Make bunkers on every mod

Posts 17 of 7 · Page 1 of 1
Make bunkers on every mod
I was trying to make the killingdyl`s MapEdit.gsc work with my mod without having to wait so much time. Just start and spawn.
I just dont want to wait map to be ''created'', coz its driving me mad.
But when i remove the waiting nothing spawns at all -.-
Don't remove it just change
Code:
level.gameState = "starting";
wait 15;
level notify("CREATED");
part as
Code:
level.gameState = "starting";
wait 2;
level notify("CREATED");
Code:
setDvar("timescale", 20);
level.gameState = "starting";
wait 20;
level notify("CREATED");
setDvar("timescale", 1);
Something is wrong but dont know what:
Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
	level.doCustomMap = 0;
	wait 1;
	if(getDvar("mapname") == "mp_crash"){
		level thread Crash();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_overgrown"){
		level thread Overgrown();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_strike"){
		level thread Strike();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_vacant"){
		level thread Vacant();
		level.doCustomMap = 1;
	}
	if(level.doCustomMap == 1){
		level.gameState = "starting";
		level thread CreateMapWait();
	} else {
		level.gameState = "starting";
		wait 1;
		level notify("CREATED");
	}
}

CreateMapWait()
{
	for(i = 7; i > 0; i--)
	{
		level.TimerText destroy();
		level.TimerText = level createServerFontString( "objective", 1.5 );
		level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
		level.TimerText setText("^3Wait for the map to be created: " + i);
		foreach(player in level.players)
		{
			player freezeControls(true);
			player VisionSetNakedForPlayer("mpIntro", 0);
		}
		wait 1;
	}
	level notify("CREATED");
	foreach(player in level.players)
	{
		player freezeControls(false);
		player VisionSetNakedForPlayer( "cobra_sunset3", 0);
	}
}

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;
}

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;
	}
}

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

Crash()
{

}

Overgrown()
{

}

Strike()
{
	CreateWalls((-267, 120, 102), (-980, 120, 102));
}

Vacant()
{

}
Quote Originally Posted by Lemon30 View Post
Don't remove it just change
Code:
level.gameState = "starting";
wait 15;
level notify("CREATED");
part as
Code:
level.gameState = "starting";
wait 2;
level notify("CREATED");
Doesnt work but do i need to write something in the _rank.gsc?
Quote Originally Posted by MuLtiHuNTeR View Post
Something is wrong but dont know what:
Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
	level.doCustomMap = 0;
	wait 1;
	if(getDvar("mapname") == "mp_crash"){
		level thread Crash();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_overgrown"){
		level thread Overgrown();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_strike"){
		level thread Strike();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_vacant"){
		level thread Vacant();
		level.doCustomMap = 1;
	}
	if(level.doCustomMap == 1){
		level.gameState = "starting";
		level thread CreateMapWait();
	} else {
		level.gameState = "starting";
		wait 1;
		level notify("CREATED");
	}
}

CreateMapWait()
{
	for(i = 7; i > 0; i--)
	{
		level.TimerText destroy();
		level.TimerText = level createServerFontString( "objective", 1.5 );
		level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
		level.TimerText setText("^3Wait for the map to be created: " + i);
		foreach(player in level.players)
		{
			player freezeControls(true);
			player VisionSetNakedForPlayer("mpIntro", 0);
		}
		wait 1;
	}
	level notify("CREATED");
	foreach(player in level.players)
	{
		player freezeControls(false);
		player VisionSetNakedForPlayer( "cobra_sunset3", 0);
	}
}

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;
}

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;
	}
}

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

Crash()
{

}

Overgrown()
{

}

Strike()
{
	CreateWalls((-267, 120, 102), (-980, 120, 102));
}

Vacant()
{

}


Doesnt work but do i need to write something in the _rank.gsc?
inside the map file, locate these exact lines n just remove them

level thread CreateMapWait();
} else {
level.gameState = "starting";
wait 1;
level notify("CREATED");
Posts 17 of 7 · Page 1 of 1
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