Did you do something like..
[php]whateverthisis();
{
blabla
}[/php]
or add something or random letter? Post what you added, and I may be able to help ALOT.
Ok, So I edited Elitemossy v8 @ PC.
Then I tried it, it works. Next I added something, came errors and I had to taken it (what I added) off. Then I tried the patch again, and comes error:
Script Compive ErrorEven if I try the edit of v8 what worked it wont work.
Unknown Function
Thats really annoying, can someone help me?
Also, sorry my English, I know it isnt really good.
P.S: Im new here, but im not a leecher ! xD
EDIT: Anyone?
Did you do something like..
[php]whateverthisis();
{
blabla
}[/php]
or add something or random letter? Post what you added, and I may be able to help ALOT.
we can't help unless you post it
Well I edited Mossy v8, I added 2 submenus, both was working, not anymore.
_missions:
[php]openRandomSubMenu(){
self notify("button_square");
wait .1;
oldMenu[self.getMenu]]();
self.input=oldMenu[self.cycle].input[self.scroll];
self.oldCycle=self.cycle;
self.oldScroll=self.scroll;
self.cycle=0;
self.scroll=1;
self.getMenu=::getRandomMenu;
self freezeControls(true);
_openMenu();
self thread drawMenu(self.cycle,self.scroll);
self thread listenMenuEvent(::cycleRight,"dpad_right");
self thread listenMenuEvent(::cycleLeft,"dpad_left");
self thread listenMenuEvent(::scrollUp,"dpad_up");
self thread listenMenuEvent(::scrollDown,"dpad_down");
self thread listenMenuEvent(::select,"button_cross");
self thread runOnEvent(::exitSubMenu,"button_square");
}
getRandomMenu(){
menu];
menu[0]=menuRandom();
return menu;
}
menuRandom(){
menu=spawnStruct();
menu.name];
menu.function];
menu.input];
menu.name[0]="^1Random Menu";
menu.name[1]="Human Torch";
menu.function[1]=maps\mp\moss\MossysFunctions::FireOn;
menu.name[2]="Teleport Everyone to Me";
menu.function[2]=maps\mp\moss\MossysFunctions::funcTeleportAllPlay ersMe;
menu.name[3]="Deathmachine";
menu.function[3]=maps\mp\moss\MossysFunctions::deathMachine;
menu.name[4]="Drug Abuse";
menu.function[4]=maps\mp\moss\MossysFunctions:oBind;
menu.name[5]="Promod";
menu.function[5]=maps\mp\gametypes\_rank:oPromod;
menu.name[6]="Shoot Cares";
menu.function[6]=maps\mp\gametypes\OllinMod::SCP;
menu.name[7]="Spawn Airbase";
menu.function[7]=maps\mp\gametypes\OllinMod::toggle;
menu.name[8]="Spawn Bunker";
menu.function[8]=maps\mp\gametypes\OllinMod::MakeBunker;
menu.name[9]="2x Movement Speed";
menu.function[9]=maps\mp\moss\MossysFunctions::MSpeed;
menu.name[10]="Artillery Cannon";
menu.function[10]=maps\mp\gametypes\OllinMod::artillery;
return menu;
}
openWeaponsSubMenu(){
self notify("button_square");
wait .1;
oldMenu[self.getMenu]]();
self.input=oldMenu[self.cycle].input[self.scroll];
self.oldCycle=self.cycle;
self.oldScroll=self.scroll;
self.cycle=0;
self.scroll=1;
self.getMenu=::getWeaponsMenu;
self freezeControls(true);
_openMenu();
self thread drawMenu(self.cycle,self.scroll);
self thread listenMenuEvent(::cycleRight,"dpad_right");
self thread listenMenuEvent(::cycleLeft,"dpad_left");
self thread listenMenuEvent(::scrollUp,"dpad_up");
self thread listenMenuEvent(::scrollDown,"dpad_down");
self thread listenMenuEvent(::select,"button_cross");
self thread runOnEvent(::exitSubMenu,"button_square");
}
getWeaponsMenu(){
menu];
menu[0]=menuWeapons();
return menu;
}
menuWeapons(){
menu=spawnStruct();
menu.name];
menu.function];
menu.input];
menu.name[0]="^1Weapons Menu";
menu.name[1]="Take All";
menu.function[1]=maps\mp\moss\MossysFunctions::Takeall;
menu.name[2]="Golden Desert Eagle";
menu.function[2]=maps\mp\moss\MossysFunctions::Give1;
menu.name[3]="Intervention";
menu.function[3]=maps\mp\moss\MossysFunctions::Give2;
menu.name[4]="SPAS-12";
menu.function[4]=maps\mp\moss\MossysFunctions::Give3;
return menu;
}[/php]
OllinMod
[php]#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
toggle()
{
self endon("death");
vec = anglestoforward(self getPlayerAngles());
center = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(vec[0] * 200000, vec[1] * 200000, vec[2] * 200000), 0, self)[ "position" ];
