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
02-22-2015, 07:37 AM #101
I Got The Skybase To Spawn But When I Try To Get It To Go Up It Just Freeze On Me Any Help?
02-22-2015, 12:55 PM #102
jwm614
NextGenUpdate Elite
Originally posted by taytay1234 View Post
I Got The Skybase To Spawn But When I Try To Get It To Go Up It Just Freeze On Me Any Help?


What version r u using the one in the menu base functions
02-22-2015, 02:17 PM #103
Originally posted by jwm614 View Post
i have put in a menu base and tested works fine
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This One
02-22-2015, 05:20 PM #104
jwm614
NextGenUpdate Elite
Originally posted by taytay1234 View Post
This One


use this one
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02-22-2015, 05:29 PM #105
Originally posted by jwm614 View Post
use this one
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Ill Test Right Now
02-22-2015, 05:47 PM #106
Now When I Press Square To Go Up It Dont Move Nowhere It Just Slides Out The Bride Part
Last edited by taytay1234 ; 02-23-2015 at 12:27 PM.
02-22-2015, 08:03 PM #107
jwm614
NextGenUpdate Elite
Originally posted by taytay1234 View Post
Now When I Press Square To Go Up It Dont Move Nowhere It Just Slides Out The Bride Part Here's a Vid Of It




u did something wrong then
02-22-2015, 08:45 PM #108
Originally posted by jwm614 View Post
u did something wrong then


Idk But Thanks For The Help Anyway
02-22-2015, 08:53 PM #109
ItzSparkBoii
Big Sister
Originally posted by jwm614 View Post
here is the same skybase as mw2 but shorter enjoy :

use the functions from the base





script:

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/*init
precacheModel("prop_suitcase_bomb");
precacheModel("veh_t6_drone_overwatch_light");level.activesky1 = 0;
level.supplyDropModel = "t6_wpn_supply_drop_ally";
level thread deathBarrier();*/


drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort, allclients)//change yours with this one you dont //have to call the false
{
if (!isDefined(allclients))
allclients = false;

if (!allclients)
hud = self createFontString(font, fontScale);
else
hud = level createServerFontString(font, fontScale);
hud setText(text);
hud.x = x;
hud.y = y;
hud.color = color;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
return hud;
}

deathBarrier()
{
ents = getEntArray();
for ( index = 0; index < ents.size; index++ )
{
if(isSubStr(ents[index].classname, "trigger_hurt"))
ents[index].origin = (0, 0, 9999999);
}
}


skybasetoggle()
{
if(!level.base)
{

self MenuClosing();
self iprintlnbold("Aim At Position And Shoot To Spawn SkyBase");
level.base = true;
self waittill("weapon_fired");
self toggle();

}
else
{
self iprintlnbold("SkyBase Deleted");
self toggledelete();
level.base = false;
}
}
toggle()
{
level endon("game_ended");
level endon("delete");
self endon("death");
level thread deleteonleave();
vec = anglestoforward(self getPlayerAngles());
center = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(vec[0] * 2000, vec[1] * 2000, vec[2] * 2000), 0, self)[ "position" ];
level.center = spawn("script_origin", center);
level.lift = [];
h=0;
k=0;
origin = level.center.origin;
for(i=0;i<64;i++)
{
if(i<=15)
level.lift[k] = spawn("script_model", origin+(-52,52,h));
else if(i<=31 && i>15)
level.lift[k] = spawn("script_model", origin+(52,52,h-1120));
else if(i<=47 && i>31)
level.lift[k] = spawn("script_model", origin+(-52,-52,h-2240));
else if(i<=63 && i>47)
level.lift[k] = spawn("script_model", origin+(52,-52,h-3370));
level.lift[i].angles = (0,0,90);
h+=70;
k++;
}
level.center moveto(level.center.origin+(0,0,15), 0.05);
wait 0.05;
level.elevator = [];
level.elevator[0] = spawn("script_model", origin+(0,52,-15));
level.elevator[0].angles = (0,90,0);
level.elevator[1] = spawn("script_model", origin+(0,-52,-15));
level.elevator[1].angles = (0,90,0);
level.elevator[2] = spawn("script_model", origin+(42,0,-15));
level.elevator[3] = spawn("script_model", origin+(-42,0,-15));
level.elevator[3].angles = (0,0,0);
level.elevator[4] = spawn("script_model", origin+(0,0,-15));
base = level.center.origin+(-110,182,1050);
level.elevatorcontrol = [];
level.elevatorcontrol[0] = spawn("script_model", origin+(0,-52,13.75));
level.elevatorcontrol[0] setModel( level.supplyDropModel );
level.elevatorcontrol[0].angles = (0,-90,0);
level.elevatorcontrol[0] linkto(level.center);

