Post: [RELEASE] Jwm614 SkyBase/FireBalls/Pet Chopper/OverFlow Fix/Bunker/Stunt Plane
01-04-2015, 11:18 PM #1
jwm614
NextGenUpdate Elite
(adsbygoogle = window.adsbygoogle || []).push({}); here is the same skybase as mw2 but shorter enjoy :

use the functions from the base
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for everyone trying to say that my overflow dont work and freezes ur menu can suck a dick it works 100%
use just need to learn how to add a simple function to ur code it really not that hard and if u cant get it to work then u dont deserve it have fun overflowing
do not hmu up on skype asking me to add it to ur menu it real simple and if u cant get it working right u shouldnt b making a gsc menu
if u do ask me its immediate delete off my skype







Updated:
i removed the drawtext
it now toggle unlimited without freeze
i have shorted the code alot
made it so you can c&p right into your menu just put everything needed on init
call it skybasetoggle(); / ::skybasetoggle
now works with gsc studios
all players link to eley and base when moving
spun platform
better respone
fixed text deleting after first use
fixed all players linking to base and eley
fixed the eley control from linking to the base
shortend the script even more
fixed elevator going crazy
deletes on game end
made remove access host only
made it easy for you to make watever functions host only that you want
players should now link too the base where they stand
fix simple typo so no host players see message on host only controls
everthing is a 100% working

todo: link players where they stand onbase-done//done

TUT:

1: make sure to have all includes
2: make sure to put everything need on init
3: call it skybasetoggle(); / ::skybasetoggle


credits:
lost4468 mw2 code
xSupremeModzV2- video




Jwm614 Functions:



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Shader Tester:



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Last edited by jwm614 ; 04-02-2015 at 12:19 AM. Reason: added aton

The following 22 users say thank you to jwm614 for this useful post:

-Numb, a32v, BlueeHasSwag, BossamBemass, BullyWiiPlaza, CodJumper:, DF_AUS, Exelo, Freezy :D, Full-Evil, lgnluca, basshead4ever, Magnate13Snake, John, oCmKs_4_LiFe, Sunnis, Terrorize 420, ThrzModding, Vioku, ViRuzModzHD, xDebugKiller, XDrifteer7
07-15-2015, 11:01 PM #146
ItzSparkBoii
Big Sister
do i put
bunker(player);????
07-16-2015, 12:08 AM #147
ItzSparkBoii
Big Sister
07-16-2015, 12:10 AM #148
Originally posted by ItzSparkBoii View Post
:( Shiver


I'm guessing you do
07-16-2015, 12:33 AM #149
ItzSparkBoii
Big Sister
Originally posted by Gentle
I'm guessing you do


i froze ;(
07-16-2015, 12:27 PM #150
jwm614
NextGenUpdate Elite
Originally posted by ItzSparkBoii View Post
do i put
bunker(player);????


No just bunker();
I'll make an one after work
07-16-2015, 01:37 PM #151
ItzSparkBoii
Big Sister
Originally posted by jwm614 View Post
No just bunker();
I'll make an one after work


well idk ill wait for u to show me how to put it also froze with bunker();
07-16-2015, 11:59 PM #152
jwm614
NextGenUpdate Elite
Originally posted by ItzSparkBoii View Post
well idk ill wait for u to show me how to put it also froze with bunker();


My bunker

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/*Bunker start*/
spawnEntity( model, origin, angle)
{
level.Entities[level.amountOfEntities] = spawn("script_model", origin);
level.Entities[level.amountOfEntities].angles = angle;
level.Entities[level.amountOfEntities] setModel(model);
level.amountOfEntities++;
}
SpawnCrate1(originn, angless)
{
level.Entities[level.amountOfEntities] = spawn("script_model", originn);
level.Entities[level.amountOfEntities].angles = angless;
level.Entities[level.amountOfEntities] setModel("t6_wpn_supply_drop_trap");
level.amountOfEntities++;
}
bunkerinit(player)
{

player.SpawnweaponStringCreated = [];
player.currentweaponhint = [];
player.nearSpawnweapon = [];
player.SpawnweaponcrateHintString = [];
player.usingFlag = [];
player.usingPackOPunch = [];
player.nearPackOPunch = [];
player.PackOPunchStringCreated = [];
player.PackOPunchHintString = [];
player.upw = [];
}
bunkerspawn()
{
if(level.bunker)
{
level.bunker = false;
bunker();
}
else if(!level.bunker)
{
destroyAllEntities();
level.bunker = true;
}

}
bunker()
{
self iPrintln("bunker spawned");
location = self.origin;
x = location[0];
y = location[1];
z = location[2] + 600;
ang = (0,0,0);
ang1 = (0,90,0);
ang2 = (-40,0,0);
fortteleg = (x, y, z - 600);
forttele = (x , y , z + 35);//
fortteleg1 = (x + 110, y - 200, z - 600);
forttele1 = (x - 110, y - 200, z);//
am = (x, y - 410, z + 210);
loc = (x - 120, y - 410, z);
loc1 = (x - 120, y - 410, z + 175);
loc2 = (x - 105, y - 450, z + 35);
loc3 = (x - 150, y - 410, z + 35);
loc4 = (x - 50, y, z + 15);
loc5 = (x + 100, y, z + 60);
for ( i = 0; i < 7; i++ )
{
for ( y = 0; y < 7; y++ )
self SpawnCrate1(loc + (i *40, y * 70,0), ang);
}
for ( i = 0; i < 7; i++ )
{
for ( y = 0; y < 6; y++ )
self SpawnCrate1(loc1 + (i * 40, y * 70,0), ang);
}

k = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 4; y++ )
self SpawnCrate1(loc2 + (y * 70, i + k,0), ang1);
k = 510;
}
k1 = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 4; y++ )
self SpawnCrate1(loc2 + (y * 70, i + k1,105), ang1);
k1 = 510;
}
k2 = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 4; y++ )
self SpawnCrate1(loc2 + (y * 70, i + k2,175), ang1);
k2 = 510;
}
j = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 7; y++ )
self SpawnCrate1(loc3 + (i + j, y * 70,0), ang);
j = 300;
}
j1 = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 7; y++ )
self SpawnCrate1(loc3 + (i + j1, y * 70,105), ang);
j1 = 300;
}
j2 = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 7; y++ )
self SpawnCrate1(loc3 + (i + j2, y * 70,175), ang);
j2 = 300;
}
u = 0;
for ( i = 0; i < 7; i++ )
{
self SpawnCrate1(loc4 + (i *30, 0 , u), ang2);
u += 25;
}

