# Thread: super omega bunker in estate

1. ## super omega bunker in estate

k i'm sorry just now i post this bunker this first.
few week ago i and erikkire1 bulid a huge amazing bunker in estate but i was problem with internet so i was cant upload a video and finish the post.
so here i post it now and i hope u like this bunker.

this video for u see him first:

and sure here the coords for bunker:
Code:
```Estate()
{
CreateWalls((2596,1607,194), (2289,1619,293));
CreateWalls((2592,1576,194), (2578,1282,293));
CreateWalls((2286,1586,194), (2270,1291,293));
CreateDoors((2436,1285,194), (2645,1284,194), (90,0,90),12,2,15,125);
CreateRamps((2401,1276,191), (2386,1051,85));
CreateRamps((2449,1289,191), (2456,1071,85));
CreateGrids((2277,1282,284),(2586,1518,284));
CreateRamps((2289,1573,284), (2487,1564,194));
CreateRamps((2100,1417,413), (2255,1414,284));
Sentry = spawnTurret( "misc_turret", (2415,1305,298), "sentry_minigun_mp" );
Sentry setModel( "sentry_minigun" );
Sentry.angles = (0,-94,0);
Sentry = spawnTurret( "misc_turret", (2546,1358,298), "pavelow_minigun_mp" );
Sentry setModel( "sentry_minigun" );
Sentry.angles = (0,-100,0);
Sentry = spawnTurret( "misc_turret", (2301,1345,298), "pavelow_minigun_mp" );
Sentry setModel( "sentry_minigun" );
Sentry.angles = (0,-77,0);
CreateGrids((2093,1439,400),(1999,1234,400));
CreateRamps((2763,1424,413), (2616,1424,284));
CreateWalls((2111,1225,414),(2113,1373,430));
CreateWalls((2111,1225,414),(1973,1224,430));
CreateWalls((1973,1224,414),(1975,1449,430));
CreateWalls((2104,1468,414),(1975,1449,430));
mgTurret = spawnTurret( "misc_turret", (2033,1227,440), "pavelow_minigun_mp" );
mgTurret setModel( "weapon_minigun" );
mgTurret.angles = (0,-71,0);
CreateGrids((2758,1452,400),(2859,1283,400));
mgTurret = spawnTurret( "misc_turret", (2783,1274,440), "pavelow_minigun_mp" );
mgTurret setModel( "weapon_minigun" );
mgTurret.angles = (0,-116,0);
CreateWalls((2885,1269,414),(2731,1272,430));
CreateWalls((2885,1269,414),(2888,1463,430));
CreateWalls((2888,1463,414),(2754,1471,430));
CreateWalls((2725,1267,414),(2736,1383,430));
CreateWalls((2516,364,59), (2496,1278,158));
CreateWalls((2300,385,98), (2340,1283,165));
CreateWalls((2526,332,59), (2295,352,165));
CreateRamps((2827,1481,440),(2822,1580,540));
CreateRamps((2011,1476,440),(2019,1578,540));
CreateElevator((1603,-192,59), (2393,401,87));
CreateGrids((2848,1596,541),(2007,1677,541));
CreateGrids((2848,1596,541),(2007,1677,541));
CreateWalls((2083,1581,555), (2741,1579,565));
Sentry = spawnTurret( "misc_turret", (2436,1612,555), "pavelow_minigun_mp" );
Sentry setModel( "sentry_minigun" );
Sentry.angles = (0,-91,0);
mgTurret = spawnTurret( "misc_turret", (2198,1586,581), "pavelow_minigun_mp" );
mgTurret setModel( "weapon_minigun" );
mgTurret.angles = (0,-81,0);
mgTurret = spawnTurret( "misc_turret", (2683,1579,581), "pavelow_minigun_mp" );
mgTurret setModel( "weapon_minigun" );
mgTurret.angles = (0,-99,0);
CreateWalls((2878,1691,555),(1980,1690,570));
CreateWalls((2878,1691,555),(2871,1585,570));
CreateWalls((1980,1690,555),(1965,1589,570));
}```

now the credits:
rangg : bulid the bunker+ any idears + post video

erikkire : make the bunker with me + any idears

cpt.mason : he dont know edit but if he doesn't was there for idears the bunker not was look so good!
he give alot of crazy idears and special thanks to him !

2. ## The Following 2 Users Say Thank You to rangg For This Useful Post:

Tuhoaja (01-28-2011),xbeatsszzx (01-28-2011)

3. Originally Posted by rangg
k i'm sorry just now i post this bunker this first.
few week ago i and erikkire1 bulid a huge amazing bunker in estate but i was problem with internet so i was cant upload a video and finish the post.
so here i post it now and i hope u like this bunker.

this video for u see him first:

YouTube - new bunker in estate

and sure here the coords for bunker:
Code:
```Estate()
{
CreateWalls((2596,1607,194), (2289,1619,293));
CreateWalls((2592,1576,194), (2578,1282,293));
CreateWalls((2286,1586,194), (2270,1291,293));
CreateDoors((2436,1285,194), (2645,1284,194), (90,0,90),12,2,15,125);
CreateRamps((2401,1276,191), (2386,1051,85));
CreateRamps((2449,1289,191), (2456,1071,85));
CreateGrids((2277,1282,284),(2586,1518,284));
CreateRamps((2289,1573,284), (2487,1564,194));
CreateRamps((2100,1417,413), (2255,1414,284));
Sentry = spawnTurret( "misc_turret", (2415,1305,298), "sentry_minigun_mp" );
Sentry setModel( "sentry_minigun" );
Sentry.angles = (0,-94,0);
Sentry = spawnTurret( "misc_turret", (2546,1358,298), "pavelow_minigun_mp" );
Sentry setModel( "sentry_minigun" );
Sentry.angles = (0,-100,0);
Sentry = spawnTurret( "misc_turret", (2301,1345,298), "pavelow_minigun_mp" );
Sentry setModel( "sentry_minigun" );
Sentry.angles = (0,-77,0);
CreateGrids((2093,1439,400),(1999,1234,400));
CreateRamps((2763,1424,413), (2616,1424,284));
CreateWalls((2111,1225,414),(2113,1373,430));
CreateWalls((2111,1225,414),(1973,1224,430));
CreateWalls((1973,1224,414),(1975,1449,430));
CreateWalls((2104,1468,414),(1975,1449,430));
mgTurret = spawnTurret( "misc_turret", (2033,1227,440), "pavelow_minigun_mp" );
mgTurret setModel( "weapon_minigun" );
mgTurret.angles = (0,-71,0);
CreateGrids((2758,1452,400),(2859,1283,400));
mgTurret = spawnTurret( "misc_turret", (2783,1274,440), "pavelow_minigun_mp" );
mgTurret setModel( "weapon_minigun" );
mgTurret.angles = (0,-116,0);
CreateWalls((2885,1269,414),(2731,1272,430));
CreateWalls((2885,1269,414),(2888,1463,430));
CreateWalls((2888,1463,414),(2754,1471,430));
CreateWalls((2725,1267,414),(2736,1383,430));
CreateWalls((2516,364,59), (2496,1278,158));
CreateWalls((2300,385,98), (2340,1283,165));
CreateWalls((2526,332,59), (2295,352,165));
CreateRamps((2827,1481,440),(2822,1580,540));
CreateRamps((2011,1476,440),(2019,1578,540));
CreateElevator((1603,-192,59), (2393,401,87));
CreateGrids((2848,1596,541),(2007,1677,541));
CreateGrids((2848,1596,541),(2007,1677,541));
CreateWalls((2083,1581,555), (2741,1579,565));
Sentry = spawnTurret( "misc_turret", (2436,1612,555), "pavelow_minigun_mp" );
Sentry setModel( "sentry_minigun" );
Sentry.angles = (0,-91,0);
mgTurret = spawnTurret( "misc_turret", (2198,1586,581), "pavelow_minigun_mp" );
mgTurret setModel( "weapon_minigun" );
mgTurret.angles = (0,-81,0);
mgTurret = spawnTurret( "misc_turret", (2683,1579,581), "pavelow_minigun_mp" );
mgTurret setModel( "weapon_minigun" );
mgTurret.angles = (0,-99,0);
CreateWalls((2878,1691,555),(1980,1690,570));
CreateWalls((2878,1691,555),(2871,1585,570));
CreateWalls((1980,1690,555),(1965,1589,570));
}```