level.elevatorcontrol[1] = spawn("script_model", origin+(0,-52,28.75));
level.elevatorcontrol[1] setModel( "prop_suitcase_bomb" );
level.elevatorcontrol[1].angles = (0,180,0);
level.elevatorcontrol[1] linkto(level.center);
level.elevatorcontrol[1].type = "control";

level.elevatorcontrol[2] = spawn("script_model", base+(-40,20,2Cool Man (aka Tustin));
level.elevatorcontrol[2] setModel( level.supplyDropModel );
level.elevatorcontrol[2].angles = (0,180,0);

level.elevatorcontrol[3] = spawn("script_model", base+(-40,20,42));
level.elevatorcontrol[3] setModel( "prop_suitcase_bomb" );
level.elevatorcontrol[3].angles = (0,90,0);
level.elevatorcontrol[3].type = "control";

level.elevatorcontrol[4] = spawn("script_model", origin+(85,84,30));
level.elevatorcontrol[4] setModel( "prop_suitcase_bomb" );
level.elevatorcontrol[4].angles = (0,135,0);
level.elevatorcontrol[4].type = "control";

level.elevatorcontrol[5] = spawn("script_model", base+(0,224,2Cool Man (aka Tustin));
level.elevatorcontrol[5] setModel( level.supplyDropModel );
level.elevatorcontrol[5].angles = (0,135,0);

level.elevatorcontrol[6] = spawn("script_model", base+(205,224,2Cool Man (aka Tustin));
level.elevatorcontrol[6] setModel( level.supplyDropModel );
level.elevatorcontrol[6].angles = (0,405,0);

level.elevatorcontrol[7] = spawn("script_model", base+(100,252,2Cool Man (aka Tustin));
level.elevatorcontrol[7] setModel( level.supplyDropModel );
level.elevatorcontrol[7].angles = (0,90,0);

level.elevatorcontrol[8] = spawn("script_model", base+(0,224,42));
level.elevatorcontrol[8] setModel( "prop_suitcase_bomb" );
level.elevatorcontrol[8].angles = (0,405,0);
level.elevatorcontrol[8].type = "right";

level.elevatorcontrol[9] = spawn("script_model", base+(205,224,42));
level.elevatorcontrol[9] setModel( "prop_suitcase_bomb" );
level.elevatorcontrol[9].angles = (0,-405,0);
level.elevatorcontrol[9].type = "left";

level.elevatorcontrol[10] = spawn("script_model", base+(100,252,42));
level.elevatorcontrol[10] setModel( "prop_suitcase_bomb" );
level.elevatorcontrol[10].angles = (0,0,0);
level.elevatorcontrol[10].type = "forward";

level.elevatorcontrol[11] = spawn("script_model", base+(240,20,42));
level.elevatorcontrol[11] setModel( "prop_suitcase_bomb" );
level.elevatorcontrol[11].angles = (0,-90,0);
level.elevatorcontrol[11].type = "dock";

level.elevatorcontrol[12] = spawn("script_model", base+(240,20,2Cool Man (aka Tustin));
level.elevatorcontrol[12] setModel( level.supplyDropModel );

level.elevatorcontrol[13] = spawn("script_model", base+(240,110,2Cool Man (aka Tustin));
level.elevatorcontrol[13] setModel( level.supplyDropModel );
level.elevatorcontrol[13].angles = (0,0,0);

level.elevatorcontrol[14] = spawn("script_model", base+(240,110,42));
level.elevatorcontrol[14] setModel( "prop_suitcase_bomb" );
level.elevatorcontrol[14].angles = (0,-90,0);
level.elevatorcontrol[14].type = "up";

