Thread Rating:
  • 2 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Tutorial Map Building Functions Enhanced
#31
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()?
Reply

#32
(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?
[Image: wyipjqo9qon7rc2v1lo.jpg]
Reply

#33
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));
    **/

}
Reply

#34
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);
}
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
[Release] Scroll menu

Reply

#35
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;
}
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
[Release] Scroll menu

Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
  [Release] Matrix Functions Yamato 1 2,582 07-29-2013, 20:14
Last Post: Rendflex
  [Release] nCr and Factorial Functions Yamato 2 2,567 06-18-2013, 17:24
Last Post: Nekochan
  [Release] Random Functions 1.1 Yamato 22 12,693 04-20-2013, 10:13
Last Post: Dominator56
  [Release] Enhanced Botz alistair3149 11 28,223 01-02-2013, 12:59
Last Post: Paroxysmics
  Functions surtek 14 10,806 09-19-2012, 07:57
Last Post: Pozzuh
Information [Solved] Info about functions, events and etc. Nerus 2 2,383 09-09-2012, 20:57
Last Post: surtek
  Seldom required functions Phl3x_ 3 3,065 06-03-2012, 10:53
Last Post: RaZ
  Help I find This functions and i need your help. Bloodfocus 5 3,687 04-23-2012, 01:43
Last Post: House
  Help Functions iPrintLnBold() [Z00MBY] Alex 7 5,596 04-16-2012, 08:44
Last Post: [Z00MBY] Alex
  Preview Racing Mod Enhanced iAegle 18 9,581 03-25-2012, 05:35
Last Post: rotceh_dnih

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum Powered By MyBB, Theme by © 2002-2024 Melroy van den Berg.