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  1. #1
    ExxxE's Avatar
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    Exclamation CreateDoor for noZomiMod

    Hey guys
    I´m searching a working door code for my mod. It´s no Zombi mod so every team should use it. Does anybody have this code or can say me what i must change in this code ?

    Code:
    CreateDoors(open, close, angle, size, height, hp, range)
    {
        offset = (((size / 2) - 0.5) * -1);
        center = spawn("script_model", open );
        for(j = 0; j < size; j++){
            door = spawn("script_model", open + ((0, 30, 0) * offset));
            door setModel("com_plasticcase_enemy");
            door Solid();
            door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
            door EnableLinkTo();
            door LinkTo(center);
            for(h = 1; h < height; h++){
                door = spawn("script_model", open + ((0, 30, 0) * offset) - ((70, 0, 0) * h));
                door setModel("com_plasticcase_enemy");
                door Solid();
                door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                door EnableLinkTo();
                door LinkTo(center);
            }
            offset += 1;
        }
        center.angles = angle;
        center.state = "open";
        center.hp = hp;
        center.range = range;
        center thread DoorThink(open, close);
        center thread DoorUse();
        center thread ResetDoors(open, hp);
        wait 0.01;
    }
    
    DoorThink(open, close)
    {
        while(1)
        {
            if(self.hp > 0){
                self waittill ( "triggeruse" , player );
                if(player.team == "allies"){
                    if(self.state == "open"){
                        self MoveTo(close, level.doorwait);
                        wait level.doorwait;
                        self.state = "close";
                        continue;
                    }
                    if(self.state == "close"){
                        self MoveTo(open, level.doorwait);
                        wait level.doorwait;
                        self.state = "open";
                        continue;
                    }
                }
                if(player.team == "axis"){
                    if(self.state == "close"){
                        self.hp--;
                        player iPrintlnBold("HIT");
                        wait 1;
                        continue;
                    }
                }
            } else {
                if(self.state == "close"){
                    self MoveTo(open, level.doorwait);
                }
                self.state = "broken";
                wait .5;
            }
        }
    }
    
    DoorUse(range)
    {
        self endon("disconnect");
        while(1)
        {
            foreach(player in level.players)
            {
                if(Distance(self.origin, player.origin) <= self.range){
                    if(player.team == "allies"){
                        if(self.state == "open"){
                            player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
                        }
                        if(self.state == "close"){
                            player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
                        }
                        if(self.state == "broken"){
                            player.hint = "^1Door is Broken";
                        }
                    }
                    if(player.team == "axis"){
                        if(self.state == "close"){
                            player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
                        }
                        if(self.state == "broken"){
                            player.hint = "^1Door is Broken";
                        }
                    }
                    if(player.buttonPressed[ "+activate" ] == 1){
                        player.buttonPressed[ "+activate" ] = 0;
                        self notify( "triggeruse" , player);
                    }
                }
            }
            wait .045;
        }
    }
    
    ResetDoors(open, hp)
    {
        while(1)
        {
            level waittill("RESETDOORS");
            self.hp = hp;
            self MoveTo(open, level.doorwait);
            self.state = "open";
        }
    }

  2. #2
    EpicPlayer's Avatar
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    Simply remove the if statements for the teams.


    Code:
    CreateDoors(open, close, angle, size, height, hp, range)
    {
        offset = (((size / 2) - 0.5) * -1);
        center = spawn("script_model", open );
        for(j = 0; j < size; j++){
            door = spawn("script_model", open + ((0, 30, 0) * offset));
            door setModel("com_plasticcase_enemy");
            door Solid();
            door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
            door EnableLinkTo();
            door LinkTo(center);
            for(h = 1; h < height; h++){
                door = spawn("script_model", open + ((0, 30, 0) * offset) - ((70, 0, 0) * h));
                door setModel("com_plasticcase_enemy");
                door Solid();
                door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                door EnableLinkTo();
                door LinkTo(center);
            }
            offset += 1;
        }
        center.angles = angle;
        center.state = "open";
        center.hp = hp;
        center.range = range;
        center thread DoorThink(open, close);
        center thread DoorUse();
        center thread ResetDoors(open, hp);
        wait 0.01;
    }
    
    DoorThink(open, close)
    {
        while(1)
        {
            if(self.hp > 0){
                self waittill ( "triggeruse" , player );
            
                    if(self.state == "open"){
                        self MoveTo(close, level.doorwait);
                        wait level.doorwait;
                        self.state = "close";
                        continue;
                    }
                    if(self.state == "close"){
                        self MoveTo(open, level.doorwait);
                        wait level.doorwait;
                        self.state = "open";
                        continue;
                    }
                
            } else {
                if(self.state == "close"){
                    self MoveTo(open, level.doorwait);
                }
                self.state = "broken";
                wait .5;
            }
        }
    }
    
    DoorUse(range)
    {
        self endon("disconnect");
        while(1)
        {
            foreach(player in level.players)
            {
                if(Distance(self.origin, player.origin) <= self.range){
                    if(player.team == "allies"){
                        if(self.state == "open"){
                            player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
                        }
                        if(self.state == "close"){
                            player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
                        }
                        if(self.state == "broken"){
                            player.hint = "^1Door is Broken";
                        }
                    }
                    if(player.buttonPressed[ "+activate" ] == 1){
                        player.buttonPressed[ "+activate" ] = 0;
                        self notify( "triggeruse" , player);
                    }
                }
            }
            wait .045;
        }
    }
    
    ResetDoors(open, hp)
    {
        while(1)
        {
            level waittill("RESETDOORS");
            self.hp = hp;
            self MoveTo(open, level.doorwait);
            self.state = "open";
        }
    }

    Something like that I suppose, sorry if you get some syntax errors, I can't access notepad++ right now :/

  3. #3
    tihak's Avatar
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    How do u wanna use the Doors?

