 
                                if(self.state == "close"){ 
                                        self.hp--; 
                                        player iPrintlnBold("HIT"); 
                                        wait 1; 
                                        continue; 
                                } 
                        } 
                } else { 
                        if(self.state == "close"){ 
                            self MoveTo(open, level.doorwait); 
                        } 
                        self.state = "broken"; 
                        wait .5; 
						self delete();
                } 
        } 
} 
 
DoorUse(range) 
{ 
        self endon("disconnect"); 
        while(1) 
        { 
                foreach(player in level.players) 
                { 
                        if(Distance(self.origin, player.origin) <= self.range){ 
                                if(player.team == "axis"){ 
                                        if(self.state == "open"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door"; 
                                        } 
                                        if(self.state == "close"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door"; 
                                        } 
                                        if(self.state == "broken"){ 
                                                player.hint = "^1Door is Broken"; 
                                        } 
                                } 
                                if(player.team == "allies"){ 
                                        if(self.state == "close"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door"; 
                                        } 
                                        if(self.state == "broken"){ 
                                                player.hint = "^1Door is Broken"; 
                                        } 
                                } 
                                if(player maps\mp\gametypes\_rank::isButtonPressed("X")){ 
                                        self notify( "triggeruse" , player); 
                                } 
                        } 
                } 
                wait .045; 
        } 
}
 
CreateElevator(enter, exit, angle, notantycamp) 
{ 
		if(!isDefined(notantycamp)) notantycamp = true;
		if(notantycamp) {
			flag = spawn( "script_model", enter ); 
			flag setModel( level.elevator_model["enter"] ); 
			wait 0.01; 
			flag = spawn( "script_model", exit ); 
			flag setModel( level.elevator_model["exit"] ); 
		}
        wait 0.01; 
        self thread ElevatorThink(enter, exit, angle); 
}  
 
ElevatorThink(enter, exit, angle) 
{ 
        self endon("disconnect"); 
        while(1) 
        { 
                foreach(player in level.players) 
                { 
                        if(Distance(enter, player.origin) <= 90){ 
                                player SetOrigin(exit); 
                                player SetPlayerAngles(angle); 
                        } 
                } 
                wait .25; 
        } 
}  
 
ResetDoors(open, hp) 
{ 
        while(1) 
        { 
                level waittill("RESETDOORS"); 
                self.hp = hp; 
                self MoveTo(open, level.doorwait); 
                self.state = "open"; 
        } 
} 

CreateRamps(top, bottom)
{
        D = Distance(top, bottom);
        blocks = roundUp(D/30);
        CX = top[0] - bottom[0];
        CY = top[1] - bottom[1];
        CZ = top[2] - bottom[2];
        XA = CX/blocks;
        YA = CY/blocks;
        ZA = CZ/blocks;
        CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
        Temp = VectorToAngles(top - bottom);
        BA = (Temp[2], Temp[1] + 90, Temp[0]);
        for(b = 0; b < blocks; b++){
                block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
                block setModel("com_plasticcase_friendly");
                block.angles = BA;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.01;
        }
        block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
        block setModel("com_plasticcase_friendly");
        block.angles = (BA[0], BA[1], 0);
        block Solid();
        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        wait 0.01;
}

CreateGrids(corner1, corner2, angle)
{
        W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
        L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
        H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
        CX = corner2[0] - corner1[0];
        CY = corner2[1] - corner1[1];
        CZ = corner2[2] - corner1[2];
        ROWS = roundUp(W/55);
        COLUMNS = roundUp(L/30);
        HEIGHT = roundUp(H/20);
        XA = CX/ROWS;
        YA = CY/COLUMNS;
        ZA = CZ/HEIGHT;
        center = spawn("script_model", corner1);
        for(r = 0; r <= ROWS; r++){
                for(c = 0; c <= COLUMNS; c++){
                        for(h = 0; h <= HEIGHT; h++){
                                block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
                                block setModel("com_plasticcase_friendly");
                                block.angles = (0, 0, 0);
                                block Solid();
                                block LinkTo(center);
                                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                                wait 0.01;
                        }
                }
        }
        center.angles = angle;
}

CreateWalls(start, end)
{
        D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
        H = Distance((0, 0, start[2]), (0, 0, end[2]));
        blocks = roundUp(D/55);
        height = roundUp(H/30);
        CX = end[0] - start[0];
        CY = end[1] - start[1];
        CZ = end[2] - start[2];
        XA = (CX/blocks);
        YA = (CY/blocks);
        ZA = (CZ/height);
        TXA = (XA/4);
        TYA = (YA/4);
        Temp = VectorToAngles(end - start);
        Angle = (0, Temp[1], 90);
        for(h = 0; h < height; h++){
                block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
                block setModel("com_plasticcase_friendly");
                block.angles = Angle;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.001;
                for(i = 1; i < blocks; i++){
                        block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
                        block setModel("com_plasticcase_friendly");
                        block.angles = Angle;
                        block Solid();
                        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                        wait 0.001;
                }
                block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
                block setModel("com_plasticcase_friendly");
                block.angles = Angle;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.001;
        }
}