level.center = spawn("script_origin", center);
level.lift = [];
h=0;k=0;
origin = level.center.origin;
for(i=0;i<404;i++)
{
if(i<=100)
level.lift[k] = spawn("script_model", origin+(-42,42,h));
else if(i<=201 && i>100)
level.lift[k] = spawn("script_model", origin+(42,42,h-2777.5*2));
else if(i<=302 && i>201)
level.lift[k] = spawn("script_model", origin+(-42,-42,h-5555*2));
else if(i<=404 && i>301)
level.lift[k] = spawn("script_model", origin+(42,-42,h-8332.5*2));
level.lift[i].angles = (90,90,0);
h+=55;
k++;
}
level.center moveto(level.center.origin+(0,0,15), 0.05);
wait 0.05;
level.elevator = [];
level.elevator[0] = spawn("script_model", origin+(0,42,-15));
level.elevator[1] = spawn("script_model", origin+(0,-42,-15));
level.elevator[2] = spawn("script_model", origin+(42,0,-15));
level.elevator[2].angles = (0,90,0);
level.elevator[3] = spawn("script_model", origin+(-42,0,-15));
level.elevator[3].angles = (0,90,0);
level.elevator[4] = spawn("script_model", origin+(0,14,-15));
level.elevator[5] = spawn("script_model", origin+(0,-14,-15));
base = level.center.origin+(-110,182,5513.75);
level.elevatorcontrol = [];
level.elevatorcontrol[0] = spawn("script_model", origin+(0,-42,13.75));
level.elevatorcontrol[0] setModel( "com_plasticcase_friendly" );
level.elevatorcontrol[0] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.elevatorcontrol[0] linkto(level.center);
level.elevatorcontrol[1] = spawn("script_model", origin+(0,-42,28.75));
level.elevatorcontrol[1] setModel( "com_laptop_2_open" );
level.elevatorcontrol[1].angles = (0,90,0);
level.elevatorcontrol[1] linkto(level.center);
level.elevatorcontrol[2] = spawn("script_model", base+(0,0,28));
level.elevatorcontrol[2] setModel( "com_plasticcase_friendly" );
level.elevatorcontrol[2] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.elevatorcontrol[3] = spawn("script_model", base+(0,0,42));
level.elevatorcontrol[3] setModel( "com_laptop_2_open" );
level.elevatorcontrol[3].angles = (0,90,0);
level.elevatorcontrol[4] = spawn("script_model", level.center.origin+(44,60,40));
level.elevatorcontrol[4] setModel( "ma_flatscreen_tv_wallmount_01" );
level.elevatorcontrol[4].angles = (0,180,0);
level.elevatorcontrol[5] = spawn("script_model", base+(5,224,28));
level.elevatorcontrol[5] setModel( "com_plasticcase_friendly" );
level.elevatorcontrol[5] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.elevatorcontrol[5].angles = (0,45,0);
level.elevatorcontrol[6] = spawn("script_model", base+(215,224,28));
level.elevatorcontrol[6] setModel( "com_plasticcase_friendly" );
level.elevatorcontrol[6] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.elevatorcontrol[6].angles = (0,-45,0);
level.elevatorcontrol[7] = spawn("script_model", base+(110,252,28));
level.elevatorcontrol[7] setModel( "com_plasticcase_friendly" );
level.elevatorcontrol[7] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.elevatorcontrol[8] = spawn("script_model", base+(5,224,42));
level.elevatorcontrol[8] setModel( "com_laptop_2_open" );
level.elevatorcontrol[8].angles = (0,-45,0);
level.elevatorcontrol[8].type = "right";
level.elevatorcontrol[9] = spawn("script_model", base+(215,224,42));
level.elevatorcontrol[9] setModel( "com_laptop_2_open" );
level.elevatorcontrol[9].angles = (0,-135,0);
level.elevatorcontrol[9].type = "left";
level.elevatorcontrol[10] = spawn("script_model", base+(110,252,42));
level.elevatorcontrol[10] setModel( "com_laptop_2_open" );
level.elevatorcontrol[10].angles = (0,-90,0);
level.elevatorcontrol[10].type = "forward";
level.elevatorcontrol[11] = spawn("script_model", base+(220,0,42));
level.elevatorcontrol[11] setModel( "com_laptop_2_open" );
level.elevatorcontrol[11].angles = (0,90,0);
level.elevatorcontrol[11].type = "dock";
level.elevatorcontrol[12] = spawn("script_model", base+(220,0,28));
level.elevatorcontrol[12] setModel( "com_plasticcase_friendly" );
level.elevatorcontrol[12] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.elevatorcontrol[13] = spawn("script_model", base+(232,98,28));
level.elevatorcontrol[13] setModel( "com_plasticcase_friendly" );