CreateFlag(fortteleg, forttele1, true);
wait 0.05;
PackOPunchCrate(am, ang1);
wait 0.05;
Spawnweapon("as50_mp",loc5,ang);
wait 0.05;
}
destroyAllEntities()
{

foreach(ent in level.Entities)
ent delete();
level notify("doneforge");

foreach(player in level.players)
{
for (j = 0; j < level.activeSpawnweaponCrates; j++)
{
if(isDefined(player.SpawnweaponcrateHintString[j]))
player.SpawnweaponcrateHintString[j].alpha = 0;
}
for (j = 0; j < level.activePackOPunchCrates; j++)
{
if(isDefined(player.PackOPunchHintString[j]))
player.PackOPunchHintString[j].alpha = 0;
}
}
wait 0.05;
level.activeSpawnweaponCrates = 0;
level.activeFlags = 0;
level.activePackOPunchCrates = 0;
level.amountOfEntities = 0;

iPrintln("Bunker ^1Deleted!");
}

CreateFlag(start, end, bothWays)
{
TempAngles = VectorToAngles(end - start);
Angles = (0, TempAngles[1], 0);

if (isDefined(bothWays))
{
FlagStart = spawnEntity( "mp_flag_red", start, Angles);
FlagEnd = spawnEntity( "mp_flag_red", end, Angles);
}
else
{
FlagStart = spawnEntity( "mp_flag_green", start, Angles);
FlagEnd = spawnEntity( "", end, Angles);
}



self thread Flag_Think(start, end, true, level.activeFlags);
level.activeFlags++;
}

Flag_Think(FlagStart, FlagEnd, bothWays, localFlagNumber)
{
level endon("game_ended");
level endon("doneforge");



for(;Winky Winky
{
foreach(player in level.players)
{
player.usingFlag[localFlagNumber] = false;

if (bothWays)
{
if(Distance(player.origin, FlagStart) < 20 && isDefined(!player.usingFlag[localFlagNumber]))
{
player.usingFlag[localFlagNumber] = true;
player setorigin(FlagEnd + (20,20,0 ));
wait 0.50;
}
else
player.usingFlag[localFlagNumber] = false;
if(Distance(player.origin, FlagEnd) < 20 && isDefined(!player.usingFlag[localFlagNumber]))
{
player.usingFlag[localFlagNumber] = true;
player setorigin(FlagStart);
wait 0.50;
}
else
player.usingFlag[localFlagNumber] = false;

}
if (!bothWays)
{
if(Distance(player.origin, FlagStart) < 20 && isDefined(!player.usingFlag[localFlagNumber]))
{
player.usingFlag[localFlagNumber] = true;
player setorigin(FlagEnds);
wait 0.20;
}
else
player.usingFlag[localFlagNumber] = false;
}
wait 0.0001;
}
wait 0.01;
}
}


Spawnweapon(weapon,start,Angles)
{

weapon_model = getWeaponModel(Weapon);
if(weapon_model=="")weapon_model=Weapon;
if(weapon_model=="minigun_wager_mp")weapon_model="minigun_mp";
if(weapon_model=="m32_wager_mp")weapon_model="m32_mp";
spawnEntity( weapon_model, start, Angles);

level thread Spawnweaponcrate_Think(start,weapon, level.activeSpawnweaponCrates );
level.activeSpawnweaponCrates++;
}

Spawnweaponcrate_Think(start,weapon, localSpawnweaponNumber )
{
level endon("game_ended");
level endon("doneforge");



for(;Winky Winky
{
foreach(player in level.players)
{

if (!isDefined(player.SpawnweaponStringCreated[localSpawnweaponNumber]))
//if (!isDefined(player.SpawnweaponStringCreated[localSpawnweaponNumber]))
{

player.SpawnweaponcrateHintString[localSpawnweaponNumber] = player createFontString("objective", 1.5);
player.SpawnweaponcrateHintString[localSpawnweaponNumber] setText("");
player.SpawnweaponcrateHintString[localSpawnweaponNumber].x = 0;
player.SpawnweaponcrateHintString[localSpawnweaponNumber].y = -50;
player.SpawnweaponcrateHintString[localSpawnweaponNumber].color = (1,1,1);
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 0;
player.SpawnweaponcrateHintString[localSpawnweaponNumber].sort = 8;
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alignX = "center";
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alignY = "bottom";
player.SpawnweaponcrateHintString[localSpawnweaponNumber].horzAlign = "center";
player.SpawnweaponcrateHintString[localSpawnweaponNumber].vertAlign = "bottom";
player.SpawnweaponStringCreated[localSpawnweaponNumber] = true;
player.nearSpawnweapon[localSpawnweaponNumber] = false;
}
if (player.nearSpawnweapon[localSpawnweaponNumber])
{
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 1;
player.SpawnweaponcrateHintString[localSpawnweaponNumber] setText("Press ^3[{+activate}]^7 For " + weapon);
}
else
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 0;


if(Distance(player.origin, start) < 60)

{
//player.currentweaponhint[localSpawnweaponNumber] = weapon;
player.nearSpawnweapon[localSpawnweaponNumber] = true;
if(player usebuttonpressed())
{
player SP_Player_Think(player, localSpawnweaponNumber, weapon);
}
}

else
player.nearSpawnweapon[localSpawnweaponNumber] = false;

}
wait 0.0001;
}
wait 0.01;
}

SP_Player_Think(player, localSpawnweaponNumber, weapon)
{
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 0;
player TakeWeapon(player.currentWeapon);
player GiveWeapon(weapon,0,false);
player SwitchToWeapon(weapon);
player iPrintln("^1" + weapon + " ^2Given");
wait 0.50;
}

PackOPunchCrate(origin,ang)
{
self spawnEntity( "t6_wpn_supply_drop_ally", origin, ang);
level thread PackOPunch_Think(origin,level.activePackOPunchCrates);
level.activePackOPunchCrates++;
}

