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  1. #1
    soccerguy's Avatar
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    Smile [Release] How to make bunkers SUPER EASY!!

    How To Create Bunkers So Easily You Will Probably S#!t Your Pants!!

    DONT FORGET TO THANK +REP ME

    These building functions will allow you to create bunkers with 2 coordinates in each functions. This challenged my brain power:

    CreateElevater(enter, exit, angle) - enter: position to enter at | exit: position of exit | angle: player angle on exit

    CreateBlocks(pos, angle) - pos: position of block | angle: angle of block

    CreateDoors(open, close, angle, size, height, hp, range) - open: position of open | close: position of close | angle: angle of door | size: blocks long | height: blocks high | hp: health | range: range to use door

    CreateRamps(top, bottom) - top: top of ramp | bottom: bottom of ramp

    CreateGrids(corner1, corner2, angle) - corner1: position of one corner | corner2: position of opposite corner | angle: rotation around corner 1

    CreateWalls(start, end) - start: start of wall, lowest(z) | end: end of wall, highest(z)

    CreateCluster(amount, pos, radius) - amount: number of random blocks | pos: center | radius: radius around center

    Special Features:
    CreateWalls is made to create perfect corners just 4 coordinates will make u a perfect shape

    CreateDoors can be used to make trapdoors. To use (90, y, z) angle for an upright door, (0, y, z) for a trapdoor

    CreateRamp is a godly and less block using alternative to stairs


    Code:
    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 ); 
    }
    Example:
    Code:
    Underpass() 
    { 
            CreateElevator((-415, 3185, 392), (-1630, 3565, 1035), (0, 180, 0)); 
            CreateBlocks((1110, 1105, 632), (90, 0, 0)); 
            CreateBlocks((-2740, 3145, 1100), (90, 0, 0)); 
            CreateBlocks((2444, 1737, 465), (90, 0, 0)); 
            CreateWalls((-1100, 3850, 1030), (-1100, 3085, 1160)); 
            CreateWalls((-2730, 3453, 1030), (-2730, 3155, 1150)); 
            CreateWalls((-2730, 3155, 1030), (-3330, 3155, 1180)); 
            CreateWalls((-3330, 3155, 1030), (-3330, 3890, 1180)); 
            CreateWalls((-3330, 3890, 1030), (-2730, 3890, 1180)); 
            CreateWalls((-2730, 3890, 1030), (-2730, 3592, 1150)); 
            CreateWalls((-2730, 3890, 1150), (-2730, 3155, 1180)); 
            CreateDoors((-2730, 3400, 1052), (-2730, 3522.5, 1052), (90, 180, 0), 4, 2, 20, 75); 
            CreateRamps((-3285, 3190, 1125), (-3285, 3353, 1030)); 
            CreateRamps((-3285, 3855, 1125), (-3285, 3692, 1030)); 
            CreateGrids((-2770, 3190, 1120), (-3230, 3190, 1120), (0, 0, 0)); 
            CreateGrids((-2770, 3855, 1120), (-3230, 3855, 1120), (0, 0, 0)); 
            CreateGrids((-2770, 3220, 1120), (-2770, 3825, 1120), (0, 0, 0)); 
            CreateCluster(20, (-3030, 3522.5, 1030), 250); 
    }
    Credits:
    Killingdyl-For making/finding this
    Me-For uploading on mpgh
    Last edited by soccerguy; 08-19-2010 at 05:09 AM.
    My Favorite Conversation Word For Word
    "Hey Geek Your So Retarded And Uncool!"
    "You May Think So Now But When I'm Making A Million Dollars A Year Doing This We'll See Who Actually Is Retarded"

    GO GEEKS!

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  3. #2
    rathynia's Avatar
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    Quote Originally Posted by soccerguy View Post
    How To Create Bunkers So Easily You Will Probably S#!t Your Pants!!

    These buidling functions will allow you to create bunkers with 2 coordinates in each functions. This challenged my brain power:

    CreateElevater(enter, exit, angle) - enter: position to enter at | exit: position of exit | angle: player angle on exit

    CreateBlocks(pos, angle) - pos: position of block | angle: angle of block

    CreateDoors(open, close, angle, size, height, hp, range) - open: position of open | close: position of close | angle: angle of door | size: blocks long | height: blocks high | hp: health | range: range to use door

    CreateRamps(top, bottom) - top: top of ramp | bottom: bottom of ramp

    CreateGrids(corner1, corner2, angle) - corner1: position of one corner | corner2: position of opposite corner | angle: rotation around corner 1

    CreateWalls(start, end) - start: start of wall, lowest(z) | end: end of wall, highest(z)

    CreateCluster(amount, pos, radius) - amount: number of random blocks | pos: center | radius: radius around center

    Special Features:
    CreateWalls is made to create perfect corners just 4 coordinates will make u a perfect shape

    CreateDoors can be used to make trapdoors. To use (90, y, z) angle for an upright door, (0, y, z) for a trapdoor