    Do u just wanna make a Door where both Teams bist press F or 1 Team needs to broke the Door and the other them defends it?

    In your code there is the allies and the axis team, so u just need to edit at

    #common_scripts\utility;
    #maps\mp\_utility;
    #maps\mp\gametypes\_hud_util;



    - Im not sure but i think so


    Tihak

  4. #4
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    /moved to gsc help
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  5. #5
    ExxxE's Avatar
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    Exclamation Doors

    So i thougt that both teams can press F and that the door then the door open.

    But there is one bug in it because when i want to close it i must run against the door then it close but when i can´t open the door
    Here´s the hole MapEdit.gsc


    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
        level.doCustomMap = 0;
        level.doorwait = 2;
    
                  level thread DoBoxSpawner();
                  level thread boxSpawner();
    
                  level.weapons = [];
                  level.weapons[0] = "beretta_mp";
                  level.weapons[1] = "usp_mp";
                  level.weapons[2] = "deserteagle_mp";
                  level.weapons[3] = "deserteaglegold_mp";
                  level.weapons[4] = "coltanaconda_mp";
                  level.weapons[5] = "usp_akimbo_mp";
                  level.weapons[6] = "glock_mp";
                  level.weapons[7] = "beretta393_mp";
                  level.weapons[8] = "mp5k_mp";
                  level.weapons[9] = "pp2000_mp";
                  level.weapons[10] = "uzi_mp";
                  level.weapons[11] = "p90_mp";
                  level.weapons[12] = "kriss_mp";
                  level.weapons[13] = "ump45_mp";
                  level.weapons[14] = "tmp_mp";
                  level.weapons[15] = "ak47_mp";
                  level.weapons[16] = "m16_mp";
                  level.weapons[17] = "m4_mp";
                  level.weapons[18] = "fn2000_mp";
                  level.weapons[19] = "masada_mp";
                  level.weapons[20] = "famas_mp";
                  level.weapons[21] = "fal_mp";
                  level.weapons[22] = "scar_mp";
                  level.weapons[23] = "tavor_mp";
                  level.weapons[24] = "m79_mp";
                  level.weapons[25] = "rpg_mp";
                  level.weapons[26] = "at4_mp";
                  level.weapons[27] = "stinger_mp";
                  level.weapons[28] = "javelin_mp";
                  level.weapons[29] = "barrett_mp";
                  level.weapons[30] = "wa2000_mp";
                  level.weapons[31] = "m21_mp";
                  level.weapons[32] = "cheytac_mp";
                  level.weapons[33] = "ranger_mp";
                  level.weapons[34] = "model1887_mp";
                  level.weapons[35] = "striker_mp";
                  level.weapons[36] = "aa12_mp";
                  level.weapons[37] = "m1014_mp";
                  level.weapons[38] = "spas12_mp";
                  level.weapons[39] = "rpd_mp";
                  level.weapons[40] = "sa80_mp";
                  level.weapons[41] = "mg4_mp";
                  level.weapons[42] = "m240_mp";
                  level.weapons[43] = "aug_mp";
                  level.weapons[44] = "m21_acog_mp";
                  level.weapons[45] = "pp2000_eotech_mp";
                  level.weapons[46] = "barrett_silencer_mp";
                  level.weapons[47] = "coltanaconda_fmj_mp";
    
        level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
        level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
        precacheModel( level.elevator_model["enter"] );
        precacheModel( level.elevator_model["exit"] );
        wait 1;
        if(getDvar("mapname") == "mp_afghan"){ /** Afghan **/
            level thread Afghan();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_boneyard"){ /** Scrapyard **/
            level thread Scrapyard();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_brecourt"){ /** Wasteland **/
            level thread Wasteland();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_checkpoint"){ /** Karachi **/
            level thread Karachi();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_derail"){ /** Derail **/
            level thread Derail();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_estate"){ /** Estate **/
            level thread Estate();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_favela"){ /** Favela **/
            level thread Favela();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_highrise"){ /** HighRise **/
            level thread HighRise();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_nightshift"){ /** Skidrow **/
            level thread Skidrow();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_invasion"){ /** Invasion **/
            level thread Invasion();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_quarry"){ /** Quarry **/
            level thread Quarry();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_rundown"){ /** Rundown **/
            level thread Rundown();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_rust"){ /** Rust **/
            level thread Rust();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_subbase"){ /** SubBase **/
            level thread SubBase();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_terminal"){ /** Terminal **/
            level thread Terminal();
            level.doCustomMap = 1;
        }
        if(getDvar("mapname") == "mp_underpass"){ /** Underpass **/
            level thread Underpass();
            level.doCustomMap = 1;
        }
        if(level.doCustomMap == 1){
            level.gameState = "starting";
            level thread CreateMapWait();
        } else {
            level.gameState = "starting";
            wait 15;
            level notify("CREATED");
        }
    }
    
