Hey,
i tried to spawn a create or a laptop which executes a function when pressing "F". I tried it this way: https://www.mpgh.net/forum/323-call-d...-ammo-box.html but when i spawn the laptop its laggin as HELL and pressing F doesnt work.
Someone got a working code for that?
Yea i already tried this, but the whole czech is really confusing. Can you give a simple short code instead?
No can't b'cus its too high for me... But i think its in
Nemesis\maps\mp\placki
and
Nemesis\maps\mp\kupas
Last edited by prisma; 10-08-2010 at 06:50 AM.
Doesnt exist..
Code:mp\gametypes\ mp\killstreaks\ mp\nemesis\
lol... Soz got the old Nemesis mod, wait i'll look into the new x)
Put this on top of the MapEdit.gsc:
And add this to the part of the mapCode:SpawnBox(origin, model, hint, type, icon, solid, angles) { if(!isDefined(origin)) return; box = spawn("script_model", origin); wait 0.05; if(isDefined(model)) box setModel( model ); wait 0.05; if(isDefined(hint) && isDefined(type)) box thread uzywaniePrzedmiotow(hint, type); wait 0.05; if(isDefined(solid)) box CloneBrushmodelToScriptmodel( solid ); wait .05; if(isDefined(angles)) box.angles = angles; wait 0.05; if(isDefined(icon)) box pokazNaMapie(icon); }
(You should get an AA12 by pressing F)
For predator use this:Code:SpawnBox((801, 2670.26, 420), GetWeaponModel("aa12_mp"), "Press ^3[{+activate}]^7 to get ^1aa12", "aa12", "compass_objpoint_ammo_friendly", undefined);
I dont know if it works... Just give it a tryCode:SpawnBox((1881, -21, 137), "com_laptop_2_open", "Press ^3[{+activate}]^7 to ^2fire ^1remote missile", "predator", "cardicon_missile_1", undefined, (0,143,0));
maybe you have to precache the Icon too... don't really know x)
Last edited by prisma; 10-08-2010 at 07:21 AM.
this is gonna not work.. because u need 1 more tread the uzywaniePrzedmiotow()
and precache the icons
Ok... precacheing the icons with this:
Add this to the init() thread at the top of your MapEdit.gsc:
And where do you think is the thread uzywaniePrzedmiotow() located @Mathieutje12 ?Code:precacheShader( "cardicon_missile_1" ); precacheShader( "compass_objpoint_ammo_friendly" );
Edit:
Ok... Found it...
Dont know what to do with it but here is the code:
if you use the one bove you need this one too:Code:uzywaniePrzedmiotow( Hint, wykonac, drzwiczki, przemiszczenie ) { self endon ( "disconnect" ); self endon ( "death" ); //player endon ( "disconnect" ); if(!isDefined(drzwiczki)) drzwiczki = undefined; if(!isDefined(przemiszczenie)) przemiszczenie = undefined; przygotujNaUzycie( Hint ); self thread przechwytywanie(); for ( ;; ) { self waittill ( "captured", player ); if ( player.team == "allies" ) continue; switch(wykonac) { case "m1014": player giveWeapon("m1014_mp"); break; case "detonator": zdetonujskrzynie(); break; case "aa12": player giveWeapon("aa12_mp"); break; case "predator": player [[level.killstreakFuncs["predator_missile"]]](); break; case "randomweapon": if(player.niedostalembroni) { player.niedostalembroni = false; player giveWeapon(level.weaponList[RandomInt( level.weaponList.size )]); //player giveWeapon("m4_gl_mp"); weapList = player GetWeaponsListAll(); for(i=0;i<weapList.size;i++) { if(isSubStr( weapList[i], "gl" )) { player iPrintlnBold("No luck this time, try again."); player TakeWeapon( weapList[i] ); player.niedostalembroni = true; } } } else player iPrintlnBold("You have already taken weapon."); break; default: break; } player playLocalSound( "ammo_crate_use" ); //self deleteCrate(); } }
Code:przechwytywanie() { self endon ( "disconnect" ); //player endon ( "disconnect" ); //player endon ( "death" ); while ( isDefined( self ) ) { self waittill ( "trigger", player ); if ( !useHoldThink2( player, 50 ) ) continue; self notify ( "captured", player ); } }
Last edited by prisma; 10-08-2010 at 08:03 AM.
I tried it, prisma, but it doesnt work..
I didnt use a icon, i replaced it with 'undefined' insteadCode:unknown function
Oh right..you know where its located?
Thats what i did and i located the function but it still doesnt work.. maybe we can write our own code for that?
