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  1. #1
    ghost123456's Avatar
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    Smile Modding help pls

    Can soneone PLS add me the running animation pls?! i tryed it 5 days long and it not works ^^ im to stupid for this i dont know if i must add it in -bot.gsc or _botutil.gsc so i post both need help pls !
    thx guys

    PS: i need the running "zombies" only on Quarry

    _bot.gsc:

    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    #include AImod\_multi;
    #include AImod\_OtherFunctions;
    
    
    BotMain()
    {
    
    CreateBotWave( );
    
    }
    
    CreateBotWave( )
    {
    level endon("game_ended");
    
    level.Wave++;
    level.BotsForWave = (25 * level.Wave);
    level.RealSpawnedBots = 0;
    level.zState = "playing";
    
    level thread ZombieMarkers();
    
    level notify("crate_gone");
    
    	foreach( player in level.players )
    	{
    		player iPrintLnBold("Total " + level.BotsForWave + " Zombies in Wave");
    		player PlayLocalSound("flag_spawned");
    	}
    
    	for( i = 0; i < level.BotsForWave; i++ )
    	{
    		while(AImod\_botUtil::ZombieCount() >= 25)//prevent massive lag [increase if u have a good computer]
    			wait 1;
    
    		if(level.RealSpawnedBots < level.BotsForWave)
    			level.RealSpawnedBots++;
    	
    		level.bots[i] = spawn("script_model", AImod\_botUtil::GetMapSpawnPoint());
    		level.bots[i] setModel(AImod\_botUtil::GetSpawnModel());
    		
    		level.bots[i].crate1 = spawn("script_model", level.bots[i].origin + (0,0,30) ); 
    		level.bots[i].crate1 setModel("com_plasticcase_enemy");
    		level.bots[i].crate1 Solid();
    		level.bots[i].crate1 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    		level.bots[i].crate1.angles = (90,0,0);
    		level.bots[i].crate1 hide();
    		level.bots[i].crate1.team = "axis";
    		level.bots[i].crate1.name = "botCrate" + i;
    		level.bots[i].crate1 setCanDamage(true);
    	if(level.Waves == 10)
    	{
    		level.bots[i].crate1.maxhealth = 105;
    		level.bots[i].crate1.health = 105;
                        }
    else {
    		level.bots[i].crate1.maxhealth = level.ZombieHealth;
    		level.bots[i].crate1.health = level.ZombieHealth;
    }
    		level.bots[i].crate1 linkto( level.bots[i] );
    
    		level.bots[i].hasMarker = false;
    		level.bots[i].team = "axis";
    		level.bots[i].name = "bot" + i;
    		level.bots[i].targetname = "bot";
    		level.bots[i].classname = "bot";
    		level.bots[i].currentsurface = "default";
    		level.bots[i].kills = 0;
    		level.bots[i] Solid();
    		level.bots[i] thread MonitorAttackPlayers( );
    		level.bots[i] thread MonitorBotHealth();
    		level.bots[i] thread KillIfUnderMap( i );
    		level.bots[i] thread ClampToGround();
    		level.bots[i] thread GetBestPlayerAndMoveTo();
    
    		wait 0.3;
    	}
    	
    	level thread MonitorFinish();
    }
    
    MonitorFinish( )
    {
    level endon("crate_gone");
    
    for(;;)
    {
    
    	if(AImod\_botUtil::ZombieCount() <= 0 && level.Wave < level.MaxWaves)
    	{
    		level.zState = "intermission";
    	
    		wait 2;
    	
    		foreach( player in level.players )
    			if(isDefined( player.needsToSpawn ) && player.needsToSpawn)
    			{
    				player notify("respawn");
    
    				player thread [[level.SpawnClient]]();
    				player allowSpectateTeam( "freelook", false );
    				
    				player.pers["botKillstreak"] = 0;
    				player.pers["lastKillstreak"] = "";
    				
    				player clearLowerMessage("spawn_info");
    			}
    			
    		Announcement( "Ammo Drop Incoming" );
    	
    		level AImod\_airdrop::C130FlyBy();
    		
    		level notify("round_ended");
    