CreateCluster(amount, pos, radius)
{
        for(i = 0; i < amount; i++)
        {
                half = radius / 2;
                power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
                block = spawn("script_model", pos + (0, 0, 1000) );
                block setModel("com_plasticcase_friendly");
                block.angles = (90, 0, 0);
                block PhysicsLaunchServer((0, 0, 0), power);
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                block thread ResetCluster(pos, radius);
                wait 0.05;
        }
}

ResetCluster(pos, radius)
{
        wait 5;
        self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
        level waittill("RESETCLUSTER");
        self thread CreateCluster(1, pos, radius);
        self delete();
}


roundUp( floatVal )
{
        if ( int( floatVal ) != floatVal )
                return int( floatVal+1 );
        else
                return int( floatVal );
}
#3 · 15y ago
Arasonic
Arasonic
Quote Originally Posted by Legend Of Hacking View Post
i try to add maps to bulid bunkers in it but didnt work look at it how i add its say bad snyax
Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
	level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
	level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
	precacheModel( level.elevator_model["enter"] );
	precacheModel( level.elevator_model["exit"] );
	wait 1.05;
	switch(GetDvar("mapname")) {
		case "mp_favela":
			favela_objects();
			break;
               case "mp_afghan
                           afghan_objects();
                           break;

		

	}
}



favela_objects()
{

CreateWalls((-1351, 919, 184), (-1450, 919, 274));
CreateDoors((-1400, 919, 184), (-1500, 919, 184), (90,90, 0), 2, 2, 15, 75);
CreateWalls((2445, 3065, 280), (2583, 2863, 310));
CreateWalls((2445, 3065, 340), (2583, 2863, 370));
CreateWalls((2130, 2613, 280), (2081, 2712, 310));
CreateWalls((2130, 2613, 340), (2081, 2712, 370));
CreateElevator((880, 2254, 282), (1177, 2402 ,281), (0, 0, 0));
CreateDoors((-1474, 1399, 210), (-1374, 1399, 210), (90,90, 0), 2, 2, 15, 75);
CreateDoors((2081, 2712, 280), (2028, 2790, 280), (90,90, 55), 3, 2, 15, 75);
}
afghan_objects()
{
   CreateDoors((1200, 4756, 410), (1400, 4756, 410), (90, 90, 0), 6, 2, 12, 200);
	CreateRamps((2280, 1254, 142), (2548, 1168, 33));
	CreateGrids((1688, 4746, 416), (1024, 5039, 416), (0, 0, 0));
	CreateRamps((1472, 4103, 256), (1356, 4720, 410));
	CreateRamps((1552, 4103, 256), (1436, 4720, 410));
	CreateWalls((1688, 4746, 416), (1500, 4746, 550));
	CreateWalls((1024, 4746, 416), (1300, 4746, 550));
	CreateWalls((1688, 4746, 416), (1688, 5039, 550));
	CreateWalls((1024, 5039, 416), (1688, 5039, 550));
	CreateWalls((1024, 5039, 416), (1024, 4746, 550));
}

/************************************************************************************
*  Building functions, credits to Killingdyl for making this
*************************************************************************************/

CreateBlocks(pos, angle)
{
        block = spawn("script_model", pos );
        block setModel("com_plasticcase_friendly");
        block.angles = angle;
        block Solid();
        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        wait 0.01;
}

CreateDoors(open, close, angle, size, height, hp, range) 
{ 
	level.doorwait = 0.7;
        offset = (((size / 2) - 0.5) * -1); 
        center = spawn("script_model", open ); 
        for(j = 0; j < size; j++){ 
                door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5); 
                door setModel("com_plasticcase_enemy"); 
                door Solid(); 
                door CloneBrushmodelToScriptmodel( level.airDropCrateCollision ); 
                door EnableLinkTo(); 
                door LinkTo(center); 
                for(h = 1; h < height; h++){ 
                        door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h)); 
                        door setModel("com_plasticcase_enemy"); 
                        door Solid(); 
                        door CloneBrushmodelToScriptmodel( level.airDropCrateCollision ); 
                        door EnableLinkTo(); 
                        door LinkTo(center); 
                } 
                offset += 1; 
        } 
        center.angles = angle; 
        center.state = "open"; 
        center.hp = hp; 
        center.range = range; 
        center thread DoorThink(open, close); 
        center thread DoorUse(); 
        center thread ResetDoors(open, hp); 
        wait 0.01; 
} 
 