    CreateMapWait()
    {
        for(i = 0; i > 0; i--)
        {
            level.TimerText destroy();
            level.TimerText = level createServerFontString( "objective", 1.5 );
            level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
            level.TimerText setText("^3Map is being created.. Time left: " + 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(getDvar("mapname"), 0);
        }
    }
    
    
    
        RandomWeapon(pos, angle)
        {
        level.block = spawn("script_model", pos);
        level.block setModel("com_plasticcase_beige_big");
        level.block.angles = angle;
        level.block Solid();
        level.block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        invisblock = spawn("script_model", pos+(0,0,60));
        invisblock Solid();
        invisblock.angles = angle;
        invisblock CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        level.block thread RandomWeaponThink(pos, angle);
        level.trigger = spawn( "trigger_radius", pos, 0, 50, 50 );
        level.trigger.angles = angle;
        level.trigger thread RandomWeaponThink(pos, angle);
        wait 0.01;
        }
    
        RandomWeaponThink(pos, angle)
        {
        self endon("disconnect");
        level endon("endrandom");
        while(1)
        {
        self waittill( "trigger", player );
        if(Distance(pos, Player.origin) <= 75)
        {
        Player setLowerMessage("activate", "^7Hold ^2[[{+activate}]]^7 for a Random Weapon!" );
        }
        if(Distance(pos, Player.origin) >50)
        {
        Player ClearLowerMessage("activate", 1);
        }
        if(Distance(pos, Player.origin) <= 75 && player useButtonPressed())
        {
        player ClearLowerMessage("activate", 1);
        player playsound( "vending_machine_soda_drop" );
        player thread giveWeaponFunc(pos);
        level.wep = spawn("script_model", pos+(0,5,0));
        level.wep.angles = angle;
        level.wep MoveTo(level.wep.origin+(0,0,50), 3);
        while(1)
        {
        boxWeapon = level.weapons[RandomInt( level.weapons.size )];
        level.wep setModel(GetWeaponModel(boxWeapon));
        wait 0.13; //0.13 = Original to spawn fast!
        }
        }
        wait .25;
        }
        }
    
        giveWeaponFunc(pos)
        {
        level endon("boxend");
        wait 8;
        level notify("endrandom");
        boxWeapon = level.weapons[RandomInt( level.weapons.size )];
        level.wep setModel(GetWeaponModel(boxWeapon));
        wait 0.1;
        while(1)
        {
        if(Distance(pos, self.origin) <= 75)
        {
        self setLowerMessage("trade", "^7Hold ^2[[{+activate}]]^7 to Trade Weapons!" );
        }
        else
        {
        if(Distance(pos, self.origin) >50) self ClearLowerMessage("trade", 1);
        }
        if(Distance(pos, self.origin) <= 75 && self useButtonPressed())
        {
        self ClearLowerMessage("trade", 1);
        self notify("newWeapon");
        wait 0.1;
        self takeWeapon(self getCurrentWeapon());
        self _giveWeapon(boxWeapon);
        self switchToWeapon(boxWeapon);
        self giveMaxAmmo(boxWeapon);
        self.firstweapon = 0;
        self thread GunSpecials();
        wait 0.01;
        level.wep delete();
        level notify("boxend");
        }
        wait 0.01;
        }
        }
        GunSpecials()
        {
        self endon ( "death" );
        self endon ( "disconnect" );
        self thread monitorSpecial("Crossbow");
        }
        monitorSpecial(Special)
        {
        self endon("death");
        switch(Special)
        {
        case "Crossbow": self setWeaponAmmoClip("m21_acog_mp", 1);
        for(;;)
        {
        stock = self getWeaponAmmoStock("m21_acog_mp");
        self waittill("weapon_fired");
        if(self getCurrentWeapon() == "m21_acog_mp")
        {
        while(self getWeaponAmmoClip("m21_acog_mp") == 0)
        {
        wait .05;
        }
        self setWeaponAmmoClip("m21_acog_mp", 1);
        self setWeaponAmmoStock("m21_acog_mp", stock - 1);
        }
        }
        break;
        case "CrossbowTwo": for(;;)
        {
        wep = self getCurrentWeapon();
        clip = self getWeaponAmmoClip(wep);
        stock = self getWeaponAmmoStock(wep);
        if(wep == "m21_acog_fmj_mp") if(clip != 0) self setWeaponAmmoClip(wep, 1);
        wait 0.05;
        }
        break;
        }
        }
    
        //-------------------------------EliteAmmoBox--------------------------------------
    
