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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 11:00 PM.

  2. #2
    TheSaboteur's Avatar
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    nightvision xD wahhha

    sorry dont know



    Bring a Ding Ding Baby!

  3. #3
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    Hehe, well, nightvision makes it more.. green, not lighter

  4. #4
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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
    Insane
    Ex Middleman
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    PM|VM]
    |x|x|x|x|x|x|x|



    Quote Originally Posted by Boombox View Post
    Shut the fuck up insane you pussy bitch.
    Quote Originally Posted by arunforce View Post
    Shut the fuck up kid, everything that comes out of your mouth sounds retarded as fuck.

  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
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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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  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 06:46 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 07:08 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
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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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