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  1. #1
    rangg's Avatar
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    super omega bunker in estate

    k i'm sorry just now i post this bunker this first.
    few week ago i and erikkire1 bulid a huge amazing bunker in estate but i was problem with internet so i was cant upload a video and finish the post.
    so here i post it now and i hope u like this bunker.

    this video for u see him first:




    and sure here the coords for bunker:
    Code:
    Estate()
    {
    CreateWalls((2596,1607,194), (2289,1619,293));
    CreateWalls((2592,1576,194), (2578,1282,293));
    CreateWalls((2286,1586,194), (2270,1291,293));
    CreateDoors((2436,1285,194), (2645,1284,194), (90,0,90),12,2,15,125);
    CreateRamps((2401,1276,191), (2386,1051,85));
    CreateRamps((2449,1289,191), (2456,1071,85));
     CreateGrids((2277,1282,284),(2586,1518,284));
    CreateRamps((2289,1573,284), (2487,1564,194));
    CreateRamps((2100,1417,413), (2255,1414,284));
    Sentry = spawnTurret( "misc_turret", (2415,1305,298), "sentry_minigun_mp" );
    Sentry setModel( "sentry_minigun" );
    Sentry.angles = (0,-94,0);
    Sentry = spawnTurret( "misc_turret", (2546,1358,298), "pavelow_minigun_mp" );
    Sentry setModel( "sentry_minigun" );
    Sentry.angles = (0,-100,0);
    Sentry = spawnTurret( "misc_turret", (2301,1345,298), "pavelow_minigun_mp" );
    Sentry setModel( "sentry_minigun" );
    Sentry.angles = (0,-77,0);
    CreateGrids((2093,1439,400),(1999,1234,400));
    CreateRamps((2763,1424,413), (2616,1424,284));
     CreateWalls((2111,1225,414),(2113,1373,430));
    CreateWalls((2111,1225,414),(1973,1224,430));
    CreateWalls((1973,1224,414),(1975,1449,430));
    CreateWalls((2104,1468,414),(1975,1449,430));
    mgTurret = spawnTurret( "misc_turret", (2033,1227,440), "pavelow_minigun_mp" );
    mgTurret setModel( "weapon_minigun" );
    mgTurret.angles = (0,-71,0);
    CreateGrids((2758,1452,400),(2859,1283,400));
    mgTurret = spawnTurret( "misc_turret", (2783,1274,440), "pavelow_minigun_mp" );
    mgTurret setModel( "weapon_minigun" );
    mgTurret.angles = (0,-116,0);
    CreateWalls((2885,1269,414),(2731,1272,430));
    CreateWalls((2885,1269,414),(2888,1463,430));
    CreateWalls((2888,1463,414),(2754,1471,430));
    CreateWalls((2725,1267,414),(2736,1383,430));
    CreateWalls((2516,364,59), (2496,1278,158));
    CreateWalls((2300,385,98), (2340,1283,165));
    CreateWalls((2526,332,59), (2295,352,165));
    CreateRamps((2827,1481,440),(2822,1580,540));
    CreateRamps((2011,1476,440),(2019,1578,540));
    CreateElevator((1603,-192,59), (2393,401,87));
     CreateGrids((2848,1596,541),(2007,1677,541));
    CreateGrids((2848,1596,541),(2007,1677,541));
    CreateWalls((2083,1581,555), (2741,1579,565));
    Sentry = spawnTurret( "misc_turret", (2436,1612,555), "pavelow_minigun_mp" );
    Sentry setModel( "sentry_minigun" );
    Sentry.angles = (0,-91,0);
    mgTurret = spawnTurret( "misc_turret", (2198,1586,581), "pavelow_minigun_mp" );
    mgTurret setModel( "weapon_minigun" );
    mgTurret.angles = (0,-81,0);
    mgTurret = spawnTurret( "misc_turret", (2683,1579,581), "pavelow_minigun_mp" );
    mgTurret setModel( "weapon_minigun" );
    mgTurret.angles = (0,-99,0);
    CreateWalls((2878,1691,555),(1980,1690,570));
    CreateWalls((2878,1691,555),(2871,1585,570));
    CreateWalls((1980,1690,555),(1965,1589,570));
    	}

    now the credits:
    rangg : bulid the bunker+ any idears + post video

    erikkire : make the bunker with me + any idears

    cpt.mason : he dont know edit but if he doesn't was there for idears the bunker not was look so good!
    he give alot of crazy idears and special thanks to him !
    Last edited by rangg; 01-27-2011 at 07:51 AM. Reason: add coords i forgot
    If i help u so thanks me!