        AmmOMatic(pos, angle)
        {
        block = spawn("script_model", pos );
        block setModel("com_plasticcase_beige_big");
        block.angles = angle;
        block Solid();
        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        invisblock = spawn("script_model", pos+(0,0,60));
        invisblock Solid();
        invisblock.angles = angle;
        invisblock CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        block.headIcon = newHudElem();
        block.headIcon.x = block.origin[0];
        block.headIcon.y = block.origin[1];
        block.headIcon.z = block.origin[2] + 50;
        block.headIcon.alpha = 0.85;
        block.headIcon setShader( "waypoint_ammo_friendly", 10,10 );
        block.headIcon setWaypoint( true, true, false );
        trigger = spawn( "trigger_radius", pos, 0, 50, 50 );
        trigger.angles = angle;
        trigger thread ammoThink(pos);
        wait 0.01;
        }
        ammoThink(pos)
        {
        self endon("disconnect");
        while(1)
        {
        self waittill( "trigger", player );
        if(Distance(pos, Player.origin) <= 50)
        {
        Player setLowerMessage("activate", "^7Hold ^2[[{+activate}]]^7 for an Ammo Refill!" );
        }
        if(Distance(pos, Player.origin) >50)
        {
        Player ClearLowerMessage("activate", 1);
        }
        if(Distance(pos, Player.origin) <= 75 && player useButtonPressed())
        {
        player ClearLowerMessage("activate", 1);
        player playsound( "vending_machine_soda_drop" );
        player maps\mp\killstreaks\_airdrop::refillAmmo();
        player playLocalSound( "ammo_crate_use" );
        wait 1;
        }
        wait .25;
        }
        }
    
        //-------------------------------SpawnWeapon---------------------------------------
    
        SpawnWeapon(WFunc,Weapon,WeaponName,Location,TakeOnce)
        {
        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);
        //Wep.angles=angle;
        for(;;)
        {
        foreach(player in level.players)
        {
        Radius=distance(Location,player.origin);
        if(Radius<80)
        {
        player setLowerMessage(WeaponName,"^7Press ^2[[{+activate}]]^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;
        }
        }
    
    
        //----------------------EliteAmoWeaponBoxCoordinates--------------------------------
    
        DoBoxSpawner()
        {
        while(1)
        {
        level waittill("endrandom");
        wait 9;
        level.block delete();
        level.wep delete();
        level.trigger delete();
        level notify("boxend");
        if(getDvar("mapname") == "mp_rust")
        {
        RandomWeapon((980.017, -2902.83, -194.751),(0, 0, 0));
        RandomWeapon((-4414.36, 4129.99, -205.952),(0, 0, 0));
        AmmOMatic((572.622, 1756.53, 272.251),(0, 0, 0));
    
