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  1. #1
    MuLtiHuNTeR's Avatar
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    Make bunkers on every mod

    I was trying to make the killingdyl`s MapEdit.gsc work with my mod without having to wait so much time. Just start and spawn.

  2. #2
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    What do you mean?

  3. #3
    MuLtiHuNTeR's Avatar
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    I just dont want to wait map to be ''created'', coz its driving me mad.
    But when i remove the waiting nothing spawns at all -.-

  4. #4
    Lemon30's Avatar
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    Don't remove it just change
    Code:
    level.gameState = "starting";
    wait 15;
    level notify("CREATED");
    part as
    Code:
    level.gameState = "starting";
    wait 2;
    level notify("CREATED");
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  5. #5
    [WhA]4FunPlayin's Avatar
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    Code:
    setDvar("timescale", 20);
    level.gameState = "starting";
    wait 20;
    level notify("CREATED");
    setDvar("timescale", 1);

  6. #6
    MuLtiHuNTeR's Avatar
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    Something is wrong but dont know what:
    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	level.doCustomMap = 0;
    	wait 1;
    	if(getDvar("mapname") == "mp_crash"){
    		level thread Crash();
    		level.doCustomMap = 1;
    	}
    	if(getDvar("mapname") == "mp_overgrown"){
    		level thread Overgrown();
    		level.doCustomMap = 1;
    	}
    	if(getDvar("mapname") == "mp_strike"){
    		level thread Strike();
    		level.doCustomMap = 1;
    	}
    	if(getDvar("mapname") == "mp_vacant"){
    		level thread Vacant();
    		level.doCustomMap = 1;
    	}
    	if(level.doCustomMap == 1){
    		level.gameState = "starting";
    		level thread CreateMapWait();
    	} else {
    		level.gameState = "starting";
    		wait 1;
    		level notify("CREATED");
    	}
    }
    
    CreateMapWait()
    {
    	for(i = 7; i > 0; i--)
    	{
    		level.TimerText destroy();
    		level.TimerText = level createServerFontString( "objective", 1.5 );
    		level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
    		level.TimerText setText("^3Wait for the map to be created: " + i);
    		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( "cobra_sunset3", 0);
    	}
    }
    
    CreateBlocks(pos, angle)
    {
    	block = spawn("script_model", pos );
    	block setModel("com_plasticcase_friendly");
    	block.angles = angle;
    	block Solid();
    	block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    	wait 0.01;
    }
    
    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;
    	}
    }
    
    roundUp( floatVal )
    {
    	if ( int( floatVal ) != floatVal )
    		return int( floatVal+1 );
    	else
    		return int( floatVal );
    }
    
    Crash()
    {
    
    }
    
    Overgrown()
    {
    
    }
    
    Strike()
    {
    	CreateWalls((-267, 120, 102), (-980, 120, 102));
    }
    
    Vacant()
    {
    
    }
    Quote Originally Posted by Lemon30 View Post
    Don't remove it just change
    Code:
    level.gameState = "starting";
    wait 15;
    level notify("CREATED");
    part as
    Code:
    level.gameState = "starting";
    wait 2;
    level notify("CREATED");
    Doesnt work but do i need to write something in the _rank.gsc?
    Last edited by MuLtiHuNTeR; 10-26-2010 at 02:45 PM.

  7. #7
    Shwin420's Avatar
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    Quote Originally Posted by MuLtiHuNTeR View Post
    Something is wrong but dont know what:
    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	level.doCustomMap = 0;
    	wait 1;
    	if(getDvar("mapname") == "mp_crash"){
    		level thread Crash();
    		level.doCustomMap = 1;
    	}
    	if(getDvar("mapname") == "mp_overgrown"){
    		level thread Overgrown();
    		level.doCustomMap = 1;
    	}
    	if(getDvar("mapname") == "mp_strike"){
    		level thread Strike();
    		level.doCustomMap = 1;
    	}
    	if(getDvar("mapname") == "mp_vacant"){
    		level thread Vacant();
    		level.doCustomMap = 1;
    	}
    	if(level.doCustomMap == 1){
    		level.gameState = "starting";
    		level thread CreateMapWait();
    	} else {
    		level.gameState = "starting";
    		wait 1;
    		level notify("CREATED");
    	}
    }
    
    CreateMapWait()
    {
    	for(i = 7; i > 0; i--)
    	{
    		level.TimerText destroy();
    		level.TimerText = level createServerFontString( "objective", 1.5 );
    		level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
    		level.TimerText setText("^3Wait for the map to be created: " + i);
    		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( "cobra_sunset3", 0);
    	}
    }
    
    CreateBlocks(pos, angle)
    {
    	block = spawn("script_model", pos );
    	block setModel("com_plasticcase_friendly");
    	block.angles = angle;
    	block Solid();
    	block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    	wait 0.01;
    }
    
    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;
    	}
    }
    
    roundUp( floatVal )
    {
    	if ( int( floatVal ) != floatVal )
    		return int( floatVal+1 );
    	else
    		return int( floatVal );
    }
    
    Crash()
    {
    
    }
    
    Overgrown()
    {
    
    }
    
    Strike()
    {
    	CreateWalls((-267, 120, 102), (-980, 120, 102));
    }
    
    Vacant()
    {
    
    }


    Doesnt work but do i need to write something in the _rank.gsc?
    inside the map file, locate these exact lines n just remove them

    level thread CreateMapWait();
    } else {
    level.gameState = "starting";
    wait 1;
    level notify("CREATED");