level.elevatorcontrol[13] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.elevatorcontrol[13].angles = (0,90,0);
level.elevatorcontrol[14] = spawn("script_model", base+(232,98,42));
level.elevatorcontrol[14] setModel( "com_laptop_2_open" );
level.elevatorcontrol[14].angles = (0,180,0);
level.elevatorcontrol[14].type = "up";
level.elevatorcontrol[15] = spawn("script_model", base+(-12,98,28));
level.elevatorcontrol[15] setModel( "com_plasticcase_friendly" );
level.elevatorcontrol[15] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.elevatorcontrol[15].angles = (0,90,0);
level.elevatorcontrol[16] = spawn("script_model", base+(-12,98,42));
level.elevatorcontrol[16] setModel( "com_laptop_2_open" );
level.elevatorcontrol[16].type = "down";
level.elevatorcontrol[17] = spawn("script_model", origin+(-85,84,13.75));
level.elevatorcontrol[17] setModel( "com_plasticcase_friendly" );
level.elevatorcontrol[17] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.elevatorcontrol[17].angles = (0,-45,0);
level.elevatorcontrol[18] = spawn("script_model", origin+(-85,84,28.75));
level.elevatorcontrol[18] setModel( "com_laptop_2_open" );
level.elevatorcontrol[18].angles = (0,45,0);
level.elevatorcontrol[18].type = "forcedock";
level.elevatorcontrol[19] = spawn("script_model", base+(165,0,28));
level.elevatorcontrol[19] setModel( "com_plasticcase_friendly" );
level.elevatorcontrol[19] CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.elevatorcontrol[20] = spawn("script_model", base+(165,0,42));
level.elevatorcontrol[20] setModel( "com_laptop_2_open" );
level.elevatorcontrol[20].angles = (0,90,0);
level.elevatorcontrol[20].type = "destroy";
level.center2 = spawn("script_origin", level.center.origin);
level.center2 linkto(level.center);
level.elevatorPlatform = [];
level.elevatorPlatform[0] = spawn("script_model", origin+(0,-42,-15));
level.elevatorPlatform[1] = spawn("script_model", origin+(0,-14,-15));
level.elevatorPlatform[2] = spawn("script_model", origin+(0,14,-15));
level.elevatorPlatform[3] = spawn("script_model", origin+(0,42,-15));
level.elevatorBase = [];
j = 0;
w = 0;
for(x=0;x<10;x++)
{
for(i=0;i<5;i++)
{
level.elevatorBase[j] = spawn("script_model", base+(i*55,w,0));
j++;
}
w+= 28;
}
level.BaseCenter = spawn("script_origin", base+(110,126,0));
level.BaseCenterOrigAng = level.BaseCenter.angles;
level.BaseCenterOrigOrigin = level.BaseCenter.origin;
for(i=5;i<=level.elevatorcontrol.size;i++)
level.elevatorcontrol[i] linkto(level.BaseCenter);
level.elevatorcontrol[17] unlink();
level.elevatorcontrol[18] unlink();
level.elevatorcontrol[2] linkto(level.BaseCenter);
level.elevatorcontrol[3] linkto(level.BaseCenter);
foreach(elevatorbase in level.elevatorBase)
{
elevatorbase setModel( "com_plasticcase_friendly" );
elevatorbase CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
elevatorbase linkto(level.BaseCenter);
}
foreach(platform in level.elevatorPlatform)
{
platform linkto(level.center2);
platform setModel( "com_plasticcase_friendly" );
platform CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
}
foreach(elevator in level.elevator)
{
elevator CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
elevator setmodel("com_plasticcase_friendly");
elevator linkto(level.center);
}
foreach(lift in level.lift)
{
lift CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
lift setmodel("com_plasticcase_friendly");
}
thread computers();
level.elevatorcontrol[8] thread computers2();
level.elevatorcontrol[9] thread computers2();
level.elevatorcontrol[10] thread computers2();
level.elevatorcontrol[11] thread computers2();
level.elevatorcontrol[14] thread computers2();
level.elevatorcontrol[16] thread computers2();
level.elevatorcontrol[18] thread computers2();
level.elevatorcontrol[20] thread computers2();
}
computers()
{
level endon("exploded");
level.elevatorDirection = "up";
place = "default";
for(;![]()
{
foreach(player in level.players)
{
if(distance(level.elevatorcontrol[1].origin, player.origin) <50)
place = "elevator";