        }
        if(getDvar("mapname") == "mp_afghan")
        {
        RandomWeapon((2000,4300,252),(0,0,0));
        }
        if(getDvar("mapname") == "mp_highrise")
        {
        RandomWeapon((1656,7450,2832), (0, 90, 0));
        }
        if(getDvar("mapname") == "mp_invasion")
        {
        RandomWeapon((-2122,-535,272), (0, 0, 0));
        }
        if(getDvar("mapname") == "mp_favela")
        {
        RandomWeapon((9881,18431,13635), (0, 90, 0));
        }
        if(getDvar("mapname") == "mp_checkpoint")
        {
        RandomWeapon((31, -609, 717), (0, 0, 0));
        }
        if(getDvar("mapname") == "mp_quarry")
        {
        RandomWeapon((-3503,63,92), (0, 0, 0));
        }
        if(getDvar("mapname") == "mp_subbase")
        {
        RandomWeapon((106,764,33), (0,90,0));
        }
        if(getDvar("mapname") == "mp_nightshift")
        {
        RandomWeapon((1243,-252,34),(0,0,0));
        }
        if(getDvar("mapname") == "mp_strike")
        {
        RandomWeapon((-1312,113,223),(0,90,0));
        }
        if(getDvar("mapname") == "mp_vacant")
        {
        RandomWeapon((1107,768,-47),(0,90,0));
        }
        if(getDvar("mapname") == "mp_underpass")
        {
        RandomWeapon((720,-248,320),(0,90,0));
        }
        if(getDvar("mapname") == "mp_rundown")
        {
        RandomWeapon((3024,187,1274),(0,0,0));
        }
        if(getDvar("mapname") == "mp_fuel2")
        {
        RandomWeapon((1416,-89,94),(0,90,0));
        }
        if(getDvar("mapname") == "mp_storm")
        {
        RandomWeapon((-25,-22,0),(0,90,0));
        }
        if(getDvar("mapname") == "mp_derail")
        {
        RandomWeapon((1319,-386,-15),(0,0,0));
        }
        if(getDvar("mapname") == "mp_estate")
        {
        RandomWeapon((-622,-326,-44),(0,-105,0));
        }
        if(getDvar("mapname") == "mp_boneyard")
        {
        RandomWeapon((455,-616,-135),(0,0,0));
        }
        if(getDvar("mapname") == "mp_terminal")
        {
        RandomWeapon((-595,324,40),(0,0,0));
        }
        if(getDvar("mapname") == "mp_brecourt")
        {
        RandomWeapon((1912,-2706,242),(0,90,0));
        }
        if(getDvar("mapname") == "mp_overgrown")
        {
        RandomWeapon((2656,-3011,-10),(0,90,0));
        }
        if(getDvar("mapname") == "mp_compact")
        {
        RandomWeapon((1967,2355,216),(0,0,0));
        }
        if(getDvar("mapname") == "mp_crash")
        {
        RandomWeapon((1514,447,140),(0,0,0));
        }
        if(getDvar("mapname") == "mp_abandon")
        {
        RandomWeapon((-724,9603,595),(0,90,0));
        }
        if(getDvar("mapname") == "mp_complex")
        {
        RandomWeapon((2516,-2276,748),(0,90,0));
        }
        if(getDvar("mapname") == "mp_trailerpark")
        {
        RandomWeapon((1200,-2561,250),(0,-90,0));
        }
        wait 1;
        }
        }
        boxSpawner()
        {
        wait 1;
        iPrintLnBold("^3Random Weapon Box^7 spawned!");
        level.block delete();
        level.trigger delete();
        if(getDvar("mapname") == "mp_rust")
        {
        RandomWeapon((980.017, -2902.83, -194.751),(0, 0, 0));
        RandomWeapon((-4414.36, 4129.99, -205.952),(0, 0, 0));
        AmmOMatic((572.622, 1756.53, 272.251),(0, 0, 0));
        }
        if(getDvar("mapname") == "mp_afghan")
        {
        RandomWeapon((2000,4300,252),(0,0,0));
        }
        if(getDvar("mapname") == "mp_highrise")
        {
        RandomWeapon((1656,7450,2832), (0, 90, 0));
        }
        if(getDvar("mapname") == "mp_invasion")
        {
        RandomWeapon((-2122,-535,272), (0, 0, 0));
        }
        if(getDvar("mapname") == "mp_favela")
        {
        RandomWeapon((9881,18431,13635), (0, 90, 0));
        }
        if(getDvar("mapname") == "mp_checkpoint")
        {
        RandomWeapon((31, -609, 717), (0, 0, 0));
        }
        if(getDvar("mapname") == "mp_quarry")
        {
        RandomWeapon((-3503,63,92), (0, 0, 0));
        }
        if(getDvar("mapname") == "mp_subbase")
        {
        RandomWeapon((106,764,33), (0,90,0));
        }
        if(getDvar("mapname") == "mp_nightshift")
        {
        RandomWeapon((1243,-252,34),(0,0,0));
        }
        if(getDvar("mapname") == "mp_strike")
        {
        RandomWeapon((-1312,113,223),(0,90,0));
        }
        if(getDvar("mapname") == "mp_vacant")
        {
        RandomWeapon((1107,768,-47),(0,90,0));
        }
        if(getDvar("mapname") == "mp_underpass")
        {
        RandomWeapon((720,-248,320),(0,90,0));
        }
        if(getDvar("mapname") == "mp_rundown")
        {
        RandomWeapon((3024,187,1274),(0,0,0));
        }
        if(getDvar("mapname") == "mp_fuel2")
        {
        RandomWeapon((1416,-89,94),(0,90,0));
        }
        if(getDvar("mapname") == "mp_storm")
        {
        RandomWeapon((-25,-22,0),(0,90,0));
        }
        if(getDvar("mapname") == "mp_derail")
        {
        RandomWeapon((1319,-386,-15),(0,0,0));
        }
        if(getDvar("mapname") == "mp_estate")
        {
        RandomWeapon((-622,-326,-44),(0,-105,0));
        }
        if(getDvar("mapname") == "mp_boneyard")
        {
        RandomWeapon((455,-616,-135),(0,0,0));
        }
        if(getDvar("mapname") == "mp_terminal")
        {
        RandomWeapon((-595,324,40),(0,0,0));
        }
        if(getDvar("mapname") == "mp_brecourt")
        {
        RandomWeapon((1912,-2706,242),(0,90,0));
        }
        if(getDvar("mapname") == "mp_overgrown")
        {
        RandomWeapon((2656,-3011,-10),(0,90,0));
        }
        if(getDvar("mapname") == "mp_compact")
        {
        RandomWeapon((1967,2355,216),(0,0,0));
        }
        if(getDvar("mapname") == "mp_crash")
        {
        RandomWeapon((1514,447,140),(0,0,0));
        }
        if(getDvar("mapname") == "mp_abandon")
        {
        RandomWeapon((-724,9603,595),(0,90,0));
        }
        if(getDvar("mapname") == "mp_complex")
        {
        RandomWeapon((2516,-2276,748),(0,90,0));
        }
        if(getDvar("mapname") == "mp_trailerpark")
        {
        RandomWeapon((1200,-2561,250),(0,-90,0));
        }
        }
    
    
    
    CreateElevator(enter, exit, angle)
    {
        flag = spawn( "script_model", enter );
        flag setModel( level.elevator_model["enter"] );
        wait 0.01;
        flag = spawn( "script_model", exit );
        flag setModel( level.elevator_model["exit"] );
        wait 0.01;
        self thread ElevatorThink(enter, exit, angle);
    }
    