    	break;
    	}
    
    	else if(AImod\_botUtil::ZombieCount() <= 0 && level.Wave >= level.MaxWaves)
    	{
    		centerHeight = self AImod\_airdrop::getFlyHeightOffset( level.mapCenter );
    		centerCrate = spawn( "script_model", level.mapCenter + (0, 0, centerHeight) );
    		centerCrate setModel( "com_plasticcase_friendly" );
    		centerCrate CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
    		centerCrate.angles = (90,0,0);
    		centerCrate hide();
    	
    		foreach( player in level.players )
    		{
    			player hide();
    			player setOrigin( level.mapCenter + (0, 0, centerHeight) );
    			player disableWeapons(true);
    		}
    
    		wait 5;
    		
    		foreach( player in level.players )
    		{
    			player freezeControls(true);
    			
    			if(isDefined(player.healthword))
    				player.healthword destroy();
    
    			if(isDefined(player.healthnum))
    				player.healthnum destroy();
    
    			if(isDefined(player.healthbar))
    				player.healthbar destroy();
    
    			if(isDefined(player.healthbarback))
    				player.healthbarback destroy();
    
    			if(isDefined(player.healthwarning))
    				player.healthwarning destroy();
    				
    			if(isDefined(player.nvText))
    				player.nvText destroy();
    		
    			if(isDefined(player.nvText2))
    				player.nvText2 destroy();
    		}
    		
    		level thread maps\mp\killstreaks\_nuke::doNuke( 0 );
    		
    	break;
    	}
    	
    wait 0.05;
    }
    }
    
    MonitorBotHealth( )
    {
    pTemp = "";
    
    	for(;;)
    	{
    
    		self.crate1 waittill("damage", eInflictor, attacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
    
    		attacker thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback(sHitLoc);
    			self.crate1.health -= iDamage;
    		
    		if( (self.crate1.health <= 0) && (self.name != pTemp) )
    		{
    			self notify("bot_death");
    			self.crate1 notify("bot_death");
    
    			self killEnt(self, 0);
    			self.crate1 killEnt(self.crate1, 0);
    
    			if(isDefined(attacker.usingUAV) && attacker.usingUAV)
    				attacker PlayLocalSound( maps\mp\gametypes\_teams::getTeamVoicePrefix( attacker.team ) + "ac130_fco_rightontarget" );
    			
    			attacker thread multikill();
    
    			attacker thread maps\mp\gametypes\_rank::scorePopup( 200, 0, (0,0,1), 1 );
    			attacker.kills++;
    			attacker.pers["kills"] = attacker.kills;
    			attacker.score += 200;
    			attacker.pers["score"] = attacker.score;
    			attacker.pers["botKillstreak"]++;
    
    			pTemp = self.name;
    			break;
    		}
    		
    		if(isDefined(attacker.usingUAV) && attacker.usingUAV)
    			attacker PlayLocalSound( maps\mp\gametypes\_teams::getTeamVoicePrefix( attacker.team ) + "ac130_fco_thatsahit" );
    
    	wait 0.05;
    	}
    }
    
    GetBestPlayerAndMoveTo( )
    {
    self endon("bot_death");
    
    	for(;;)
    	{
    		TmpDist = 999999999;
    		pTarget = undefined;
    
    		foreach( player in level.players )
    		{	
    			if(!isAlive(player))
                    continue;
    				
    			if(level.teamBased && self.team == player.pers["team"])
                    continue;
    				
    			if( !bulletTracePassed( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), false, self ) )
                    continue;
    				
    			if(player.sessionstate != "playing")
    				continue;
    				
    			if(distancesquared(self.origin, player.origin) < TmpDist)
    			{
    				TmpDist = distancesquared(self.origin, player.origin);
    				pTarget = player;
    			}
    		}
    
    		movetoLoc = VectorToAngles( pTarget getTagOrigin("j_head") - self getTagOrigin( "j_head" ) );
    		self.angles = (0, movetoLoc[1], 0);
    		
    		self MoveTo(pTarget.origin, (distance(self.origin, pTarget.origin) / 200));
    		//self MoveTo(pTarget.origin, (distancesquared(self.origin, pTarget.origin) / 40000));
    		
    	wait 0.08;
    	}
    
    }
    
    MonitorAttackPlayers( )
    {
    self endon("bot_death");
    
    	for(;;)
    	{
    		foreach( player in level.players )
    		{
    			if(distancesquared(player.origin, self.origin) <= 729)
    			{
    				earthquake(0.7,1, self.origin + (0,0,40), 60);
    				player.health--;
    