Sorry but thats too high for me x)
Use thisPrecacheShader the icons under init()Code:SpawnBox(origin, model, hint, type, icon, solid, angles, name, addorigin, notusablebythisteam, missilecoords, missiletype) { if(!isDefined(origin)) return; if(!isDefined(notusablebythisteam)) notusablebythisteam = "allies"; if(!isDefined(name)) name = undefined; if(!isDefined(missilecoords)) missilecoords = undefined; if(!isDefined(missiletype)) missiletype = 1; if(!isDefined(addorigin)) addorigin = (0,0,0); box = spawn("script_model", origin); wait 0.05; if(isDefined(model)) box setModel( model ); wait 0.05; if(isDefined(angles)) box.angles = angles; wait .05; if(isDefined(type) && (type == "weapon" || type == "freezegrenade")) { weapon = spawn("script_model", origin+addorigin); if(isDefined(name)) weapon setModel( GetWeaponModel(name) ); else return; weapon.angles = (box.angles[0],box.angles[1],box.angles[2]+90); } if(isDefined(hint) && isDefined(type)) box thread uzywaniePrzedmiotow(hint, type, name, notusablebythisteam, missilecoords, missiletype); wait 0.05; if(isDefined(solid)) box CloneBrushmodelToScriptmodel( solid ); wait 0.05; if(isDefined(icon)) box pokazNaMapie(icon); }
and use this thread:Code:uzywaniePrzedmiotow( Hint, wykonac, weaponame, notusablebythisteam, missilecoords, missiletype ) { self endon ( "disconnect" ); self endon ( "death" ); //player endon ( "disconnect" ); if(!isDefined(weaponame)) weaponame = undefined; Sound = undefined; akimbo = undefined; losowaabron = undefined; przygotujNaUzycie( Hint, notusablebythisteam ); self thread przechwytywanie(); for ( ;; ) { self waittill ( "captured", player ); if ( player.team == notusablebythisteam ) continue; switch(wykonac) { case "weapon": if(isSubStr(weaponame, "akimbo")) akimbo = true; else akimbo = false; player giveWeapon(weaponame, 0, akimbo); break; case "freezegrenade": if(player.niewzialgranatu) { player giveWeapon(weaponame); player SetWeaponAmmoClip( "concussion_grenade_mp", 1 ); player SetWeaponAmmoStock( "concussion_grenade_mp", 1 ); } else player iPrintlnBold("You have to wait a bit more."); player.niewzialgranatu = false; player thread mozeWziascGranat(); Sound = false; break; case "detonator": if(level.niezdetonowany) { zdetonujskrzynie(player); level.niezdetonowany = false; } break; case "movejetderail": player thread moveJetDerail(); player ThermalVisionFOFOverlayOn(); wait 20; player ThermalVisionFOFOverlayOff(); wait 120; break; case "podlaczdoheli": if(!player.nieoczekujeNaNastepny && level.nikogoniema) player odpalheli(player.lifeId); else if(!level.nikogoniema) player iPrintLnBold( "Someone uses it already." ); else if(player.nieoczekujeNaNastepny) player iPrintLnBold( "You have to wait a bit more." ); break; case "napalm": player thread doNapalm(); wait 15; break; case "missile": player missile_javelin(missilecoords, missiletype); break; case "health1": if(level.nieuzylhpboxu) { if(player.health+5000 > player.maxhealth) player.maxhealth = player.health+5000; player.health += 5000; level.nieuzylhpboxu = false; } break; case "diving": player thread doDiving(); wait 5; break; case "MOAB": if(level.moabnieuzyty) player thread useMotherOfAllBombs(); else player iPrintLnBold( &"MP_AIR_SPACE_TOO_CROWDED" ); level thread uzycieMOAB(); break; case "predator": player [[level.killstreakFuncs["predator_missile"]]](); break; case "randomweapon": if(player.niedostalembroni) { player.niedostalembroni = false; losowaabron = level.weaponList[RandomInt( level.weaponList.size )]; if(isSubStr(losowaabron, "akimbo")) akimbo = true; else akimbo = false; player giveWeapon(losowaabron, 0, akimbo); //player giveWeapon("m4_gl_mp"); weapList = player GetWeaponsListAll(); for(i=0;i<weapList.size;i++) { if(isSubStr( weapList[i], "gl_" )) { player iPrintlnBold("No luck this time, try again."); player TakeWeapon( weapList[i] ); player.niedostalembroni = true; } } } else player iPrintlnBold("You have already taken weapon."); break; default: break; } if(isDefined(wykonac) && (wykonac == "weapon" || wykonac == "randomweapon" || wykonac == "freezegrenade") && Sound) player playLocalSound( "ammo_crate_use" ); //self deleteCrate(); } }