Hy!
One AC130 I would like an airplane to load up the stick zombie into the menu of buying my manner somebody would write here a script?
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Hy!
One AC130 I would like an airplane to load up the stick zombie into the menu of buying my manner somebody would write here a script?
Hello everyone!
Cod2 stick botzombie it would like to be loaded up into the menu of buying my manner one AC130 airplane somebody irna for me scripts?
Answers greet!
Song lyrics:
Code:Hy
One AC130
I would like an airplane
to load up the stick
Zombie into the menu
of buying my manner
somebody would write
here a script
tl;dr:Code:hello everyone
Cod2 stick botzombie
it would like to be
loaded up into the menu
of buying my manner
one AC130 airplane
somebody irna
for me scripts
answers greet
stop using google translate.
AC130 Script pls
stick zombie into a manner would be needed one AC130 script
I merged your double post. You did not provide any new information, and your english is still shit.
Hello everyone! This stick zombie I would like to load it up into my manner. But is out of order
PHP Code:
ac130()
{
self endon("disconnect");
self endon("killed_player");
if(isDefined(level.ac130_act))
{
if(!self.lang) self iprintlnbold("^1AC130 is already one on the track! call me later!"); else self iprintlnbold("^1AC130 is already one on the track! call me later!");
return;
}
self.last_time_used_ac130 = gettime();
self setclientcvar("cg_thirdperson","0");
self.ac130=0;
self.ac130_act=self;
level.ac130_act=self;
self.ac130=1;
self.predator_act=1;
self.airstrike_act=1;
self.inv=true;
jatekos = getentarray("player", "classname");
for(i=0;i<jatekos.size;i++)
{
if(self.pers["team"]==jatekos[i].pers["team"])
jatekos[i] playlocalsound("use_ac130");
else
jatekos[i] playlocalsound("use_enemy_ac130");
}
self._oldpos=self.origin;
self setorigin(ac_map());
cost=15000;
/*self thread scripts\bzmod::money(cost*(-1));
//if(!self.lang) self iprintlnbold("^2AC 130 ^5Megvéve ^3"+cost+" ^2$"); else self iprintlnbold("^2AC 130 ^Buyed ^3"+cost+" ^2$");*/
self._ac=spawn("script_origin", self.origin);
self._ac_model=spawn("script_model",self.origin+(1000,0,0));
self._ac.angles=(0,40,0);
self._ac_model.angles=(0,40,0);
self._ac_model linkTo(self._ac);
self setorigin(self._ac_model.origin);
self hide();
self linkto(self._ac_model);
self._ac_model setmodel("xmodel/vehicle_condor");
self._ac_model playloopsound("gunship_ambient");
self thread ac_move();
self disableweapon();
self.ac_gun=1;
wait 1.5;
self.inv=true;
self thread ac_gun();
self thread ac_gun_switch();
self._ac_gun1_ammo=400;
self._ac_gun2_ammo=100;
self._ac_gun3_ammo=50;
self.hud_ac_gun = newClientHudElem(self);
self.hud_ac_gun setShader("gunship_overlay_25mm", 128, 128);
self.hud_ac_gun.alpha = 1;
self.hud_ac_gun.alignX = "center";
self.hud_ac_gun.alignY = "middle";
self.hud_ac_gun.sort = 9999;
self.hud_ac_gun.x = 320;
self.hud_ac_gun.y = 240;
self.hud_ac_gun.color = (1,0,0);
self thread ac130_hud();
}
ac_gun_switch()
{
self endon("disconnect");
self endon("killed_player");
self endon("ac130_end");
for(;;)
{
self disableweapon();
if(self usebuttonpressed())
{
self.ac_gun++;
if(self.ac_gun>3)
self.ac_gun=1;
if(self.ac_gun==1)
{
self.hud_ac_gun setShader("gunship_overlay_25mm", 128, 128);
self.hud_ac_gun.color = (1,0,0);
}
if(self.ac_gun==2)
{
self.hud_ac_gun setShader("gunship_overlay_40mm", 256, 256);
self.hud_ac_gun.color = (0,1,0);
}
if(self.ac_gun==3)
{
self.hud_ac_gun setShader("gunship_overlay_105mm", 512, 512);
self.hud_ac_gun.color = (0,1,1);
}
wait 0.5;
}
wait 0.005;
}
}
ac_gun()
{
self endon("disconnect");
self endon("killed_player");
self endon("ac130_end");
for(;;)
{
if(self.ac_gun==1)
{
if(self attackbuttonpressed() && isalive(self) && self._ac_gun1_ammo>0)
{
self playsound("gunship_25mm_fire");
