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Thread: magic bridgebuilders

  1. #1
    Private First Class php's Avatar
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    magic bridgebuilders

    just chilling with kung when we figured out we are magic bridgebuilders wow mage such magic very wow

    maybe we are the bridge between the spirit world and the real world, maybe i'm.. the AVATAR and kung is one of my previous lifes very wow such believe

    or its just a spooky stairway to heaven kung dont go so far on staircase noooooooo

    jk u guys r fine






    Last edited by php; 24th February 2014 at 23:42.

  2. The Following 4 Users Say Thank You to php For This Useful Post:

    kung foo man (24th February 2014),Mitch (25th February 2014),smect@ (25th February 2014),YuriJurek (24th February 2014)

  3. #2
    Private First Class YuriJurek's Avatar
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    Must've been a great party man! Wonder why we didn't get an invitation;x

  4. #3
    Assadministrator kung foo man's Avatar
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    awww ;x

    Wasn't organized like a party

    More images: http://killtube.org/downloads/php/

    PHP Code:
    // algo by IzNoGod
    // needs CoDExtended: https://github.com/riicchhaarrd/CoDExtended

    monitor() {
        
    setcvar("sp_radius"68); //68
        
    setcvar("sp_height_per_unit"17); //17
        
    setcvar("sp_units_per_turn"8); //8
        
    self.crates = [];
        while(
    self.sessionstate == "playing") {
            if(
    self useButtonPressed()) {
                    
    start self.origin;
                    
    units_per_omwenteling getcvarint("sp_units_per_turn");//8;
                    
    hoogte_per_unit getcvarint("sp_height_per_unit");//20;
                    
    radius getcvarint("sp_radius");//50;
                    
    max_units 100;
                    for(
    0max_unitsi++) {
                        
    hoogte_per_unit start[2];
                        
    hoe_ver i%units_per_omwenteling;
                        
    graden 360 hoe_ver/units_per_omwenteling;
                        
    start[0] + radius cos(graden);
                        
    start[1] + radius sin(graden);
                        
    //spawnjeunit((x,y,h));
                        
                        
    spawn("script_model", (x,y,h));
                        
    e setModel("xmodel/crate_misc1");
                        
    e setbounds(30,30);
                        
    e.angles vectortoangles((e.origin[0] - start[0], e.origin[1] - start[1], 0));
                        
    //e.angles = vectortoangles(self.origin - pos);
                        
    e setContents(33554432); //CONTENTS_BODY
                        
    self.crates[self.crates.size] = e;
                        
    iprintln(self.crates.size " crates.");
                    }
                
    wait 1;
            } else if(
    self meleeButtonPressed() || self.crates.size 950) {
                for(
    0self.crates.sizei++)
                    
    self.crates[idelete();
                
    self.crates = [];
                
    wait 1;
            }
            
    wait .05;
        }

    timescale 0.01

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    Ni3ls (25th February 2014)

  6. #4
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    How are the crates sold? High LOD detail? Or where you setting contents = 1?

  7. #5
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    "e setContents(33554432); //CONTENTS_BODY"

  8. #6
    Private First Class php's Avatar
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    The contents I've set to 0x2000000 aka 33554432 because that's CONTENTS_BODY which basically means, you can't get in (solid), but if you were inside you can freely walk out of it.

    setbounds(30,30);
    Is the main part which sets the bounds of the model, after that I'm linking the entity so the client doesn't have problems with the predict (setContents calls SV_LinkEntity at the end of the function, you have to call SV_LinkEntity everytime you change a origin, angle or bounds and more.)

    I've had this ages ago if you can't find it on the github it's because I've updated the core of CoDExtended and didn't port all the functionality yet (it's still on github in the old versions, maybe hard to spot). The offsets for CoD2 remain the same (I've checked).

    https://github.com/riicchhaarrd/CoDE...oDExtended.cpp

    in void entitygsc(int cmd, int a1) {
    search for
    case 16: {
    int width, height;
    stackGetParamInt(2, &width);
    stackGetParamInt(3, &height);
    *(float*)(GENTITY_SIZE * a1 + gentities + 280) = height;
    *(float*)(GENTITY_SIZE * a1 + gentities + 276) = width;
    *(float*)(GENTITY_SIZE * a1 + gentities + 272) = width;
    *(float*)(GENTITY_SIZE * a1 + gentities + 264) = -width;
    *(float*)(GENTITY_SIZE * a1 + gentities + 260) = -width;
    //syscall(53, (int*)(GENTITY_SIZE * a1 + gentities));
    }
    break;
    Also the script for the bridge if anyone wants it the script Kung posted was the spiral

    PHP Code:
    monitor() {
        
    self.crates = [];
        while(
    self.sessionstate == "playing") {
            if(
    self useButtonPressed()) {
                if(
    self.crates.size 950) {
                    
    eye self geteye();
                    
    angle self getplayerangles();
                    
    fw anglestoforward(angle);
                    
    trace bullettrace(eyeeye maps\mp\_utility::vectorScale(fw10000), falseundefined);
                    
    pos trace["position"];
                    
    dist distance(posself.origin);
                    
    step self.origin;
                    for(
    0< (dist/30); i++) {
                        
    spawn("script_model"step);
                        
    e setModel("xmodel/crate_misc1");
                        
    e setbounds(30,30);
                        
    e.angles vectortoangles(self.origin pos);
                        
    e setContents(33554432); //CONTENTS_BODY
                        
    step step maps\mp\_utility::vectorScale(anglestoforward(angle), 30);
                        
    self.crates[self.crates.size] = e;
                    }
                    
    iprintln(self.crates.size " crates ingame.");
                }
                
    wait 1;
            } else if(
    self meleeButtonPressed()) {
                for(
    0self.crates.sizei++)
                    
    self.crates[idelete();
                
    self.crates = [];
                
    wait 1;
            }
            
    wait .05;
        }

    Thanks to IzNoGod for doing the math for the spiral
    Also images of the spiral






    Last edited by php; 25th February 2014 at 10:10.

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  10. #7
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    I knew that solid models were possible in vCOD because before the 1.3 patch, the radio models in Headquarters gametype were solid. However, because players could get inside the contents and become stuck, Infinity Ward removed the feature in the 1.3 patch. Are you running vCOD 1.2 or is the bounded box contents still accessible after the 1.3 patch?

  11. #8
    Private First Class php's Avatar
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    I've only tested this with the 1.1 and 1.5 patch because I mainly play 1.5

  12. #9
    Global Mossaderator Mitch's Avatar
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    Quote Originally Posted by php View Post
    I've only tested this with the 1.1 and 1.5 patch because I mainly play 1.5
    it works on cod2 1.3.

    Click image for larger version. 

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  14. #10
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    Quote Originally Posted by Mitch View Post
    it works on cod2 1.3.
    It's long been known to work on COD2. All versions.

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