Thread: RANDOMBOX

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  1. #1
    jimmynguyen3030's Avatar
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    RANDOMBOX

    is there a goodrandom box tht i can use because i saw a bunch and dont kno what to choose
    If I Helped You, Plz Thanks.
    It Would Help Alot

    What Do You Do For A Living?
    I Mostly Own Noobs With The AK-47 With Silencer
    What's That?
    (Turns To Friend)
    HAHAHA Noob!!!!!!
    [img]https://www.danasof*****m/sig/asd248737.jpg[/img]

  2. #2
    YuDi21's Avatar
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    look into cod4 mod, RotU v2.0 , in mod.ff (open w/ FFviewer) and open a file : _mystery_box.gsc

  3. #3
    alistair4322's Avatar
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    Look into ItsZombieMod

  4. #4
    jimmynguyen3030's Avatar
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    can you post for me because this gets a syntax

    Code:
    CreateRandomBox(pos, angle)
    {
        	pos += (0, 0, 20);
        
        	boxLid = spawn("script_model", pos);
        
        	angles[0] = (-90, 0, 0);
        	angles[1] = (-90, 0, 0);
        	angles[2] = (-90, -90, 0);
        	angles[3] = (-90, -90, 0);
        	angles[4] = (0, 0, 0);
        	angles[5] = (0, 0, 0);
        	angles[6] = (0, 0, 0);
        	angles[7] = (0, 0, 0);
        	angles[8] = (0, 0, 0);
        	angles[9] = (0, 0, 0);
        
        	offset[0] = (50, 0, 0);
        	offset[1] = (-50, 0, 0);
        	offset[2] = (0, 20, 0);
        	offset[3] = (0, -20, 0);
        	offset[4] = (50, 0, 30);
        	offset[5] = (25, 0, 30);
        	offset[6] = (-25, 0, 30);
        	offset[7] = (-50, 0, 30);
        	offset[8] = (0, 0, 30);
        	offset[9] = (0, 0, 30);
        
        	for(i = 0; i < 10; i++) 
    	{
            	block = spawn("script_model", pos);
            	block setModel("mp_supplydrop_axis");
            	block.angles = angle + angles[i];
            	block Solid();
            	block.origin = pos + offset[i];
            	if(i >= 4) 
    		{
                		block linkTo(boxLid);
            	}
        	}
        	boxLid thread RandomBoxThink();
    }
    
    RandomBoxThink()
    {
            self.inUse = false;
            self endon("disconnect");
    
            while(1) 
    	{
                    if(isDefined(level.players)) 
    		{
                            for(i = 0; i < level.players.size; i++) 
    			{
                                    if(distance(self.origin, level.players[i].origin) <= 100 && isAlive(level.players[i]) && !self.inUse && distance(level.players[i] getAim(), self.origin) <= 90)
    				{
                                            level.players[i].hint = "Hold ^3[{+activate}]^7 for a random special weapon";
    
                                            if(level.players[i] UseButtonPressed()) 
    					{
    						self.inUse = true;
                                                    level.players[i] playSoundToPlayer("mpl_turret_alert", level.players[i]);
                                                    self thread doLidOpen(level.players[i]);
                                    	}
                           		}
                    	}
                    wait 0.05;
            	}
    	}
    }
    
    doLidOpen(player)
    {
        	self RotateRoll(90, 1);
        	wait 0.5;
        	weaponModel = spawn("script_model", self.origin);
        	weaponModel moveTo(self.origin + (0, 0, 60), 2);
        	for(i = 20; i > 0; i--) 
    	{
            	weapon = self thread weaponsLists();
            	weaponModel setModel(weapon);
            	wait 0.2;
        	}
        	weaponID = randomInt(self.weaponsList.size);
        	weapon = self thread weaponsLists(weaponID);
        	weaponModel setModel(weapon);
        
        	playerWeaponSize = player getWeaponsList();
        	player endon("death");
        	player endon("disconnect");
        
        	self.timeOut = 0;
        	while(1) 
    	{
            	if(distance(self.origin, player.origin) <= 100) 
    		{
                		if(playerWeaponSize.size <= 3) 
    			{
                    		player.hint = "Hold ^3[{+activate}]^7 to take the weapon";
                		} 
    			else 
    			{
                    		player.hint = "Hold ^3[{+activate}]^7 to trade weapons";
                		}
                    
                		if(player UseButtonPressed()) 
    			{
                        		level.players[i] playSoundToPlayer("mpl_turret_alert", level.players[i]);
                        		if(playerWeaponSize.size >= 4) 
    				{
                            		player takeWeapon(player getCurrentWeapon());
                        		}
                        		player giveWeapon(self.weaponsList[weaponID]);
                        		player giveMaxAmmo(self.weaponsList[weaponID]);
                        		wait 0.1;
                        		player switchToWeapon(self.weaponsList[weaponID]);
                        		weaponModel delete();
                        		self RotateRoll(-90, 1);
                        		wait 1;
                        		self.inUse = false;
                        		break;
                		}
                    