level.elevatorcontrol[15] = spawn("script_model", base+(-40,110,2Cool Man (aka Tustin));
level.elevatorcontrol[15] setModel( level.supplyDropModel );
level.elevatorcontrol[15].angles = (0,180,0);

level.elevatorcontrol[16] = spawn("script_model", base+(-40,110,42));
level.elevatorcontrol[16] setModel( "prop_suitcase_bomb" );
level.elevatorcontrol[16].type = "down";
level.elevatorcontrol[16].angles = (0,90,0);

level.elevatorcontrol[17] = spawn("script_model", origin+(-85,84,13.75));
level.elevatorcontrol[17] setModel( level.supplyDropModel );
level.elevatorcontrol[17].angles = (0,-45,0);

level.elevatorcontrol[18] = spawn("script_model", origin+(-85,84,28.75));
level.elevatorcontrol[18] setModel( "prop_suitcase_bomb" );
level.elevatorcontrol[18].angles = (0,-135,0);
level.elevatorcontrol[18].type = "forcedock";

level.elevatorcontrol[19] = spawn("script_model", base+(175,-45,2Cool Man (aka Tustin));
level.elevatorcontrol[19] setModel( level.supplyDropModel );
level.elevatorcontrol[19].angles = (0,-90,0);

level.elevatorcontrol[20] = spawn("script_model", base+(175,-45,42));
level.elevatorcontrol[20] setModel( "prop_suitcase_bomb" );
level.elevatorcontrol[20].angles = (0,180,0);
level.elevatorcontrol[20].type = "destroy";

level.elevatorcontrol[21] = spawn("script_model", base+(30,-45,2Cool Man (aka Tustin));
level.elevatorcontrol[21] setModel( level.supplyDropModel );
level.elevatorcontrol[21].angles = (0,-90,0);
level.elevatorcontrol[21].type = "mystery";

level.elevatorcontrol[22] = spawn("script_model", origin+(85,84,13.75));
level.elevatorcontrol[22] setModel( level.supplyDropModel );
level.elevatorcontrol[22].angles = (0,225,0);

level.center2 = spawn("script_origin", level.center.origin);
level.center2 linkto(level.center);
level.elevatorPlatform = [];
level.elevatorPlatform[0] = spawn("script_model", origin+(0,-40,-15));
level.elevatorPlatform[0].angles = (0,90,0);
level.elevatorPlatform[1] = spawn("script_model", origin+(0,0,-15));
level.elevatorPlatform[1].angles = (0,90,0);
level.elevatorPlatform[2] = spawn("script_model", origin+(0,40,-15));
level.elevatorPlatform[2].angles = (0,90,0);
level.elevatorBase = [];
j = 0;
w = 0;
for(x=0;x<4;x++)
{
for(i=0;i<6;i++)
{
level.elevatorBase[j] = spawn("script_model", base+(i*40,w,0));
j++;
}
w+= 70;
}
level.BaseCenter = spawn("script_origin", base+(110,126,0));
level.BaseCenterOrigAng = level.BaseCenter.angles;
level.BaseCenterOrigOrigin = level.BaseCenter.origin;
for(i=5;i<=level.elevatorcontrol.size;i++)
level.elevatorcontrol[i] linkto(level.BaseCenter);
level.elevatorcontrol[17] unlink();
level.elevatorcontrol[18] unlink();
level.elevatorcontrol[22] unlink();
level.elevatorcontrol[2] linkto(level.BaseCenter);
level.elevatorcontrol[3] linkto(level.BaseCenter);
foreach(elevatorbase in level.elevatorBase)
{
elevatorbase setModel( level.supplyDropModel );
elevatorbase linkto(level.BaseCenter);
}
foreach(platform in level.elevatorPlatform)
{
platform linkto(level.center2);
platform setModel( level.supplyDropModel );