    				if(player.health <= 40)
    				{
    					player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( self, self, 999999, 0, "MOD_MELEE", "none", player.origin, player.origin, "none", 0, 0 );
    					self.kills++;
    				}
    			}
    		}
    
    	wait 0.07;
    	}
    
    }
    
    ClampToGround()
    {
    	self endon("bot_death");
    	self endon("crate_gone");
    
    	while(1)
    	{
    			trace = bulletTrace(self.origin + (0,0,50), self.origin + (0,0,-40), false, self);
    			if(isdefined(trace["entity"]) && isDefined(trace["entity"].targetname) && trace["entity"].targetname == "bot")
    				trace = bulletTrace(self.origin + (0,0,50), self.origin + (0,0,-40), false, trace["entity"]);
    
    			self.origin = (trace["position"]);
    			self.currentsurface = trace["surfacetype"];
    			if(self.currentsurface == "none")
    				self.currentsurface = "default";
    
    		wait .5;
    	}
    }
    
    KillIfUnderMap( )
    {
    self endon("bot_death");
    
    	for(;;)
    	{
    		if((self.origin[2] < 2000) && (getDvar("mapname") == "mp_highrise"))
    		{
    
    			self KillEnt(self, 0);
    			self notify("bot_death");
    			
    		break;
    		}
    		
    	wait 0.05;
    	}
    }
    
    ZombieMarkers()
    {
    
    for(;;)
    {
    	if(AImod\_botUtil::ZombieCount() <= level.BotsForIcons && level.RealSpawnedBots > level.BotsForIcons)
    		for(i = 0; i < level.BotsForWave; i++)
    		{
    			if((isDefined(level.bots[i])) && (isDefined(level.bots[i].crate1.health)) && (level.bots[i].crate1.health > 0) && (!level.bots[i].hasMarker))
    			{
    				if ( isdefined( self.lastDeathIcon ) )
    					level.bots[i].lastDeathIcon destroy();
    	
    				newdeathicon = newHudElem();
    				newdeathicon.x = level.bots[i].origin[0];
    				newdeathicon.y = level.bots[i].origin[1];
    				newdeathicon.z = level.bots[i].origin[2] + 54;
    				newdeathicon.alpha = .61;
    				newdeathicon.archived = true;
    				newdeathicon setShader("headicon_dead", 5, 5);
    				newdeathicon setwaypoint( true, false );
    	
    				level.bots[i].lastDeathIcon = newdeathicon;
    				level.bots[i].hasMarker = true;
    				level.bots[i] thread MoveIcon(level.bots[i].lastDeathIcon);
    				level.bots[i] thread BotDestroyOnDeath(level.bots[i].lastDeathIcon);
    			}
    		}
    		
    	else if(AImod\_botUtil::ZombieCount() > level.BotsForIcons)
    		for(i = 0; i < level.BotsForWave; i++)
    		{
    			if((isDefined(level.bots[i])) && (isDefined(level.bots[i].crate1.health)) && (level.bots[i].crate1.health > 0) && (level.bots[i].hasMarker))
    			{
    				if ( isdefined( self.lastDeathIcon ) )
    					level.bots[i].lastDeathIcon destroy();
    
    				level.bots[i].hasMarker = false;
    				level.bots[i] notify("noicon");
    			}
    		}
    
    wait 0.1;
    }
    
    }
    
    MoveIcon(icon)
    {
    self endon("bot_death");
    self endon("noicon");
    
    for(;;)
    {
    	icon.x = self.origin[0];
    	icon.y = self.origin[1];
    	icon.z = self.origin[2] + 54;
    
    wait 0.05;
    }
    
    }
    _botutil.gsc:
    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    #include AImod\_OtherFunctions;
    