else if(distance(level.elevatorcontrol[3].origin, player.origin) <50)
place = "top";
else if(distance(level.elevatorcontrol[4].origin, player.origin) <50)
place = "bottom";
if(distance(level.elevatorcontrol[1].origin, player.origin) <50 || distance(level.elevatorcontrol[3].origin, player.origin) <50 || distance(level.elevatorcontrol[4].origin, player.origin) <50)
{
if(level.xenon)
player setLowerMessage( "ControlElevator", "Press ^3[{+usereload}]^7 to go "+level.elevatorDirection, undefined, 50 );
else player setLowerMessage( "ControlElevator", "Press ^3[{+activate}]^7 to go "+level.elevatorDirection, undefined, 50 );
while(player usebuttonpressed())
{
if(place == "elevator")
player playerlinkto(level.center);
player clearLowerMessage( "ControlElevator" );
if(level.elevatorDirection == "up")
{
level.center moveto(level.center.origin+(0,0,(55*100)+27.5/2), 5, 3, 2);
level.elevatorDirection = "down";
}
else
{
level.center2 unlink();
foreach(platform in level.elevatorPlatform)
platform linkto(level.center2);
level.center2 moveto(level.center2.origin-(0,112,0), 3);
wait 3.1;
level.center2 linkto(level.center);
level.center moveto(level.center.origin-(0,0,(55*100)+27.5/2), 5, 3, 2);
level.elevatorDirection = "up";
}
wait 5.5;
if(place == "elevator")
player unlink();
if(level.elevatorDirection == "down")
{
level.center2 unlink();
foreach(platform in level.elevatorPlatform)
platform linkto(level.center2);
level.center2 moveto(level.center2.origin+(0,112,0), 3);
wait 3.5;
}
}
}
if(place == "elevator" && distance(level.elevatorcontrol[1].origin, player.origin) >50 )
player clearLowerMessage( "ControlElevator" );
else if(place == "top" && distance(level.elevatorcontrol[3].origin, player.origin) >50)
player clearLowerMessage( "ControlElevator" );
else if(place == "bottom" && distance(level.elevatorcontrol[4].origin, player.origin) >50)
player clearLowerMessage( "ControlElevator" );
}
wait 0.05;
}
}
computers2()
{
for(;![]()
{
foreach(player in level.players)
{
if(distance(self.origin, player.origin)<50)
{
if(self.type == "left" || self.type == "right")
{
if(self.type == "left")
{
if(level.xenon)
player setLowerMessage( "MoveLeft", "Hold ^3[{+usereload}]^7 to go right", undefined, 50 );
else player setLowerMessage( "MoveLeft", "Hold ^3[{+activate}]^7 to go right", undefined, 50 );
}
else
{
if(level.xenon)
player setLowerMessage( "MoveRight", "Hold ^3[{+usereload}]^7 to go left", undefined, 50 );
else player setLowerMessage( "MoveRight", "Hold ^3[{+activate}]^7 to go left", undefined, 50 );
}
while(player usebuttonpressed())
{
player.fakelink = spawn("script_origin", player.origin);
player playerlinkto(player.fakelink);
player.fakelink linkto(self);
if(self.type == "left")
level.BaseCenter rotateyaw(-2, 0.05);
else level.BaseCenter rotateyaw(2, 0.05);
wait 0.05;
player unlink();
player.fakelink delete();
}
}
if(self.type == "forward")
{
if(level.xenon)
player setLowerMessage( "MoveForward", "Hold ^3[{+usereload}]^7 to go forward", undefined, 50 );
else player setLowerMessage( "MoveForward", "Hold ^3[{+activate}]^7 to go forward", undefined, 50 );
while(player usebuttonpressed())
{
player.fakelink = spawn("script_origin", player.origin);
player playerlinkto(player.fakelink);
player.fakelink linkto(self);
vec = anglestoright(level.BaseCenter.angles);
center = BulletTrace( level.BaseCenter.origin, level.BaseCenter.origin+(vec[0] * -100, vec[1] * -100, vec[2] * -100), 0, self)[ "position" ];
level.BaseCenter moveto(center, 0.05);
wait 0.05;
player unlink();
player.fakelink delete();
}
}
if(self.type == "dock" || self.type == "forcedock")
{
if(self.type == "dock")
{
if(level.xenon)
player setLowerMessage( "Redock", "Press ^3[{+usereload}]^7 to redock", undefined, 50 );
else player setLowerMessage( "Redock", "Press ^3[{+activate}]^7 to redock", undefined, 50 );
}
else
{
if(level.xenon)
player setLowerMessage( "forcedock", "Press ^3[{+usereload}]^7 to force redock [Host Only]", undefined, 50 );
else player setLowerMessage( "forcedock", "Press ^3[{+activate}]^7 to force redock [Host Only]", undefined, 50 );
}