                		if(!isAlive(player)) 
    			{
                    		weaponModel delete();
                    		self RotateRoll(-90, 1);
                    		wait 1;
                    		self.inUse = false;
                    		break;
                		}
            	} 
    		else 
    		{
            		player.hint setText("");
            	}
            
            	if(self.timeOut >= 12) 
    		{
                		weaponModel delete();
                		self RotateRoll(-90, 1);
                		wait 2;
                		self.inUse = false;
                		break;
            	}
            
            	self.timeOut += 0.01;
            	wait 0.01;
        	}
    }
    
    weaponsLists(ID)
    {
        	self.weaponsList = [];
        	self.weaponsList[0] = "m220_tow_mp";
        	self.weaponsList[1] = "rottweil72_mp";
        	self.weaponsList[2] = "crossbow_explosive_mp";
        	self.weaponsList[3] = "m72_law_mp";
        	self.weaponsList[4] = "china_lake_mp";
        	self.weaponsList[5] = "ithaca_mp";
        	self.weaponsList[6] = "minigun_mp";
        	self.weaponsList[7] = "famas_mp";
        	self.weaponsList[8] = "m202_flash_mp";
        	self.weaponsList[9] = "claymore_mp";
        	self.weaponsList[10] = "camera_spike_mp";
        	self.weaponsList[11] = "rpg_mp";
    	self.weaponsList[12] = "aug_acog_mp";
    	self.weaponsList[13] = "knife_ballistic_mp";
    	self.weaponsList[14] = "commando_mp";
    	self.weaponsList[15] = "dragunov_mp";
    	self.weaponsList[16] = "fnfal_mp";
    	self.weaponsList[17] = "g11_lps_mp";
    	self.weaponsList[18] = "galil_mp";
    	self.weaponsList[19] = "hk21_mp";
    	self.weaponsList[20] = "l96a1_mp";
    	self.weaponsList[21] = "python_mp";
    	self.weaponsList[22] = "rpk_mp";
    	self.weaponsList[23] = "spectre_mp";
      
        
        	if(isDefined(ID)) 
    	{
            	weaponModel = getweaponmodel(self.weaponsList[ID]);
        	} 
    	else 
    	{
            	weaponModel = getweaponmodel(self.weaponsList[randomInt(self.weaponsList.size)]);
        	}
        
        	return weaponModel;
    }
    
    getAim()
    {
        	forward = self getTagOrigin("tag_eye");
        	end = self vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
        	Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
        	return Crosshair;
    }
    Last edited by jimmynguyen3030; 02-25-2011 at 05:57 PM.
    If I Helped You, Plz Thanks.
    It Would Help Alot

    What Do You Do For A Living?
    I Mostly Own Noobs With The AK-47 With Silencer
    What's That?
    (Turns To Friend)
    HAHAHA Noob!!!!!!
    [img]https://www.danasof*****m/sig/asd248737.jpg[/img]

  5. #5
    alistair4322's Avatar
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    Quote Originally Posted by jimmynguyen3030 View Post
    can you post for me because this gets a syntax

    Code:
    CreateRandomBox(pos, angle)
    {
        	pos += (0, 0, 20);
        
        	boxLid = spawn("script_model", pos);
        
        	angles[0] = (-90, 0, 0);
        	angles[1] = (-90, 0, 0);
        	angles[2] = (-90, -90, 0);
        	angles[3] = (-90, -90, 0);
        	angles[4] = (0, 0, 0);
        	angles[5] = (0, 0, 0);
        	angles[6] = (0, 0, 0);
        	angles[7] = (0, 0, 0);
        	angles[8] = (0, 0, 0);
        	angles[9] = (0, 0, 0);
        
        	offset[0] = (50, 0, 0);
        	offset[1] = (-50, 0, 0);
        	offset[2] = (0, 20, 0);
        	offset[3] = (0, -20, 0);
        	offset[4] = (50, 0, 30);
        	offset[5] = (25, 0, 30);
        	offset[6] = (-25, 0, 30);
        	offset[7] = (-50, 0, 30);
        	offset[8] = (0, 0, 30);
        	offset[9] = (0, 0, 30);
        
        	for(i = 0; i < 10; i++) 
    	{
            	block = spawn("script_model", pos);
            	block setModel("mp_supplydrop_axis");
            	block.angles = angle + angles[i];
            	block Solid();
            	block.origin = pos + offset[i];
            	if(i >= 4) 
    		{
                		block linkTo(boxLid);
            	}
        	}
        	boxLid thread RandomBoxThink();
    }
    