DoorThink(open, close) 
{ 
        while(1) 
        { 
                if(self.hp > 0){ 
                        self waittill ( "triggeruse" , player ); 
                        if(player.team == "axis"){ 
                                if(self.state == "open"){ 
                                        self MoveTo(close, level.doorwait); 
                                        wait level.doorwait; 
                                        self.state = "close"; 
                                        continue; 
                                } 
                                if(self.state == "close"){ 
                                        self MoveTo(open, level.doorwait); 
                                        wait level.doorwait; 
                                        self.state = "open"; 
                                        continue; 
                                } 
                        } 
                        if(player.team == "allies"){ 
                                if(self.state == "close"){ 
                                        self.hp--; 
                                        player iPrintlnBold("HIT"); 
                                        wait 1; 
                                        continue; 
                                } 
                        } 
                } else { 
                        if(self.state == "close"){ 
                            self MoveTo(open, level.doorwait); 
                        } 
                        self.state = "broken"; 
                        wait .5; 
						self delete();
                } 
        } 
} 
 
DoorUse(range) 
{ 
        self endon("disconnect"); 
        while(1) 
        { 
                foreach(player in level.players) 
                { 
                        if(Distance(self.origin, player.origin) <= self.range){ 
                                if(player.team == "axis"){ 
                                        if(self.state == "open"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door"; 
                                        } 
                                        if(self.state == "close"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door"; 
                                        } 
                                        if(self.state == "broken"){ 
                                                player.hint = "^1Door is Broken"; 
                                        } 
                                } 
                                if(player.team == "allies"){ 
                                        if(self.state == "close"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door"; 
                                        } 
                                        if(self.state == "broken"){ 
                                                player.hint = "^1Door is Broken"; 
                                        } 
                                } 
                                if(player maps\mp\gametypes\_rank::isButtonPressed("X")){ 
                                        self notify( "triggeruse" , player); 
                                } 
                        } 
                } 
                wait .045; 
        } 
}
 
CreateElevator(enter, exit, angle, notantycamp) 
{ 
		if(!isDefined(notantycamp)) notantycamp = true;
		if(notantycamp) {
			flag = spawn( "script_model", enter ); 
			flag setModel( level.elevator_model["enter"] ); 
			wait 0.01; 
			flag = spawn( "script_model", exit ); 
			flag setModel( level.elevator_model["exit"] ); 
		}
        wait 0.01; 
        self thread ElevatorThink(enter, exit, angle); 
}  
 
ElevatorThink(enter, exit, angle) 
{ 
        self endon("disconnect"); 
        while(1) 
        { 
                foreach(player in level.players) 
                { 
                        if(Distance(enter, player.origin) <= 90){ 
                                player SetOrigin(exit); 
                                player SetPlayerAngles(angle); 
                        } 
                } 
                wait .25; 
        } 
}  
 
ResetDoors(open, hp) 
{ 
        while(1) 
        { 
                level waittill("RESETDOORS"); 
                self.hp = hp; 
                self MoveTo(open, level.doorwait); 
                self.state = "open"; 
        } 
} 

CreateRamps(top, bottom)
{
        D = Distance(top, bottom);
        blocks = roundUp(D/30);
        CX = top[0] - bottom[0];
        CY = top[1] - bottom[1];
        CZ = top[2] - bottom[2];
        XA = CX/blocks;
        YA = CY/blocks;
        ZA = CZ/blocks;
        CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
        Temp = VectorToAngles(top - bottom);
        BA = (Temp[2], Temp[1] + 90, Temp[0]);
        for(b = 0; b < blocks; b++){
                block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
                block setModel("com_plasticcase_friendly");
                block.angles = BA;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.01;
        }
        block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
        block setModel("com_plasticcase_friendly");
        block.angles = (BA[0], BA[1], 0);
        block Solid();
        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        wait 0.01;
}

CreateGrids(corner1, corner2, angle)
{
        W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
        L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
        H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
        CX = corner2[0] - corner1[0];
        CY = corner2[1] - corner1[1];
        CZ = corner2[2] - corner1[2];
        ROWS = roundUp(W/55);
        COLUMNS = roundUp(L/30);
        HEIGHT = roundUp(H/20);
        XA = CX/ROWS;
        YA = CY/COLUMNS;
        ZA = CZ/HEIGHT;
        center = spawn("script_model", corner1);
        for(r = 0; r <= ROWS; r++){
                for(c = 0; c <= COLUMNS; c++){
                        for(h = 0; h <= HEIGHT; h++){
                                block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
                                block setModel("com_plasticcase_friendly");
                                block.angles = (0, 0, 0);
                                block Solid();
                                block LinkTo(center);
                                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                                wait 0.01;
                        }
                }
        }
        center.angles = angle;
}