PackOPunch_Think(PackOPunchorigin, locaclPackOPunchnumber)
{
level endon("game_ended");
level endon("doneforge");
for(;Winky Winky
{
foreach(player in level.players)
{

if (!isDefined(player.PackOPunchStringCreated[locaclPackOPunchnumber]))
{


player.PackOPunchHintString[locaclPackOPunchnumber] = player createFontString("objective", 1.5);
player.PackOPunchHintString[locaclPackOPunchnumber] setText("");
player.PackOPunchHintString[locaclPackOPunchnumber].x = 0;
player.PackOPunchHintString[locaclPackOPunchnumber].y = -50;
player.PackOPunchHintString[locaclPackOPunchnumber].color = (1,1,1);
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;
player.PackOPunchHintString[locaclPackOPunchnumber].sort = 8;
player.PackOPunchHintString[locaclPackOPunchnumber].alignX = "center";
player.PackOPunchHintString[locaclPackOPunchnumber].alignY = "bottom";
player.PackOPunchHintString[locaclPackOPunchnumber].horzAlign = "center";
player.PackOPunchHintString[locaclPackOPunchnumber].vertAlign = "bottom";
player.usingPackOPunch[locaclPackOPunchnumber] = false;
player.nearPackOPunch[locaclPackOPunchnumber] = false;
player.PackOPunchStringCreated[locaclPackOPunchnumber] = true;
}
if (player.nearPackOPunch[locaclPackOPunchnumber] && isDefined(!player.usingPackOPunch[locaclPackOPunchnumber]))
{
player.PackOPunchHintString[locaclPackOPunchnumber] setText("Press ^3[{+activate}]^7 To PackOPunch Your Weapon");
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 1;
}
else
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;

if(Distance(player.origin, PackOPunchorigin) < 60 && isDefined(!player.usingPackOPunch[locaclPackOPunchnumber]))
{
player.nearPackOPunch[locaclPackOPunchnumber] = true;

if (player UseButtonPressed())
player PackOPunch_Player_Think(player, locaclPackOPunchnumber);
}
else
player.nearPackOPunch[locaclPackOPunchnumber] = false;


}
wait 0.001;
}
wait 0.05;
}


PackOPunch_Player_Think(player, locaclPackOPunchnumber)
{

player.usingPackOPunch[locaclPackOPunchnumber] = true;
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;
weap = player getCurrentWeapon();
player.upw[weap] = false;
if( !player.upw[weap] )
{

player takeWeapon(player getCurrentWeapon());
player iPrintln("^5Packing That Shit Hold Up");
wait 4;
player iPrintln("^5Done! Now Fuck Shit Up");
player.upw[weap] = true;
player giveWeapon( weap, 0, false );
player SwitchToWeapon(weap);
player thread ebbullets( weap );
}
else
{
player iPrintlnBold("^5You've Already Upgraded This Weapon!");
wait 1;
}
wait 2;

player.usingPackOPunch[locaclPackOPunchnumber] = false;
player thread reseetpack();
}

ebbullets(eb)
{
level endon("game_ended");
//level endon("doneforge");
self endon("death");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == eb )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 200, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
reseetpack()
{
level endon("game_ended");
level endon("doneforge");
self endon("donepack");
for(;Winky Winky
{
self waittill("death");
TempWeaponArray = ReturnWeaponArray("All");
for (i = 0; i < TempWeaponArray.size; i++)
{
weaponarray = TempWeaponArray[i];
self.upw[weaponarray] = 0;
}

}
self notify("donepack");
wait 0.05;
}
//need to reset packopunch
ReturnWeaponArray(category)
{

level.WeaponArray["All"][0] = "mp7_mp";
level.WeaponArray["All"][1] = "pdw57_mp";
level.WeaponArray["All"][2] = "vector_mp";
level.WeaponArray["All"][3] = "insas_mp";
level.WeaponArray["All"][4] = "qcw05_mp";
level.WeaponArray["All"][5] = "evoskorpion_mp";
level.WeaponArray["All"][6] = "peacekeeper_mp";
level.WeaponArray["All"][7] = "tar21_mp";
level.WeaponArray["All"][8] = "type95_mp";
level.WeaponArray["All"][9] = "sig556_mp";
level.WeaponArray["All"][10] = "sa58_mp";
level.WeaponArray["All"][11] = "hk416_mp";
level.WeaponArray["All"][12] = "scar_mp";
level.WeaponArray["All"][13] = "saritch_mp";
level.WeaponArray["All"][14] = "xm8_mp";
level.WeaponArray["All"][15] = "an94_mp";
level.WeaponArray["All"][16] = "870mcs_mp";
level.WeaponArray["All"][17] = "saiga12_mp";
level.WeaponArray["All"][18] = "ksg_mp";
level.WeaponArray["All"][19] = "srm1216_mp";
level.WeaponArray["All"][20] = "mk48_mp";
level.WeaponArray["All"][21] = "qbb95_mp";
level.WeaponArray["All"][22] = "lsat_mp";
level.WeaponArray["All"][23] = "hamr_mp";
level.WeaponArray["All"][24] = "svu_mp";
level.WeaponArray["All"][25] = "dsr50_mp";
level.WeaponArray["All"][26] = "ballista_mp";
level.WeaponArray["All"][27] = "as50_mp";
level.WeaponArray["All"][28] = "fiveseven_mp";
level.WeaponArray["All"][29] = "fnp45_mp";
level.WeaponArray["All"][30] = "beretta93r_mp";
level.WeaponArray["All"][31] = "judge_mp";
level.WeaponArray["All"][32] = "kard_mp";
level.WeaponArray["All"][33] = "smaw_mp";
level.WeaponArray["All"][34] = "usrpg_mp";
level.WeaponArray["All"][35] = "fhj18_mp";
level.WeaponArray["All"][36] = "minigun_wager_mp";
level.WeaponArray["All"][37] = "m32_wager_mp";
level.WeaponArray["All"][38] = "riotshield_mp";
level.WeaponArray["All"][39] = "crossbow_mp";
level.WeaponArray["All"][40] = "knife_ballistic_mp";
level.WeaponArray["All"][41] = "knife_held_mp";

if (category == "All")
return level.WeaponArray["All"];
}


/*Bunker end*/
07-17-2015, 12:30 AM #153
ItzSparkBoii
Big Sister
Originally posted by jwm614 View Post
My bunker