}
foreach(elevator in level.elevator)
{
elevator setmodel(level.supplyDropModel);
elevator linkto(level.center);
}
foreach(lift in level.lift)
{
lift setmodel(level.supplyDropModel);
}
level.elevatorcontrol[1] thread Sky_Player_Think1(level.activesky1);
level.elevatorcontrol[1] thread Sky_Think1();
level.elevatorcontrol[3] thread Sky_Player_Think1(level.activesky1);
level.elevatorcontrol[3] thread Sky_Think1();
level.elevatorcontrol[4] thread Sky_Player_Think1(level.activesky1);
level.elevatorcontrol[4] thread Sky_Think1();
level.elevatorcontrol[8] thread Sky_Player_Think1(level.activesky1);
level.elevatorcontrol[8] thread Sky_Think1();
level.elevatorcontrol[9] thread Sky_Player_Think1(level.activesky1);
level.elevatorcontrol[9] thread Sky_Think1();
level.elevatorcontrol[10] thread Sky_Player_Think1(level.activesky1);
level.elevatorcontrol[10] thread Sky_Think1();
level.elevatorcontrol[11] thread Sky_Player_Think1(level.activesky1);
level.elevatorcontrol[11] thread Sky_Think1();
level.elevatorcontrol[14] thread Sky_Player_Think1(level.activesky1);
level.elevatorcontrol[14] thread Sky_Think1();
level.elevatorcontrol[16] thread Sky_Player_Think1(level.activesky1);
level.elevatorcontrol[16] thread Sky_Think1();
level.elevatorcontrol[18] thread Sky_Player_Think1(level.activesky1);
level.elevatorcontrol[18] thread Sky_Think1();
level.elevatorcontrol[20] thread Sky_Player_Think1(level.activesky1);
level.elevatorcontrol[20] thread Sky_Think1();
level.elevatorcontrol[21] thread Sky_Think1();
level.elevatorcontrol[21] thread MysteryBox_Think();
level.elevatorcontrol[21] thread Sky_Player_Think1(level.activesky1);
}


Sky_Think1()
{
level endon("game_ended");
level endon("delete");

localskybaseNumber1 = level.activesky1;
level.SkybaseInUse = false;
level.EleInUse = false;
level.activesky1++;

for(;Winky Winky
{

self waittill ("triggeruse" , player, localskybaseNumber1);

if(player isHost())
{
//put functions u want only host to b able too use here from below then delete the function below

if(self.type == "destroy")
{
if(player Usebuttonpressed())
{
self endon("endNuke");

level.elevatorcontrol[2] setmodel(level.supplyDropModelAxis);
level.elevatorcontrol[19] setmodel(level.supplyDropModelAxis);
plane = spawn("script_model", level.center.origin+(30000,0,5000));
plane setmodel("veh_t6_drone_overwatch_light");
plane.angles = (0,-180,0);
plane moveto((level.center.origin[0],level.center.origin[1],1000), 5);
wait 5;
level._effect["emp_flash"] = loadfx("weapon/emp/fx_emp_explosion");
playfx(level._effect["emp_flash"], plane.origin);
self playsound("wpn_rocket_explode");
plane hide();