    /yea

  2. The Following 2 Users Say Thank You to rangg For This Useful Post:

    Tuhoaja (01-28-2011),xbeatsszzx (01-28-2011)

  3. #2
    Chrome_Playa's Avatar
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    Quote Originally Posted by rangg View Post
    k i'm sorry just now i post this bunker this first.
    few week ago i and erikkire1 bulid a huge amazing bunker in estate but i was problem with internet so i was cant upload a video and finish the post.
    so here i post it now and i hope u like this bunker.

    this video for u see him first:

    YouTube - new bunker in estate


    and sure here the coords for bunker:
    Code:
    Estate()
    {
    CreateWalls((2596,1607,194), (2289,1619,293));
    CreateWalls((2592,1576,194), (2578,1282,293));
    CreateWalls((2286,1586,194), (2270,1291,293));
    CreateDoors((2436,1285,194), (2645,1284,194), (90,0,90),12,2,15,125);
    CreateRamps((2401,1276,191), (2386,1051,85));
    CreateRamps((2449,1289,191), (2456,1071,85));
     CreateGrids((2277,1282,284),(2586,1518,284));
    CreateRamps((2289,1573,284), (2487,1564,194));
    CreateRamps((2100,1417,413), (2255,1414,284));
    Sentry = spawnTurret( "misc_turret", (2415,1305,298), "sentry_minigun_mp" );
    Sentry setModel( "sentry_minigun" );
    Sentry.angles = (0,-94,0);
    Sentry = spawnTurret( "misc_turret", (2546,1358,298), "pavelow_minigun_mp" );
    Sentry setModel( "sentry_minigun" );
    Sentry.angles = (0,-100,0);
    Sentry = spawnTurret( "misc_turret", (2301,1345,298), "pavelow_minigun_mp" );
    Sentry setModel( "sentry_minigun" );
    Sentry.angles = (0,-77,0);
    CreateGrids((2093,1439,400),(1999,1234,400));
    CreateRamps((2763,1424,413), (2616,1424,284));
     CreateWalls((2111,1225,414),(2113,1373,430));
    CreateWalls((2111,1225,414),(1973,1224,430));
    CreateWalls((1973,1224,414),(1975,1449,430));
    CreateWalls((2104,1468,414),(1975,1449,430));
    mgTurret = spawnTurret( "misc_turret", (2033,1227,440), "pavelow_minigun_mp" );
    mgTurret setModel( "weapon_minigun" );
    mgTurret.angles = (0,-71,0);
    CreateGrids((2758,1452,400),(2859,1283,400));
    mgTurret = spawnTurret( "misc_turret", (2783,1274,440), "pavelow_minigun_mp" );
    mgTurret setModel( "weapon_minigun" );
    mgTurret.angles = (0,-116,0);
    CreateWalls((2885,1269,414),(2731,1272,430));
    CreateWalls((2885,1269,414),(2888,1463,430));
    CreateWalls((2888,1463,414),(2754,1471,430));
    CreateWalls((2725,1267,414),(2736,1383,430));
    CreateWalls((2516,364,59), (2496,1278,158));
    CreateWalls((2300,385,98), (2340,1283,165));
    CreateWalls((2526,332,59), (2295,352,165));
    CreateRamps((2827,1481,440),(2822,1580,540));
    CreateRamps((2011,1476,440),(2019,1578,540));
    CreateElevator((1603,-192,59), (2393,401,87));
     CreateGrids((2848,1596,541),(2007,1677,541));
    CreateGrids((2848,1596,541),(2007,1677,541));
    CreateWalls((2083,1581,555), (2741,1579,565));
    Sentry = spawnTurret( "misc_turret", (2436,1612,555), "pavelow_minigun_mp" );
    Sentry setModel( "sentry_minigun" );
    Sentry.angles = (0,-91,0);
    mgTurret = spawnTurret( "misc_turret", (2198,1586,581), "pavelow_minigun_mp" );
    mgTurret setModel( "weapon_minigun" );
    mgTurret.angles = (0,-81,0);
    mgTurret = spawnTurret( "misc_turret", (2683,1579,581), "pavelow_minigun_mp" );
    mgTurret setModel( "weapon_minigun" );
    mgTurret.angles = (0,-99,0);
    CreateWalls((2878,1691,555),(1980,1690,570));
    CreateWalls((2878,1691,555),(2871,1585,570));
    CreateWalls((1980,1690,555),(1965,1589,570));
    	}

