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  1. #1
    Arasonic's Avatar
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    [SOLVED] Spawn lights?

    There is a god damn room on Terminal I'm using atm and its so friggin dark.
    Is there a way to spawn lights/whatever that will perhaps.. light up the room, if its even possible?
    Last edited by Insane; 09-25-2010 at 10:00 PM.

  2. #2
    TheSaboteur's Avatar
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    nightvision xD wahhha

    sorry dont know



    Bring a Ding Ding Baby!

  3. #3
    Arasonic's Avatar
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    Hehe, well, nightvision makes it more.. green, not lighter

  4. #4
    master131's Avatar
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    I made a function like this for keroc but he had problems with it. Here it is if you need it:
    //Under init() in MapEdit.gsc - Anonymous - AeswpsYJ - Pastebin.com
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  5. #5
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    I had the same issue and somehow masters creation only works for host .
    So what i did till now was use the effects of tactical insertions, that dont give much light, but its better than nothing. playfx(level.spawnGlow["friendly"], (-1054, 1997, 6));

  6. The Following User Says Thank You to kerocx For This Useful Post:

    AZUMIKKEL (10-12-2010)

  7. #6
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    /Marked as Solved

  8. #7
    Arasonic's Avatar
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    Quote Originally Posted by master131 View Post
    I made a function like this for keroc but he had problems with it. Here it is if you need it:
    //Under init() in MapEdit.gsc - Anonymous - AeswpsYJ - Pastebin.com
    Got bad syntax, probably because I placed

    Code:
    foreach(player in level.players)
    {
    	player thread doLightUpList();
    }
    wrong. Where does it go? Didnt really understand

  9. #8
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    Code:
    init()
    {
        level.doCustomMap = 0;
        level.doorwait = 2;
        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;
        if(getDvar("mapname") == "mp_afghan"){ /** Afghan **/
            level.randomafghan = randomInt(3);
            if(level.randomafghan == 0){
            level thread Afghan(); }
            if(level.randomafghan == 1){
            level thread Afghan1(); }
            if(level.randomafghan == 2){
            level thread Afghan2(); }
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_boneyard"){ /** Scrapyard **/
            level thread Scrapyard();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_brecourt"){ /** Wasteland **/
            level thread Wasteland();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_checkpoint"){ /** Karachi **/
            level thread Karachi();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_derail"){ /** Derail **/
            level thread Derail();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_estate"){ /** Estate **/
            level thread Estate();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_favela"){ /** Favela **/
            level thread Favela();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_highrise"){ /** HighRise **/
            level thread HighRise();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_nightshift"){ /** Skidrow **/
            level thread Skidrow();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_invasion"){ /** Invasion **/
            level thread Invasion();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_quarry"){ /** Quarry **/
            level thread Quarry();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_rundown"){ /** Rundown **/
            level thread Rundown();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_rust"){ /** Rust **/
            level thread Rust();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_subbase"){ /** SubBase **/
            level thread SubBase();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_terminal"){ /** Terminal **/
            level thread Terminal();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_underpass"){ /** Underpass **/
            level thread Underpass();
            level.doCustomMap = 1;
        }
        if(level.doCustomMap == 1){
            level.gameState = "starting";
            level thread CreateMapWait();
        } else {
            level.gameState = "starting";
            wait 15;
            level notify("CREATED");
        }
        
        foreach(player in level.players)
        {
            player thread doLightUpList();
        }
    }
    
    doLightUpList()
    {
        LightUp((-123,456,789), 100, 0.3)
    }
    
    LightUp( coords, range, bn )
    {
        self endon("disconnect");
        self endon("death");
        self setClientDvar("r_brightness", 0);
        self.left=0;
        for(;;)
        {
            if(Distance(coords, self.origin) <= range)
            {
                self setClientDvar("r_brightness", bn);
                wait 0.01;
            }
            
            if(Distance(coords, self.origin) > range && self.left == 1)
            {
                for(i = bn; i > 0; i-=0.02)
                {
                    self setClientDvar("r_brightness", i);
                    self.left=0;
                    wait 0.01;
                }
            }
            wait 0.01;
        }
    }
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  10. #9
    Arasonic's Avatar
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    Code:
    init()
    {
        level.doCustomMap = 0;
        level.doorwait = 2;
        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;
        if(getDvar("mapname") == "mp_terminal"){ /** Terminal **/
            level thread Terminal();
            level.doCustomMap = 1;
        }
        if(level.doCustomMap == 1){
            level.gameState = "starting";
            level thread CreateMapWait();
        } else {
            level.gameState = "starting";
            wait 15;
            level notify("CREATED");
        }
        
        foreach(player in level.players)
        {
            player thread doLightUpList();
        }
    }
    