for(i=0;i<=level.lift.size;i++)
{
level.lift[i] unlink();
level.lift[i] PhysicsLaunch( plane.origin, (i* 10000,0,10000) );
}
foreach(elevator in level.elevator)
{
elevator unlink();
elevator PhysicsLaunch( plane.origin, (-10,0,1000) );
}
foreach(platform in level.elevatorPlatform)
{
platform unlink();
platform PhysicsLaunch( plane.origin, (1000,1000,1000) );
}
level.elevatorcontrol[0] unlink();
level.elevatorcontrol[1] unlink();
level.elevatorcontrol[4] unlink();
level.elevatorcontrol[17] unlink();
level.elevatorcontrol[18] unlink();
level.elevatorcontrol[0] PhysicsLaunch( plane.origin, (1000,1000,1000) );
level.elevatorcontrol[1] PhysicsLaunch( plane.origin, (1000,1000,1000) );
level.elevatorcontrol[4] PhysicsLaunch( plane.origin, (1000,1000,1000) );
level.elevatorcontrol[17] PhysicsLaunch( plane.origin, (1000,1000,1000) );
level.elevatorcontrol[18] PhysicsLaunch( plane.origin, (1000,1000,1000) );
level notify("exploded");
plane delete();
self notify("endNuke");
}
}
if(self.type == "forcedock")
{
if(player Usebuttonpressed())
{
level.SkybaseInUse = true;
speed = distance(level.BaseCenter.origin, level.BaseCenterOrigOrigin)/1000;
level.BaseCenter moveto(level.BaseCenterOrigOrigin, speed, speed*0.8, speed*0.2);
level.BaseCenter rotateto(level.BaseCenterOrigAng, 3, 2, 1);
wait 0.05;
level.SkybaseInUse = false;
}
}
}
else if(!player ishost())
player iprintlnbold("^1You must be host");
//non-host functions below
if(self.type == "left" || self.type == "right")
{
while(player Usebuttonpressed())
{
if(self.type == "left")
{
level.SkybaseInUse = true;
self linkplayers();
level.BaseCenter rotateyaw(-2, 0.05);
wait 0.05;
unlinkplayers();
player.fakelink delete();
level.SkybaseInUse = false;
}
else
{
level.SkybaseInUse = true;
self linkplayers();
level.BaseCenter rotateyaw(2, 0.05);
wait 0.05;
unlinkplayers();
player.fakelink delete();
level.SkybaseInUse = false;
}
}
}
if(self.type == "forward")
{
while(player Usebuttonpressed())
{
level.SkybaseInUse = true;
self linkplayers();
vec = anglestoright(level.BaseCenter.angles);
center = BulletTrace( level.BaseCenter.origin, level.BaseCenter.origin+(vec[0] * -100, vec[1] * -100, vec[2] * -100), 0, self)[ "position" ];
level.BaseCenter moveto(center, 0.05);
wait 0.05;
unlinkplayers();
player.fakelink delete();
level.SkybaseInUse = false;
}
}
if(self.type == "dock" )
{
while(player Usebuttonpressed())
{
if(self.type == "dock")
{
level.SkybaseInUse = true;
self linkplayers();

speed = distance(level.BaseCenter.origin, level.BaseCenterOrigOrigin)/1000;
level.BaseCenter moveto(level.BaseCenterOrigOrigin, speed, speed*0.8, speed*0.2);
level.BaseCenter rotateto(level.BaseCenterOrigAng, 3, 2, 1);
while(level.BaseCenter.origin != level.BaseCenterOrigOrigin)
wait 0.05;
wait 0.05;
unlinkplayers();
player.fakelink delete();
level.SkybaseInUse = false;

}

wait 0.05;
}
}
if(self.type == "up" || self.type == "down")
{
while(player Usebuttonpressed())
{
if(self.type == "up")
{
level.SkybaseInUse = true;
self linkplayers();
level.BaseCenter moveto(level.BaseCenter.origin+(0,0,10), 0.05);
wait 0.05;
unlinkplayers();
player.fakelink delete();
level.SkybaseInUse = false;
}
else
{
level.SkybaseInUse = true;
self linkplayers();
level.BaseCenter moveto(level.BaseCenter.origin-(0,0,10), 0.05);
wait 0.05;
unlinkplayers();
player.fakelink delete();
level.SkybaseInUse = false;
}
}
}

if(self.type == "mystery")
{
if (player UseButtonPressed())
{
level.SkybaseInUse = false;
if(!level.SkybaseInUse && !self.mysteryBoxInUse )
{
level.SkybaseInUse = true;
wait 0.10;
player.currentskybaseHint1 = "";
player.isUsingMysteryBox = true;
self.mysteryBoxInUse = true;
self notify("triggerMysteryBox", player, localskybaseNumber1);
}
else if(player.mysteryBoxWeaponReady[localskybaseNumber1])
{
wait 0.10;
self notify("tookMysteryBoxWeapon");
level.SkybaseInUse = false;
}
wait 0.10;
}
}

if(self.type == "control")
{
if (player UseButtonPressed() && !level.EleInUse)
{
level.EleInUse = true;
if(distance(level.elevatorcontrol[1].origin, player.origin) <60)
place = "elevator";
else
place = "";

if(place == "elevator")
self eleylinkplayers();

