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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!

  2. The Following 18 Users Say Thank You to soccerguy For This Useful Post:

    arnorerling (10-22-2010),axxee127 (09-06-2010),davianROX (01-11-2011),DogPatch1992 (10-01-2010),Drake (08-28-2010),Dreamwaver8 (08-25-2010),egodsk (09-15-2010),I-Love-You (08-23-2010),icygrave (08-24-2010),ivan95 (08-20-2010),Josephlittle™ (08-24-2010),Kingkiller272 (10-13-2010),kluxtine (09-12-2010),maarten551 (08-23-2010),spiritwo (08-28-2010),TheLynx (08-19-2010),xSHk. (08-26-2010),Zefyros (09-12-2010)

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