    CreateRamp is a godly and less block using alternative to stairs


    Code:
    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 ); 
    }
    Example:
    Code:
    Underpass() 
    { 
            CreateElevator((-415, 3185, 392), (-1630, 3565, 1035), (0, 180, 0)); 
            CreateBlocks((1110, 1105, 632), (90, 0, 0)); 
            CreateBlocks((-2740, 3145, 1100), (90, 0, 0)); 
            CreateBlocks((2444, 1737, 465), (90, 0, 0)); 
            CreateWalls((-1100, 3850, 1030), (-1100, 3085, 1160)); 
            CreateWalls((-2730, 3453, 1030), (-2730, 3155, 1150)); 
            CreateWalls((-2730, 3155, 1030), (-3330, 3155, 1180)); 
            CreateWalls((-3330, 3155, 1030), (-3330, 3890, 1180)); 
            CreateWalls((-3330, 3890, 1030), (-2730, 3890, 1180)); 
            CreateWalls((-2730, 3890, 1030), (-2730, 3592, 1150)); 
            CreateWalls((-2730, 3890, 1150), (-2730, 3155, 1180)); 
            CreateDoors((-2730, 3400, 1052), (-2730, 3522.5, 1052), (90, 180, 0), 4, 2, 20, 75); 
            CreateRamps((-3285, 3190, 1125), (-3285, 3353, 1030)); 
            CreateRamps((-3285, 3855, 1125), (-3285, 3692, 1030)); 
            CreateGrids((-2770, 3190, 1120), (-3230, 3190, 1120), (0, 0, 0)); 
            CreateGrids((-2770, 3855, 1120), (-3230, 3855, 1120), (0, 0, 0)); 
            CreateGrids((-2770, 3220, 1120), (-2770, 3825, 1120), (0, 0, 0)); 
            CreateCluster(20, (-3030, 3522.5, 1030), 250); 
    }
    You got this out of KillingDYLs Zombie Mod that was released like 1 hour ago and now you're saying you found it?
    Nothing Is "Impossible" For The Word Itself Says "I'm Possible".
    If you get a thank from me you better act like it's a reward, because I don't give them out easily.

    Computer Specs:
    Processor - AMD Athlon(tm) II X4 640 Processor 3.0 GHz (Not OverClocked)
    RAM - 8.0 GB
    OS - Microsoft Windows 7 Ultimate Edition 64-bit
    Video Card - GeForce GTX 550 Ti
    Video RAM 4.0 GB
    Pixel Shader version 5.0
    Vertex Shader version 5.0
    Sound Card - NVIDIA High Definition Audio
    Disk space - 1,640 GB

  4. #3
    yaskie's Avatar
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    Quote Originally Posted by rathynia View Post
    You got this out of KillingDYLs Zombie Mod that was released like 1 hour ago and now you're saying you found it?
    lol yep credit hunter

  5. #4
    soccerguy's Avatar
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    I never said i found it want me to add credits fine.
    My Favorite Conversation Word For Word
    "Hey Geek Your So Retarded And Uncool!"
    "You May Think So Now But When I'm Making A Million Dollars A Year Doing This We'll See Who Actually Is Retarded"

    GO GEEKS!

  6. #5
    yaskie's Avatar
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    Quote Originally Posted by soccerguy View Post
    I never said i found it want me to add credits fine.
    their u go lmao

  7. #6
    xbeatsszzx's Avatar
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    wow thnx ..now i know how to make bunkers
    I Am on this site for the mods for mw2 ONLY. Not hacks.

  8. #7
    soccerguy's Avatar
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    Quote Originally Posted by assasinate3d View Post
    wow thnx ..now i know how to make bunkers
    Dont just say thx click Thanks
    My Favorite Conversation Word For Word
    "Hey Geek Your So Retarded And Uncool!"
    "You May Think So Now But When I'm Making A Million Dollars A Year Doing This We'll See Who Actually Is Retarded"

    GO GEEKS!

  9. #8
    ZeroTroubles's Avatar
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    Quote Originally Posted by soccerguy View Post
    Dont just say thx click Thanks
    So You want him to click thanks for direct Copypasta? No.

  10. #9
    Stoshy's Avatar
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    wow rly kewl ;D thanks dude

    PLAY STARCRAFT II!? ADD ME! PINOYPUNCHINGBAG@YAHOO.COM OR MY FRIEND CODE 636 STOSHY!


  11. #10
    GBot!'s Avatar
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    Quote Originally Posted by Stoshy View Post
    wow rly kewl ;D thanks dude
    stoshy click the thanks button they want that... so:

    "Dont just say it press it" (somone wise from MPGH said these words)

  12. #11
    Insane's Avatar
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    Knew this before he did that
    Oh well gj for puttin it into simple terms

    Ex Middleman

  13. #12
    omerdn1's Avatar
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    Can someone tell me if im doing it ok?
    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 );
    }

    Underpass()
    {
    CreateDoors((851, 1619, 144), (843, 1353, 136), (90, 180, 0), 4, 2, 20, 75);
    }
    Last edited by omerdn1; 08-19-2010 at 06:30 AM.

  14. #13
    OrphanMods's Avatar
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    CreateElevater(enter, exit, angle) fail no angle at teleporting (:
    Ect it Should be:
    CreateElevater((First coordaniteswere u want to find the flag), (Second Cordanites were that flag teles to));

    the rest is good but u dont need an angle for teleporting unless ur a retart and u want it to fail
    Last edited by OrphanMods; 09-17-2010 at 06:51 PM.

  15. #14
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    hello guys im new here, i dont understand what i need to do with this code to create some bunkers... where i need to put it? and how i use this code ingame? thanks for help.

  16. #15
    Novocaine88's Avatar
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    How do we get the x y and z positions within the map. right now the only eay i'd know how to add more is by guessing lol

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