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Release ExtremeBunkerMaker V1.1 WITH SAM TURRET ***ALSO EPIC*** xD
#1
Hey guys you ALL know The Easy Bunker Maker. Well I was Reading the Post and Found out that you can have SAM Turret (I did not create the SAM Turret code I just made it into a File and a few other edits)

Heres a Copy-and-paste of the orginal for you (with some spell corrections XD):

It allows you to easily spawn carepackages ingame and allows you to save them into your games_mp.txt.
after you are done you can convert your games_mp so the lines get cleaned out of it.
And your done!
Goodbye coordinate Writing!

You can even rotate objects, remove your latest spawned object, spawn to crosshair, or under you, also you can spawn some unseen Turrets!
Me and master wanted to keep this mod private first but then we suddenly
decided to just release it =).
I hope you guys enjoy, all credits go to master131 for coding the mod, and the program that converts your games_mp.

Video:

Picture of bunkerextractor:
[Image: 118ln4y.jpg]

You need both files wich can be downloaded at the bottom of the thread,
1 contains the mod + modloader for easy startup, and the other file contains a .exe with the bunkerlistextractorprogram.
If you are done creating bunkers, and you want to put them into your zombie, or rcxd mod.

Follow the steps below and your done =)

1. Add this to the very start of init():
Code:
level.minigunList = [];
level.bunkerList = [];

2. Call this: level thread doMaps(); on init()
3. and this: level thread createBlocks(); on init()
4. Then put:

Code:
createBlocks()
{
    level.crateTypes["turret_drop_mp"] = [];
    level.crateTypes["tow_turret_drop_mp"] = [];
    level thread mapsmp_turret_killstreak::init();
    if(level.bunkerList.size > 0) {
        for(i = 0; i < level.bunkerList.size; i++) {
            if(isDefined(level.bunkerList[i]))
                level thread createJumpArea(level.bunkerList[i].location, level.bunkerList[i].angle);
        }
    }
    if(level.minigunList.size > 0) {
        for(i = 0; i < level.minigunList.size; i++) {
            if(isDefined(level.minigunList[i]))
                level thread createMinigunTurret(level.minigunList[i].location, level.minigunList[i].angle);
        }
    }
}

createJumpArea(pos, rotation)
{
    jumpArea = spawn("script_model", pos);
    jumpArea setModel("mp_supplydrop_ally");
    jumpArea.angles = rotation;
}

createMinigunTurret(pos, rotation)
{
    miniGun = spawnTurret( "auto_turret", pos, "auto_gun_turret_mp" );
    miniGun setModel(level.auto_turret_settings["sentry"].modelBase);
    miniGun SetTurretType("sentry");
    miniGun.angles = rotation;
}

createBlock(origin, angle)
{
    block = spawnstruct();
    block.location = origin;
    block.angle = angle;
    return block;
}

createMinigun(origin, angle)
{
    minigun = spawnstruct();
    minigun.location = origin;
    minigun.angle = angle;
    return minigun;
}


doMaps()
{
    if(getDvar("mapname") == "mp_array") { /** Array **/
        level thread ArrayMap();
    }
    if(getDvar("mapname") == "mp_cairo") { /** Havana **/
        level thread Havana();
    }
    if(getDvar("mapname") == "mp_cosmodrome") { /** Launch **/
        level thread Launch();
    }
    if(getDvar("mapname") == "mp_cracked") { /** Cracked **/
        level thread Cracked();
    }
    if(getDvar("mapname") == "mp_crisis") { /** Crisis **/
        level thread Crisis();
    }
    if(getDvar("mapname") == "mp_duga") { /** Grid **/
        level thread Grid();
    }
    if(getDvar("mapname") == "mp_firingrange") { /** Firing Range **/
        level thread FiringRange();
    }
    if(getDvar("mapname") == "mp_hanoi") { /** Hanoi **/
        level thread Hanoi();
    }
    if(getDvar("mapname") == "mp_havoc") { /** Jungle **/
        level thread Jungle();
    }
    if(getDvar("mapname") == "mp_mountain") { /** Summit **/
        level thread Summit();
    }
    if(getDvar("mapname") == "mp_nuked") { /** NukeTown **/
        level thread NukeTown();
    }
    if(getDvar("mapname") == "mp_radiation") { /** Radiation **/
        level thread Radiation();
    }
    if(getDvar("mapname") == "mp_russianbase") { /** WMD **/
        level thread WMD();
    }
    if(getDvar("mapname") == "mp_villa") { /** Villa **/
        level thread Villa();
    }
}

// ================
// | Map creation |
// ================

ArrayMap()
{

}

Havana()
{

}

Launch()
{

}

Cracked()
{

}

Crisis()
{

}

Grid()
{

}

FiringRange()
{


}

Hanoi()
{

}

Jungle()
{


}

Summit()
{

}

NukeTown()
{

}

Radiation()
{


}

WMD()
{

}

Villa()
{

}


5. somewere in your _rank.
6. Finally add all the converted lines into the right map function =)
Example:


Code:
wmd()
{
bunkerline goeshere
}

Soon I will post his other version that allows you to spawn up to 4
different FX things in-game, like lights, or smoke, and save them!

Credits:
Master131, Creating the mod, creating the extractor
superbomb17 for putting the SAM Turret code into it.(lol.)

ORGINAL ENDS.

okay I also added colors to everything without colors (text wise)
changed "create Minigun" to "Create SAM Turret"
I'm going to make some BIG changes soon.
Pictures and Video coming soon.
once again - Njoy!