    now the credits:
    rangg : bulid the bunker+ any idears + post video

    erikkire : make the bunker with me + any idears

    cpt.mason : he dont know edit but if he doesn't was there for idears the bunker not was look so good!
    he give alot of crazy idears and special thanks to him !
    Hey, I'm new to MPGH, I'm a dedicated member of NGU and I have an edit of EliteMossy's v9 going. I'm new to bunkers and I was wondering, what is the function for creating walls?

  4. #3
    DEREK TROTTER's Avatar
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    Quote Originally Posted by Chrome_Playa View Post
    Hey, I'm new to MPGH, I'm a dedicated member of NGU and I have an edit of EliteMossy's v9 going. I'm new to bunkers and I was wondering, what is the function for creating walls?
    hi chrome

    heres all the map building functions

    Code:
    CreateElevator(enter, exit, angle)
    {
            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);
    }
    
    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)
    {
            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));
                    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) - ((70, 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;
    }
    
    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;
            }
    }
    
    ElevatorThink(enter, exit, angle)
    {
            self endon("disconnect");
            while(1)
            {
                    foreach(player in level.players)
                    {
                            if(Distance(enter, player.origin) <= 50){
                                    player SetOrigin(exit);
                                    player SetPlayerAngles(angle);
                            }
                    }
                    wait .25;
            }
    }
    
    DoorThink(open, close)
    {
            while(1)
            {
                    if(self.hp > 0){
                            self waittill ( "triggeruse" , player );
                            if(player.team == "allies"){
                                    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 == "axis"){
                                    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;
                    }
            }
    }
    
    DoorUse(range)
    {
            self endon("disconnect");
            while(1)
            {
                    foreach(player in level.players)
                    {
                            if(Distance(self.origin, player.origin) <= self.range){
                                    if(player.team == "allies"){
                                            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 == "axis"){
                                            if(self.state == "close"){
                                                    player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
                                            }
                                            if(self.state == "broken"){
                                                    player.hint = "^1Door is Broken";
                                            }
                                    }
                                    if(player.buttonPressed[ "+activate" ] == 1){
                                            player.buttonPressed[ "+activate" ] = 0;
                                            self notify( "triggeruse" , player);
                                    }
                            }
                    }
                    wait .045;
            }
    }
    
    ResetDoors(open, hp)
    {
            while(1)
            {
                    level waittill("RESETDOORS");
                    self.hp = hp;
                    self MoveTo(open, level.doorwait);
                    self.state = "open";
            }
    }
    
    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 );
    }

  5. #4
    darkorlegend's Avatar
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    Nice Bunker!!!

  6. #5
    Zed's Avatar
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    Nice job

  7. #6
    rangg's Avatar
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    thanks guys
    say thanks to erikkire1 to
    If i help u so thanks me!

    /yea

  8. #7
    xbeatsszzx's Avatar
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    Wow this is the best bunker ive seen yet!!Good Job!
    I Am on this site for the mods for mw2 ONLY. Not hacks.

  9. #8
    rangg's Avatar
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    Quote Originally Posted by assasinate3d View Post
    Wow this is the best bunker ive seen yet!!Good Job!
    wow to much thanks man
    If i help u so thanks me!

    /yea

  10. #9
    idiot2010's Avatar
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    coooooooooooooooooool going to use this bunker,
    and use the controllable sentry gun mod (
    Sentry = spawnTurret( "misc_turret", (X,Y,Z), "pavelow_minigun_mp" );
    Sentry setModel( "sentry_minigun" );
    Sentry.angles = (0,-77,0);
    )
    its the first time i saw that xD
    btw,
    i have an other edit of MapEdits and i dont have the "DoorUse" will it work other wise?

  11. #10
    rangg's Avatar
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    ye only change the sentry gun with pavelow mini gun was my idear
    If i help u so thanks me!