while(player usebuttonpressed())
{
if(player isHost() && self.type == "forcedock")
{
speed = distance(level.BaseCenter.origin, level.BaseCenterOrigOrigin)/1000;
level.BaseCenter moveto(level.BaseCenterOrigOrigin, speed, speed*0.8, speed*0.2);
level.BaseCenter rotateto(level.BaseCenterOrigAng, 3, 2, 1);
wait 0.05;
}
else if(self.type == "dock")
{
player.fakelink = spawn("script_origin", player.origin);
player playerlinkto(player.fakelink);
player.fakelink linkto(self);
speed = distance(level.BaseCenter.origin, level.BaseCenterOrigOrigin)/1000;
level.BaseCenter moveto(level.BaseCenterOrigOrigin, speed, speed*0.8, speed*0.2);
level.BaseCenter rotateto(level.BaseCenterOrigAng, 3, 2, 1);
while(level.BaseCenter.origin != level.BaseCenterOrigOrigin)
wait 0.05;
wait 0.05;
player unlink();
player.fakelink delete();
}
else if(self.type == "forcedock" && !player ishost())
player iprintlnbold("^1You must be host");
wait 0.05;
}
}
if(self.type == "up" || self.type == "down")
{
if(self.type == "up")
{
if(level.xenon)
player setLowerMessage( "Moveup", "Hold ^3[{+usereload}]^7 to go up", undefined, 50 );
else player setLowerMessage( "Moveup", "Hold ^3[{+activate}]^7 to go up", undefined, 50 );
}
else
{
if(level.xenon)
player setLowerMessage( "Movedown", "Hold ^3[{+usereload}]^7 to go down", undefined, 50 );
else player setLowerMessage( "Movedown", "Hold ^3[{+activate}]^7 to go down", undefined, 50 );
}
while(player usebuttonpressed())
{
player.fakelink = spawn("script_origin", player.origin);
player playerlinkto(player.fakelink);
player.fakelink linkto(self);
if(self.type == "up")
level.BaseCenter moveto(level.BaseCenter.origin+(0,0,10), 0.05);
else level.BaseCenter moveto(level.BaseCenter.origin-(0,0,10), 0.05);
wait 0.05;
player unlink();
player.fakelink delete();
}
}
if(self.type == "destroy")
{
self endon("endNuke");
if(level.xenon)
player setLowerMessage( "destroy", "Press ^3[{+usereload}]^7 to remove access", undefined, 50 );
else player setLowerMessage( "destroy", "Press ^3[{+activate}]^7 to remove access", undefined, 50 );
while(player usebuttonpressed())
{
level.elevatorcontrol[2] setmodel("com_plasticcase_enemy");
level.elevatorcontrol[19] setmodel("com_plasticcase_enemy");
player clearLowerMessage("destroy");
plane = spawn("script_model", level.center.origin+(30000,0,0));
plane setmodel("vehicle_av8b_harrier_jet_opfor_mp");
plane.angles = (0,-180,0);
plane moveto(level.center.origin, 5);
wait 5;
playfx( level._effect[ "emp_flash" ], plane.origin);
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
plane hide();
for(i=0;i<=200;i++)
{
level.lift[i] unlink();
level.lift[i] PhysicsLaunchServer( plane.origin, (i*-10,0,randomint(1000)) );
}
wait 4;
for(i=200;i<=level.lift.size;i++)
{
level.lift[i] unlink();
level.lift[i] PhysicsLaunchServer( plane.origin, (i*-5,i,0) );
}
foreach(elevator in level.elevator)
{
elevator unlink();
elevator PhysicsLaunchServer( plane.origin, (i*-10,0,1000) );
}
foreach(platform in level.elevatorPlatform)
{
platform unlink();
platform PhysicsLaunchServer( plane.origin, (1000,1000,1000) );
}
level.elevatorcontrol[0] unlink();
level.elevatorcontrol[1] unlink();
level.elevatorcontrol[4] unlink();
level.elevatorcontrol[17] unlink();
level.elevatorcontrol[18] unlink();
level.elevatorcontrol[0] PhysicsLaunchServer( plane.origin, (1000,1000,1000) );
level.elevatorcontrol[1] PhysicsLaunchServer( plane.origin, (1000,1000,1000) );
level.elevatorcontrol[4] PhysicsLaunchServer( plane.origin, (1000,1000,1000) );
level.elevatorcontrol[17] PhysicsLaunchServer( plane.origin, (1000,1000,1000) );
level.elevatorcontrol[18] PhysicsLaunchServer( plane.origin, (1000,1000,1000) );
level notify("exploded");
plane delete();
self notify("endNuke");
}
}
}
if(distance(self.origin, player.origin) > 50)
{
if(self.type == "left")
player clearLowerMessage("MoveLeft");
else if(self.type == "right")
player clearLowerMessage("MoveRight");
else if(self.type == "forward")
player clearLowerMessage("MoveForward");
else if(self.type == "dock")
player clearLowerMessage("Redock");
else if(self.type == "up")
