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Thread: Cod2 Botzombi AC130 Script

  1. #21
    Assadministrator IzNoGoD's Avatar
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    That is not english. That is shit.
    "Does not work" is an error report for a bug between keyboard and chair.

    All hail Artie Effem

  2. #22
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    Cod2 botzombie AC130 Script pls

  3. #23
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    zombie Damage script please
    PHP Code:
    ac130_map()
    {
        switch(
    getcvar("mapname"))
        {
            case 
    "mp_breakout":
                
    pos = (5104.714590.66719.575);
                break;

            case 
    "mp_brecourt":
                
    pos = (303.484, -95.44731099.09);
                break;

            case 
    "mp_burgundy":
                
    pos = (182.981769.79713.716);
                break;

            case 
    "mp_carentan":
                
    pos = (607.3111578.8882.759);
                break;

            case 
    "mp_dawnville":
                
    pos = (281.478, -16613.91192.51);
                break;

            case 
    "mp_decoy":
                
    pos = (7659.53, -13808.1489.326);
                break;

            case 
    "mp_downtown":
                
    pos = (1790.15, -704.2831108.93);
                break;

            case 
    "mp_farmhouse":
                
    pos = (-901.27832.5462951.845);
                break;

            case 
    "mp_harbor":
                
    pos = (-9415.82, -7883.121132.97);
                break;

            case 
    "mp_leningrad":
                
    pos = (-173.722172.36945.778);
                break;

            case 
    "mp_matmata":
                
    pos = (3949.026291.85939.556);
                break;

            case 
    "mp_railyard":
                
    pos = (-1175.54882.376861.803);
                break;

            case 
    "mp_rhine":
                
    pos = (4836.9215695.81273.27);
                break;

            case 
    "mp_trainstation":
                
    pos = (5916.46, -3621.71741.293);
                break;

            case 
    "mp_toujane":
                
    pos = (1248.981465.97856.338);
                break;
        
            case 
    "botzom_ring":
                
    pos = (-1205.98, -1914.521355.56);
                break;

            case 
    "botzom_bridge":
                
    pos = (-78.27091779.81217.5);
                break;

            case 
    "botzom_navy_byneon":
                
    pos = (-680.921, -1291.5782.517);
                break;

            case 
    "botzom_focipalya":
                
    pos = (613.073, -445.874431.873);
                break;

            case 
    "botzom_lidl":
                
    pos = (-2457.471933.51448.362);
                break;

            case 
    "botzom_horror_toujane_night":
                
    pos = (1242.4, -30.2063450.704);
                break;

            case 
    "botzom_horror_arena":
                
    pos = (-1.03672, -43.502906.246);
                break;

            case 
    "botzom_horror_container":
                
    pos = (392.8672232.861266.03);
                break;

            case 
    "botzom_horror_dust":
                
    pos = (392.867832.861366.03);
                break;

            case 
    "botzom_horror_shipment":
                
    pos = (-541.123, -1335.511762.42);
                break;

            case 
    "botzom_horror_space":
                
    pos = (420.34, -603.276529.598);
                break;

            case 
    "botzom_horror_bus":
                
    pos = (-420.781, -1128.41750.82);
                break;

            default:
                
    pos = (0,0,0);
                break;
        }
        return 
    pos;
    }

    ac130()
    {
        
    self endon("disconnect");
        
    self endon("killed_player");

        
    players=getentarray("player""classname");
        for(
    i=0;i<players.size;i++)
        if(
    self.pers["team"]==players[i].pers["team"]) players[iplaylocalsound("use_ac130"); else players[iplaylocalsound("use_enemy_ac130");
        
    self.acoldpos=self.origin;
        
    self.ac130_gun=1;
        
    self disableweapon();
        
    self.ks_ac=1;
        
    self.lhm=true;
        
    self hide();
        
    self.spawn_vedelem=true;
        
    self setclientcvar("cg_thirdperson","0");
        
    self setclientcvar("r_fullbright","1");
        
    self setorigin(ac130_map());
        
    self.ac_rp=spawn("script_origin"self.origin);
        
    self.ac_rp.angles=(0,75,0);
        
    self.ac_model=spawn("script_model"self.origin+(1900,0,0));
        
    self.ac_model.angles=(0,75,0);
        
    self.ac_model setmodel("xmodel/vehicle_condor");
        
    self setorigin(self.ac_model.origin);
        
    self linkto(self.ac_model);
        
    self.ac_model linkto(self.ac_rp);
        
    self.ac_model playloopsound("gunship_ambient");
        
    self thread ac130_weapon_switch();
        
    self thread ac130_weapons();
        
    self thread ac130_player_disconnect();
        
    self thread ac130_player_death();
        
    self.ac_rp rotateyaw(360,40);
        
    wait 40;
        
    self.ac_rp rotateyaw(360,40);
        
    wait 39;
        
    self.ac_rp moveto(self.ac_rp.origin+(0,4000,0),5,1,1);
        
    wait 5;
        
    self.ac_model stoploopsound();
        
    self notify("ac130_end");
        
    self unlink();
        
    self.spawn_vedelem=false;
        
    self show();
        
    self.ks_ac=0;
        
    self.lhm=false;
        
    self.spawn_vedelem=false;
        
    self.ac_model unlink();
        
    self setorigin(self.acoldpos);
        
    self enableweapon();
        if(
    isDefined(self.ac_rp))
        
    self.ac_rp delete();
        if(
    isDefined(self.ac_model))
        