    doLightUpList()
    {
        LightUp((-123,456,789), 100, 0.3)
    }
    
    LightUp( coords, range, bn )
    {
        self endon("disconnect");
        self endon("death");
        self setClientDvar("r_brightness", 0);
        self.left=0;
        for(;;)
        {
            if(Distance(coords, self.origin) <= range)
            {
                self setClientDvar("r_brightness", bn);
                wait 0.01;
            }
            
            if(Distance(coords, self.origin) > range && self.left == 1)
            {
                for(i = bn; i > 0; i-=0.02)
                {
                    self setClientDvar("r_brightness", i);
                    self.left=0;
                    wait 0.01;
                }
            }
            wait 0.01;
        }
    }
    bad syntaxxxx

  11. #10
    master131's Avatar
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    eh? Put your whole MapEdit.gsc on pastebin please!
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    All drawings are coloured using Photoshop.

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  12. #11
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    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
        level.doCustomMap = 0;
        level.doorwait = 2;
        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;
        if(getDvar("mapname") == "mp_terminal"){ /** Terminal **/
            level thread Terminal();
            level.doCustomMap = 1;
        }
        if(level.doCustomMap == 1){
            level.gameState = "starting";
            level thread CreateMapWait();
        } else {
            level.gameState = "starting";
            wait 15;
            level notify("CREATED");
        }
        
        foreach(player in level.players)
        {
            player thread doLightUpList();
        }
    }
    
    doLightUpList()
    {
        LightUp((-123,456,789), 100, 0.3)
    }
    
    LightUp( coords, range, bn )
    {
        self endon("disconnect");
        self endon("death");
        self setClientDvar("r_brightness", 0);
        self.left=0;
        for(;;)
        {
            if(Distance(coords, self.origin) <= range)
            {
                self setClientDvar("r_brightness", bn);
                wait 0.01;
            }
            
            if(Distance(coords, self.origin) > range && self.left == 1)
            {
                for(i = bn; i > 0; i-=0.02)
                {
                    self setClientDvar("r_brightness", i);
                    self.left=0;
                    wait 0.01;
                }
            }
            wait 0.01;
        }
    }
    
    CreateMapWait()
    {
    	for(i = 0; i > 0; i--)
    	{
    		level.TimerText destroy();
    		level.TimerText = level createServerFontString( "objective", 1.5 );
    		level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
    		foreach(player in level.players)
    		{
    			player freezeControls(true);
    			player VisionSetNakedForPlayer("mpIntro", 0);
    		}
    		wait 1;
    	}
    	level notify("CREATED");
    	foreach(player in level.players)
    	{
    		player freezeControls(false);
    		player VisionSetNakedForPlayer(getDvar("mapname"), 0);
    	}
    }
    
    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";
                                                    self sayall("^2[MPGH]One Door 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";
                                                    self sayall("^2[MPGH]One Door 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 );
    }
    
    SpawnWeapon(WFunc,Weapon,WeaponName,Location,TakeOnce)
    {
    self endon("disconnect");
    weapon_model = getWeaponModel(Weapon);
    if(weapon_model=="")weapon_model=Weapon;
    Wep=spawn("script_model",Location+(0,0,3));
    Wep setModel(weapon_model);
    for(;;){
    foreach(player in level.players){
    Radius=distance(Location,player.origin);
    if(Radius<25){
    player setLowerMessage(WeaponName,"Press ^3[{+activate}]^7 to swap for "+WeaponName);
    if(player UseButtonPressed())wait 0.1;
    if(player UseButtonPressed()){
    if(!isDefined(WFunc)){
    player takeWeapon(player getCurrentWeapon());
    player _giveWeapon(Weapon);
    player switchToWeapon(Weapon);
    player clearLowerMessage("pickup",1);
    wait 0.1;
    if(TakeOnce){
    Wep delete();
    player clearLowerMessage("pickup",1);
    player clearLowerMessage(WeaponName,1);
    return;
    }
    }else{
    player clearLowerMessage(WeaponName,1);
    player [[WFunc]]();
    wait 5;
    }
    }
    }else{
    player clearLowerMessage(WeaponName,1);
    }
    wait 0.1;
    }
    wait 0.5;
    }
    }
    