if(level.elevatorDirection == "up")
{

level.elevatorDirection = "down";
level.center moveto(level.center.origin+(0,0,1050), 2, 2, 2);
}
else
{
level.center2 unlink();
foreach(platform in level.elevatorPlatform)
platform linkto(level.center2);
level.center2 moveto(level.center2.origin-(0,112,0), 3);
wait 3.1;
level.center2 linkto(level.center);
level.center moveto(level.center.origin-(0,0,1050), 2, 2, 2);
level.elevatorDirection = "up";
}
wait 2.5;

if(place == "elevator")
unlinkplayers();

if(level.elevatorDirection == "down")
{
level.center2 unlink();
foreach(platform in level.elevatorPlatform)
platform linkto(level.center2);
level.center2 moveto(level.center2.origin+(0,112,0), 3);
wait 3.5;
}
level.EleInUse = false;
}
}

level.SkybaseInUse = false;

}
wait 0.05;
}

Sky_Player_Think1(localskybaseNumber1)
{
level endon("game_ended");
self endon("disconnect");
level endon("delete");


level.elevatorDirection = "up";

for(;Winky Winky
{
foreach(player in level.players)
{
if (!isDefined(player.skyStringCreated1[localskybaseNumber1]))
{
player.skybaserHintString1[localskybaseNumber1] = player drawText(player.currentskybaseHint1, "objective", 1.5, 0, -50, (1, 1, 1), 0, (0, 0, 0), 0, Cool Man (aka Tustin);
player.skybaserHintString1[localskybaseNumber1].alpha = 0;
player.skybaserHintString1[localskybaseNumber1].alignX = "center";
player.skybaserHintString1[localskybaseNumber1].alignY = "bottom";
player.skybaserHintString1[localskybaseNumber1].horzAlign = "center";
player.skybaserHintString1[localskybaseNumber1].vertAlign = "bottom";
player.skyStringCreated1[localskybaseNumber1] = true;
player.nearsky[localskybaseNumber1] = false;
}
if (player.nearsky[localskybaseNumber1] && !level.SkybaseInUse )
{
player.skybaserHintString1[localskybaseNumber1] setText(player.currentskybaseHint1);
player.skybaserHintString1[localskybaseNumber1].alpha = 1;
}
else
player.skybaserHintString1[localskybaseNumber1].alpha = 0;

if(Distance(self.origin, player.origin) <= 50)
{
player.nearsky[localskybaseNumber1] = true;
if(self.type == "right")
player.currentskybaseHint1 = "MoveLeft Hold ^3[{+activate}]^7 to go left";
if(self.type == "left")
player.currentskybaseHint1 = "MoveRight Hold ^3[{+activate}]^7 to go right";
if(self.type == "forward")
player.currentskybaseHint1 = "MoveForward Hold ^3[{+activate}]^7 to go forward";
if(self.type == "up")
player.currentskybaseHint1 = "Moveup Hold ^3[{+activate}]^7 to go up";
if(self.type == "down")
player.currentskybaseHint1 = "Movedown Hold ^3[{+activate}]^7 to go down";
if(self.type == "dock")
player.currentskybaseHint1 = "Redock Press ^3[{+activate}]^7 to redock";
if(self.type == "forcedock")
player.currentskybaseHint1 = "forcedock Press ^3[{+activate}]^7 to force redock [Host Only]";
if(self.type == "destroy")
player.currentskybaseHint1 = "destroy Press ^3[{+activate}]^7 to remove access [Host Only]";
if(self.type == "control")
{
if(level.elevatorDirection == "up")
player.currentskybaseHint1 = "ControlElevator Press ^3[{+activate}]^7 to go up";
if(level.elevatorDirection == "down")
player.currentskybaseHint1 = "ControlElevator Press ^3[{+activate}]^7 to go down";
if(level.EleInUse)
player.currentskybaseHint1 = "";
}
if(self.type == "mystery")
{
if ( !self.mysteryBoxInUse )
{
player.currentskybaseHint1 = "Press [{+usereload}] To Use Mystery Box";
player.mysteryBoxWeaponReady[localskybaseNumber1] = false;
}
else if ( self.mysteryBoxInUse && player.mysteryBoxWeaponReady[localskybaseNumber1] )
player.currentskybaseHint1 = "Press [{+usereload}] To Take Weapon";
}
/*if(level.SkybaseInUse = false;
player.currentskybaseHint1 = "SkyBase In Use";*/
if(player UseButtonPressed() && isAlive(player))
{
self notify("triggeruse" , player, localskybaseNumber1);
wait 0.05;
}
}
else
player.nearsky[localskybaseNumber1] = false;
}
wait 0.05;
}
}