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/*Bunker start*/
spawnEntity( model, origin, angle)
{
level.Entities[level.amountOfEntities] = spawn("script_model", origin);
level.Entities[level.amountOfEntities].angles = angle;
level.Entities[level.amountOfEntities] setModel(model);
level.amountOfEntities++;
}
SpawnCrate1(originn, angless)
{
level.Entities[level.amountOfEntities] = spawn("script_model", originn);
level.Entities[level.amountOfEntities].angles = angless;
level.Entities[level.amountOfEntities] setModel("t6_wpn_supply_drop_trap");
level.amountOfEntities++;
}
bunkerinit(player)
{

player.SpawnweaponStringCreated = [];
player.currentweaponhint = [];
player.nearSpawnweapon = [];
player.SpawnweaponcrateHintString = [];
player.usingFlag = [];
player.usingPackOPunch = [];
player.nearPackOPunch = [];
player.PackOPunchStringCreated = [];
player.PackOPunchHintString = [];
player.upw = [];
}
bunkerspawn()
{
if(level.bunker)
{
level.bunker = false;
bunker();
}
else if(!level.bunker)
{
destroyAllEntities();
level.bunker = true;
}

}
bunker()
{
self iPrintln("bunker spawned");
location = self.origin;
x = location[0];
y = location[1];
z = location[2] + 600;
ang = (0,0,0);
ang1 = (0,90,0);
ang2 = (-40,0,0);
fortteleg = (x, y, z - 600);
forttele = (x , y , z + 35);//
fortteleg1 = (x + 110, y - 200, z - 600);
forttele1 = (x - 110, y - 200, z);//
am = (x, y - 410, z + 210);
loc = (x - 120, y - 410, z);
loc1 = (x - 120, y - 410, z + 175);
loc2 = (x - 105, y - 450, z + 35);
loc3 = (x - 150, y - 410, z + 35);
loc4 = (x - 50, y, z + 15);
loc5 = (x + 100, y, z + 60);
for ( i = 0; i < 7; i++ )
{
for ( y = 0; y < 7; y++ )
self SpawnCrate1(loc + (i *40, y * 70,0), ang);
}
for ( i = 0; i < 7; i++ )
{
for ( y = 0; y < 6; y++ )
self SpawnCrate1(loc1 + (i * 40, y * 70,0), ang);
}

k = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 4; y++ )
self SpawnCrate1(loc2 + (y * 70, i + k,0), ang1);
k = 510;
}
k1 = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 4; y++ )
self SpawnCrate1(loc2 + (y * 70, i + k1,105), ang1);
k1 = 510;
}
k2 = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 4; y++ )
self SpawnCrate1(loc2 + (y * 70, i + k2,175), ang1);
k2 = 510;
}
j = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 7; y++ )
self SpawnCrate1(loc3 + (i + j, y * 70,0), ang);
j = 300;
}
j1 = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 7; y++ )
self SpawnCrate1(loc3 + (i + j1, y * 70,105), ang);
j1 = 300;
}
j2 = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 7; y++ )
self SpawnCrate1(loc3 + (i + j2, y * 70,175), ang);
j2 = 300;
}
u = 0;
for ( i = 0; i < 7; i++ )
{
self SpawnCrate1(loc4 + (i *30, 0 , u), ang2);
u += 25;
}

CreateFlag(fortteleg, forttele1, true);
wait 0.05;
PackOPunchCrate(am, ang1);
wait 0.05;
Spawnweapon("as50_mp",loc5,ang);
wait 0.05;
}
destroyAllEntities()
{

foreach(ent in level.Entities)
ent delete();
level notify("doneforge");

foreach(player in level.players)
{
for (j = 0; j < level.activeSpawnweaponCrates; j++)
{
if(isDefined(player.SpawnweaponcrateHintString[j]))
player.SpawnweaponcrateHintString[j].alpha = 0;
}
for (j = 0; j < level.activePackOPunchCrates; j++)
{
if(isDefined(player.PackOPunchHintString[j]))
player.PackOPunchHintString[j].alpha = 0;
}
}
wait 0.05;
level.activeSpawnweaponCrates = 0;
level.activeFlags = 0;
level.activePackOPunchCrates = 0;
level.amountOfEntities = 0;

iPrintln("Bunker ^1Deleted!");
}

CreateFlag(start, end, bothWays)
{
TempAngles = VectorToAngles(end - start);
Angles = (0, TempAngles[1], 0);

if (isDefined(bothWays))
{
FlagStart = spawnEntity( "mp_flag_red", start, Angles);
FlagEnd = spawnEntity( "mp_flag_red", end, Angles);
}
else
{
FlagStart = spawnEntity( "mp_flag_green", start, Angles);
FlagEnd = spawnEntity( "", end, Angles);
}



self thread Flag_Think(start, end, true, level.activeFlags);
level.activeFlags++;
}

Flag_Think(FlagStart, FlagEnd, bothWays, localFlagNumber)
{
level endon("game_ended");
level endon("doneforge");



for(;Winky Winky
{
foreach(player in level.players)
{
player.usingFlag[localFlagNumber] = false;

if (bothWays)
{
if(Distance(player.origin, FlagStart) < 20 && isDefined(!player.usingFlag[localFlagNumber]))
{
player.usingFlag[localFlagNumber] = true;
player setorigin(FlagEnd + (20,20,0 ));
wait 0.50;
}
else
player.usingFlag[localFlagNumber] = false;
if(Distance(player.origin, FlagEnd) < 20 && isDefined(!player.usingFlag[localFlagNumber]))
{
player.usingFlag[localFlagNumber] = true;
player setorigin(FlagStart);
wait 0.50;
}
else
player.usingFlag[localFlagNumber] = false;

}
if (!bothWays)
{
if(Distance(player.origin, FlagStart) < 20 && isDefined(!player.usingFlag[localFlagNumber]))
{
player.usingFlag[localFlagNumber] = true;
player setorigin(FlagEnds);
wait 0.20;
}
else
player.usingFlag[localFlagNumber] = false;
}
wait 0.0001;
}
wait 0.01;
}
}