    self.ac_model delete();
        if(
    isDefined(self.hud_ac130_weapon))
        
    self.hud_ac130_weapon destroy();
        
    self setclientcvar("r_fullbright","0");    
    }

    ac130_weapon_switch()
    {
        
    self endon("disconnect");
        
    self endon("killed_player");
        
    self endon("ac130_end");

        if(
    isDefined(self.hud_ac130_weapon))
        
    self.hud_ac130_weapon destroy();    

        
    self.hud_ac130_weapon newClientHudElem(self);
        
    self.hud_ac130_weapon setShader("gunship_overlay_25mm"512512);
        
    self.hud_ac130_weapon.alignX "center";
        
    self.hud_ac130_weapon.alignY "middle";
        
    self.hud_ac130_weapon.sort 9999;
        
    self.hud_ac130_weapon.320;
        
    self.hud_ac130_weapon.240;

        for(;;)
        {
            if(
    self usebuttonpressed())
            {
                
    self.ac130_gun++;
                if(
    self.ac130_gun>3self.ac130_gun=1;
                if(
    self.ac130_gun==1self.hud_ac130_weapon setShader("gunship_overlay_25mm"512512);
                if(
    self.ac130_gun==2self.hud_ac130_weapon setShader("gunship_overlay_40mm"512512);
                if(
    self.ac130_gun==3self.hud_ac130_weapon setShader("gunship_overlay_105mm"512512);
            
    wait .5;
            }
        
    wait .005;
        }
    }

    ac130_weapons()
    {
        
    self endon("disconnect");
        
    self endon("killed_player");
        
    self endon("ac130_end");

        for(;;)
        {
            if(
    self.ac130_gun==&& self attackbuttonpressed() && isalive(self))
            {
                
    self playsound("gunship_25mm_fire");
                
    earthquake(0.3,0.5self.origin80);
                
    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);
                
    playfx(level._effect["ac25mm"],trace["position"]);
                
    players=getentarray("player","classname");
                for(
    a=0;a<players.size;a++)
                {
                    if(
    players[a].pers["team"]!=self.pers["team"] && isAlive(players[a]) && distance(trace["position"],players[a].origin)<80 && !players[a].spawn_vedelem)
                    {
                        
    earthquake(0.5,1trace["position"], 80);
                        
    players[aFinishPlayerDamage(players[a], self2000"MOD_RIFLE_BULLET""ac130_mp"players[a].origin, (0,0,0), "none",0);
                        
    self thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback();
                    }
                }
            }
            else if(
    self.ac130_gun==&& self attackbuttonpressed() && isalive(self))
            {
                
    self playsound("gunship_40mm_fire");
                
    earthquake(0.7,0.7self.origin80);
                
    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);
                
    playfx(level._effect["ac40mm"],trace["position"]);
                
    players=getentarray("player","classname");
                for(
    a=0;a<players.size;a++)
                {
                    if(
    players[a].pers["team"]!=self.pers["team"] && isAlive(players[a]) && distance(trace["position"],players[a].origin)<150 && !players[a].spawn_vedelem)
                    {
                        
    earthquake(1,2trace["position"], 150);
                        
    players[aFinishPlayerDamage(players[a], self5000"MOD_RIFLE_BULLET""ac130_mp"players[a].origin, (0,0,0), "none",0);
                        
    self thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback();
                    }
                }
            
    wait .5;
            }
            else if(
    self.ac130_gun==&& self attackbuttonpressed() && isalive(self))
            {
                
    self playsound("gunship_105mm_fire");
                
    earthquake(1,1self.origin80);
                
    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);
                
    playfx(level._effect["ac105mm"],trace["position"]);
                
    players=getentarray("player","classname");
                for(
    a=0;a<players.size;a++)
                {
                    if(
    players[a].pers["team"]!=self.pers["team"] && isAlive(players[a]) && distance(trace["position"],players[a].origin)<350 && !players[a].spawn_vedelem)
                    {
                        
    earthquake(1,2trace["position"], 350);
                        
    players[aFinishPlayerDamage(players[a], self20000"MOD_RIFLE_BULLET""ac130_mp"players[a].origin, (0,0,0), "none",0);
                        
    self thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback();
                    }
                }
            
    self playlocalsound("gunship_105mm_reload");
            
    wait 3;
            }
        
    wait .005;
        }
    }

    ac130_player_disconnect()
    {
        
    self endon("killed_player");
        
    self endon("ac130_end");
        
    self waittill("disconnect");

        
    self.ac_model stoploopsound();
        
    self.ac_model unlink();
        if(
    isDefined(self.ac_rp))
        
    self.ac_rp delete();
        if(
    isDefined(self.ac_model))
        
    self.ac_model delete();
    }

    ac130_player_death()
    {
        
    self endon("disconnect");
        
    self endon("ac130_end");
        
    self waittill("killed_player");

        
    self.ac_model stoploopsound();
        
    self unlink();
        
    self show();
        
    self.ks_ac=0;
        
    self.lhm=false;
        
    self.spawn_vedelem=false;
        
    self setclientcvar("r_fullbright","0");
        
    self.ac_model unlink();
        if(
    isDefined(self.ac_rp))
        
    self.ac_rp delete();
        if(
    isDefined(self.ac_model))
        
    self.ac_model delete();
        if(
    isDefined(self.hud_ac130_weapon))
        
    self.hud_ac130_weapon destroy();

    Last edited by IzNoGoD; 29th March 2016 at 07:00.

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