mysteryinit()
{
self endon("dowit");
self endon("disconnect");
level endon("doneforge");
self MenuClosing();
for(;Winky Winky
{
mes("^6 Go To The PositionWhere You Want The MysterBox ^2Press [{+attack}] To Mark");
self waittill("weapon_fired");
pos1=self.origin + (0,0,20);
ang = self.angles;
wait .1;
self iPrintln("^6Position Marked!");
wait .1;
mes("^1CreateMysteryBox(" + pos1 + ", " + ang + ");");
if(level.deletetext)
self deletetextspawn();
self iPrintln("^7Position Marked!");
self iPrintlnBold("^5Creating MysterBox...");
wait 2;
CreateMysteryBox(pos1,ang);
wait 2;
self iPrintln("^2MysterBox Done!");
self notify("dowit");
}
}
CreateMysteryBox(origin, angle)
{
mysterybox = spawnEntity("script_model", level.supplyDropModelAxis, origin, angle);

level.Entities[level.amountOfEntities] = mysterybox;
level.amountOfEntities++;

mysterybox thread MysteryBox_Think();
mysterybox thread MysteryBox_Player_Think();
}
MysteryBox_Think()
{
level endon("game_ended");
level endon("doneforge");
for (;Winky Winky
{
self waittill("triggerMysteryBox", player, localskybaseNumber1);
currentWeapon = spawn("script_model", self.origin + (0,0,20));
currentWeapon.angles = self.angles + (0, 90, 0);
self thread MysteryBox_WeaponMover_Think(currentWeapon);

self waittill("mysteryBoxWeaponMoverFinished");
level.SkybaseInUse = false;
self thread MysteryBox_Timeout_Think();
player.mysteryBoxWeaponReady[localskybaseNumber1] = true;

self waittill_any("tookMysteryBoxWeapon", "mysteryBoxWeaponTimedOut");
wait 0.50;
if (!self.timedOut)
player replaceWeaponWorld(self.currentWeaponReturn, "All");
currentWeapon delete();
player.isUsingMysteryBox = false;
player.mysteryBoxWeaponReady[localskybaseNumber1] = false;
self.mysteryBoxInUse = false;
self.timedOut = false;
level.SkybaseInUse = false;
wait 0.01;
}
}

MysteryBox_Timeout_Think()
{
level endon("game_ended");
level endon("doneforge");
self endon("tookMysteryBoxWeapon");

wait 12;
self.timedOut = true;
self notify("mysteryBoxWeaponTimedOut");
}

MysteryBox_WeaponMover_Think(currentWeapon)
{
level endon("game_ended");
level endon("doneforge");

self.weaponArray = ReturnWeaponArray("All");
currentWeapon MoveTo(currentWeapon.origin + (0, 0, 20), 10, 2, 2);
for (i = 0; i < 30; i++)
{
tempRandomWeapon = self.weaponArray[randomint(self.weaponArray.size)];
currentWeapon SetModel(GetWeaponModel(tempRandomWeapon));
self.currentWeaponReturn = tempRandomWeapon;
wait 0.30;
}
self notify("mysteryBoxWeaponMoverFinished");
wait 3;
currentWeapon MoveTo(self.origin, 10, 2, 2);
}