Spawnweapon(weapon,start,Angles)
{

weapon_model = getWeaponModel(Weapon);
if(weapon_model=="")weapon_model=Weapon;
if(weapon_model=="minigun_wager_mp")weapon_model="minigun_mp";
if(weapon_model=="m32_wager_mp")weapon_model="m32_mp";
spawnEntity( weapon_model, start, Angles);

level thread Spawnweaponcrate_Think(start,weapon, level.activeSpawnweaponCrates );
level.activeSpawnweaponCrates++;
}

Spawnweaponcrate_Think(start,weapon, localSpawnweaponNumber )
{
level endon("game_ended");
level endon("doneforge");



for(;Winky Winky
{
foreach(player in level.players)
{

if (!isDefined(player.SpawnweaponStringCreated[localSpawnweaponNumber]))
//if (!isDefined(player.SpawnweaponStringCreated[localSpawnweaponNumber]))
{

player.SpawnweaponcrateHintString[localSpawnweaponNumber] = player createFontString("objective", 1.5);
player.SpawnweaponcrateHintString[localSpawnweaponNumber] setText("");
player.SpawnweaponcrateHintString[localSpawnweaponNumber].x = 0;
player.SpawnweaponcrateHintString[localSpawnweaponNumber].y = -50;
player.SpawnweaponcrateHintString[localSpawnweaponNumber].color = (1,1,1);
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 0;
player.SpawnweaponcrateHintString[localSpawnweaponNumber].sort = 8;
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alignX = "center";
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alignY = "bottom";
player.SpawnweaponcrateHintString[localSpawnweaponNumber].horzAlign = "center";
player.SpawnweaponcrateHintString[localSpawnweaponNumber].vertAlign = "bottom";
player.SpawnweaponStringCreated[localSpawnweaponNumber] = true;
player.nearSpawnweapon[localSpawnweaponNumber] = false;
}
if (player.nearSpawnweapon[localSpawnweaponNumber])
{
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 1;
player.SpawnweaponcrateHintString[localSpawnweaponNumber] setText("Press ^3[{+activate}]^7 For " + weapon);
}
else
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 0;


if(Distance(player.origin, start) < 60)

{
//player.currentweaponhint[localSpawnweaponNumber] = weapon;
player.nearSpawnweapon[localSpawnweaponNumber] = true;
if(player usebuttonpressed())
{
player SP_Player_Think(player, localSpawnweaponNumber, weapon);
}
}

else
player.nearSpawnweapon[localSpawnweaponNumber] = false;

}
wait 0.0001;
}
wait 0.01;
}

SP_Player_Think(player, localSpawnweaponNumber, weapon)
{
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 0;
player TakeWeapon(player.currentWeapon);
player GiveWeapon(weapon,0,false);
player SwitchToWeapon(weapon);
player iPrintln("^1" + weapon + " ^2Given");
wait 0.50;
}

PackOPunchCrate(origin,ang)
{
self spawnEntity( "t6_wpn_supply_drop_ally", origin, ang);
level thread PackOPunch_Think(origin,level.activePackOPunchCrates);
level.activePackOPunchCrates++;
}

PackOPunch_Think(PackOPunchorigin, locaclPackOPunchnumber)
{
level endon("game_ended");
level endon("doneforge");
for(;Winky Winky
{
foreach(player in level.players)
{

if (!isDefined(player.PackOPunchStringCreated[locaclPackOPunchnumber]))
{


player.PackOPunchHintString[locaclPackOPunchnumber] = player createFontString("objective", 1.5);
player.PackOPunchHintString[locaclPackOPunchnumber] setText("");
player.PackOPunchHintString[locaclPackOPunchnumber].x = 0;
player.PackOPunchHintString[locaclPackOPunchnumber].y = -50;
player.PackOPunchHintString[locaclPackOPunchnumber].color = (1,1,1);
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;
player.PackOPunchHintString[locaclPackOPunchnumber].sort = 8;
player.PackOPunchHintString[locaclPackOPunchnumber].alignX = "center";
player.PackOPunchHintString[locaclPackOPunchnumber].alignY = "bottom";
player.PackOPunchHintString[locaclPackOPunchnumber].horzAlign = "center";
player.PackOPunchHintString[locaclPackOPunchnumber].vertAlign = "bottom";
player.usingPackOPunch[locaclPackOPunchnumber] = false;
player.nearPackOPunch[locaclPackOPunchnumber] = false;
player.PackOPunchStringCreated[locaclPackOPunchnumber] = true;
}
if (player.nearPackOPunch[locaclPackOPunchnumber] && isDefined(!player.usingPackOPunch[locaclPackOPunchnumber]))
{
player.PackOPunchHintString[locaclPackOPunchnumber] setText("Press ^3[{+activate}]^7 To PackOPunch Your Weapon");
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 1;
}
else
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;

if(Distance(player.origin, PackOPunchorigin) < 60 && isDefined(!player.usingPackOPunch[locaclPackOPunchnumber]))
{
player.nearPackOPunch[locaclPackOPunchnumber] = true;

if (player UseButtonPressed())
player PackOPunch_Player_Think(player, locaclPackOPunchnumber);
}
else
player.nearPackOPunch[locaclPackOPunchnumber] = false;


}
wait 0.001;
}
wait 0.05;
}


PackOPunch_Player_Think(player, locaclPackOPunchnumber)
{

player.usingPackOPunch[locaclPackOPunchnumber] = true;
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;
weap = player getCurrentWeapon();
player.upw[weap] = false;
if( !player.upw[weap] )
{

player takeWeapon(player getCurrentWeapon());
player iPrintln("^5Packing That Shit Hold Up");
wait 4;
player iPrintln("^5Done! Now Fuck Shit Up");
player.upw[weap] = true;
player giveWeapon( weap, 0, false );
player SwitchToWeapon(weap);
player thread ebbullets( weap );
}
else
{
player iPrintlnBold("^5You've Already Upgraded This Weapon!");
wait 1;
}
wait 2;

player.usingPackOPunch[locaclPackOPunchnumber] = false;
player thread reseetpack();
}

ebbullets(eb)
{
level endon("game_ended");
//level endon("doneforge");
self endon("death");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == eb )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 200, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
reseetpack()
{
level endon("game_ended");
level endon("doneforge");
self endon("donepack");
for(;Winky Winky
{
self waittill("death");
TempWeaponArray = ReturnWeaponArray("All");
for (i = 0; i < TempWeaponArray.size; i++)
{
weaponarray = TempWeaponArray[i];
self.upw[weaponarray] = 0;
}

