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Home › Forum › MultiPlayer Game Hacks & Cheats › Call of Duty Hacks & Cheats › Call of Duty 7 - Black Ops Hacks & Cheats › Call of Duty Black Ops Server & GSC Modding › Call of Duty Black Ops GSC Modding Help & Discussion › RANDOMBOX

RANDOMBOX

Posts 1–5 of 5 · Page 1 of 1
jimmynguyen3030
jimmynguyen3030
RANDOMBOX
is there a goodrandom box tht i can use because i saw a bunch and dont kno what to choose
#1 · 15y ago
YU
YuDi21
look into cod4 mod, RotU v2.0 , in mod.ff (open w/ FFviewer) and open a file : _mystery_box.gsc
#2 · 15y ago
alistair4322
alistair4322
Look into ItsZombieMod
#3 · 15y ago
jimmynguyen3030
jimmynguyen3030
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;
}
#4 · edited 15y ago · 15y ago
alistair4322
alistair4322
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()
#5 · 15y ago
Posts 1–5 of 5 · Page 1 of 1

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