Posts: 993
Threads: 86
Joined: Feb 2011
Reputation:
49
03-17-2011, 11:44
(This post was last modified: 03-17-2011, 11:46 by rotceh_dnih.)
thanks man now i've tried this
Code: Summit()
{
wait 2;
CreateStraightWalls((5252, -4790, 229), (5168, -4862, 279));
CreateStraightWalls((5252, -4790, 304), (5168, -4862, 329));
CreateStraightWalls((5107, -4921, 228), (5036, -4984, 278));
CreateStraightWalls((5107, -4921, 303), (5036, -4984, 328));
CreateStraightWalls((5592, -5099, 203), (5291, -5394, 428));
CreateStraightWalls((5282, -4762, 345), (4968, -5044, 370));
CreateStraightWalls((5282, -4762, 345), (5531, -5042, 370));
}
but nothing in put in the map ? or did you mean before doMaps()?
Posts: 863
Threads: 50
Joined: Nov 2010
Reputation:
14
(03-17-2011, 11:44)rotceh_dnih Wrote: thanks man now i've tried this
Code: Summit()
{
wait 2;
CreateStraightWalls((5252, -4790, 229), (5168, -4862, 279));
CreateStraightWalls((5252, -4790, 304), (5168, -4862, 329));
CreateStraightWalls((5107, -4921, 228), (5036, -4984, 278));
CreateStraightWalls((5107, -4921, 303), (5036, -4984, 328));
CreateStraightWalls((5592, -5099, 203), (5291, -5394, 428));
CreateStraightWalls((5282, -4762, 345), (4968, -5044, 370));
CreateStraightWalls((5282, -4762, 345), (5531, -5042, 370));
}
but nothing in put in the map ? Do u sure that u have loaded the mod and the thread?
Posts: 993
Threads: 86
Joined: Feb 2011
Reputation:
49
03-17-2011, 11:51
(This post was last modified: 03-17-2011, 11:54 by rotceh_dnih.)
yes i am alterin iangles old school mod it load's all the guns swawn on the map all but one i took out,but no wall or ramp or anything else i add in
like this so i know it loading somestuff
Code: Summit()
{
wait 2;
CreateWeapon("mp5k_elbit_mp", "MP5k Red Dot", (3101.26, 1566.16, 362.125), (0, 0, 0), 1, 15);
CreateWeapon("mac11_rf_mp", "MAC11 Rapid Fire", (2590.35, -669.885, 330.125), (0, 0, 0), 1, 15);
CreateWeapon("m16_extclip_mp", "M16 Extended Mags", (4029.1, -882.752, 330.125), (0, 0, 0), 1, 15);
CreateWeapon("famas_reflex_mp", "Famas Reflex Sight", (3257.48, -1932.31, 466.125), (0, 0, 0), 1, 15);
CreateWeapon("fnfal_silencer_mp", "Silenced FAL", (2314.37, -1806.61, 402.125), (0, 0, 0), 1, 15);
CreateWeapon("m60_elbit_grip_extclip_mp", "Rambo's little girl", (3701.93, 659.677, 330.125), (0, 0, 0), 1, 15);
CreateWeapon("l96a1_vzoom_mp", "L96 Variable Zoom", (2988.79, -76.4892, 330.125), (0, 0, 0), 1, 15);
CreateWeapon("spas_silencer_mp", "Silenced SPAS", (1749.22, -433.601, 111.455), (0, 0, 0), 1, 15);
CreateStraightWalls((5252, -4790, 229), (5168, -4862, 279));
CreateStraightWalls((5252, -4790, 304), (5168, -4862, 329));
CreateStraightWalls((5107, -4921, 228), (5036, -4984, 278));
CreateStraightWalls((5107, -4921, 303), (5036, -4984, 328));
CreateStraightWalls((5592, -5099, 203), (5291, -5394, 428));
CreateStraightWalls((5282, -4762, 345), (4968, -5044, 370));
CreateStraightWalls((5282, -4762, 345), (5531, -5042, 370));
level thread createPickupGroundFX((3101.26, 1566.16, 362.125), (90, 0, 0));
level thread createPickupGroundFX((2590.35, -669.885, 330.125), (90, 0, 0));
level thread createPickupGroundFX((4029.1, -882.752, 330.125), (90, 0, 0));
level thread createPickupGroundFX((3257.48, -1932.31, 466.125), (90, 0, 0));
level thread createPickupGroundFX((2314.37, -1806.61, 402.125), (90, 0, 0));
level thread createPickupGroundFX((3477.66, -1288.25, 466.125), (90, 0, 0));
level thread createPickupGroundFX((3701.93, 659.677, 330.125), (90, 0, 0));
level thread createPickupGroundFX((2988.79, -76.4892, 330.125), (90, 0, 0));
level thread createPickupGroundFX((1749.22, -433.601, 111.455), (90, 0, 0));
/**
level thread createPickupGlowFX((3101.26, 1566.16, 362.125), (90, 0, 0));
level thread createPickupGlowFX((2590.35, -669.885, 330.125), (90, 0, 0));
level thread createPickupGlowFX((4029.1, -882.752, 330.125), (90, 0, 0));
level thread createPickupGlowFX((3257.48, -1932.31, 466.125), (90, 0, 0));
level thread createPickupGlowFX((2314.37, -1806.61, 402.125), (90, 0, 0));
level thread createPickupGlowFX((3477.66, -1288.25, 466.125), (90, 0, 0));
level thread createPickupGlowFX((3701.93, 659.677, 330.125), (90, 0, 0));
level thread createPickupGlowFX((2988.79, -76.4892, 330.125), (90, 0, 0));
level thread createPickupGlowFX((1749.22, -433.601, 111.455), (90, 0, 0));
**/
}
Posts: 1,830
Threads: 104
Joined: Jan 2011
Reputation:
46
04-07-2011, 21:17
(This post was last modified: 04-07-2011, 21:23 by iAegle.)
