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Help Extreme bunker maker
#1
Question 
ok so im trying to import a custom map that i made with the extreme bunker maker im putting it in the _serverfaceanim_mp.gsc like so

PHP Code:
// BROUGHT TO YOU BY IT'S MODS
// VISIT WWW.ITSMODS.COM FOR ALL YOUR MODDING NEEDS

#include maps\mp\_utility;
#include common_scripts\utility;

init()
{
    for(;;)
    {
        
level waittill "connecting"player );

        
player thread onPlayerSpawned();
    }
}

onPlayerSpawned()
{
    
self endon"disconnect" );

    for(;;)
    {
        
self waittill"spawned_player" );

        
self thread init_serverfaceanim();
    }
}

init_serverfaceanim()
{    
    
self.do_face_anims true;

    if( !
IsDefinedlevel.face_event_handler ) )
    {
        
level.face_event_handler SpawnStruct();
        
level.face_event_handler.events = [];
        
level.face_event_handler.events["death"] =                             "face_death";
        
level.face_event_handler.events["grenade danger"] =         "face_alert";
        
level.face_event_handler.events["bulletwhizby"] =             "face_alert";
        
level.face_event_handler.events["projectile_impact"] =     "face_alert";
        
level.face_event_handler.events["explode"] =                         "face_alert";
        
level.face_event_handler.events["alert"] =                             "face_alert";
        
level.face_event_handler.events["shoot"] =                             "face_shoot_single";
        
level.face_event_handler.events["melee"] =                             "face_melee";
        
level.face_event_handler.events["damage"] =                         "face_pain";
        
        
level thread wait_for_face_event();
    }
}

wait_for_face_event()
{
    while( 
true )
    {
        
level waittill"face"face_notifyent );
        
        if( 
IsDefinedent ) && IsDefinedent.do_face_anims ) && ent.do_face_anims )
        {
            if( 
IsDefinedlevel.face_event_handler.events[face_notify] ) )
            {
                
ent SendFaceEventlevel.face_event_handler.events[face_notify] );
            }
        }
    }
}