CreateWalls(start, end)
{
        D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
        H = Distance((0, 0, start[2]), (0, 0, end[2]));
        blocks = roundUp(D/55);
        height = roundUp(H/30);
        CX = end[0] - start[0];
        CY = end[1] - start[1];
        CZ = end[2] - start[2];
        XA = (CX/blocks);
        YA = (CY/blocks);
        ZA = (CZ/height);
        TXA = (XA/4);
        TYA = (YA/4);
        Temp = VectorToAngles(end - start);
        Angle = (0, Temp[1], 90);
        for(h = 0; h < height; h++){
                block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
                block setModel("com_plasticcase_friendly");
                block.angles = Angle;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.001;
                for(i = 1; i < blocks; i++){
                        block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
                        block setModel("com_plasticcase_friendly");
                        block.angles = Angle;
                        block Solid();
                        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                        wait 0.001;
                }
                block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
                block setModel("com_plasticcase_friendly");
                block.angles = Angle;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.001;
        }
}

CreateCluster(amount, pos, radius)
{
        for(i = 0; i < amount; i++)
        {
                half = radius / 2;
                power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
                block = spawn("script_model", pos + (0, 0, 1000) );
                block setModel("com_plasticcase_friendly");
                block.angles = (90, 0, 0);
                block PhysicsLaunchServer((0, 0, 0), power);
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                block thread ResetCluster(pos, radius);
                wait 0.05;
        }
}

ResetCluster(pos, radius)
{
        wait 5;
        self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
        level waittill("RESETCLUSTER");
        self thread CreateCluster(1, pos, radius);
        self delete();
}


roundUp( floatVal )
{
        if ( int( floatVal ) != floatVal )
                return int( floatVal+1 );
        else
                return int( floatVal );
}
try that filla
in a hurry so make it exactly under favela, can't do myself right now
#4 · 15y ago
Legend Of Hacking
Legend Of Hacking
Quote Originally Posted by Arasonic View Post
try that filla
in a hurry so make it exactly under favela, can't do myself right now
i try it its tell me error
#5 · edited 15y ago · 15y ago
mathieutje12
mathieutje12
Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
	level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
	level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
	precacheModel( level.elevator_model["enter"] );
	precacheModel( level.elevator_model["exit"] );
	wait 1.05;
	switch(GetDvar("mapname")) {
		
		case "mp_nightshift":
			nightshift_objects();
			break;

		case "mp_MAPNAME":
			MAPNAME_objects();
			break;

		case "mp_MAPNAME":
			MAPNAME_objects();
			break;

		case "mp_MAPNAME":
			MAPNAME_objects();
			break;
	}


}
MAPNAME_objects()
{

}
nightshift_objects()
{  
 
}


CreateBlocks(pos, angle)
{
        block = spawn("script_model", pos );
        block setModel("com_plasticcase_friendly");
        block.angles = angle;
        block Solid();
        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        wait 0.01;
}

CreateDoors(open, close, angle, size, height, hp, range) 
{ 
	level.doorwait = 0.7;
        offset = (((size / 2) - 0.5) * -1); 
        center = spawn("script_model", open ); 
        for(j = 0; j < size; j++){ 
                door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5); 
                door setModel("com_plasticcase_enemy"); 
                door Solid(); 
                door CloneBrushmodelToScriptmodel( level.airDropCrateCollision ); 
                door EnableLinkTo(); 
                door LinkTo(center); 
                for(h = 1; h < height; h++){ 
                        door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h)); 
                        door setModel("com_plasticcase_enemy"); 
                        door Solid(); 
                        door CloneBrushmodelToScriptmodel( level.airDropCrateCollision ); 
                        door EnableLinkTo(); 
                        door LinkTo(center); 
                } 
                offset += 1; 
        } 
        center.angles = angle; 
        center.state = "open"; 
        center.hp = hp; 
        center.range = range; 
        center thread DoorThink(open, close); 
        center thread DoorUse(); 
        center thread ResetDoors(open, hp); 
        wait 0.01; 
} 
 
DoorThink(open, close) 
{ 
        while(1) 
        { 
                if(self.hp > 0){ 
                        self waittill ( "triggeruse" , player ); 
                        if(player.team == "axis"){ 
                                if(self.state == "open"){ 
                                        self MoveTo(close, level.doorwait); 
                                        wait level.doorwait; 
                                        self.state = "close"; 
                                        continue; 
                                } 
                                if(self.state == "close"){ 
                                        self MoveTo(open, level.doorwait); 
                                        wait level.doorwait; 
                                        self.state = "open"; 
                                        continue; 
                                } 
                        } 
                        if(player.team == "allies"){ 
                                if(self.state == "close"){ 
                                        self.hp--; 
                                        player iPrintlnBold("HIT"); 
                                        wait 1; 
                                        continue; 
                                } 
                        } 
                } else { 
                        if(self.state == "close"){ 
                            self MoveTo(open, level.doorwait); 
                        } 
                        self.state = "broken"; 
                        wait .5; 
						self delete();
                } 
        } 
} 
 