}
self notify("donepack");
wait 0.05;
}
//need to reset packopunch
ReturnWeaponArray(category)
{

level.WeaponArray["All"][0] = "mp7_mp";
level.WeaponArray["All"][1] = "pdw57_mp";
level.WeaponArray["All"][2] = "vector_mp";
level.WeaponArray["All"][3] = "insas_mp";
level.WeaponArray["All"][4] = "qcw05_mp";
level.WeaponArray["All"][5] = "evoskorpion_mp";
level.WeaponArray["All"][6] = "peacekeeper_mp";
level.WeaponArray["All"][7] = "tar21_mp";
level.WeaponArray["All"][8] = "type95_mp";
level.WeaponArray["All"][9] = "sig556_mp";
level.WeaponArray["All"][10] = "sa58_mp";
level.WeaponArray["All"][11] = "hk416_mp";
level.WeaponArray["All"][12] = "scar_mp";
level.WeaponArray["All"][13] = "saritch_mp";
level.WeaponArray["All"][14] = "xm8_mp";
level.WeaponArray["All"][15] = "an94_mp";
level.WeaponArray["All"][16] = "870mcs_mp";
level.WeaponArray["All"][17] = "saiga12_mp";
level.WeaponArray["All"][18] = "ksg_mp";
level.WeaponArray["All"][19] = "srm1216_mp";
level.WeaponArray["All"][20] = "mk48_mp";
level.WeaponArray["All"][21] = "qbb95_mp";
level.WeaponArray["All"][22] = "lsat_mp";
level.WeaponArray["All"][23] = "hamr_mp";
level.WeaponArray["All"][24] = "svu_mp";
level.WeaponArray["All"][25] = "dsr50_mp";
level.WeaponArray["All"][26] = "ballista_mp";
level.WeaponArray["All"][27] = "as50_mp";
level.WeaponArray["All"][28] = "fiveseven_mp";
level.WeaponArray["All"][29] = "fnp45_mp";
level.WeaponArray["All"][30] = "beretta93r_mp";
level.WeaponArray["All"][31] = "judge_mp";
level.WeaponArray["All"][32] = "kard_mp";
level.WeaponArray["All"][33] = "smaw_mp";
level.WeaponArray["All"][34] = "usrpg_mp";
level.WeaponArray["All"][35] = "fhj18_mp";
level.WeaponArray["All"][36] = "minigun_wager_mp";
level.WeaponArray["All"][37] = "m32_wager_mp";
level.WeaponArray["All"][38] = "riotshield_mp";
level.WeaponArray["All"][39] = "crossbow_mp";
level.WeaponArray["All"][40] = "knife_ballistic_mp";
level.WeaponArray["All"][41] = "knife_held_mp";

if (category == "All")
return level.WeaponArray["All"];
}


/*Bunker end*/


can i put it here?
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07-17-2015, 01:22 AM #154
ItzSparkBoii
Big Sister
Originally posted by jwm614 View Post
My bunker

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/*Bunker start*/
spawnEntity( model, origin, angle)
{
level.Entities[level.amountOfEntities] = spawn("script_model", origin);
level.Entities[level.amountOfEntities].angles = angle;
level.Entities[level.amountOfEntities] setModel(model);
level.amountOfEntities++;
}
SpawnCrate1(originn, angless)
{
level.Entities[level.amountOfEntities] = spawn("script_model", originn);
level.Entities[level.amountOfEntities].angles = angless;
level.Entities[level.amountOfEntities] setModel("t6_wpn_supply_drop_trap");
level.amountOfEntities++;
}
bunkerinit(player)
{

player.SpawnweaponStringCreated = [];
player.currentweaponhint = [];
player.nearSpawnweapon = [];
player.SpawnweaponcrateHintString = [];
player.usingFlag = [];
player.usingPackOPunch = [];
player.nearPackOPunch = [];
player.PackOPunchStringCreated = [];
player.PackOPunchHintString = [];
player.upw = [];
}
bunkerspawn()
{
if(level.bunker)
{
level.bunker = false;
bunker();
}
else if(!level.bunker)
{
destroyAllEntities();
level.bunker = true;
}

}
bunker()
{
self iPrintln("bunker spawned");
location = self.origin;
x = location[0];
y = location[1];
z = location[2] + 600;
ang = (0,0,0);
ang1 = (0,90,0);
ang2 = (-40,0,0);
fortteleg = (x, y, z - 600);
forttele = (x , y , z + 35);//
fortteleg1 = (x + 110, y - 200, z - 600);
forttele1 = (x - 110, y - 200, z);//
am = (x, y - 410, z + 210);
loc = (x - 120, y - 410, z);
loc1 = (x - 120, y - 410, z + 175);
loc2 = (x - 105, y - 450, z + 35);
loc3 = (x - 150, y - 410, z + 35);
loc4 = (x - 50, y, z + 15);
loc5 = (x + 100, y, z + 60);
for ( i = 0; i < 7; i++ )
{
for ( y = 0; y < 7; y++ )
self SpawnCrate1(loc + (i *40, y * 70,0), ang);
}
for ( i = 0; i < 7; i++ )
{
for ( y = 0; y < 6; y++ )
self SpawnCrate1(loc1 + (i * 40, y * 70,0), ang);
}

k = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 4; y++ )
self SpawnCrate1(loc2 + (y * 70, i + k,0), ang1);
k = 510;
}
k1 = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 4; y++ )
self SpawnCrate1(loc2 + (y * 70, i + k1,105), ang1);
k1 = 510;
}
k2 = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 4; y++ )
self SpawnCrate1(loc2 + (y * 70, i + k2,175), ang1);
k2 = 510;
}
j = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 7; y++ )
self SpawnCrate1(loc3 + (i + j, y * 70,0), ang);
j = 300;
}
j1 = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 7; y++ )
self SpawnCrate1(loc3 + (i + j1, y * 70,105), ang);
j1 = 300;
}
j2 = 0;
for ( i = 0; i < 2; i++ )
{
for ( y = 0; y < 7; y++ )
self SpawnCrate1(loc3 + (i + j2, y * 70,175), ang);
j2 = 300;
}
u = 0;
for ( i = 0; i < 7; i++ )
{
self SpawnCrate1(loc4 + (i *30, 0 , u), ang2);
u += 25;
}