Attached Files
.zip   BM with SAM Turret V1.1.zip (Size: 40.42 KB / Downloads: 493)
RTD V2.7 RELEASE STATUS: Rolls Finished, debugging
Reply

#2
(01-08-2011, 02:18)superbomb17 Wrote: 4. Then put:

Code:
createBlocks()
{
    level.crateTypes["turret_drop_mp"] = [];
    level.crateTypes["tow_turret_drop_mp"] = [];
    level thread mapsmp_turret_killstreak::init();
    if(level.bunkerList.size > 0) {
        for(i = 0; i < level.bunkerList.size; i++) {
            if(isDefined(level.bunkerList[i]))
                level thread createJumpArea(level.bunkerList[i].location, level.bunkerList[i].angle);
        }
    }
    if(level.minigunList.size > 0) {
        for(i = 0; i < level.minigunList.size; i++) {
            if(isDefined(level.minigunList[i]))
                level thread createMinigunTurret(level.minigunList[i].location, level.minigunList[i].angle);
        }
    }
}

createJumpArea(pos, rotation)
{
    jumpArea = spawn("script_model", pos);
    jumpArea setModel("mp_supplydrop_ally");
    jumpArea.angles = rotation;
}

createMinigunTurret(pos, rotation)
{
    miniGun = spawnTurret( "auto_turret", pos, "auto_gun_turret_mp" );
    miniGun setModel(level.auto_turret_settings["sentry"].modelBase);
    miniGun SetTurretType("sentry");
    miniGun.angles = rotation;
}

createBlock(origin, angle)
{
    block = spawnstruct();
    block.location = origin;
    block.angle = angle;
    return block;
}

createMinigun(origin, angle)
{
    minigun = spawnstruct();
    minigun.location = origin;
    minigun.angle = angle;
    return minigun;
}


doMaps()
{
    if(getDvar("mapname") == "mp_array") { /** Array **/
        level thread ArrayMap();
    }
    if(getDvar("mapname") == "mp_cairo") { /** Havana **/
        level thread Havana();
    }
    if(getDvar("mapname") == "mp_cosmodrome") { /** Launch **/
        level thread Launch();
    }
    if(getDvar("mapname") == "mp_cracked") { /** Cracked **/
        level thread Cracked();
    }
    if(getDvar("mapname") == "mp_crisis") { /** Crisis **/
        level thread Crisis();
    }
    if(getDvar("mapname") == "mp_duga") { /** Grid **/
        level thread Grid();
    }
    if(getDvar("mapname") == "mp_firingrange") { /** Firing Range **/
        level thread FiringRange();
    }
    if(getDvar("mapname") == "mp_hanoi") { /** Hanoi **/
        level thread Hanoi();
    }
    if(getDvar("mapname") == "mp_havoc") { /** Jungle **/
        level thread Jungle();
    }
    if(getDvar("mapname") == "mp_mountain") { /** Summit **/
        level thread Summit();
    }
    if(getDvar("mapname") == "mp_nuked") { /** NukeTown **/
        level thread NukeTown();
    }
    if(getDvar("mapname") == "mp_radiation") { /** Radiation **/
        level thread Radiation();
    }
    if(getDvar("mapname") == "mp_russianbase") { /** WMD **/
        level thread WMD();
    }
    if(getDvar("mapname") == "mp_villa") { /** Villa **/
        level thread Villa();
    }
}

// ================
// | Map creation |
// ================

ArrayMap()
{

}

Havana()
{

}

Launch()
{

}

Cracked()
{

}

Crisis()
{

}

Grid()
{

}

FiringRange()
{


}

Hanoi()
{

}

Jungle()
{


}

Summit()
{

}

NukeTown()
{

}

Radiation()
{


}

WMD()
{

}

Villa()
{

}


5. somewere in your _rank.
6. Finally add all the converted lines into the right map function =)
Example:


Code:
wmd()
{
bunkerline goeshere
}
U mean spawn a tow turret inside the mod?
U miss out ur function in the code tag, also my mod support tow turret too (Although just for play)
[Image: wyipjqo9qon7rc2v1lo.jpg]
Reply

#3
XDXDXD DATS SO KAWAII
YouTube 1:Azumikkel- Modding
YouTube 2:DerpShark- Gaming Entertainment
Website:Jensby.me
Contact: im[at]jensby.me
Reply

#4
(01-08-2011, 04:54)AZUMIKKEL Wrote: XDXDXD DATS SO KAWAII
WhatHuh
[Image: wyipjqo9qon7rc2v1lo.jpg]
Reply

#5
well this is so nice man
[Image: 76561198014969709.png]
Reply

#6
t dont understand what are the excractor?
Reply

#7
thanks man now i can make my own amazing bunker with so many turrents and walls
Try to catch me
Reply

#8
(01-08-2011, 04:56)alistair3149 Wrote:
(01-08-2011, 04:54)AZUMIKKEL Wrote: XDXDXD DATS SO KAWAII
WhatHuh
kawaii = cute in Japanese. Dodgy
[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.
Reply

#9
(01-09-2011, 03:05)master131 Wrote:
(01-08-2011, 04:56)alistair3149 Wrote:
(01-08-2011, 04:54)AZUMIKKEL Wrote: XDXDXD DATS SO KAWAII
WhatHuh
kawaii = cute in Japanese. Dodgy
I know I knowTongue But Dats?
[Image: wyipjqo9qon7rc2v1lo.jpg]
Reply

#10
(01-09-2011, 04:02)alistair3149 Wrote:
(01-09-2011, 03:05)master131 Wrote:
(01-08-2011, 04:56)alistair3149 Wrote:
(01-08-2011, 04:54)AZUMIKKEL Wrote: XDXDXD DATS SO KAWAII
WhatHuh
kawaii = cute in Japanese. Dodgy
I know I knowTongue But Dats?

dats = that's?
[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.
Reply



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