DoorUse(range) 
{ 
        self endon("disconnect"); 
        while(1) 
        { 
                foreach(player in level.players) 
                { 
                        if(Distance(self.origin, player.origin) <= self.range){ 
                                if(player.team == "axis"){ 
                                        if(self.state == "open"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door"; 
                                        } 
                                        if(self.state == "close"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door"; 
                                        } 
                                        if(self.state == "broken"){ 
                                                player.hint = "^1Door is Broken"; 
                                        } 
                                } 
                                if(player.team == "allies"){ 
                                        if(self.state == "close"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door"; 
                                        } 
                                        if(self.state == "broken"){ 
                                                player.hint = "^1Door is Broken"; 
                                        } 
                                } 
                                if(player maps\mp\gametypes\_rank::isButtonPressed("X")){ 
                                        self notify( "triggeruse" , player); 
                                } 
                        } 
                } 
                wait .045; 
        } 
}
 
CreateElevator(enter, exit, angle, notantycamp) 
{ 
		if(!isDefined(notantycamp)) notantycamp = true;
		if(notantycamp) {
			flag = spawn( "script_model", enter ); 
			flag setModel( level.elevator_model["enter"] ); 
			wait 0.01; 
			flag = spawn( "script_model", exit ); 
			flag setModel( level.elevator_model["exit"] ); 
		}
        wait 0.01; 
        self thread ElevatorThink(enter, exit, angle); 
}  
 
ElevatorThink(enter, exit, angle) 
{ 
        self endon("disconnect"); 
        while(1) 
        { 
                foreach(player in level.players) 
                { 
                        if(Distance(enter, player.origin) <= 90){ 
                                player SetOrigin(exit); 
                                player SetPlayerAngles(angle); 
                        } 
                } 
                wait .25; 
        } 
}  
 
ResetDoors(open, hp) 
{ 
        while(1) 
        { 
                level waittill("RESETDOORS"); 
                self.hp = hp; 
                self MoveTo(open, level.doorwait); 
                self.state = "open"; 
        } 
} 

CreateRamps(top, bottom)
{
        D = Distance(top, bottom);
        blocks = roundUp(D/30);
        CX = top[0] - bottom[0];
        CY = top[1] - bottom[1];
        CZ = top[2] - bottom[2];
        XA = CX/blocks;
        YA = CY/blocks;
        ZA = CZ/blocks;
        CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
        Temp = VectorToAngles(top - bottom);
        BA = (Temp[2], Temp[1] + 90, Temp[0]);
        for(b = 0; b < blocks; b++){
                block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
                block setModel("com_plasticcase_friendly");
                block.angles = BA;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.01;
        }
        block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
        block setModel("com_plasticcase_friendly");
        block.angles = (BA[0], BA[1], 0);
        block Solid();
        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        wait 0.01;
}

CreateGrids(corner1, corner2, angle)
{
        W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
        L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
        H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
        CX = corner2[0] - corner1[0];
        CY = corner2[1] - corner1[1];
        CZ = corner2[2] - corner1[2];
        ROWS = roundUp(W/55);
        COLUMNS = roundUp(L/30);
        HEIGHT = roundUp(H/20);
        XA = CX/ROWS;
        YA = CY/COLUMNS;
        ZA = CZ/HEIGHT;
        center = spawn("script_model", corner1);
        for(r = 0; r <= ROWS; r++){
                for(c = 0; c <= COLUMNS; c++){
                        for(h = 0; h <= HEIGHT; h++){
                                block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
                                block setModel("com_plasticcase_friendly");
                                block.angles = (0, 0, 0);
                                block Solid();
                                block LinkTo(center);
                                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                                wait 0.01;
                        }
                }
        }
        center.angles = angle;
}

CreateWalls(start, end)
{
        D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
        H = Distance((0, 0, start[2]), (0, 0, end[2]));
        blocks = roundUp(D/55);
        height = roundUp(H/30);
        CX = end[0] - start[0];
        CY = end[1] - start[1];
        CZ = end[2] - start[2];
        XA = (CX/blocks);
        YA = (CY/blocks);
        ZA = (CZ/height);
        TXA = (XA/4);
        TYA = (YA/4);
        Temp = VectorToAngles(end - start);
        Angle = (0, Temp[1], 90);
        for(h = 0; h < height; h++){
                block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
                block setModel("com_plasticcase_friendly");
                block.angles = Angle;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.001;
                for(i = 1; i < blocks; i++){
                        block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
                        block setModel("com_plasticcase_friendly");
                        block.angles = Angle;
                        block Solid();
                        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                        wait 0.001;
                }
                block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
                block setModel("com_plasticcase_friendly");
                block.angles = Angle;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.001;
        }
}