CreateFlag(fortteleg, forttele1, true);
wait 0.05;
PackOPunchCrate(am, ang1);
wait 0.05;
Spawnweapon("as50_mp",loc5,ang);
wait 0.05;
}
destroyAllEntities()
{

foreach(ent in level.Entities)
ent delete();
level notify("doneforge");

foreach(player in level.players)
{
for (j = 0; j < level.activeSpawnweaponCrates; j++)
{
if(isDefined(player.SpawnweaponcrateHintString[j]))
player.SpawnweaponcrateHintString[j].alpha = 0;
}
for (j = 0; j < level.activePackOPunchCrates; j++)
{
if(isDefined(player.PackOPunchHintString[j]))
player.PackOPunchHintString[j].alpha = 0;
}
}
wait 0.05;
level.activeSpawnweaponCrates = 0;
level.activeFlags = 0;
level.activePackOPunchCrates = 0;
level.amountOfEntities = 0;

iPrintln("Bunker ^1Deleted!");
}

CreateFlag(start, end, bothWays)
{
TempAngles = VectorToAngles(end - start);
Angles = (0, TempAngles[1], 0);

if (isDefined(bothWays))
{
FlagStart = spawnEntity( "mp_flag_red", start, Angles);
FlagEnd = spawnEntity( "mp_flag_red", end, Angles);
}
else
{
FlagStart = spawnEntity( "mp_flag_green", start, Angles);
FlagEnd = spawnEntity( "", end, Angles);
}



self thread Flag_Think(start, end, true, level.activeFlags);
level.activeFlags++;
}

Flag_Think(FlagStart, FlagEnd, bothWays, localFlagNumber)
{
level endon("game_ended");
level endon("doneforge");



for(;Winky Winky
{
foreach(player in level.players)
{
player.usingFlag[localFlagNumber] = false;

if (bothWays)
{
if(Distance(player.origin, FlagStart) < 20 && isDefined(!player.usingFlag[localFlagNumber]))
{
player.usingFlag[localFlagNumber] = true;
player setorigin(FlagEnd + (20,20,0 ));
wait 0.50;
}
else
player.usingFlag[localFlagNumber] = false;
if(Distance(player.origin, FlagEnd) < 20 && isDefined(!player.usingFlag[localFlagNumber]))
{
player.usingFlag[localFlagNumber] = true;
player setorigin(FlagStart);
wait 0.50;
}
else
player.usingFlag[localFlagNumber] = false;

}
if (!bothWays)
{
if(Distance(player.origin, FlagStart) < 20 && isDefined(!player.usingFlag[localFlagNumber]))
{
player.usingFlag[localFlagNumber] = true;
player setorigin(FlagEnds);
wait 0.20;
}
else
player.usingFlag[localFlagNumber] = false;
}
wait 0.0001;
}
wait 0.01;
}
}


Spawnweapon(weapon,start,Angles)
{

weapon_model = getWeaponModel(Weapon);
if(weapon_model=="")weapon_model=Weapon;
if(weapon_model=="minigun_wager_mp")weapon_model="minigun_mp";
if(weapon_model=="m32_wager_mp")weapon_model="m32_mp";
spawnEntity( weapon_model, start, Angles);

level thread Spawnweaponcrate_Think(start,weapon, level.activeSpawnweaponCrates );
level.activeSpawnweaponCrates++;
}

Spawnweaponcrate_Think(start,weapon, localSpawnweaponNumber )
{
level endon("game_ended");
level endon("doneforge");



for(;Winky Winky
{
foreach(player in level.players)
{

if (!isDefined(player.SpawnweaponStringCreated[localSpawnweaponNumber]))
//if (!isDefined(player.SpawnweaponStringCreated[localSpawnweaponNumber]))
{

player.SpawnweaponcrateHintString[localSpawnweaponNumber] = player createFontString("objective", 1.5);
player.SpawnweaponcrateHintString[localSpawnweaponNumber] setText("");
player.SpawnweaponcrateHintString[localSpawnweaponNumber].x = 0;
player.SpawnweaponcrateHintString[localSpawnweaponNumber].y = -50;
player.SpawnweaponcrateHintString[localSpawnweaponNumber].color = (1,1,1);
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 0;
player.SpawnweaponcrateHintString[localSpawnweaponNumber].sort = 8;
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alignX = "center";
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alignY = "bottom";
player.SpawnweaponcrateHintString[localSpawnweaponNumber].horzAlign = "center";
player.SpawnweaponcrateHintString[localSpawnweaponNumber].vertAlign = "bottom";
player.SpawnweaponStringCreated[localSpawnweaponNumber] = true;
player.nearSpawnweapon[localSpawnweaponNumber] = false;
}
if (player.nearSpawnweapon[localSpawnweaponNumber])
{
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 1;
player.SpawnweaponcrateHintString[localSpawnweaponNumber] setText("Press ^3[{+activate}]^7 For " + weapon);
}
else
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 0;


if(Distance(player.origin, start) < 60)

{
//player.currentweaponhint[localSpawnweaponNumber] = weapon;
player.nearSpawnweapon[localSpawnweaponNumber] = true;
if(player usebuttonpressed())
{
player SP_Player_Think(player, localSpawnweaponNumber, weapon);
}
}

else
player.nearSpawnweapon[localSpawnweaponNumber] = false;

}
wait 0.0001;
}
wait 0.01;
}

SP_Player_Think(player, localSpawnweaponNumber, weapon)
{
player.SpawnweaponcrateHintString[localSpawnweaponNumber].alpha = 0;
player TakeWeapon(player.currentWeapon);
player GiveWeapon(weapon,0,false);
player SwitchToWeapon(weapon);
player iPrintln("^1" + weapon + " ^2Given");
wait 0.50;
}

PackOPunchCrate(origin,ang)
{
self spawnEntity( "t6_wpn_supply_drop_ally", origin, ang);
level thread PackOPunch_Think(origin,level.activePackOPunchCrates);
level.activePackOPunchCrates++;
}