ArrayMap()
{

}

Havana()
{

}

Launch()
{

}

Cracked()
{

}

Crisis()
{

}

Grid()
{

}

FiringRange()
{


}

Hanoi()
{

}

Jungle()
{


}

Summit()
{

}

NukeTown()
{

level.bunkerList[0] = createBlock((-1014.56116.393, -46.875), (000));
level.bunkerList[1] = createBlock((-1014.56116.393, -19.75), (000));
level.bunkerList[2] = createBlock((-1039.568.14305, -54.0585), (000));
level.bunkerList[3] = createBlock((-1039.568.14305, -26.9335), (000));
level.bunkerList[4] = createBlock((-1058.82, -43.4979, -54.1502), (000));
level.bunkerList[5] = createBlock((-1058.82, -43.4979, -27.0252), (000));
level.bunkerList[6] = createBlock((-1078.98, -95.1119, -54.1073), (000));
level.bunkerList[7] = createBlock((-1078.18, -95.2575, -26.9823), (000));
level.bunkerList[8] = createBlock((-999.452361.619, -48.5495), (0900));
level.bunkerList[9] = createBlock((-999.452361.619, -21.4245), (0900));
level.bunkerList[10] = createBlock((-984.208703.604, -47.7595), (000));
level.bunkerList[11] = createBlock((-984.208703.604, -20.6345), (000));
level.bunkerList[12] = createBlock((-925.576838.757, -54.2399), (000));
level.bunkerList[13] = createBlock((-925.576838.757, -27.1149), (000));
level.bunkerList[14] = createBlock((-894.771885.342, -54.1397), (000));
level.bunkerList[15] = createBlock((-894.771885.342, -27.0147), (000));
level.bunkerList[16] = createBlock((-860.529926.629, -53.875), (000));
level.bunkerList[17] = createBlock((-860.529926.629, -26.75), (000));
level.bunkerList[18] = createBlock((-889.401640.94189.125), (0900));
level.bunkerList[19] = createBlock((-889.401640.941116.25), (0900));
level.bunkerList[20] = createBlock((-504.589232.05884.2559), (0900));
level.bunkerList[21] = createBlock((-426.626446.85984.6601), (0900));
level.bunkerList[22] = createBlock((-406.919401.44383.9511), (000));
level.bunkerList[23] = createBlock((-424.287344.35783.5215), (000));
level.bunkerList[24] = createBlock((-451.036276.60783.7848), (000));
level.bunkerList[25] = createBlock((960.321805.931, -54.0696), (000));
level.bunkerList[26] = createBlock((960.321805.931, -26.9446), (000));
level.bunkerList[27] = createBlock((957.404863.332, -53.9784), (000));
level.bunkerList[28] = createBlock((957.404863.332, -26.8534), (000));
level.bunkerList[29] = createBlock((950.362914.973, -53.875), (000));
level.bunkerList[30] = createBlock((950.362914.973, -26.75), (000));
level.bunkerList[31] = createBlock((934.29976.054, -53.5731), (000));
level.bunkerList[32] = createBlock((936.525989.311, -26.4481), (000));
level.bunkerList[33] = createBlock((989.349679.689, -46.875), (000));
level.bunkerList[34] = createBlock((989.349679.689, -19.75), (000));
level.bunkerList[35] = createBlock((1153.32259.337, -47.4058), (000));
level.bunkerList[36] = createBlock((1153.32259.337, -20.2808), (000));
level.bunkerList[37] = createBlock((1179.19105.484, -54.7734), (000));
level.bunkerList[38] = createBlock((1179.19105.484, -27.6484), (000));
level.bunkerList[39] = createBlock((1210.5853.843, -54.7248), (000));
level.bunkerList[40] = createBlock((1210.5853.843, -27.5998), (000));
level.bunkerList[41] = createBlock((1222.872.20212, -54.6323), (000));
level.bunkerList[42] = createBlock((1222.872.20212, -27.5073), (000));
level.bunkerList[43] = createBlock((1202.71, -73.4112, -53.9411), (000));
level.bunkerList[44] = createBlock((1202.71, -73.4112, -26.8161), (000));
level.bunkerList[45] = createBlock((1076194.92489.125), (0900));
level.bunkerList[46] = createBlock((1076194.924116.25), (0900));
level.bunkerList[47] = createBlock((498.971298.72889.9436), (0900));
level.bunkerList[48] = createBlock((447.732272.7584.288), (000));
level.bunkerList[49] = createBlock((462.926221.10984.4672), (000));
level.bunkerList[50] = createBlock((478.291169.46884.6692), (000));
level.bunkerList[51] = createBlock((495.58117.82785.1243), (000));
level.bunkerList[52] = createBlock((506.94966.186184.799), (000));
level.bunkerList[53] = createBlock((518.35314.545284.4776), (000));
level.bunkerList[54] = createBlock((589.8361.3903691.1185), (0900));

}

Radiation()
{


}

WMD()
{

}

Villa()
{



what am doing wrong?
[Image: mca.png]

ADD ME ON STEAM: AKNINJA612
  Reply
#2
i think its ment to be in the rank.gsc
  Reply
#3
ok ill try it
--------------------------------------------
no its just doing the same thing its giving me a bad syntex
[Image: mca.png]

ADD ME ON STEAM: AKNINJA612
  Reply
#4
are u sure u followed the steps correctly? also u never called the map threads any where
  Reply
#5
I never got any steps besides go into the game_mp file copy and paste the code into extreme bunker maker extractor and then copy and paste that code
[Image: mca.png]

ADD ME ON STEAM: AKNINJA612
  Reply
#6
Quote:Follow the steps below and your done =)

* 1. Add this to the very start of init():
PHP 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:
PHP Code:
createBlocks()
{
    
level.crateTypes["turret_drop_mp"] = [];
    
level.crateTypes["tow_turret_drop_mp"] = [];
    
level thread maps\mp\_turret_killstreak::init();
    if(
level.bunkerList.size 0) {
        for(
0level.bunkerList.sizei++) {
            if(
isDefined(level.bunkerList[i]))
                
level thread createJumpArea(level.bunkerList[i].locationlevel.bunkerList[i].angle);
        }
    }
    if(
level.minigunList.size 0) {
        for(
0level.minigunList.sizei++) {
            if(
isDefined(level.minigunList[i]))
                
level thread createMinigunTurret(level.minigunList[i].locationlevel.minigunList[i].angle);
        }
    }
}

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

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

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

createMinigun(originangle)
{
    
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:


PHP 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
[-] The following 2 users say Thank You to No One for this post:
  • george1589, Killer_xD
  Reply
#7
idk but there is in tutorial topic for objects dont know where -.-
  Reply
#8
Ok i got it to work thank you
[Image: mca.png]

ADD ME ON STEAM: AKNINJA612
  Reply


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