For those who care about camo's I found this when i was looking for the bug with the strange weapon models.. here is a weapon function that gives the guns a camo. Camo should be a int from 0 to 15. The camo numbers can be found somewhere on this forum :p
Code: CreateWeapon(weapon, name, pos, angle, stock, respawntime, camo)
{
weapon_model = getWeaponModel(weapon, camo);
if(weapon_model == ""){
weapon_model = weapon;
}
Wep = spawn("script_model", pos+(0,0,3), 1);
Wep.angles = angle;
Wep SetOwner( level );
Wep setModel(weapon_model);
Wep thread WeaponThink(weapon, name, pos, angle, stock, respawntime, camo);
wait 0.01;
}
WeaponThink(weapon, name, pos, angle, stock, respawntime, camo)
{
area = spawn("trigger_radius", self.origin, 0, 25, 50);
while(1)
{
area waittill("trigger", player);
player.hint = "Press ^3[{+activate}] ^7to pick up " + name;
if(player UseButtonPressed()){
switch( weapon )
{
case "frag_grenade_mp":
case "sticky_grenade_mp":
case "hatchet_mp":
case "flash_grenade_mp":
case "concussion_grenade_mp":
case "tabun_gas_mp":
case "nightingale_mp":
case "willy_pete_mp":
player takeWeapon(player getCurrentOffhand());
player giveWeapon( weapon );
player setWeaponAmmoClip( weapon, 2 );
break;
default:
weaponOptions = player calcWeaponOptions ( camo, 0, 0, 0, 0 );
player giveWeapon(weapon, 0, int(weaponOptions));
player GiveMaxAmmo(weapon);
player.weaponlist = player GetWeaponsListPrimaries();
if(player.weaponList.size > level.maxweaponper){
player takeWeapon(player getCurrentWeapon());
}
player SwitchToWeapon(weapon);
break;
}
if(stock > 1){
stock--;
} else {
if(isDefined(respawntime)){
level thread WeaponRespawnThink(weapon, name, pos, angle, stock, respawntime, camo);
}
area delete();
self delete();
return;
}
}
wait .04;
}
}
WeaponRespawnThink(weapon, name, pos, angle, stock, respawntime, camo)
{
wait respawntime;
CreateWeapon(weapon, name, pos, angle, stock, respawntime, camo);
}
Posts: 1,830
Threads: 104
Joined: Jan 2011
Reputation:
46
04-08-2011, 22:09
(This post was last modified: 04-08-2011, 22:10 by iAegle.)
And here's a fix for the ugly weapon models (untested .. just tried to convert the mw2 code i found)
Code: CreateWeapon(weapon, name, pos, angle, stock, respawntime)
{
weapon_model = getWeaponModel(weapon);
if(weapon_model == ""){
weapon_model = weapon;
}
Wep = spawn("script_model", pos+(0,0,3), 1);
Wep.angles = angle;
Wep SetOwner( level );
Wep setModel(weapon_model);
Wep thread WeaponThink(weapon, name, pos, angle, stock, respawntime);
tags = GetWeaponHideTags(weapon);
attachments = GetArrayKeys(tags);
for(i=0;i<attachments.size;i++)
{
Wep HidePart(tags[attachment]);
}
wait 0.01;
}
|