Since this wasn't posted on mpgh yet, il post this
Map Building Functions
Blocks
Code:
CreateBlocks(pos, angle)
{
if(!level.CreateBunkers) return;
block = spawn("script_model", pos, 1 );
block setModel( level.crateModelFriendly );
block.angles = angle;
wait 0.01;
}
Doors
Code:
CreateDoors(open, close, angle, size, height, hp, range)
{
if(!level.CreateBunkers) return;
level.doorwait = 0.7;
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))*1.5, 1);
door setModel( level.crateModelFriendly );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h), 1);
door setModel( level.crateModelFriendly );
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;
}
DoorThink(open, close)
{
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(player.team == "axis"){
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 == "allies"){
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;
return;
}
}
}
DoorUse(range)
{
self endon("disconnect");
while(1)
{
for(i=0;i<level.players.size;i++)
{
player = level.players[i];
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "axis"){
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 == "allies"){
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
//if(player isButtonPressed("X")){
// 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";
}
}
Teleport Flags
-Model not working correctly but function is.
Code:
CreateElevator(enter, exit, angle, notantycamp, range)
{
if(!level.CreateBunkers) return;
if(!isDefined(notantycamp)) notantycamp = true;
if(!isDefined(range)) range = 75;
if(notantycamp) {
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, range);
}
ElevatorThink(enter, exit, angle, range)
{
self endon("disconnect");
while(1)
{
for(i=0;i<level.players.size;i++)
{
player = level.players[i];
if(Distance(enter, player.origin) <= range){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}
Ramps
Code:
CreateRamps(top, bottom)
{
if(!level.CreateBunkers) return;
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)), 1);
block setModel( level.crateModelFriendly );
block.angles = BA;
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)), 1);
block setModel( level.crateModelFriendly );
block.angles = (BA[0], BA[1], 0);
wait 0.01;
}
Grids
Code:
CreateGrids(corner1, corner2, angle)
{
if(!level.CreateBunkers) return;
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)), 1);
block setModel( level.crateModelFriendly );
block.angles = (0, 0, 0);
block LinkTo(center);
wait 0.01;
}
}
}
center.angles = angle;
}
Walls
Code:
CreateWalls(start, end)
{
if(!level.CreateBunkers) return;
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)), 1);
block setModel( level.crateModelFriendly );
block.angles = Angle;
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)), 1);
block setModel( level.crateModelFriendly );
block.angles = Angle;
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)), 1);
block setModel( level.crateModelFriendly );
block.angles = Angle;
wait 0.001;
}
}
Cluster
Code:
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), 1 );
block setModel( level.crateModelFriendly );
block.angles = (90, 0, 0);
//block PhysicsLaunchServer((0, 0, 0), power);
block thread ResetCluster(pos, radius);
wait 0.05;
}
}
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();
}
Floatval
Code:
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
Credits:
AoR