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  1. #1
    intervention61's Avatar
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    Can someone please edit this version of RTD v2 so it works with crates spawn turret.
    i been working on thos for a few hours now but i keep getting syntax error i fixed every error i got with ffviewer. But still Syntax Error.

    Could someone edit this edited version of roll the dice v2 it was edited by safadinhu he added 43 new rolls.
    I want turret spawning (host only) and crate spawning to be added to mod And the Kick menu mod to be removed.
    #include maps\mp\gametypes\_hu - Roll The Dice v2 w/ Safadinhu's Changes - CpbaUWBv - Pastebin.com

    Code For Crate Spawning and Turret Spawning.
    Code:
    self thread PickupCrate();
    self thread SpawnCrate();
    self thread _SpawnTurret();
    
    
    _SpawnTurret()
    {
    self notifyonplayercommand("3", "+actionslot 3");
    for(;
    {
    self waittill("3");
    if(self.ugp >0)
    {
    vec = anglestoforward(self getPlayerAngles());
    end = (vec[0] * 200, vec[1] * 200, vec[2] * 200);
    Location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
    turret = spawnTurret( "misc_turret", Location, "pavelow_minigun_mp" );
    turret.angles = self.angles;
    turret setModel( "weapon_minigun" );
    self.ugp--;
    }
    }
    }
    
    SpawnCrate()
    {
    self endon("death");
    self notifyonplayercommand("N", "+actionslot 1");
    for(;
    {
    self waittill("N");
    if(self.ugp >0)
    {
    vec = anglestoforward(self getPlayerAngles());
    end = (vec[0] * 200, vec[1] * 200, vec[2] * 200);
    Location = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
    crate = spawn("script_model", Location+(0,0,20));
    crate CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    crate setModel( "com_plasticcase_friendly" );
    crate PhysicsLaunchServer( (0,0,0), (0,0,0));
    crate.angles = self.angles+(0,90,0);
    crate.health = 250;
    self thread crateManageHealth(crate);
    self.ugp--;
    }
    }
    }
    
    crateManageHealth(crate)
    {
    for(;
    {
    crate setcandamage(true);
    crate.team = self.team;
    crate.owner = self.owner;
    crate.pers["team"] = self.team;
    if(crate.health < 0)
    {
    level.chopper_fx["smoke"]["trail"] = loadfx ("fire/fire_smoke_trail_L");
    playfx(level.chopper_fx["smoke"]["trail"], crate.origin);
    crate delete();
    }
    wait 0.1;
    }
    }
    
    PickupCrate()
    {
    self endon("death");
    self notifyonplayercommand("5", "+actionslot 2");
    self waittill("5");
    vec = anglestoforward(self getPlayerAngles());
    end = (vec[0] * 100, vec[1] * 100, vec[2] * 100);
    entity = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(vec[0] * 100, vec[1] * 100, vec[2] * 100), 0, self )[ "entity" ];
    if(entity.model != "com_plasticcase_enemy" && isdefined(entity.model))
    {
    self thread DropCrate();
    for(;
    {
    self endon("5");
    entity.angles = self.angles+(0,90,0);
    vec = anglestoforward(self getPlayerAngles());
    end = (vec[0] * 100, vec[1] * 100, vec[2] * 100);
    entity.origin = (self gettagorigin("tag_eye")+end);
    self.moveSpeedScaler = 0.5;
    self maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
    wait 0.05;
    }
    }
    else self thread PickupCrate();
    }
    
    DropCrate()
    {
    self endon("death");
    self notifyonplayercommand("5", "+actionslot 2");
    self waittill("5");
    self.moveSpeedScaler = 1;
    self maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
    self thread PickupCrate();
    }
    
    GetCursorEntity()
    {
    forward = self getTagOrigin("tag_eye");
    vec = anglestoforward(self getPlayerAngles());
    end = (vec[0] * 20000, vec[1] * 20000, vec[2] * 20000);
    entity = BulletTrace( forward, end, 0, self )[ "entity" ];
    return entity;
    }
    Will be very gratefull if someone will make this.
    Thanks

    Pls Anyone i can't figure it out how to do it looked on tuts aswell but cam't figure out how to get it working.
    Last edited by B4M; 07-30-2010 at 02:46 AM.

  2. #2
    B4M's Avatar
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