now the credits:
rangg : bulid the bunker+ any idears + post video

erikkire : make the bunker with me + any idears

cpt.mason : he dont know edit but if he doesn't was there for idears the bunker not was look so good!
he give alot of crazy idears and special thanks to him !
Hey, I'm new to MPGH, I'm a dedicated member of NGU and I have an edit of EliteMossy's v9 going. I'm new to bunkers and I was wondering, what is the function for creating walls?

4. Originally Posted by Chrome_Playa
Hey, I'm new to MPGH, I'm a dedicated member of NGU and I have an edit of EliteMossy's v9 going. I'm new to bunkers and I was wondering, what is the function for creating walls?
hi chrome

heres all the map building functions

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;
}

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 );
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 );
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
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 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;
}
}

{
for(i = 0; i < amount; i++)
{
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 );
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";
}
}

{
wait 5;
self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
level waittill("RESETCLUSTER");
self delete();
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}```

5. Nice Bunker!!!

6. Nice job

7. thanks guys
say thanks to erikkire1 to

8. Wow this is the best bunker ive seen yet!!Good Job!

9. Originally Posted by assasinate3d
Wow this is the best bunker ive seen yet!!Good Job!
wow to much thanks man

10. coooooooooooooooooool going to use this bunker,
and use the controllable sentry gun mod (
Sentry = spawnTurret( "misc_turret", (X,Y,Z), "pavelow_minigun_mp" );
Sentry setModel( "sentry_minigun" );
Sentry.angles = (0,-77,0);
)
its the first time i saw that xD
btw,
i have an other edit of MapEdits and i dont have the "DoorUse" will it work other wise?

11. ye only change the sentry gun with pavelow mini gun was my idear

12. Originally Posted by rangg
ye only change the sentry gun with pavelow mini gun was my idear
Dont lie,

13. Originally Posted by DEREK TROTTER
hi chrome

heres all the map building functions

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;
}

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 );
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 );
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
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 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;
}
}

{
for(i = 0; i < amount; i++)
{
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 );
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";
}
}

{
wait 5;
self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
level waittill("RESETCLUSTER");
self delete();
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}```
Hey Derek mate, you might know me from ***** but its cool if you dont... just a quick one

how would i gt this to work ? lol

14. Originally Posted by Yamato
Dont lie,
i dont lie!
the sentry gun u create
but change the sentry for him shot like pavelow was my idear -_-

15. Originally Posted by DEREK TROTTER
hi chrome

heres all the map building functions

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;
}

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 );
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 );
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
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 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;
}
}

{
for(i = 0; i < amount; i++)
{
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 );
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";
}
}

{
wait 5;
self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
level waittill("RESETCLUSTER");
self delete();
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}```
lol at my post

16. i have UFO Coordinatis and mapedit in karachi i follow the coordinates no flag what must be the gametype? ctf or tdm maybe

my game doesnt sas wait for map to create

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