    RandomBoxThink()
    {
            self.inUse = false;
            self endon("disconnect");
    
            while(1) 
    	{
                    if(isDefined(level.players)) 
    		{
                            for(i = 0; i < level.players.size; i++) 
    			{
                                    if(distance(self.origin, level.players[i].origin) <= 100 && isAlive(level.players[i]) && !self.inUse && distance(level.players[i] getAim(), self.origin) <= 90)
    				{
                                            level.players[i].hint = "Hold ^3[{+activate}]^7 for a random special weapon";
    
                                            if(level.players[i] UseButtonPressed()) 
    					{
    						self.inUse = true;
                                                    level.players[i] playSoundToPlayer("mpl_turret_alert", level.players[i]);
                                                    self thread doLidOpen(level.players[i]);
                                    	}
                           		}
                    	}
                    wait 0.05;
            	}
    	}
    }
    
    doLidOpen(player)
    {
        	self RotateRoll(90, 1);
        	wait 0.5;
        	weaponModel = spawn("script_model", self.origin);
        	weaponModel moveTo(self.origin + (0, 0, 60), 2);
        	for(i = 20; i > 0; i--) 
    	{
            	weapon = self thread weaponsLists();
            	weaponModel setModel(weapon);
            	wait 0.2;
        	}
        	weaponID = randomInt(self.weaponsList.size);
        	weapon = self thread weaponsLists(weaponID);
        	weaponModel setModel(weapon);
        
        	playerWeaponSize = player getWeaponsList();
        	player endon("death");
        	player endon("disconnect");
        
        	self.timeOut = 0;
        	while(1) 
    	{
            	if(distance(self.origin, player.origin) <= 100) 
    		{
                		if(playerWeaponSize.size <= 3) 
    			{
                    		player.hint = "Hold ^3[{+activate}]^7 to take the weapon";
                		} 
    			else 
    			{
                    		player.hint = "Hold ^3[{+activate}]^7 to trade weapons";
                		}
                    
                		if(player UseButtonPressed()) 
    			{
                        		level.players[i] playSoundToPlayer("mpl_turret_alert", level.players[i]);
                        		if(playerWeaponSize.size >= 4) 
    				{
                            		player takeWeapon(player getCurrentWeapon());
                        		}
                        		player giveWeapon(self.weaponsList[weaponID]);
                        		player giveMaxAmmo(self.weaponsList[weaponID]);
                        		wait 0.1;
                        		player switchToWeapon(self.weaponsList[weaponID]);
                        		weaponModel delete();
                        		self RotateRoll(-90, 1);
                        		wait 1;
                        		self.inUse = false;
                        		break;
                		}
                    
                		if(!isAlive(player)) 
    			{
                    		weaponModel delete();
                    		self RotateRoll(-90, 1);
                    		wait 1;
                    		self.inUse = false;
                    		break;
                		}
            	} 
    		else 
    		{
            		player.hint setText("");
            	}
            
            	if(self.timeOut >= 12) 
    		{
                		weaponModel delete();
                		self RotateRoll(-90, 1);
                		wait 2;
                		self.inUse = false;
                		break;
            	}
            
            	self.timeOut += 0.01;
            	wait 0.01;
        	}
    }
    
    weaponsLists(ID)
    {
        	self.weaponsList = [];
        	self.weaponsList[0] = "m220_tow_mp";
        	self.weaponsList[1] = "rottweil72_mp";
        	self.weaponsList[2] = "crossbow_explosive_mp";
        	self.weaponsList[3] = "m72_law_mp";
        	self.weaponsList[4] = "china_lake_mp";
        	self.weaponsList[5] = "ithaca_mp";
        	self.weaponsList[6] = "minigun_mp";
        	self.weaponsList[7] = "famas_mp";
        	self.weaponsList[8] = "m202_flash_mp";
        	self.weaponsList[9] = "claymore_mp";
        	self.weaponsList[10] = "camera_spike_mp";
        	self.weaponsList[11] = "rpg_mp";
    	self.weaponsList[12] = "aug_acog_mp";
    	self.weaponsList[13] = "knife_ballistic_mp";
    	self.weaponsList[14] = "commando_mp";
    	self.weaponsList[15] = "dragunov_mp";
    	self.weaponsList[16] = "fnfal_mp";
    	self.weaponsList[17] = "g11_lps_mp";
    	self.weaponsList[18] = "galil_mp";
    	self.weaponsList[19] = "hk21_mp";
    	self.weaponsList[20] = "l96a1_mp";
    	self.weaponsList[21] = "python_mp";
    	self.weaponsList[22] = "rpk_mp";
    	self.weaponsList[23] = "spectre_mp";
      
        
        	if(isDefined(ID)) 
    	{
            	weaponModel = getweaponmodel(self.weaponsList[ID]);
        	} 
    	else 
    	{
            	weaponModel = getweaponmodel(self.weaponsList[randomInt(self.weaponsList.size)]);
        	}
        
        	return weaponModel;
    }
    
    getAim()
    {
        	forward = self getTagOrigin("tag_eye");
        	end = self vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
        	Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
        	return Crosshair;
    }
    You missed vector_Scal()