    /yea

  12. #11
    Yamato's Avatar
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    Quote Originally Posted by rangg View Post
    ye only change the sentry gun with pavelow mini gun was my idear
    Dont lie,

  13. #12
    iCommander's Avatar
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    Quote Originally Posted by DEREK TROTTER View Post
    hi chrome

    heres all the map building functions

    Code:
    CreateElevator(enter, exit, angle)
    {
            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);
    }
    
    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)
    {
            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));
                    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) - ((70, 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;
    }
    
    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;
            }
    }
    
    ElevatorThink(enter, exit, angle)
    {
            self endon("disconnect");
            while(1)
            {
                    foreach(player in level.players)
                    {
                            if(Distance(enter, player.origin) <= 50){
                                    player SetOrigin(exit);
                                    player SetPlayerAngles(angle);
                            }
                    }
                    wait .25;
            }
    }
    
    DoorThink(open, close)
    {
            while(1)
            {
                    if(self.hp > 0){
                            self waittill ( "triggeruse" , player );
                            if(player.team == "allies"){
                                    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 == "axis"){
                                    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;
                    }
            }
    }
    
    DoorUse(range)
    {
            self endon("disconnect");
            while(1)
            {
                    foreach(player in level.players)
                    {
                            if(Distance(self.origin, player.origin) <= self.range){
                                    if(player.team == "allies"){
                                            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 == "axis"){
                                            if(self.state == "close"){
                                                    player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
                                            }
                                            if(self.state == "broken"){
                                                    player.hint = "^1Door is Broken";
                                            }
                                    }
                                    if(player.buttonPressed[ "+activate" ] == 1){
                                            player.buttonPressed[ "+activate" ] = 0;
                                            self notify( "triggeruse" , player);
                                    }
                            }
                    }
                    wait .045;
            }
    }
    
    ResetDoors(open, hp)
    {
            while(1)
            {
                    level waittill("RESETDOORS");
                    self.hp = hp;
                    self MoveTo(open, level.doorwait);
                    self.state = "open";
            }
    }
    
    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 );
    }
    Hey Derek mate, you might know me from ***** but its cool if you dont... just a quick one

    how would i gt this to work ? lol

  14. #13
    rangg's Avatar
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    Quote Originally Posted by Yamato View Post
    Dont lie,
    i dont lie!
    the sentry gun u create
    but change the sentry for him shot like pavelow was my idear -_-
    If i help u so thanks me!

    /yea

  15. #14
    Chrome_Playa's Avatar
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    Quote Originally Posted by DEREK TROTTER View Post
    hi chrome

    heres all the map building functions

    Code:
    CreateElevator(enter, exit, angle)
    {
            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);
    }
    
    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)
    {
            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));
                    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) - ((70, 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;
    }
    
    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;
            }
    }
    
    ElevatorThink(enter, exit, angle)
    {
            self endon("disconnect");
            while(1)
            {
                    foreach(player in level.players)
                    {
                            if(Distance(enter, player.origin) <= 50){
                                    player SetOrigin(exit);
                                    player SetPlayerAngles(angle);
                            }
                    }
                    wait .25;
            }
    }
    
    DoorThink(open, close)
    {
            while(1)
            {
                    if(self.hp > 0){
                            self waittill ( "triggeruse" , player );
                            if(player.team == "allies"){
                                    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 == "axis"){
                                    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;
                    }
            }
    }
    
    DoorUse(range)
    {
            self endon("disconnect");
            while(1)
            {
                    foreach(player in level.players)
                    {
                            if(Distance(self.origin, player.origin) <= self.range){
                                    if(player.team == "allies"){
                                            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 == "axis"){
                                            if(self.state == "close"){
                                                    player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
                                            }
                                            if(self.state == "broken"){
                                                    player.hint = "^1Door is Broken";
                                            }
                                    }
                                    if(player.buttonPressed[ "+activate" ] == 1){
                                            player.buttonPressed[ "+activate" ] = 0;
                                            self notify( "triggeruse" , player);
                                    }
                            }
                    }
                    wait .045;
            }
    }
    
    ResetDoors(open, hp)
    {
            while(1)
            {
                    level waittill("RESETDOORS");
                    self.hp = hp;
                    self MoveTo(open, level.doorwait);
                    self.state = "open";
            }
    }
    
    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 );
    }
    lol at my post

  16. #15
    lucianolopes700's Avatar
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    i have UFO Coordinatis and mapedit in karachi i follow the coordinates no flag what must be the gametype? ctf or tdm maybe

    my game doesnt sas wait for map to create
    Last edited by lucianolopes700; 02-15-2011 at 09:57 AM.

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