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[Release] ExtremeBunkerMaker v1.0 **EPIC**
#1
This is the release of a mod, that will hopefully stimulate more
people to start making new mods.

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 wrighting!

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():
    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:
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(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:

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


Attached Files
.rar   BunkerMakerExtreme.rar (Size: 361.02 KB / Downloads: 2,564)
.rar   BunkerListExtractor.rar (Size: 7.84 KB / Downloads: 1,501)
--
  Reply
#2
Awesome!
  Reply
#3
extremely nice, i gotta feeling that there will be a lot cp maps soon Wink
  Reply
#4
THNX <3 Big Grin
Mess with the Best, Die like the Rest.

[Image: blaziqsig1.jpg]
  Reply
#5
nice mod Wink
but i have a problem
when i start black ops after i started the modloader and i get a black scrren and a error message and i cant do anything...
then i have to close bo via task-manager and yeah..
is this normal?
  Reply
#6
Just one word: EPIC
  Reply
#7
(01-04-2011, 20:18)TheRealElvis Wrote: nice mod Wink
but i have a problem
when i start black ops after i started the modloader and i get a black scrren and a error message and i cant do anything...
then i have to close bo via task-manager and yeah..
is this normal?

Never heard of it before,
try run everyting as admin and close some problems, might work
--
  Reply
#8
your my pro Big Grin im new on this forum and im glad your helping us... with your big work and others.. members from this forum. tnx agian!!!! tnx.....
  Reply
#9
Awesome! xD
  Reply
#10
Screw the CP, Player controlled sentry FTW!!!!!!!!!!!
  Reply


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