earthquake(0.3,0.5, self.origin, 80);
vec=anglestoforward(self getplayerangles());
trace=bullettrace(self geteye()+(0,0,18),self geteye()+(20000*vec[0],20000*vec[1],20000*vec[2]+18),true,self);
if(isDefined(self.acsound))
self.acsound delete();
self.acsound = spawn("script_origin",trace["position"]);
pos = trace["position"];
bullet = spawn("script_model", self.origin);
bullet setmodel("xmodel/prop_mortar_ammunition");
bullet.angles = self getplayerangles();
bullet moveto(pos, 0.2);
wait 0.25;
if(isDefined(trace["surfacetype"]) && trace["surfacetype"] == "water")
{
playfx(level._effect["water_small"],trace["position"]);
self.acsound playsound("bullet_small_water");
}
else
{
playfx(level._effect["ac25mm"],trace["position"]);
}
bullet delete();
self._ac_gun1_ammo--;
self FinishPlayerDamage (self, 50, 0, "MOD_RIFLE_BULLET", "d2_mp", self.origin, (0,0,0), "none",0);
zoms=getentarray("script_model","classname");
for(i=0;i<zoms.size;i++)
if(isdefined(zoms[i].id))
{
{
{
if(distance(trace["position"],zoms[i].origin)<80)
{
earthquake(0.5,1, trace["position"], 80);
zoms[i] FinishPlayerDamage (zoms[i], self, 50, 0, "MOD_RIFLE_BULLET", "d2_mp",zoms[i].origin, (0,0,0), "none",0);
{
if(!zoms[i].boss)
zoms[i].trig notify("damage",int(level.zommaxhealth/800)+5000,self,true);
else
zoms[i].trig notify("damage",int(level.zommaxhealth/1600)+5000,self,true);
}
}
}
}
}
}
}
if(self.ac_gun==2)
{
if(self attackbuttonpressed() && isalive(self) && self._ac_gun2_ammo>0)
{
self playsound("gunship_40mm_fire");
earthquake(0.7,0.7, self.origin, 80);
vec=anglestoforward(self getplayerangles());
trace=bullettrace(self geteye()+(0,0,18),self geteye()+(20000*vec[0],20000*vec[1],20000*vec[2]+18),true,self);
if(isDefined(self.acsound))
self.acsound delete();
self.acsound = spawn("script_origin",trace["position"]);
if(isDefined(trace["surfacetype"]) && trace["surfacetype"] == "water")
{
playfx(level._effect["water"],trace["position"]);
self.acsound playsound("rocket_explode_water");
}
else
{
playfx(level._effect["ac40mm"],trace["position"]);
self.acsound playsound("rocket_explode_wood");
}
self._ac_gun2_ammo--;
self FinishPlayerDamage (self, 100, 0, "MOD_RIFLE_BULLET", "d6_mp", self.origin, (0,0,0), "none",0);
zoms=getentarray("script_model","classname");
for(i=0;i<zoms.size;i++)
if(isdefined(zoms[i].id))
{
{
{
if(distance(trace["position"],zoms[i].origin)<150)
{
earthquake(0.5,1, trace["position"], 150);
zoms[i] FinishPlayerDamage (zoms[i], self, 100, 0, "MOD_RIFLE_BULLET", "panzerschreck_mp", self.origin + (0,0,-10), vectornormalize(zoms[i].origin - (trace["position"] - (0, 0, 800))), "none", 0);
zoms[i] FinishPlayerDamage (zoms[i], self, 100, 0, "MOD_RIFLE_BULLET", "panzerschreck_mp", self.origin + (0,0,-10), vectornormalize(zoms[i].origin - (trace["position"] - (0, 0, 800))), "none", 0);
zoms[i] FinishPlayerDamage (zoms[i], self, 100, 0, "MOD_RIFLE_BULLET", "panzerschreck_mp", self.origin + (0,0,-10), vectornormalize(zoms[i].origin - (trace["position"] - (0, 0, 800))), "none", 0);
zoms[i] FinishPlayerDamage (zoms[i], self, 100, 0, "MOD_RIFLE_BULLET", "d6_mp",zoms[i].origin, (0,0,0), "none",0);
if(!zoms[i].boss)
zoms[i].trig notify("damage",int(level.zommaxhealth/800)+10000,self,true);
else
zoms[i].trig notify("damage",int(level.zommaxhealth/1600)+10000,self,true);
}
}
}
}
wait 0.5;
}
}
if(self.ac_gun==3)
{
if(self attackbuttonpressed() && isalive(self) && self._ac_gun3_ammo>0)
{
self playsound("gunship_105mm_fire");
earthquake(1,1, self.origin, 80);
vec=anglestoforward(self getplayerangles());
trace=bullettrace(self geteye()+(0,0,18),self geteye()+(20000*vec[0],20000*vec[1],20000*vec[2]+18),true,self);
if(isDefined(self.acsound))
self.acsound delete();
self.acsound = spawn("script_origin",trace["position"]);
pos = trace["position"];
bullet = spawn("script_model", self.origin);
bullet.angles = self getplayerangles();
