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[RELEASE]Map building functions
#1
This functions are made by Killingdyl in MW2, and later converted to BO by Met94.
They are not all working correctly and are not all done, so yeh have fun testing them and updating them but be sure to post updates in this topic =)


Code:
CreateBlocks(pos, angle)
{
    if(!level.CreateBunkers) return;
        block = spawn("script_model", pos, 1 );
        block setModel( level.crateModelFriendly );    
        block.angles = angle;
        wait 0.01;
}
Doors
Code:
CreateDoors(open, close, angle, size, height, hp, range)
{
    if(!level.CreateBunkers) return;
    level.doorwait = 0.7;
    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))*1.5, 1);
        door setModel( level.crateModelFriendly );    
        door EnableLinkTo();
        door LinkTo(center);
        for(h = 1; h < height; h++){
            door = spawn("script_model", open + (((0, 30, 0) * offset)*1.5) - ((55, 0, 0) * h), 1);
            door setModel( level.crateModelFriendly );    
            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 == "axis"){
                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 == "allies"){
                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;
            return;
        }
    }
}

DoorUse(range)
{
    self endon("disconnect");
    while(1)
    {
        for(i=0;i<level.players.size;i++)
        {
            player = level.players[i];
            if(Distance(self.origin, player.origin) <= self.range){
                if(player.team == "axis"){
                    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 == "allies"){
                    if(self.state == "close"){
                        player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
                    }
                    if(self.state == "broken"){
                        player.hint = "^1Door is Broken";
                    }
                }
                //if(player isButtonPressed("X")){
                //        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";
    }
}
Teleportflags (Model not working correctly)
Code:
CreateElevator(enter, exit, angle, notantycamp, range)
{
    if(!level.CreateBunkers) return;
    if(!isDefined(notantycamp)) notantycamp = true;
    if(!isDefined(range)) range = 75;
    if(notantycamp) {
        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, range);
}  

ElevatorThink(enter, exit, angle, range)
{
    self endon("disconnect");
    while(1)
    {
        for(i=0;i<level.players.size;i++)
        {
            player = level.players[i];
            if(Distance(enter, player.origin) <= range){
                    player SetOrigin(exit);
                    player SetPlayerAngles(angle);
            }
        }
        wait .25;
    }
}
Ramps
Code:
CreateRamps(top, bottom)
{
    if(!level.CreateBunkers) return;
    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)), 1);
        block setModel( level.crateModelFriendly );    
        block.angles = BA;
        wait 0.01;
    }
    block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)), 1);
    block setModel( level.crateModelFriendly );    
    block.angles = (BA[0], BA[1], 0);
    wait 0.01;
}
Grids
Code:
CreateGrids(corner1, corner2, angle)
{
    if(!level.CreateBunkers) return;
    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)), 1);
                block setModel( level.crateModelFriendly );    
                block.angles = (0, 0, 0);
                block LinkTo(center);
                wait 0.01;
            }
        }
    }
    center.angles = angle;
}
Walls
Code:
CreateWalls(start, end)
{
    if(!level.CreateBunkers) return;
    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)), 1);
        block setModel( level.crateModelFriendly );    
        block.angles = Angle;
        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)), 1);
            block setModel( level.crateModelFriendly );    
            block.angles = Angle;
            wait 0.001;
        }
        block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)), 1);
        block setModel( level.crateModelFriendly );    
        block.angles = Angle;
        wait 0.001;
    }
}
Cluster
Code:
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), 1 );
        block setModel( level.crateModelFriendly );    
        block.angles = (90, 0, 0);
        //block PhysicsLaunchServer((0, 0, 0), power);
        block thread ResetCluster(pos, radius);
        wait 0.05;
    }
}

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();
}

Floatval
Code:
roundUp( floatVal )
{
    if ( int( floatVal ) != floatVal )
        return int( floatVal+1 );
    else
        return int( floatVal );
}
--
Reply

#2
i allwas onederd were to put these codes lol
Reply

#3
wow! WTF MAN lol
Reply

#4
not bad, now there are many people releasing some new "maps"
Reply

#5
THX again Big Grin
Reply

#6
You don't need Solid()? O__o lol, I wonder what happens when I don't use it, never tried.
[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.
Reply

#7
It never makes your object solid.

AND FUCK THIS RETARDED CAREPACKAGE 'MAPS' AGAIN?
[Image: 1fxsnb.jpg]
Reply

#8
lol
--
Reply

#9
nice!
if you dig true the world... what comes up first your feet or your head ;qq
Reply

#10
lol i told u not to release
Reply



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