    ZombieCount()
    {
    zombCount = 0;
    
    		for(i = 0; i < level.BotsForWave; i++)
    		{
    			if((isDefined(level.bots[i])) && (level.bots[i].crate1.health > 0))
    				zombCount++;
    		}
    		
    return zombCount;
    }
    
    SpawnTrigger(Torigin, gotoOrigin, width, height, map_name)
    {
    trig = spawn("trigger_radius", Torigin,0,width,height);
    trig.goto = gotoOrigin;
    trig thread waitfortrig(map_name);
    		
    return trig;
    }
    
    waitfortrig(map_name)
    { 
    	while(getdvar("mapname") == map_name)
    	{
    		self waittill("trigger",player);
    
    		if(player.sessionstate != "playing")
    		continue;
    
    		player setOrigin(self.goto);
    		player iPrintlnBold("Anti-Glitch");
    		
    wait 0.05;
    	}
    }
    
    GetMapSpawnPoint( )
    {
    Waypoint = undefined;
    
    switch( getDvar("mapname") )
    {
    	case "mp_afghan":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (3996,2575,2);
    		break;
    		case 1:
    		Waypoint = (2016,1872,0);
    		break;
    		case 2:
    		Waypoint = (461,1124,172);
    		break;
    		case 3:
    		Waypoint = (-609,1272,213);
    		break;
    		case 4:
    		Waypoint = (492,2622,263);
    		break;
    	}	
    	break;
    
    	case "mp_highrise":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (-3752,5184,2884);
    		break;
    		case 1:
    		Waypoint = (-2898,7033,2884);
    		break;
    		case 2:
    		Waypoint = (-1843,6413,2836);
    		break;
    		case 3:
    		Waypoint = (-2732,6528,3276);
    		break;
    		case 4:
    		Waypoint = (10,6547,3080);
    		break;
    	}
    	break;
    	
    	case "mp_quarry":
    	switch( randomInt(5) )
    	{
    		case 0:
    		Waypoint = (-2538,4387,203);
    		break;
    		case 1:
    		Waypoint = (-2533,4387,203);
    		break;
    		case 2:
    		Waypoint = (-2528,4387,203);
    		break;
    		case 3:
    		Waypoint = (-2523,4387,203);		
    		break;
    		case 4:
    		Waypoint = (-2518,4387,203);
    		break;
    
    	}
    	break;
    	
    	case "mp_brecourt":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (-2230,1117,-8);
    		break;
    		case 1:
    		Waypoint = (991,-739,-46);
    		break;
    		case 2:
    		Waypoint = (2457,-2198,60);
    		break;
    		case 3:
    		Waypoint = (1115,-2556,131);
    		break;
    		case 4:
    		Waypoint = (-578,-1714,47);
    		break;
    	}
    	break;
    
    	case "mp_rust":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (-453,1156,-221);
    		break;
    		case 1:
    		Waypoint = (1332,1630,-158);
    		break;
    		case 2:
    		Waypoint = (1353,362,-223);
    		break;
    		case 3:
    		Waypoint = (504,483,-33);
    		break;
    		case 4:
    		Waypoint = (-7,195,-263);
    		break;
    	}
    	break;
    	
    	case "mp_terminal":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (1238,5335,203);
    		break;
    		case 1:
    		Waypoint = (1368,4158,179);
    		break;
    		case 2:
    		Waypoint = (1772,4019,315);
    		break;
    		case 3:
    		Waypoint = (2715,3982,95);
    		break;
    		case 4:
    		Waypoint = (2273,5302,203);
    		break;
    	}
    	break;
    	
    	case "mp_boneyard":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (3,920,20);
    		break;
    		case 1:
    		Waypoint = (-1551,286,-117);
    		break;
    		case 2:
    		Waypoint = (1991,339,-141);
    		break;
    		case 3:
    		Waypoint = (248,1445,-61);
    		break;
    		case 4:
    		Waypoint = (1177,1113,-46);
    		break;
    	}
    	break;
    	
    	case "mp_underpass":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (1239,1323,388);
    		break;
    		case 1:
    		Waypoint = (2032,-458,385);
    		break;
    		case 2:
    		Waypoint = (-39,906,189);
    		break;
    		case 3:
    		Waypoint = (286,-139,332);
    		break;
    		case 4:
    		Waypoint = (2691,761,293);
    		break;
    	}
    	break;
    	
    	case "mp_derail":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (-128,-1621,176);
    		break;
    		case 1:
    		Waypoint = (-32,344,106);
    		break;
    		case 2:
    		Waypoint = (928,1669,194);
    		break;
    		case 3:
    		Waypoint = (2056,3018,424);
    		break;
    		case 4:
    		Waypoint = (146,2622,252);
    		break;
    	}
    	break;
    	