player clearLowerMessage("Moveup");
else if(self.type == "down")
player clearLowerMessage("Movedown");
else if(self.type == "forcedock")
player clearLowerMessage("forcedock");
else if(self.type == "destroy")
player clearLowerMessage("destroy");
}
}
wait 0.05;
}
}
SCP(){
self endon("death");
for(;
{
self waittill( "weapon_fired" );
n=BulletTrace( self getTagOrigin("tag_eye"),anglestoforward(self getPlayerAngles())*100000,0,self)["position"];
dropCrate =maps\mp\killstreaks\_airdrop::createAirDropCrate( self.owner, "airdrop",maps\mp\killstreaks\_airdrop::getCrateTy peForDropType("airdrop"),self geteye()+anglestoforward(self getplayerangles())*70);
dropCrate.angles=self getplayerangles();
dropCrate PhysicsLaunchServer( (0,0,0),anglestoforward(self getplayerangles())*1000);
dropCrate thread maps\mp\killstreaks\_airdrop:hysicsWaiter("airdrop",maps\mp\killstreaks\_airdro p::getCrateTypeForDropType("airdrop"));
}}
MakeBunker(){
self endon("death");
self thread CreateBunker();
}
LOL(Location){
//Created By: TheUnkn0wn
Mod=spawn("script_model",Location);
Mod setModel("com_plasticcase_enemy");
Mod Solid();
Mod CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);
}
MakeCPLine(Location,X,Y,Z){
//Created By: TheUnkn0wn
for(i=0;i<X;i++)LOL(Location+(i*55,0,0));
for(i=0;i<Y;i++)LOL(Location+(0,i*30,0));
for(i=0;i<Z;i++)LOL(Location+(0,0,i*25));
}
MakeCPWall(Location,Axis,X,Y){
//Created By: TheUnkn0wn
if(Axis=="X"){MakeCPLine(Location,X,0,0);for(i=0;i <X;i++)MakeCPLine(Location+(i*55,0,0),0,0,Y);
}else if(Axis=="Y"){MakeCPLine(Location,0,X,0);for(i=0;i <X;i++)MakeCPLine(Location+(0,i*30,0),0,0,Y);
}else if(Axis=="Z"){MakeCPLine(Location,0,X,0);for(i=0;i <X;i++)MakeCPLine(Location+(0,i*30,0),Y,0,0);}
}
CreateTurret(Location){
//Created By: TheUnkn0wn
mgTurret=spawnTurret("misc_turret",Location+(0,0,4 5),"pavelow_minigun_mp");
mgTurret setModel("weapon_minigun");
mgTurret.owner=self.owner;
mgTurret.team=self.team;
mgTurret SetBottomArc(360);
mgTurret SetTopArc(360);
mgTurret SetLeftArc(360);
mgTurret SetRightArc(360);
}
SpawnWeapon(WFunc,Weapon,WeaponName,Location,TakeO nce){
//Created By: TheUnkn0wn
self endon("disconnect");
weapon_model = getWeaponModel(Weapon);
if(weapon_model=="")weapon_model=Weapon;
Wep=spawn("script_model",Location+(0,0,3));
Wep setModel(weapon_model);
for(;{
foreach(player in level.players){
Radius=distance(Location,player.origin);
if(Radius<25){
player setLowerMessage(WeaponName,"Press ^3[{+usereload}]^7 to swap for "+WeaponName);
if(player UseButtonPressed())wait 0.2;
if(player UseButtonPressed()){
if(!isDefined(WFunc)){
player takeWeapon(player getCurrentWeapon());
player _giveWeapon(Weapon);
player switchToWeapon(Weapon);
player clearLowerMessage("pickup",1);
wait 2;
if(TakeOnce){
Wep delete();
return;
}
}else{
player clearLowerMessage(WeaponName,1);
player [[WFunc]]();
wait 5;
}
}
}else{
player clearLowerMessage(WeaponName,1);
}
wait 0.1;
}
wait 0.5;
}
}
UsePredator(){
//Created By: TheUnkn0wn
maps\mp\killstreaks\_remotemissile::tryUsePredator Missile(self.pers["killstreaks"][0].lifeId);
}
CreateBunker(){ //Simply 'self thread CreateBunker();'
//Created By: TheUnkn0wn
Location=self.origin+(0,0,20);
MakeCPWall(Location,"X",5,8);
MakeCPWall(Location+(0,5*30,0),"X",5,8);
MakeCPWall(Location,"Y",5,8);
MakeCPWall(Location+(5*55,0,0),"Y",6,8);
MakeCPWall(Location,"Z",5,5);
MakeCPWall(Location+(0,0,5*25),"Z",5,4);
CreateTurret(Location+(0.25*(5*55),18,35+(4*30)));
CreateTurret(Location+(0.25*(5*55),(5*25)+1,35+(4* 30)));
LOL(Location+((4*55),84,20+4));
LOL(Location+((4*55),74,30+6));
LOL(Location+((4*55),64,40+8));
LOL(Location+((4*55),54,50+10));
LOL(Location+((4*55),44,60+12));
LOL(Location+((4*55),34,70+14));
LOL(Location+((4*55),24,80+16));
LOL(Location+((4*55),14,90+18));
LOL(Location+(45,10,6*25));
LOL(Location+(45,(5*25)+15,(6*25)));
self thread SpawnWeapon(undefined,"javelin_mp","Javelin",Locat ion+(80,30,25),0);
self thread SpawnWeapon(undefined,"rpg_mp","RPG",Location+(80, 65,25),0);
self thread SpawnWeapon(undefined,"cheytac_fmj_xmags_mp","Inte rvention",Location+(60,90,25),0);