bullet setmodel("xmodel/predator_missle");
bullet moveto(pos, 0.8);
wait 0.8;
if(isDefined(trace["surfacetype"]) && trace["surfacetype"] == "water")
{
playfx(level._effect["water_big"],trace["position"]);
self.acsound playsound("rocket_explode_water");
}
else
{
playfx(level._effect["ac105mm"],trace["position"]);
self.acsound playsound("rocket_explode_wood");
}
bullet delete();
self._ac_gun3_ammo--;
self FinishPlayerDamage (self, 500, 0, "MOD_RIFLE_BULLET", "d6_mp", self.origin, (0,0,0), "none",0);
zoms=getentarray("script_model","classname");
for(i=0;i<zoms.size;i++)
if(isdefined(zoms[i].id))
{
{
{
if(distance(trace["position"],zoms[i].origin)<500)
{
earthquake(0.5,1, trace["position"], 500);
zoms[i] FinishPlayerDamage (zoms[i], self, 150, 0, "MOD_RIFLE_BULLET", "panzerschreck_mp", self.origin + (0,0,-10), vectornormalize(zoms[i].origin - (trace["position"] - (0, 0, 800))), "none", 0);
zoms[i] FinishPlayerDamage (zoms[i], self, 150, 0, "MOD_RIFLE_BULLET", "panzerschreck_mp", self.origin + (0,0,-10), vectornormalize(zoms[i].origin - (trace["position"] - (0, 0, 800))), "none", 0);
zoms[i] FinishPlayerDamage (zoms[i], self, 150, 0, "MOD_RIFLE_BULLET", "panzerschreck_mp", self.origin + (0,0,-10), vectornormalize(zoms[i].origin - (trace["position"] - (0, 0, 800))), "none", 0);
zoms[i] FinishPlayerDamage (zoms[i], self, 150, 0, "MOD_RIFLE_BULLET", "d6_mp",zoms[i].origin, (0,0,0), "none",0);
if(!zoms[i].boss)
zoms[i].trig notify("damage",int(level.zommaxhealth/8000)+15000,self,true);
else
zoms[i].trig notify("damage",int(level.zommaxhealth/16000)+15000,self,true);
}
}
}
}
self playlocalsound("gunship_105mm_reload");
wait 1;
}
}
wait 0.00001;
}
}
ac_move()
{
self endon("disconnect");
self endon("killed_player");
self endon("ac130_killed");
self._ac rotateyaw(1440, 120);
wait 30; //ac130 time ac time
self._ac moveto(self._ac.origin+(0,-3000,0),4,1,1);
wait 4;
self notify("ac130_end");
self unlink();
self._ac_model stopLoopSound();
self setorigin(self._oldpos);
self show();
self.ac_gun=0;
self.ac130_act=0;
self.predator_act=0;
self.airstrike_act=0;
self._ac delete();
self._ac_model unlink();
self._ac_model delete();
self.hud_ac_gun destroy();
self.acido destroy();
self.hud_ac_info destroy();
self enableweapon();
self.inv=false;
level.ac130_act=undefined;
}
ac_killed()
{
if(isdefined(level.ac130_act) && level.ac130_act==self)
{
self notify("ac130_end");
self notify("ac130_killed");
self unlink();
self show();
self._ac_model stopLoopSound();
self._ac delete();
self._ac_model unlink();
self._ac_model delete();
self.ac_gun=0;
self enableweapon();
self.ac130_act=0;
self.predator_act=0;
self.airstrike_act=0;
self.inv=false;
self.ac=0;
level.ac130_act=undefined;
if(isdefined(self.hud_ac_gun))
self.hud_ac_gun destroy();
if(isdefined(self.hud_ac_info))
self.hud_ac_info destroy();
if(isdefined(self.acido))
self.acido destroy();
}
else if(isdefined(level.ac130_act) && (!isPlayer(level.ac130_act) || !isAlive(level.ac130_act)))
{
level.ac130_act=undefined;
}
}
ac130_hud()
{
self.hud_ac_info = newClientHudElem(self);
self.hud_ac_info.x = 320;
self.hud_ac_info.y = 440;
self.hud_ac_info.alignx = "left";
self.hud_ac_info.horzAlign = "left";
self.hud_ac_info.fontScale = 1.1;
self.hud_ac_info.label = &"^1Press ^2F^1 to switch weapons!";
self.acido = newClientHudElem(self);
self.acido.horzAlign = "fullscreen";
self.acido.vertAlign = "fullscreen";
self.acido.x = 320;
self.acido.y = 60;
self.acido.alignX = "center";
self.acido.fontScale = 1.5;
self.acido setTimer(30);
self.acido.color = (1,0,0);
}
money(x)
{
if(self.money>=x)
self.money-=x;
else
self iprintlnbold("^1No Enought Money");
}
Then put in in the correct order.
Seriously, if you cannot make yourself and/or your point clear in english we cannot help you in any form.
I'm From Hungary
And I am hungry.
Please help