CreateCluster(amount, pos, radius)
{
        for(i = 0; i < amount; i++)
        {
                half = radius / 2;
                power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
                block = spawn("script_model", pos + (0, 0, 1000) );
                block setModel("com_plasticcase_friendly");
                block.angles = (90, 0, 0);
                block PhysicsLaunchServer((0, 0, 0), power);
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                block thread ResetCluster(pos, radius);
                wait 0.05;
        }
}

ResetCluster(pos, radius)
{
        wait 5;
        self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
        level waittill("RESETCLUSTER");
        self thread CreateCluster(1, pos, radius);
        self delete();
}


roundUp( floatVal )
{
        if ( int( floatVal ) != floatVal )
                return int( floatVal+1 );
        else
                return int( floatVal );
}
Hard He?
#6 · 15y ago
Legend Of Hacking
Legend Of Hacking
Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
	level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
	level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
	precacheModel( level.elevator_model["enter"] );
	precacheModel( level.elevator_model["exit"] );
	wait 1.05;
	switch(GetDvar("mapname")) {
		
		case "mp_nightshift":
			nightshift_objects();
			break;

		case "mp_favela":
			favela_objects();
			break;

		case "mp_quarry":
			quarry_objects();
			break;

		case "mp_afghan":
			afghan_objects();
			break;
	}


}
favela_objects()
{
            CreateElevator((-321, 2633, 335), (5047, -2867, 216), (0, 0, 0));
	CreateElevator((-192, -743, 308), (5047, -2867, 216), (0, 0, 0));	
	CreateElevator((-227, 1325, 152), (5047, -2867, 216), (0, 0, 0));	
	CreateElevator((34, 277, 312), (5047, -2867, 216), (0, 0, 0));	
	CreateElevator((1022, 413, 198), (5047, -2867, 216), (0, 0, 0));	
	CreateElevator((1608, 1010, 312), (5047, -2867, 216), (0, 0, 0));		
	CreateElevator((763, -1983, 152), (404, 1677, 595), (0, 0, 0));
	CreateGrids((2809, -2212, 239), (2809, -2675, 230), (0, 0, 0));
	CreateWalls((2809, -2212, 143), (2236, -2212, 240));
	CreateWalls((2809, -2212, 143), (2809, -2400, 180));
	CreateWalls((2809, -2212, 220), (2809, -2675, 240));
	Createwalls((2236, -2212, 143), (2236, -2675, 180));
	CreateWalls((2236, -2675, 143), (2236, -2212, 240));
        CreateWalls((2809, -2675, 143), (2809, -2550, 180));
	CreateWalls((2809, -2675, 143), (2236, -2675, 240));
	CreateRamps((2650, -2600, 143), (2236, -2600, 220));
	CreateDoors((2780, -2300, 143), (2809, -2485, 143), (90, 0, 0), 7, 2, 15, 50);
}
nightshift_objects()
{  
             CreateElevator((-725, -410, 136), (-910, -620, 570), (0, 0, 0));
	CreateRamps((-705, -830, 688), (-495, -830, 608));
	CreateRamps((-580, -445, 608), (-580, -375, 568));
	CreateRamps((1690, 325, 213), (1890, 325, 108));
	CreateGrids((-1540, -1687, 600), (-275, -1687, 660), (0, 0, 0));
	CreateGrids((-1060, -1535, 584), (-470, -1650, 584), (0, 0, 0));
	CreateGrids((-700, -120, 580), (-700, -120, 640), (0, 90, 0));
	CreateGrids((-705, -490, 580), (-705, -770, 580), (-45, 0, 0));
} 