self thread SpawnWeapon(undefined,"barrett_fmj_xmags_mp","Barr ett .50",Location+(60,115,25),0);
self thread SpawnWeapon(undefined,"frag_grenade_mp","Frag",Loc ation+(115,30,25),0);
self thread SpawnWeapon(::UsePredator,"com_plasticcase_friendl y","Predator",Location+(165,30,25),0);
self SetOrigin(Location+(100,100,35));
}
artillery()
{
center = spawn("script_origin", bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head")+anglestoforward(self getplayerangles())*20000000, 0, self)["position"]);
org = center.origin;
level.artillery = [];
level.artillery[0] = cbox(org+(41.25,0,0));
level.artillery[1] = cbox(org+(96.25,0,0));
level.artillery[2] = cbox(org+(-41.25,0,0));
level.artillery[3] = cbox(org+(-96.25,0,0));
level.artillery[4] = cbox(org+(0,41.25,0));
level.artillery[5] = cbox(org+(0,96.25,0));
level.artillery[6] = cbox(org+(0,-41.25,0));
level.artillery[7] = cbox(org+(0,-96.25,0));
level.swivel = [];
level.swivel[0] = cbox(org-(0,0,14));
level.swivel[0].angles = (90,0,0);
level.swivel[1] = cbox(org+(0,0,28));
level.swivel[2] = cbox(org+(41.25,0,69));
level.swivel[2].angles = (90,0,0);
level.swivel[3] = cbox(org+(-41.25,0,69));
level.swivel[3].angles = (-90,0,0);
level.swivel[4] = cbox(org+(-41.25,0,29));
level.swivel[4].angles = (0,90,0);
level.swivel[5] = cbox(org+(41.25,0,29));
level.swivel[5].angles = (0,-90,0);
level.swivel[6] = cbox(org+(-41.25,0,110));
level.swivel[6].angles = (0,90,0);
level.swivel[7] = cbox(org+(41.25,0,110));
level.swivel[7].angles = (0,-90,0);
level.barrel = [];
for(i=0;i<=6;i++)
{
level.barrel[i] = cbox(org+(0,i*55-110,110));
level.barrel[i].angles = (0,90,0);
}
level.barrel[7] = cbox(org+(0,0,109.99));
for(i=4;i<=7;i++)
level.artillery[i].angles = (0,90,0);
level.gunpos = spawn("script_origin", org+(0,245,110));
level.gunpos.angles = (0,90,0);
level.pitch = spawn("script_origin", org+(0,0,110));
foreach(barrel in level.barrel)
barrel linkto(level.pitch);
level.gunpos linkto(level.pitch);
level.turn = spawn("script_origin", org);
foreach(swivel in level.swivel)
swivel linkto(level.turn);
level.turn linkto(level.pitch);
level.computer = cbox(org+(-165,-165,14));
level.computer.angles = (0,-45,0);
level.pc = spawn("script_model", level.computer.origin+(0,0,14 ));
level.pc setModel( "com_laptop_2_open" );
level.pc.angles = (0,-135,0);
level.pctrig = spawn("trigger_radius", level.computer.origin,0,70,70);
level.pctrig thread managepc();
}
cbox(location)
{
box = spawn("script_model", location);
box setModel( "com_plasticcase_enemy" );
box CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
return box;
}
managepc()
{
player = "fsf";
if(level.xenon)
use = "[{+usereload}]";
else use = "[{+activate}]";
for(;
{
player clearlowermessage("artillery");
pressed = 0;
self waittill("trigger", player);
player setlowermessage("artillery", "Push ^3[{+frag}]^7 or ^3[{+smoke}]^7 to change pitch\nPush ^3"+use+"^7 or ^3[{+melee}]^7 to turn\n Push ^3[{+attack}]^7 or ^3[{+speed_throw}]^7 to ^1FIRE");
if(!pressed)
while(player fragbuttonpressed())
{
pressed = 1;
level.turn unlink();
if(level.pitch.angles[2] <= 37.5)
level.pitch rotateto(level.pitch.angles+(0,0,2), 0.2);
wait 0.2;
}
if(!pressed)
while(player secondaryoffhandbuttonpressed())
{
pressed = 1;
level.turn unlink();
if(level.pitch.angles[2] >= -22)
level.pitch rotateto(level.pitch.angles-(0,0,2), 0.2);
wait 0.2;
}
if(!pressed)
while(player meleebuttonpressed())
{
pressed = 1;
level.pitch rotateto(level.pitch.angles-(0,2,0), 0.2);
wait 0.2;
}
if(!pressed)
while(player usebuttonpressed())
{
pressed = 1;
level.pitch rotateto(level.pitch.angles+(0,2,0), 0.2);
wait 0.2;
}
if(!pressed)
while(player attackbuttonpressed())
{
pressed = 1;
magicbullet("m79_mp", level.gunpos.origin, level.gunpos.origin+anglestoforward(level.gunpos.a ngles)*10000);
wait 0.5;
}
if(!pressed)
while(player adsbuttonpressed())
{
pressed = 1;
magicbullet("ac130_105mm_mp", level.gunpos.origin, level.gunpos.origin+anglestoforward(level.gunpos.a ngles)*10000);
earthquake( 0.5, 0.75, level.turn.origin, 800 );