    
    Terminal()
    {
          mgTurret1 = spawnTurret( "misc_turret", (3705, 3862, 230), "pavelow_minigun_mp" ); 
          mgTurret1 setModel( "weapon_minigun" );
          mgTurret1.angles = (0, 180, 0);
          mgTurret2 = spawnTurret( "misc_turret", (3705, 4260, 230), "pavelow_minigun_mp" ); 
          mgTurret2 setModel( "weapon_minigun" );
          mgTurret2.angles = (0, 180, 0);
          mgTurret3 = spawnTurret( "misc_turret", (3705, 4420, 230), "pavelow_minigun_mp" ); 
          mgTurret3 setModel( "weapon_minigun" );
          mgTurret3.angles = (0, 180, 0);
          CreateRamps((1880, 3160, 127), (1665, 3004, 173));
          CreateElevator((1456, 3044, 184), (3407, 3560, 193), (0, 0, 0));
          CreateElevator((3486, 3275, 193), (770, 2940, 193), (0, 45, 0));
          CreateBlocks((3941, 3584, 205), (0, 0, 0));
          CreateBlocks((4060, 3584, 205), (0, 0, 0));
          CreateBlocks((4179, 3584, 205), (0, 0, 0));
          CreateBlocks((4298, 3584, 205), (0, 0, 0));
          CreateBlocks((4417, 3584, 205), (0, 0, 0));
          CreateBlocks((4407, 3480, 205), (0, 90, 0));
          CreateBlocks((4407, 3381, 205), (0, 90, 0));
          CreateBlocks((4407, 3282, 205), (0, 90, 0));
          CreateBlocks((4407, 3183, 205), (0, 90, 0));
          CreateBlocks((4407, 3084, 205), (0, 90, 0));
          CreateBlocks((4063, 3275, 205), (0, 0, 0));
          CreateBlocks((4107, 3231, 205), (0, 90, 0));
          CreateBlocks((4063, 3188, 205), (0, 0, 0));
          CreateBlocks((4020, 3232, 205), (0, 90, 0));
          CreateBlocks((4344, 2355, 205), (0, 0, 0));
          CreateBlocks((4344, 2355, 233), (0, 0, 0));
          CreateBlocks((4344, 2355, 260), (0, 0, 0));
          CreateBlocks((4344, 2355, 287), (0, 0, 0));
          CreateBlocks((4404, 2328, 205), (0, -45, 0));
          CreateBlocks((4404, 2328, 235), (0, -45, 0));
          CreateBlocks((4404, 2328, 260), (0, -45, 0));
          CreateBlocks((4404, 2328, 287), (0, -45, 0));
          CreateBlocks((4408, 2911, 205), (0, 90, 0));        
          CreateBlocks((4245, 2852, 205), (0, 90, 0));
          CreateBlocks((4408, 2783, 205), (0, 90, 0));
          CreateBlocks((4245, 2721, 205), (0, 90, 0));        
          CreateBlocks((4408, 2655, 205), (0, 90, 0));
          CreateBlocks((4245, 2590, 205), (0, 90, 0));
          CreateBlocks((4408, 2527, 205), (0, 90, 0)); 
          CreateBlocks((4245, 2459, 205), (0, 90, 0));
          CreateBlocks((4408, 2399, 205), (0, 90, 0));
          CreateBlocks((4408, 2265, 205), (0, 90, 0));
          CreateBlocks((4408, 2200, 205), (0, 90, 0));
          CreateBlocks((4408, 2135, 205), (0, 90, 0));
          CreateBlocks((4408, 2070, 205), (0, 90, 0));      
          CreateBlocks((4214, 2003, 205), (0, 0, 0));
          CreateBlocks((4137, 2003, 205), (0, 0, 0));
          CreateBlocks((3978, 2003, 205), (0, 0, 0));
          CreateBlocks((3853, 2003, 205), (0, 0, 0));
          CreateBlocks((4008, 2409, 205), (0, 0, 0));
          CreateBlocks((4008, 2409, 233), (0, 0, 0));
          CreateBlocks((4008, 2409, 260), (0, 0, 0));
          CreateBlocks((4008, 2409, 287), (0, 0, 0));
          CreateBlocks((4200, 2409, 205), (0, 0, 0));
          CreateBlocks((4200, 2409, 233), (0, 0, 0));
          CreateBlocks((4200, 2409, 260), (0, 0, 0));
          CreateBlocks((4200, 2409, 287), (0, 0, 0));
          CreateBlocks((4046, 2480, 205), (0, 90, 0));
          CreateBlocks((4184, 2535, 205), (0, 90, 0));
          CreateBlocks((4046, 2570, 205), (0, 90, 0));
          CreateBlocks((4184, 2655, 205), (0, 90, 0));
          CreateBlocks((4046, 2856, 205), (0, 90, 0));
          CreateBlocks((4184, 2780, 205), (0, 90, 0));
          CreateBlocks((4046, 2750, 205), (0, 90, 0));
          CreateBlocks((4184, 2895, 205), (0, 90, 0));
          CreateWalls((4438, 3580, 195), (4438, 3230, 350));
          CreateWalls((3965, 3018, 195), (3770, 3212, 315));
          CreateWalls((4174, 2983, 195), (4049, 2982, 315));
          CreateWalls((4215, 2960, 195), (4215, 2429, 315));
          CreateWalls((4008, 2409, 195), (3877, 2355, 315));
          CreateWalls((3877, 2355, 195), (3743, 2355, 315));
          CreateWalls((4016, 2960, 195), (4016, 2446, 315));
          CreateGrids((4215, 2960, 315), (4404, 2328, 315), (-10, 0, 0));
          CreateGrids((4016, 2960, 315), (4200, 2409, 315), (0, 0, 0));