CreateBlocks(pos, angle)
{
        block = spawn("script_model", pos );
        block setModel("com_plasticcase_friendly");
        block.angles = angle;
        block Solid();
        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        wait 0.01;
}
quarry_objects();
{
     CreateBlocks((-5817, -319, -88), (0, 0, 0));
	CreateBlocks((-5817, -289, -108), (0, 0, 0));
	CreateRamps((-3742, -1849, 304), (-3605, -1849, 224));
	CreateRamps((-3428, -1650, 224), (-3188, -1650, 160));
	CreateRamps((-3412, -1800, 416), (-3735, -1800, 304));
	CreateGrids((-3520, -1880, 320), (-3215, -2100, 320), (0, 0, 0));
	CreateGrids((-3100, -1725, 400), (-2740, -1840, 400), (3, 0, 0));
}
afghan_objects()
{
     CreateDoors((1200, 4756, 410), (1400, 4756, 410), (90, 90, 0), 6, 2, 12, 200);
	CreateRamps((2280, 1254, 142), (2548, 1168, 33));
	CreateGrids((1688, 4746, 416), (1024, 5039, 416), (0, 0, 0));
	CreateRamps((1472, 4103, 256), (1356, 4720, 410));
	CreateRamps((1552, 4103, 256), (1436, 4720, 410));
	CreateWalls((1688, 4746, 416), (1500, 4746, 550));
	CreateWalls((1024, 4746, 416), (1300, 4746, 550));
	CreateWalls((1688, 4746, 416), (1688, 5039, 550));
	CreateWalls((1024, 5039, 416), (1688, 5039, 550));
	CreateWalls((1024, 5039, 416), (1024, 4746, 550));
}

CreateDoors(open, close, angle, size, height, hp, range) 
{ 
	level.doorwait = 0.7;
        offset = (((size / 2) - 0.5) * -1); 
        center = spawn("script_model", open ); 
        for(j = 0; j < size; j++){ 
                door = spawn("script_model", open + (((0, 30, 0) * offset))*1.5); 
                door setModel("com_plasticcase_enemy"); 
                door Solid(); 
                door CloneBrushmodelToScriptmodel( level.airDropCrateCollision ); 
                door EnableLinkTo(); 
                door LinkTo(center); 
                for(h = 1; h < height; h++){ 
                        door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h)); 
                        door setModel("com_plasticcase_enemy"); 
                        door Solid(); 
                        door CloneBrushmodelToScriptmodel( level.airDropCrateCollision ); 
                        door EnableLinkTo(); 
                        door LinkTo(center); 
                } 
                offset += 1; 
        } 
        center.angles = angle; 
        center.state = "open"; 
        center.hp = hp; 
        center.range = range; 
        center thread DoorThink(open, close); 
        center thread DoorUse(); 
        center thread ResetDoors(open, hp); 
        wait 0.01; 
} 
 
DoorThink(open, close) 
{ 
        while(1) 
        { 
                if(self.hp > 0){ 
                        self waittill ( "triggeruse" , player ); 
                        if(player.team == "axis"){ 
                                if(self.state == "open"){ 
                                        self MoveTo(close, level.doorwait); 
                                        wait level.doorwait; 
                                        self.state = "close"; 
                                        continue; 
                                } 
                                if(self.state == "close"){ 
                                        self MoveTo(open, level.doorwait); 
                                        wait level.doorwait; 
                                        self.state = "open"; 
                                        continue; 
                                } 
                        } 
                        if(player.team == "allies"){ 
                                if(self.state == "close"){ 
                                        self.hp--; 
                                        player iPrintlnBold("HIT"); 
                                        wait 1; 
                                        continue; 
                                } 
                        } 
                } else { 
                        if(self.state == "close"){ 
                            self MoveTo(open, level.doorwait); 
                        } 
                        self.state = "broken"; 
                        wait .5; 
						self delete();
                } 
        } 
} 
 
DoorUse(range) 
{ 
        self endon("disconnect"); 
        while(1) 
        { 
                foreach(player in level.players) 
                { 
                        if(Distance(self.origin, player.origin) <= self.range){ 
                                if(player.team == "axis"){ 
                                        if(self.state == "open"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door"; 
                                        } 
                                        if(self.state == "close"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door"; 
                                        } 
                                        if(self.state == "broken"){ 
                                                player.hint = "^1Door is Broken"; 
                                        } 
                                } 
                                if(player.team == "allies"){ 
                                        if(self.state == "close"){ 
                                                player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door"; 
                                        } 
                                        if(self.state == "broken"){ 
                                                player.hint = "^1Door is Broken"; 
                                        } 
                                } 
                                if(player maps\mp\gametypes\_rank::isButtonPressed("X")){ 
                                        self notify( "triggeruse" , player); 
                                } 
                        } 
                } 
                wait .045; 
        } 
}
 
CreateElevator(enter, exit, angle, notantycamp) 
{ 
		if(!isDefined(notantycamp)) notantycamp = true;
		if(notantycamp) {
			flag = spawn( "script_model", enter ); 
			flag setModel( level.elevator_model["enter"] ); 
			wait 0.01; 
			flag = spawn( "script_model", exit ); 
			flag setModel( level.elevator_model["exit"] ); 
		}
        wait 0.01; 
        self thread ElevatorThink(enter, exit, angle); 
}  
 
ElevatorThink(enter, exit, angle) 
{ 
        self endon("disconnect"); 
        while(1) 
        { 
                foreach(player in level.players) 
                { 
                        if(Distance(enter, player.origin) <= 90){ 
                                player SetOrigin(exit); 
                                player SetPlayerAngles(angle); 
                        } 
                } 
                wait .25; 
        } 
}  
 