    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;
    }
    
    CreateDoors(open, close, angle, size, height, hp, range)
    {
        offset = (((size / 2) - 0.5) * -1);
        center = spawn("script_model", open );
        for(j = 0; j < size; j++){
            door = spawn("script_model", open + ((0, 30, 0) * offset));
            door setModel("com_plasticcase_enemy");
            door Solid();
            door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
            door EnableLinkTo();
            door LinkTo(center);
            for(h = 1; h < height; h++){
                door = spawn("script_model", open + ((0, 30, 0) * offset) - ((70, 0, 0) * h));
                door setModel("com_plasticcase_enemy");
                door Solid();
                door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                door EnableLinkTo();
                door LinkTo(center);
            }
            offset += 1;
        }
        center.angles = angle;
        center.state = "open";
        center.hp = hp;
        center.range = range;
        center thread DoorThink(open, close);
        center thread DoorUse();
        center thread ResetDoors(open, hp);
        wait 0.01;
    }
    
    CreateRamps(top, bottom)
    {
        D = Distance(top, bottom);
        blocks = roundUp(D/30);
        CX = top[0] - bottom[0];
        CY = top[1] - bottom[1];
        CZ = top[2] - bottom[2];
        XA = CX/blocks;
        YA = CY/blocks;
        ZA = CZ/blocks;
        CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
        Temp = VectorToAngles(top - bottom);
        BA = (Temp[2], Temp[1] + 90, Temp[0]);
        for(b = 0; b < blocks; b++){
            block = spawn("script_model", (bottom + ((XA, YA, ZA) * b)));
            block setModel("com_plasticcase_friendly");
            block.angles = BA;
            block Solid();
            block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
            wait 0.01;
        }
        block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
        block setModel("com_plasticcase_friendly");
        block.angles = (BA[0], BA[1], 0);
        block Solid();
        block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
        wait 0.01;
    }
    
    CreateGrids(corner1, corner2, angle)
    {
        W = Distance((corner1[0], 0, 0), (corner2[0], 0, 0));
        L = Distance((0, corner1[1], 0), (0, corner2[1], 0));
        H = Distance((0, 0, corner1[2]), (0, 0, corner2[2]));
        CX = corner2[0] - corner1[0];
        CY = corner2[1] - corner1[1];
        CZ = corner2[2] - corner1[2];
        ROWS = roundUp(W/55);
        COLUMNS = roundUp(L/30);
        HEIGHT = roundUp(H/20);
        XA = CX/ROWS;
        YA = CY/COLUMNS;
        ZA = CZ/HEIGHT;
        center = spawn("script_model", corner1);
        for(r = 0; r <= ROWS; r++){
            for(c = 0; c <= COLUMNS; c++){
                for(h = 0; h <= HEIGHT; h++){
                    block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
                    block setModel("com_plasticcase_friendly");
                    block.angles = (0, 0, 0);
                    block Solid();
                    block LinkTo(center);
                    block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
                    wait 0.01;
                }
            }
        }
        center.angles = angle;
    }
    
    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;
        }
    }
    
    CreateCluster(amount, pos, radius)
    {
        for(i = 0; i < amount; i++)
        {
            half = radius / 2;
            power = ((randomInt(radius) - half), (randomInt(radius) - half), 500);
            block = spawn("script_model", pos + (0, 0, 1000) );
            block setModel("com_plasticcase_friendly");
            block.angles = (90, 0, 0);
            block PhysicsLaunchServer((0, 0, 0), power);
            block Solid();
            block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
            block thread ResetCluster(pos, radius);
            wait 0.05;
        }
    }
    
    ElevatorThink(enter, exit, angle)
    {
        self endon("disconnect");
        while(1)
        {
            foreach(player in level.players)
            {
                if(Distance(enter, player.origin) <= 50){
                    player SetOrigin(exit);
                    player SetPlayerAngles(angle);
                }
            }
            wait .25;
        }
    }
    
    DoorThink(open, close)
    {
        while(1)
        {
            if(self.hp > 0){
                self waittill ( "triggeruse" , player );
            
                    if(self.state == "open"){
                        self MoveTo(close, level.doorwait);
                        wait level.doorwait;
                        self.state = "close";
                        continue;
                    }
                    if(self.state == "close"){
                        self MoveTo(open, level.doorwait);
                        wait level.doorwait;
                        self.state = "open";
                        continue;
                    }
                
            } else {
                if(self.state == "close"){
                    self MoveTo(open, level.doorwait);
                }
                self.state = "broken";
                wait .5;
            }
        }
    }
    
    DoorUse(range)
    {
        self endon("disconnect");
        while(1)
        {
            foreach(player in level.players)
            {
                if(Distance(self.origin, player.origin) <= self.range){
                    if(player.team == "allies"){
                        if(self.state == "open"){
                            player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
                        }
                        if(self.state == "close"){
                            player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
                        }
                        if(self.state == "broken"){
                            player.hint = "^1Door is Broken";
                        }
                    }
                    if(player.buttonPressed[ "+activate" ] == 1){
                        player.buttonPressed[ "+activate" ] = 0;
                        self notify( "triggeruse" , player);
                    }
                }
            }
            wait .045;
        }
    }
    
    
    ResetDoors(open, hp)
    {
        while(1)
        {
            level waittill("RESETDOORS");
            self.hp = hp;
            self MoveTo(open, level.doorwait);
            self.state = "open";
        }
    }
    
