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  1. #1
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    Join Date
    Jan 2014
    Posts
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    Thanked 9 Times in 5 Posts

    I need help for button

    how to put a button f5, f6 , f7 or another 5,6,7,8 etc....
    started to sentrygun (button)
    in this sense somehow

    self iprintlnbold("^2Press f1 for Sentry!");

    if(self f1ButtonPressed())

    self thread sentrygun();

    if(!isAlive(self))
    I have no idea how to do it

    demo:
    http://www.youtube.com/watch?v=y2K9P...Lspy_faMU3O-jg
    Code:
    sentrygun()
     {
     self thread sentrygunrelogio();
     
     if( isDefined(self.turret_gun) && isDefined(self.turret_bip) )
     {
     self.turret_gun destroy();
     self.turret_bip destroy();
     self notify("kill_turret");
     }
     self.gotTurret = false;
     self endon("kill_turret");
     self endon("joined_spectators");
     self endon("disconnect");
     self endon("death");
     self endon("killed");
     
    
     self.turret_gun = spawn("script_model", self.origin + (40,0,35));
     self.turret_gun setmodel("xmodel/caspi_minigun_head");
     self.turret_gun setContents(1);
     
     self.turret_gun.ammo = 200;
     self.turret_gun.owner = self;
     self.turret_gun thread CheckForPlayers();
     self.turret_gun thread moveShoot();
     
     self.turret_bip = spawn("script_model", self.origin+ (40,0,0));
     self.turret_bip setmodel("xmodel/sentry_gun_4pod");
     self.turret_bip setContents(1);
     level.sentryMP=1;
     
     }
     CheckForPlayers()
     {
     self endon("joined_spectators");
     self endon("disconnect");
     self endon("death");
     self endon("killed");
     self endon("powerdown");
     self endon("kill_turret");
     self.targetPlayer = undefined;  
     while(1)
     { 
     closestDist = undefined;
     closestPlayer = undefined;
     players = getentarray("player", "classname");
     for(i = 0; i < players.size; i++)
     {
     player = players[i];
     
     if(player.pers["team"] == "axis" && isAlive(player) && player.sessionstate == "playing" && !player.spawnprotected)
     { 
     res = self IsInView(player);
     if(res >= 0)
     {
     if(!isDefined(closestDist) || res < closestDist)
     { 
     closestDist = res;
     closestPlayer = player;
     }
     }
     }
     }
     if(isDefined(closestPlayer))
     self.targetPlayer = closestPlayer;
     else if(!isDefined(closestPlayer))
     self rotateyaw(randomfloat(360),2);
     
     while(isDefined(closestPlayer) && isAlive(closestPlayer) && closestPlayer.sessionstate == "playing" && self IsInView(closestPlayer) >= 0)
     {
     self.targetPlayer = closestPlayer;
     wait 0.05;
     }
     self.targetPlayer = undefined;
     wait 0.2;
     }
     }
     vector_scale (vec, scale){vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
     return vec;
     }
     moveShoot()
     {
     self endon("joined_spectators");
     self endon("disconnect");
     self endon("death");
     self endon("killed");
     self endon("powerdown");
     self endon("kill_turret");
     rotating=-1;
     angle=int(self.angles[1])+180;
     while(1)
     {  
    
     while( isDefined(self.targetPlayer) && !self.targetPlayer.spawnprotected && self.ammo > 0 )
     {
     self.ammo--;
     flash = anglesToForward( self.angles );
     flash = vector_scale( flash, 43 );
     shell = anglesToRight( self.angles );
     shell = vector_scale( shell, 7 );
     playFx( level.fx_turretflash, self.origin + flash + (0,0,7) );
     playFx( level.fx_turretshelleject, self.origin + shell + (0,0,6) );
     self playsound("Flak20_fire");
     self.targetPlayer thread [[level.callbackPlayerDamage]](self, self.owner, (30 + RandomInt(30)), 0, "MOD_RIFLE_BULLET", "sentry_mp", self.origin, vectornormalize(self.targetPlayer.origin + (0,0,0) - self.origin), "none", 0);
     aim = vectortoangles(self.targetPlayer getEye() + (0,0,-10) - self.origin);
     self rotateto((aim[0],aim[1] + 0,0), 0.3);
     wait 0.2;
     if( self.ammo <= 0 )
     self notify("ammo_deployed");
     }
     wait 0.5;
     }
     }
     IsInView(target)
     {
     dist = distanceSquared(self.origin,target.origin);
     if(dist < 400000)
     { 
     tracer = bullettrace(self.origin + (0,0,30) , target getEye() , false, self);
     if(tracer["fraction"] == 1) 
     return dist;
     }
     return -1;
     }
     
    sentrygunrelogio()
    {
    self.Sentrygun destroy();
    self.Sentrygun = newClientHudElem(self);
    self.Sentrygun.alignx = "center";
    self.Sentrygun.x = 390;
    self.Sentrygun.y = 10; 
    self.Sentrygun.fontscale = 0.9;
    self.Sentrygun.label = &"^2S^7entry ^2T^7ime^2:^7";
    temposentry=60;
    while(1)
    {
        temposentry-=0.1;
    	self.Sentrygun setvalue(int(temposentry));
    	
    	if(temposentry <=0 || self.pers["team"]!="allies" || !isAlive(self) )
    {
    if(isDefined(self.Sentrygun))self.Sentrygun destroy();
    self.turret_bip hide();
    self.turret_gun hide();
    
    self.turret_bip playsound("sentrygun_winddown");
    self playlocalsound("sentrygun_gone");
    
    self.turret_bip delete();
    self.turret_gun delete();
    self notify("powerdown");
    self.turret_gun notify("powerdown");
    level.sentryMP=0;
    self thread sentrydelay();
    
    
    break;
    }	
    	wait 0.1;
    	}
    }
    sentrydelay()
    {
    self.sentrydelay=1;
    if(isdefined(self.Sentry_huddelay))
    self.Sentry_huddelay destroy();
    self.Sentry_huddelay = newClientHudElem(self);
    self.Sentry_huddelay.alignx = "center";
    self.Sentry_huddelay.x = 390;
    self.Sentry_huddelay.y = 10; 
    self.Sentry_huddelay.fontscale = 0.9;
    self.Sentry_huddelay.label = &"ER_DELAY_SENTRY";
    self.Sentry_huddelay settimer(getcvarint("sv_sentry_delay"));
    wait(getcvarint("sv_sentry_delay"));
    self.sentrydelay=0;
    self.Sentry_huddelay destroy();
    }
    Last edited by goddzila; 13th January 2014 at 20:47.

  2. The Following User Says Thank You to goddzila For This Useful Post:

    smect@ (15th January 2014)

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