ResetDoors(open, hp) 
{ 
        while(1) 
        { 
                level waittill("RESETDOORS"); 
                self.hp = hp; 
                self MoveTo(open, level.doorwait); 
                self.state = "open"; 
        } 
} 

CreateRamps(top, bottom)
{
        D = Distance(top, bottom);
        blocks = roundUp(D/30);
        CX = top[0] - bottom[0];
        CY = top[1] - bottom[1];
        CZ = top[2] - bottom[2];
        XA = CX/blocks;
        YA = CY/blocks;
        ZA = CZ/blocks;
        CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
        Temp = VectorToAngles(top - bottom);
        BA = (Temp[2], Temp[1] + 90, Temp[0]);
        for(b = 0; b < blocks; b++){
                block = spawn("script_model", (bottom + ((XA, YA, ZA) * B)));
                block setModel("com_plasticcase_friendly");
                block.angles = BA;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.01;
        }
        block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
        block setModel("com_plasticcase_friendly");
        block.angles = (BA[0], BA[1], 0);
        block Solid();
        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        wait 0.01;
}

CreateGrids(corner1, corner2, angle)
{
        W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
        L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
        H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
        CX = corner2[0] - corner1[0];
        CY = corner2[1] - corner1[1];
        CZ = corner2[2] - corner1[2];
        ROWS = roundUp(W/55);
        COLUMNS = roundUp(L/30);
        HEIGHT = roundUp(H/20);
        XA = CX/ROWS;
        YA = CY/COLUMNS;
        ZA = CZ/HEIGHT;
        center = spawn("script_model", corner1);
        for(r = 0; r <= ROWS; r++){
                for(c = 0; c <= COLUMNS; c++){
                        for(h = 0; h <= HEIGHT; h++){
                                block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
                                block setModel("com_plasticcase_friendly");
                                block.angles = (0, 0, 0);
                                block Solid();
                                block LinkTo(center);
                                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                                wait 0.01;
                        }
                }
        }
        center.angles = angle;
}

CreateWalls(start, end)
{
        D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
        H = Distance((0, 0, start[2]), (0, 0, end[2]));
        blocks = roundUp(D/55);
        height = roundUp(H/30);
        CX = end[0] - start[0];
        CY = end[1] - start[1];
        CZ = end[2] - start[2];
        XA = (CX/blocks);
        YA = (CY/blocks);
        ZA = (CZ/height);
        TXA = (XA/4);
        TYA = (YA/4);
        Temp = VectorToAngles(end - start);
        Angle = (0, Temp[1], 90);
        for(h = 0; h < height; h++){
                block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
                block setModel("com_plasticcase_friendly");
                block.angles = Angle;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.001;
                for(i = 1; i < blocks; i++){
                        block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
                        block setModel("com_plasticcase_friendly");
                        block.angles = Angle;
                        block Solid();
                        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                        wait 0.001;
                }
                block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
                block setModel("com_plasticcase_friendly");
                block.angles = Angle;
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                wait 0.001;
        }
}

CreateCluster(amount, pos, radius)
{
        for(i = 0; i < amount; i++)
        {
                half = radius / 2;
                power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
                block = spawn("script_model", pos + (0, 0, 1000) );
                block setModel("com_plasticcase_friendly");
                block.angles = (90, 0, 0);
                block PhysicsLaunchServer((0, 0, 0), power);
                block Solid();
                block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                block thread ResetCluster(pos, radius);
                wait 0.05;
        }
}

ResetCluster(pos, radius)
{
        wait 5;
        self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
        level waittill("RESETCLUSTER");
        self thread CreateCluster(1, pos, radius);
        self delete();
}


roundUp( floatVal )
{
        if ( int( floatVal ) != floatVal )
                return int( floatVal+1 );
        else
                return int( floatVal );
}
Bad syntax..
#7 · 15y ago
mathieutje12
mathieutje12
This code is wrong:
quarry_objects();{
CreateBlocks((-5817, -319, -88), (0, 0, 0));
CreateBlocks((-5817, -289, -108), (0, 0, 0));
CreateRamps((-3742, -1849, 304), (-3605, -1849, 224));
CreateRamps((-3428, -1650, 224), (-3188, -1650, 160));
CreateRamps((-3412, -1800, 416), (-3735, -1800, 304));
CreateGrids((-3520, -1880, 320), (-3215, -2100, 320), (0, 0, 0));
CreateGrids((-3100, -1725, 400), (-2740, -1840, 400), (3, 0, 0));
}

Don't put a ; there
#8 · edited 15y ago · 15y ago
Posts 1–8 of 8 · Page 1 of 1

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