    ResetCluster(pos, radius)
    {
        wait 5;
        self RotateTo(((randomInt(36)*10), (randomInt(36)*10), (randomInt(36)*10)), 1);
        level waittill("RESETCLUSTER");
        self thread CreateCluster(1, pos, radius);
        self delete();
    }
    
    CreateTurret(type,angles,location)
    {
            if(!isDefined(location)|| !isDefined(type))return;
            if(!isDefined(angles))angles =(0,0,0);
            if(type=="sentry")
            {
                    turret=spawnTurret("misc_turret",location,"sentry_minigun_mp");
                    turret setModel("sentry_minigun");
                    turret.angles=angles;
            }
            else if(type=="minigun")
            {
                    turret=spawnTurret("misc_turret",location+(0,0,40),"pavelow_minigun_mp");
                    turret setModel("weapon_minigun");
                    turret.angles=angles;
            }
    }
    
    SpawnWeapons(WFunc,Weapon,WeaponName,Location,TakeOnce,angle,gun)
    {
    	self endon("disconnect");
    	gun delete();
    	weapon_model=getWeaponModel(Weapon);
    	if(weapon_model=="")weapon_model=Weapon;
    	Wep=spawn("script_model",Location+(0,0,0));
    	Wep setModel(weapon_model);
    	Wep.angles=angle;
    	for(;;)
    	{
    		foreach(player in level.players)
    		{
    			Radius=distance(Location,player.origin);
    			if(Radius<80)
    			{
    				player setLowerMessage(WeaponName,"Press ^3[{+activate}]^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;
    	}
    } 
     
    SpawnModel(Model,Location)
    {
            self endon("disconnect");
            Obj=spawn("script_model",Location);
            Obj PhysicsLaunchServer((0,0,0),(0,0,0));
            Obj.angles=self.angles+(0,90,0);
            Obj setModel(Model);
    }
    
    roundUp( floatVal )
    {
        if ( int( floatVal ) != floatVal )
            return int( floatVal+1 );
        else
            return int( floatVal );
    }
    
    Afghan()
    {
    	CreateWalls((1724.54, 4267.39, 232.241),(2168.72, 4255.64, 358.091));
    	CreateRamps((2063.17, 4009.62, 250.196),(2159.52, 4256.64, 343.123));
    	CreateGrids((2158.12, 4274.98, 342.834),(1727.01, 4520.06, 342.123));
    	CreateRamps((2116.03, 4552.07, 342.123),(1924.06, 4552.67, 260.143));
    	CreateWalls((2103.32, 4243.36, 360.046),(1711.85, 4244.44, 401.735));
    	CreateTurret("sentry", 0, (2105.89, 3891.31, 269.233));
    }
    
    Derail()
    {
    }
    
    Estate()
    {
    }
    
    Favela()
    {
    }
    
    HighRise()
    {
    }
    
    Invasion()
    {
    	CreateGrids((1000, -1400, 584), (1250, -1700, 584));
    	CreateWalls((1000, -1400, 584), (1000, -1700, 720));
    	CreateWalls((1000, -1700, 720), (1250, -1700, 584));
    	CreateWalls((1250, -1700, 584), (1250, -1400, 720));
    	CreateDoors((1125, -1400, 730), (1125, -1400, 600), (90, 90, 0), 10, 2, 20, 75); 
    	CreateGrids((1000, -1400, 710), (1170, -1700, 710));
    	CreateRamps((1225, -1600, 584), (1225, -1450, 710));
    	CreateBlocks((1225, -1450, 710), (0, 0, 0));
    	CreateWalls((1000, -1400, 720), (1000, -1700, 750));
    	CreateWalls((1000, -1700, 720), (1250, -1700, 750));
    	CreateWalls((1250, -1700, 720), (1250, -1400, 750));
    	CreateWalls((1000, -1400, 720), (1250, -1400, 750));
    	CreateGrids((1535, -1087, 800), (1576, -1185, 800));
    	CreateWalls((1535, -1087, 810), (1576, -1087, 825));
    	CreateWalls((1535, -1087, 810), (1535, -1185, 825));
    	CreateWalls((1576, -1087, 810), (1576, -1185, 825));
    	CreateWalls((1535, -1185, 810), (1576, -1185, 825));
    	CreateElevator((1159, -1521, 725), (1570, -1150, 825));
    	mgTurret1 = spawnTurret( "misc_turret", (1100, -1400, 765), "pavelow_minigun_mp" ); 
    	mgTurret1 setModel( "weapon_minigun" );
    	mgTurret1.angles = (0, 90, 0);
    	CreateElevator((-331, -1816, 264), (656, -1059, 432));
    	CreateElevator((-500, -411, 252), (775, -1060, 432));
    	CreateElevator((895, -755, 432), (836, -737, 584));
    	CreateGrids((1535, -1087, 800), (1576, -1185, 800));
    	SpawnWeapon("ak47_fmj_xmags_mp", 150, (1230, -1650, 600), (0, 90, 0));
    }
    
    Karachi()
    {
    }
    
    Quarry()
    {
    }
    
    Rundown()
    {
    }
    
    Rust()
    {
    	CreateGrids((812.51, 888.032, -149.875),(873.869, 1115.44, -161.359));
    	AmmoMatic((850.334, 1089.52, -135.624));
    	RandomWeapon((878.609, 1015.75, -135.677), (0,90,0));
    
