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[Tutorial] Basic GSC Coding: Making your second code - Printable Version +- ItsMods (https://www.itsmods.com) +-- Forum: Call of Duty Franchise (https://www.itsmods.com/Forum-Call-of-Duty-Franchise.html) +--- Forum: Call of Duty: Modern Warfare 2 (https://www.itsmods.com/Forum-Call-of-Duty-Modern-Warfare-2.html) +---- Forum: Tutorials (https://www.itsmods.com/Forum-Tutorials--44.html) +----- Forum: Yamato's Tutorial Zone (https://www.itsmods.com/Forum-Yamato-s-Tutorial-Zone.html) +----- Thread: [Tutorial] Basic GSC Coding: Making your second code (/Thread-Tutorial-Basic-GSC-Coding-Making-your-second-code.html) |
Basic GSC Coding: Making your second code - Yamato - 04-06-2012 Hello This is the second tutorial about making your first codes. In this one Ill show you how to make a code that shows your position ( can be used to make map edits ) and also something that makes you jump when you go into water. Lets call our first function CoordinateFinder(): Code: CoordinateFinder()
{
//codes will go here
}Now well add a "while" command to keep the game showing your position, and then well add a command which will print our origin: Code: CoordinateFinder()
{
while( 1 )
{
self iPrintLnBold( self getOrigin() ); //iPrintLnBold prints a text on the center of your screen, getorigin gets your origin
wait 2; //frequency (each 2 seconds it will say your position
}
}Lets improove a bit the code so when we die or disconnect the "while" stops to prevent bugs: Code: CoordinateFinder()
{
self endon( "death" ); //endon(something) makes that the game will stop that function when that event(something) occurs
self endon( "disconnect" );
while( 1 )
{
self iPrintLnBold( self getOrigin() ); //iPrintLnBold prints a text on the center of your screen, getorigin gets your origin
wait 2; //frequency (each 2 seconds it will say your position
}
}Lets make the other script. Code: JumpInWater()
{
self endon( "death" );
self endon( "disconnect" );
self.trace = undefined; //lets add this variable to avoid a unitialized variable error later.
for( ; ; ) //we can also use a "for" instead of a "while"
{
self.trace = bulletTrace( self getEye(), self getOrigin() - ( 0, 0, 60 ), false, self ); //geteye gives the position of your players eye, the - 0, 0, 60 means that I reduce in 60 units the players position in z axis, the rest: check bullettrace tutorial
if( self.trace[ "surfacetype" ] == "water" ) //explained in bullettrace tutorial
self setVelocity( ( 0, 0, 600 ) ); //setvelocity pushes a player with the vector we define
wait 0.5;
}
}So, in total we have this 2 functions: Code: CoordinateFinder()
{
self endon( "death" ); //endon(something) makes that the game will stop that function when that event(something) occurs
self endon( "disconnect" );
while( 1 )
{
self iPrintLnBold( self getOrigin() ); //iPrintLnBold prints a text on the center of your screen, getorigin gets your origin
wait 2; //frequency (each 2 seconds it will say your position
}
}
JumpInWater()
{
self endon( "death" );
self endon( "disconnect" );
self.trace = undefined; //lets add this variable to avoid a unitialized variable error later.
for( ; ; ) //we can also use a "for" instead of a "while"
{
self.trace = bulletTrace( self getEye(), self getOrigin() - ( 0, 0, 60 ), false, self ); //geteye gives the position of your players eye, the - 0, 0, 60 means that I reduce in 60 units the players position in z axis, the rest: check bullettrace tutorial
if( self.trace[ "surfacetype" ] == "water" ) //explained in bullettrace tutorial
self setVelocity( ( 0, 0, 600 ) ); //setvelocity pushes a player with the vector we define
wait 0.5;
}
}To execute them simply add this after the player spawn as I did on the previous tutorial: Code: self thread CoordinateFinder();
self thread JumpInWater();I hope you have learnt something new, the next tutorial will be a bit more advanced (in lenght) @Yamato RE: Basic GSC Coding: Making your second code - Bloodfocus - 04-06-2012 Awesome very usefull ,) RE: Basic GSC Coding: Making your second code - alvarogt95 - 04-08-2012 wow ty dude i learning alot of them RE: Basic GSC Coding: Making your second code - Bloodfocus - 12-26-2012 Dude , i dont know what this do and how they know the geometruy of each funct , see : Example: toggle() { self endon("death"); vec = anglestoforward(self getPlayerAngles()); center = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(vec[0] * 200000, vec[1] * 200000, vec[2] * 200000), 0, self)[ "position" ]; //wtf that means and how i can know the bullettrace that im looking for... level.center = spawn("script_origin", center); level.lift = []; h=0;k=0; origin = level.center.origin; for(i=0;i<404;i++) { if(i<=100) level.lift[k] = spawn("script_model", origin+(-42,42,h)); //how i can make an object spawn in front of me without laggin me out? else if(i<=201 && i>100) level.lift[k] = spawn("script_model", origin+(42,42,h-2777.5*2)); else if(i<=302 && i>201) level.lift[k] = spawn("script_model", origin+(-42,-42,h-5555*2)); else if(i<=404 && i>301) level.lift[k] = spawn("script_model", origin+(42,-42,h-8332.5*2)); level.lift[i].angles = (90,90,0); h+=55; k++; } RE: Basic GSC Coding: Making your second code - Yamato - 12-26-2012 What? RE: Basic GSC Coding: Making your second code - JariZ - 12-26-2012 l2[ code ] RE: Basic GSC Coding: Making your second code - Bloodfocus - 12-27-2012 sorry dudes , i was saying : how i can make a care package shot something? how i can make that when the care package shot 3 times the care package get delete? Can someone help me plis? RE: Basic GSC Coding: Making your second code - Yamato - 12-27-2012 (12-27-2012, 09:17)Bloodfocus Wrote: sorry dudes , i was saying : Make it shot a magicbullet from its position to the thing you want to shot RE: Basic GSC Coding: Making your second code - Bloodfocus - 12-27-2012 No se como se hace eso , no me lo podes hacer vos porfavos dude? RE: Basic GSC Coding: Making your second code - Yamato - 12-28-2012 (12-27-2012, 21:33)Bloodfocus Wrote: No se como se hace eso , no me lo podes hacer vos porfavos dude? http://www.itsmods.com/forum/Thread-Tutorial-Magicbullets-and-Radius-Damages.html |