PackOPunch_Think(PackOPunchorigin, locaclPackOPunchnumber)
{
level endon("game_ended");
level endon("doneforge");
for(;Winky Winky
{
foreach(player in level.players)
{

if (!isDefined(player.PackOPunchStringCreated[locaclPackOPunchnumber]))
{


player.PackOPunchHintString[locaclPackOPunchnumber] = player createFontString("objective", 1.5);
player.PackOPunchHintString[locaclPackOPunchnumber] setText("");
player.PackOPunchHintString[locaclPackOPunchnumber].x = 0;
player.PackOPunchHintString[locaclPackOPunchnumber].y = -50;
player.PackOPunchHintString[locaclPackOPunchnumber].color = (1,1,1);
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;
player.PackOPunchHintString[locaclPackOPunchnumber].sort = 8;
player.PackOPunchHintString[locaclPackOPunchnumber].alignX = "center";
player.PackOPunchHintString[locaclPackOPunchnumber].alignY = "bottom";
player.PackOPunchHintString[locaclPackOPunchnumber].horzAlign = "center";
player.PackOPunchHintString[locaclPackOPunchnumber].vertAlign = "bottom";
player.usingPackOPunch[locaclPackOPunchnumber] = false;
player.nearPackOPunch[locaclPackOPunchnumber] = false;
player.PackOPunchStringCreated[locaclPackOPunchnumber] = true;
}
if (player.nearPackOPunch[locaclPackOPunchnumber] && isDefined(!player.usingPackOPunch[locaclPackOPunchnumber]))
{
player.PackOPunchHintString[locaclPackOPunchnumber] setText("Press ^3[{+activate}]^7 To PackOPunch Your Weapon");
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 1;
}
else
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;

if(Distance(player.origin, PackOPunchorigin) < 60 && isDefined(!player.usingPackOPunch[locaclPackOPunchnumber]))
{
player.nearPackOPunch[locaclPackOPunchnumber] = true;

if (player UseButtonPressed())
player PackOPunch_Player_Think(player, locaclPackOPunchnumber);
}
else
player.nearPackOPunch[locaclPackOPunchnumber] = false;


}
wait 0.001;
}
wait 0.05;
}


PackOPunch_Player_Think(player, locaclPackOPunchnumber)
{

player.usingPackOPunch[locaclPackOPunchnumber] = true;
player.PackOPunchHintString[locaclPackOPunchnumber].alpha = 0;
weap = player getCurrentWeapon();
player.upw[weap] = false;
if( !player.upw[weap] )
{

player takeWeapon(player getCurrentWeapon());
player iPrintln("^5Packing That Shit Hold Up");
wait 4;
player iPrintln("^5Done! Now Fuck Shit Up");
player.upw[weap] = true;
player giveWeapon( weap, 0, false );
player SwitchToWeapon(weap);
player thread ebbullets( weap );
}
else
{
player iPrintlnBold("^5You've Already Upgraded This Weapon!");
wait 1;
}
wait 2;

player.usingPackOPunch[locaclPackOPunchnumber] = false;
player thread reseetpack();
}

ebbullets(eb)
{
level endon("game_ended");
//level endon("doneforge");
self endon("death");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == eb )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 200, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
reseetpack()
{
level endon("game_ended");
level endon("doneforge");
self endon("donepack");
for(;Winky Winky
{
self waittill("death");
TempWeaponArray = ReturnWeaponArray("All");
for (i = 0; i < TempWeaponArray.size; i++)
{
weaponarray = TempWeaponArray[i];
self.upw[weaponarray] = 0;
}

}
self notify("donepack");
wait 0.05;
}
//need to reset packopunch
ReturnWeaponArray(category)
{

level.WeaponArray["All"][0] = "mp7_mp";
level.WeaponArray["All"][1] = "pdw57_mp";
level.WeaponArray["All"][2] = "vector_mp";
level.WeaponArray["All"][3] = "insas_mp";
level.WeaponArray["All"][4] = "qcw05_mp";
level.WeaponArray["All"][5] = "evoskorpion_mp";
level.WeaponArray["All"][6] = "peacekeeper_mp";
level.WeaponArray["All"][7] = "tar21_mp";
level.WeaponArray["All"][8] = "type95_mp";
level.WeaponArray["All"][9] = "sig556_mp";
level.WeaponArray["All"][10] = "sa58_mp";
level.WeaponArray["All"][11] = "hk416_mp";
level.WeaponArray["All"][12] = "scar_mp";
level.WeaponArray["All"][13] = "saritch_mp";
level.WeaponArray["All"][14] = "xm8_mp";
level.WeaponArray["All"][15] = "an94_mp";
level.WeaponArray["All"][16] = "870mcs_mp";
level.WeaponArray["All"][17] = "saiga12_mp";
level.WeaponArray["All"][18] = "ksg_mp";
level.WeaponArray["All"][19] = "srm1216_mp";
level.WeaponArray["All"][20] = "mk48_mp";
level.WeaponArray["All"][21] = "qbb95_mp";
level.WeaponArray["All"][22] = "lsat_mp";
level.WeaponArray["All"][23] = "hamr_mp";
level.WeaponArray["All"][24] = "svu_mp";
level.WeaponArray["All"][25] = "dsr50_mp";
level.WeaponArray["All"][26] = "ballista_mp";
level.WeaponArray["All"][27] = "as50_mp";
level.WeaponArray["All"][28] = "fiveseven_mp";
level.WeaponArray["All"][29] = "fnp45_mp";
level.WeaponArray["All"][30] = "beretta93r_mp";
level.WeaponArray["All"][31] = "judge_mp";
level.WeaponArray["All"][32] = "kard_mp";
level.WeaponArray["All"][33] = "smaw_mp";
level.WeaponArray["All"][34] = "usrpg_mp";
level.WeaponArray["All"][35] = "fhj18_mp";
level.WeaponArray["All"][36] = "minigun_wager_mp";
level.WeaponArray["All"][37] = "m32_wager_mp";
level.WeaponArray["All"][38] = "riotshield_mp";
level.WeaponArray["All"][39] = "crossbow_mp";
level.WeaponArray["All"][40] = "knife_ballistic_mp";
level.WeaponArray["All"][41] = "knife_held_mp";

if (category == "All")
return level.WeaponArray["All"];
}


/*Bunker end*/


no i freeze :(

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