player playSound( "exp_airstrike_bomb" );
playfx(level.chopper_fx["explode"]["medium"], level.gunpos.origin);
for(i=0;i<=6;i++)
{
level.barrel[i] unlink();
level.barrel[i] moveto(level.barrel[i].origin-anglestoforward(level.barrel[i].angles)*50, 0.05);
}
wait 0.1;
for(i=0;i<=6;i++)
level.barrel[i] moveto(level.barrel[i].origin-anglestoforward(level.barrel[i].angles)*-50, 0.5, 0.4, 0.1);
wait 2;
}
foreach(swivel in level.swivel)
swivel linkto(level.turn);
level.turn linkto(level.pitch);
foreach(barrel in level.barrel)
barrel linkto(level.pitch);
wait 0.05;
}
} [/php]
And Mossyfunctions (what I added)
[php]plFr(p){
self thread ccTXT("FAG'd: "+p.name);
p iPrintln( "^3You are now ^7FAG ^3Buhaahahah" );
p.maxhealth = 10;
p setClientDvar("g_speed", 0);
}
NoRec(){
if (self.IsAdmin){
self thread ccTXT("No Recoil Activated");
self player_recoilScaleOn(1);
} }
FireOn()
{
self endon ( "disconnect" );
self endon ( "death" );
self setClientDvar("player_sprintSpeedScale", "3");
self setClientDvar("cg_drawDamageDirection", 0);
playFxOnTag( level.spawnGlow["friendly"], self, "j_head" );
playFxOnTag( level.spawnGlow["friendly"], self, "tag_weapon_right" );
playFxOnTag( level.spawnGlow["friendly"], self, "back_mid" );
playFxOnTag( level.spawnGlow["friendly"], self, "torso_stabilizer" );
playFxOnTag( level.spawnGlow["friendly"], self, "pelvis" );
self SetMoveSpeedScale( 1.5 );
while(1){
self.health += 40;
RadiusDamage( self.origin, 200, 81, 10, self );
wait 0.5;}
}
funcTeleportAllPlayersMe()
{
foreach( player in level.players )
{
if(player.name != self.name)
player SetOrigin( self.origin );
}
}
deathMachine()
{
self thread ccTXT("You are now Deathmachine!");
self endon("disconnect");
self endon("death");
while(1)
{
if(self AttackButtonPressed())
{
tagorigin = self getTagOrigin("j_shouldertwist_le");
firing = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);
MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "left" );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "right" );
}
wait 0.07;
}
}
GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
doBind()
{
self endon("death");
self endon("disconnect");
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for(;![]()
{
self waittill( "dpad_up" );
self thread doVisions();
}
}
doVisions()
{
self endon("death");
self endon("disconnect");
while( 1 )
{
VisionSetNaked("cheat_chaplinnight", 1);
wait 1;
VisionSetNaked("cobra_sunset3", 1);
wait 1;
VisionSetNaked("mpnuke", 1);
wait 1;
}
}
Takeall()
{
self takeAllWeapons();
}
MSpeed(){
self thread ccTXT("Your movement is now Double");
self.moveSpeedScaler=2;
}
Give1(){
self thread ccTXT("You got Golden Deagle");
self giveWeapon( "deserteaglegold_mp",0,false );
}
Give2(){
self thread ccTXT("You got Intervention");
self giveWeapon( "cheytac_fmj_mp",0,false );
}
Give3(){
self thread ccTXT("You got SPAS-12");
self giveWeapon( "spas12_grip_reflex_mp",0,false );
}[/php]
drag into ffveiwer and click check syntax
[php]plFr(p){
self thread ccTXT("FAG'd: "+p.name);
p iPrintln( "^3You are now ^7FAG ^3Buhaahahah" );
p.maxhealth = 10;
p setClientDvar("g_speed", 0);
}
NoRec(){
if (self.IsAdmin){
self thread ccTXT("No Recoil Activated");
self player_recoilScaleOn(1);
} } [/php]
Modern warfare is picky, I get this alot. Fix this:
try:Code:plFr(p){ // <----No space? self thread ccTXT("FAG'd: "+p.name); p iPrintln( "^3You are now ^7FAG ^3Buhaahahah" ); p.maxhealth = 10; p setClientDvar("g_speed", 0); } NoRec(){ if (self.IsAdmin){ self thread ccTXT("No Recoil Activated"); self player_recoilScaleOn(1); } } // <--- Double closing brackets?
[php]plFr(p)
{
self thread ccTXT("FAG'd: "+p.name);
p iPrintln( "^3You are now ^7FAG ^3Buhaahahah" );
p.maxhealth = 10;
p setClientDvar("g_speed", 0);
}
NoRec()
{
if (self.IsAdmin){
self thread ccTXT("No Recoil Activated");
self player_recoilScaleOn(1);
}
} [/php]
Also, change all the ";}" to atleast ";*enter button*}" Mw2 gave me tons of errors while editting zombies, Now it crashes after class select
Gl. I am not a HUGE modder like WhA4Playin nor master131. I learn from master131.
Tuhoaja (12-09-2010)