    	case "mp_nightshift":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (855,-1190,3);
    		break;
    		case 1:
    		Waypoint = (-1567,-784,3);
    		break;
    		case 2:
    		Waypoint = (-593,-316,147);
    		break;
    		case 3:
    		Waypoint = (1144,126,3);
    		break;
    		case 4:
    		Waypoint = (-749,-628,7);
    		break;
    	}
    	break;
    	
    	case "mp_estate":
    	switch( randomInt(5) )
    	{
    		case 0:
    		Waypoint = (750.867,1916.87,150.071);
    		break;
    		case 1:
    		Waypoint = (752.354,-399.33,73.4879);
    		break;
    		case 2:
    		Waypoint = (-709.1,-47.408,149.349);
    		break;
    		case 3:
    		Waypoint = (-840.875,682.945,17.7343);
    		break;
    		case 4:
    		Waypoint = (-460.607,1613.52,-5.13542);
    		break;
    	}
    
    	break;
    	
    	case "mp_favela":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (82,-87,5);
    		break;
    		case 1:
    		Waypoint = (31,955,311);
    		break;
    		case 2:
    		Waypoint = (357,2302,295);
    		break;
    		case 3:
    		Waypoint = (-900,1153,63);
    		break;
    		case 4:
    		Waypoint = (1242,806,204);
    		break;
    	}
    	break;
    	
    	case "mp_invasion":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (-1629,-2316,268);
    		break;
    		case 1:
    		Waypoint = (270,-1507,291);
    		break;
    		case 2:
    		Waypoint = (-1112,-907,266);
    		break;
    		case 3:
    		Waypoint = (-972,-3227,271);
    		break;
    		case 4:
    		Waypoint = (-1389,-1916,281);
    		break;
    	}
    	break;
    	
    	case "mp_checkpoint":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (222,-1032,11);
    		break;
    		case 1:
    		Waypoint = (-427,52,251);
    		break;
    		case 2:
    		Waypoint = (1185,805,11);
    		break;
    		case 3:
    		Waypoint = (-23,675,19);
    		break;
    		case 4:
    		Waypoint = (585,297,156);
    		break;
    	}
    	break;
    	
    	case "mp_subbase":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (-79,-601,99);
    		break;
    		case 1:
    		Waypoint = (-270,-1561,59);
    		break;
    		case 2:
    		Waypoint = (-850,1020,107);
    		break;
    		case 3:
    		Waypoint = (968,512,43);
    		break;
    		case 4:
    		Waypoint = (960,-1232,283);
    		break;
    	}
    	break;
    	
    	case "mp_rundown":
    	switch( randomInt(4) )
    	{
    		case 0:
    		Waypoint = (1206,-2439,208);
    		break;
    		case 1:
    		Waypoint = (-210,-1204,23);
    		break;
    		case 2:
    		Waypoint = (1224,-863,37);
    		break;
    		case 3:
    		Waypoint = (767,699,85);
    		break;
    		case 4:
    		Waypoint = (-1146,340,31);
    		break;
    	}
    	break;
    	
    }
    
    return Waypoint;
    }
    
    GetSpawnModel( )
    {
    rModel = "";
    
    	switch( getDvar("mapname") )
    	{
    		case "mp_underpass":
    		rModel = "mp_body_militia_smg_aa_wht";
    		break;
    		
    		case "mp_quarry":
    		rModel = "mp_body_militia_smg_aa_blk";
    		break;
    		
    		case "mp_afghan":
    		rModel = "mp_body_opforce_arab_shotgun_a";
    		break;
    		
    		case "mp_rust":
    		rModel = "mp_body_opforce_arab_shotgun_a";
    		break;
    		
    		case "mp_boneyard":
    		rModel = "mp_body_opforce_arab_shotgun_a";
    		break;
    		
    		case "mp_derail":
    		rModel = "mp_body_opforce_arctic_shotgun_c";
    		break;
    		
    		case "mp_highrise":
    		rModel = "mp_body_airborne_shotgun";
    		break;
    		
    		case "mp_terminal":
    		rModel = "mp_body_airborne_shotgun";
    		break;
    		
    		case "mp_brecourt":
    		rModel = "mp_body_airborne_shotgun_b";
    		break;
    		
    		case "mp_nightshift":
    		rModel = "mp_body_airborne_shotgun_c";
    		break;
    		
    		case "mp_estate":
    		rModel = "mp_body_airborne_shotgun_c";
    		break;
    		