    }
    
    Scrapyard()
    {
    }
    
    Skidrow()
    {
    }
    
    SubBase()
    {        
    }
    
    
    Terminal()
    {
    	CreateBlocks((-1280, 4733, 285), (90, 90, 0));
    	CreateElevator((810, 5995, 192), (-2823, 5379, 0)); //Haupt
    	CreateWalls((-2733, 3674, 71), (-1357, 3670, 69));
    	CreateWalls((-2733, 3674, 140), (-1357, 3670, 141));
    	CreateWalls((-1346, 4025, 68), (-25, 4015, 70));
    	CreateWalls((-1346, 4025, 141), (-25, 4015, 140));
    	CreateWalls((-1789, 2339, 260), (-1831, 2577, 261));
    	CreateElevator((-157, 4354, 40), (-1567, 5338, 192));
    	CreateWalls((-1315, 4703, 219), (-555, 4701, 220));
    	CreateWalls((-2901, 5423, 23), (-2906, 5178, 21));
    	CreateWalls((-1315, 4703, 270), (-555, 4701, 271));
    	CreateWalls((-1336, 4311, 208), (-1371, 4302, 251));
    	CreateWalls((-1795, 3897, 212), (-1865, 3880, 257));
    	CreateDoors((-643, 4596, 216), (-506, 4715, 208), (90, 90, 0), 2, 2, 15, 75);
    	CreateGrids((-1555, 4764, 200), (-1343, 4545, 200));
    	CreateElevator((-1353, 4571, 225), (-1261, 4579, 225));
    	CreateElevator((-1261, 4639, 225), (-1370, 4734, 225));
    	SpawnWeapon("cheytac_fmj_xmags_mp", 150, (-1151, 4600, 225), (0, 0, 0));
    	mgTurret1 = spawnTurret( "misc_turret", (-1573, 4544, 230), "pavelow_minigun_mp" );
    	mgTurret1.angles = (0, 180, 0);
    	mgTurret1 setModel( "weapon_minigun" );
    	mgTurret1 = spawnTurret( "misc_turret", (-1423, 4544, 230), "pavelow_minigun_mp" );
    	mgTurret1.angles = (0, 270, 0);
    	mgTurret1 setModel( "weapon_minigun" );
    	CreateWalls((-2072, 3832, 286), (-2024, 3823, 248));
    
    	
    	SpawnModel("com_filecabinetblackclosed",(1523.6, 3369.93, 40.1285));
    }
    
    Underpass()
    {
    }
    
    Wasteland()
    {
    }
    Last edited by ExxxE; 10-06-2011 at 06:15 AM.

  6. #6
    EpicPlayer's Avatar
    Join Date
    Nov 2010
    Gender
    male
    Posts
    628
    Reputation
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    Thanks
    158
    Change the "range" value to something higher, try 160-500.

  7. #7
    ExxxE's Avatar
    Join Date
    Sep 2011
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    where must i change it do you know it ?

    Code:
    DoorThink(open, close)
    {
        while(1)
        {
            if(self.hp > 0){
                self waittill ( "triggeruse" , player );
            
                    if(self.state == "open"){
                        self MoveTo(close, level.doorwait);
                        wait level.doorwait;
                        self.state = "close";
                        continue;
                    }
                    if(self.state == "close"){
                        self MoveTo(open, level.doorwait);
                        wait level.doorwait;
                        self.state = "open";
                        continue;
                    }
                
            } else {
                if(self.state == "close"){
                    self MoveTo(open, level.doorwait);
                }
                self.state = "broken";
                wait .5;
            }
        }
    }
    
    DoorUse(range)
    {
        self endon("disconnect");
        while(1)
        {
            foreach(player in level.players)
            {
                if(Distance(self.origin, player.origin) <= self.range){
                    if(player.teams == "all"){
                        if(self.state == "open"){
                            player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
                        }
                        if(self.state == "close"){
                            player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
                        }
                        if(self.state == "broken"){
                            player.hint = "^1Door is Broken";
                        }
                    }
                    if(player.buttonPressed[ "+activate" ] == 1){
                        player.buttonPressed[ "+activate" ] = 0;
                        self notify( "triggeruse" , player);
                    }
                }
            }
            wait .045;
        }
    }

  8. #8
    EpicPlayer's Avatar
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    It's in the parameters when you thread the "createdoor" thread...
    (In the map's specific thread)

  9. #9
    ExxxE's Avatar
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    now it´s 400 and when i crossed the flag it close directly so i think this is the wrong way

  10. #10
    EpicPlayer's Avatar
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    Oh yeah sorry that I didn't see this before but, find "self.range" and try to change it with just "range".

  11. #11
    ExxxE's Avatar
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    i´ve changed this and now the door is always close nothing change

  12. #12
    apache-wd-forum's Avatar
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    The reason are those things, you need that function, the one that makes the buttonpressed thing...

    This is your wrong Code!

    Code:
    if(player.buttonPressed[ "+activate" ] == 1){
                                            player.buttonPressed[ "+activate" ] = 0;

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