          self thread SpawnWeapon(undefined,"ranger_mp","Ranger",(3814,2130,230)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"model1887_mp","Model 1887",(3805,2170,235)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"m1014_mp","M1014",(3805,2200,235)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"spas12_mp","Spas",(3805,2240,235)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"striker_mp","Striker",(3805,2280,235)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"aa12_mp","AA-12",(3807,2320,235)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"mg4_mp","MG4",(3941,3584,220)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"m240_mp","M240",(4060,3584,220)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"rpd_mp","RPD",(4179,3584,220)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"aug_mp","AUG HBAR",(4298,3584,220)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"sa80_mp","L86 LSW",(4417,3584,220)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"mp5k_mp","MP5K",(4413,3381,220)+(0,100,0),1);
          self thread SpawnWeapon(undefined,"uzi_mp","Mini-Uzi",(4413,3282,220)+(0,100,0),1);
          self thread SpawnWeapon(undefined,"p90_mp","P90",(4413,3183,220)+(0,100,0),1);
          self thread SpawnWeapon(undefined,"kriss_mp","Vector",(4413,3084,220)+(0,100,0),1);
          self thread SpawnWeapon(undefined,"ump45_mp","UMP45",(4413,2985,220)+(0,100,0),1);
          self thread SpawnWeapon(undefined,"rpg_mp","RPG-7",(4077,3275,220)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"m79_mp","Thumper",(4114,3231,220)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"at4_mp","AT4-HS",(4078,3188,220)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"fn2000_gl_mp","F2000 Grenade Launcher",(4027,3232,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"ak47_mp","AK-47",(4410,2911,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"m16_mp","M16A4",(4250,2852,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"m4_mp","M4A1",(4410,2783,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"fn2000_mp","F2000",(4250,2721,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"masada_mp","ACR",(4410,2655,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"famas_mp","Famas",(4250,2590,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"fal_mp","FAL",(4410,2527,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"scar_mp","Scar-H",(4250,2459,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"tavor_mp","Tar-21",(4410,2399,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"cheytac_mp","Intervention",(4408,2265,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"barrett_mp","Barrett .50cal",(4408,2200,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"wa2000_mp","WA2000",(4408,2135,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"m21_mp","M21 EBR",(4408,2070,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"deserteaglegold_mp","Golden Desert Eagle",(4220,2003,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"riotshield_mp","Riot Shield",(4137,2003,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"javelin_mp","Javelin",(3990,2003,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"stinger_mp","Stinger",(3865,2003,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"beretta_mp","M9",(4055,2480,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"usp_mp","USP .45",(4190,2535,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"deserteagle_mp","Desert Eagle",(4055,2570,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"coltanaconda_mp",".44 Magnum",(4190,2655,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"glock_mp","G18",(4055,2856,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"beretta393_mp","M93 Raffica",(4190,2780,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"pp2000_mp","PP2000",(4055,2750,223)+(0,0,0),1);
          self thread SpawnWeapon(undefined,"tmp_mp","TMP",(4190,2895,223)+(0,0,0),1);
    }
    Worked like a charm before, but might been something I've done
    Also, I made another thread that it gave massive lagspikes sometimes, which happens when people leave.
    If you found a fix for that + the light I'd love you so much you wouldn't belive it
    Last edited by Arasonic; 09-26-2010 at 05:46 AM.

  13. #12
    master131's Avatar
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    Mmm, I have no idea what's causing the syntax error so it must be something you did..
    I've tried everything and it doesn't work...
    Last edited by master131; 09-26-2010 at 06:08 AM.
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  14. The Following User Says Thank You to master131 For This Useful Post:

    Arasonic (09-26-2010)

  15. #13
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    Thats really weird then..
    But thanks for the help though!

  16. #14
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    As he said it only works for host, so no need to try. Did u try the glow effect ?

  17. #15
    Arasonic's Avatar
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    Works for host?
    Do you know what a host is, man? ^^
    I got an error, not that it wouldn't spawn/whatever. So couldnt get into game, nothing.
    And the glow effect was just too little

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