    		case "mp_favela":
    		rModel = "mp_body_militia_smg_aa_blk";
    		break;
    		
    		case "mp_invasion":
    		rModel = "mp_body_opforce_arab_shotgun_a";
    		break;
    		
    		case "mp_checkpoint":
    		rModel = "mp_body_opforce_arab_shotgun_a";
    		break;
    		
    		case "mp_subbase":
    		rModel = "mp_body_opforce_arctic_shotgun_c";
    		break;
    		
    		case "mp_rundown":
    		rModel = "mp_body_militia_smg_aa_blk";
    		break;
    	}
    
    return rModel;
    }
    
    SpawnWeapon(weapName, coords, angles)
    {
    point = spawn("script_origin", coords);
    weap = SpawnWeap(weapName, point.origin);
    
    if(isDefined(angles))
    weap.angles = angles;
    
    weap linkto( point );
    
    return point;
    }
    
    SpawnWeap(weapName, coords)
    {
    return spawn( "weapon_" + weapName, coords + (0,0,5) );
    }

  2. #2
    Jorndel's Avatar
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    1: No begging.
    2: Maybe link the mod your leech? (I know but..)
    3: I am almost 90% sure that NO ONE will look on the BUG/HUGE list of codes..
    4: We have better things to do.
    5: Why arent you pleased with moving....

    EDIT:
    You looked at :
    self MoveTo(pTarget.origin, (distance(self.origin, pTarget.origin) / 200));
    You change the RED to a lower number for faster/slower move. (I don't remember that but you try)
    It's inside the: _bot.gsc
    Last edited by Jorndel; 07-31-2011 at 11:34 AM.

     
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  3. #3
    ghost123456's Avatar
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    Quote Originally Posted by Jorndel View Post
    1: No begging.
    2: Maybe link the mod your leech? (I know but..)
    3: I am almost 90% sure that NO ONE will look on the BUG/HUGE list of codes..
    4: We have better things to do.
    5: Why arent you pleased with moving....

    EDIT:
    You looked at :

    You change the RED to a lower number for faster/slower move. (I don't remember that but you try)
    It's inside the: _bot.gsc
    maybe u can do it if u see the mod ?! in oma mod zombies are animated and i dont know how to do this should i give youa download link from my mod ?! and on of OMA zombies ?!

  4. #4
    Jorndel's Avatar
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    No, I won't do the mod for you.

    I am just droping by to answer some questions to help out.

    So you have to find someone else that want to use their time to help you.
    because I won't.

    Enjoy your stay and have a great day.

     
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  5. #5
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    Quote Originally Posted by Jorndel View Post
    No, I won't do the mod for you.

    I am just droping by to answer some questions to help out.

    So you have to find someone else that want to use their time to help you.
    because I won't.

    Enjoy your stay and have a great day.
    thx ;D! noone wants to help me ^^ epic shit ^^

  6. #6
    Jorndel's Avatar
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    Quote Originally Posted by ghost123456 View Post
    thx ;D! noone wants to help me ^^ epic shit ^^
    Maybe thats because I guess I gave you the answer on how to speed them up.
    And in case you aren't pleased with that....

    Try what I told you, its something called search, and I searched for move.
    And then I found the MoveTo that is used to make models move to a location/place and with a cerrtian speed.

    So instead of making others do it for you.
    Start trying things and you might get lucky.

     
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  7. #7
    Yamato's Avatar
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    Quote Originally Posted by Jorndel View Post
    Maybe thats because I guess I gave you the answer on how to speed them up.
    And in case you aren't pleased with that....

    Try what I told you, its something called search, and I searched for move.
    And then I found the MoveTo that is used to make models move to a location/place and with a cerrtian speed.

    So instead of making others do it for you.
    Start trying things and you might get lucky.
    I sent him 2 days ago a tutorial of how to do animations and he is even asking me how now....

  8. #8
    Jorndel's Avatar
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    Quote Originally Posted by Yamato View Post
    I sent him 2 days ago a tutorial of how to do animations and he is even asking me how now....
    Well, I guess he don't know GSC and might have a hard time to to something that he finds hard himself.

    Well, Good Luck.

     
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  9. #9
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    trhx guys i will try it now (like the last 5 days ^^ ! ) .
    well, i releas today my first mod so u can have a look at my gsc kills they are not good but also not bad ^^ ! hmm okei , thx guys for helP ^^ <3

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