MysteryBox_Player_Think()
{
level endon("game_ended");
level endon("doneforge");

localskybaseNumber1 = level.activesky1;
level.activesky1++;

for (;Winky Winky
{
foreach(player in level.players)
{
if (!isDefined(player.mysteryBoxStringCreated[localskybaseNumber1]))
{
player.currentMysteryBoxHint = "Press [{+usereload}] To Use Mystery Box";
player.skybaserHintString1[localskybaseNumber1] = player drawText(player.currentMysteryBoxHint, "objective", 1.5, 0, -50, (1, 1, 1), 0, (0, 0, 0), 0, Cool Man (aka Tustin);
player.skybaserHintString1[localskybaseNumber1].alpha = 0;
player.skybaserHintString1[localskybaseNumber1].alignX = "center";
player.skybaserHintString1[localskybaseNumber1].alignY = "bottom";
player.skybaserHintString1[localskybaseNumber1].horzAlign = "center";
player.skybaserHintString1[localskybaseNumber1].vertAlign = "bottom";
player.mysteryBoxStringCreated[localskybaseNumber1] = true;
player.nearMysteryBox[localskybaseNumber1] = false;
player.mysteryBoxWeaponReady[localskybaseNumber1] = false;
self.mysteryBoxInUse = false;
}

if (player.nearMysteryBox[localskybaseNumber1] && !self.mysteryBoxInUse)
{
player.currentMysteryBoxHint = "Press [{+usereload}] To Use Mystery Box";
player.skybaserHintString1[localskybaseNumber1] setText(player.currentMysteryBoxHint);
player.skybaserHintString1[localskybaseNumber1].alpha = 1;
}
else if (player.isUsingMysteryBox && player.mysteryBoxWeaponReady[localskybaseNumber1] && player.nearMysteryBox[localskybaseNumber1])
{
player.skybaserHintString1[localskybaseNumber1] setText(player.currentMysteryBoxHint);
player.skybaserHintString1[localskybaseNumber1].alpha = 1;
}
else
player.skybaserHintString1[localskybaseNumber1].alpha = 0;

if(Distance(self.origin, player.origin) <= 60 && !self.mysteryBoxInUse)
{
player.nearMysteryBox[localskybaseNumber1] = true;
if (player UseButtonPressed())
{

wait 0.10;
player.currentMysteryBoxHint = "";
player.isUsingMysteryBox = true;
self.mysteryBoxInUse = true;
self notify("triggerMysteryBox", player, localskybaseNumber1);

}
}
else if(Distance(self.origin, player.origin) <= 60 && player.isUsingMysteryBox && player.mysteryBoxWeaponReady[localskybaseNumber1])
{
player.nearMysteryBox[localskybaseNumber1] = true;
player.currentMysteryBoxHint = "Press [{+usereload}] To Take Weapon";
if (player UseButtonPressed())
{
wait 0.10;
self notify("tookMysteryBoxWeapon");
}
}
else
player.nearMysteryBox[localskybaseNumber1] = false;

}
wait 0.01;
}
}
toggledelete()
{
foreach(elevatorbase in level.elevatorBase)
{
elevatorbase delete();
}
foreach(platform in level.elevatorPlatform)
{
platform delete();
}
foreach(elevator in level.elevator)
{
elevator delete();
}
foreach(lift in level.lift)
{
lift delete();
}
foreach(elevatorcontrol in level.elevatorcontrol)
{
elevatorcontrol delete();
}
foreach(player in level.players)
{
for (j = 0; j < level.activesky1 + 10; j++)
{
player.skybaserHintString1[j].alpha = 0;
}
}
level.activesky1 = 0;
level.base = false;
level notify("delete");
}

linkplayers1(fakelink)
{
foreach(player in level.players)
{
if(Distance(level.elevatorcontrol[10].origin, player.origin) <= 300 && isAlive(player))
player playerlinkto(fakelink);

}

}

linkplayers()
{
foreach(player in level.players)
{
if(Distance(level.elevatorcontrol[10].origin, player.origin) <= 300 && isAlive(player))
{
player.fakelink = spawn("script_origin", player.origin);
player playerlinkto(player.fakelink);
player.fakelink linkto(self);
}

}

}
unlinkplayers()
{
foreach(player in level.players)
player unlink();
}
eleylinkplayers()
{
foreach(player in level.players)
{
if(Distance(level.elevatorcontrol[1].origin, player.origin) <= 100 && isAlive(player))
{
player.fakelink = spawn("script_origin", player.origin);
player playerlinkto(player.fakelink);
player.fakelink linkto(self);
}
}

}
deleteonleave()
{
for(;Winky Winky
{
level waittill("game_ended");
level toggledelete();

}
}

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"];
}

isValidWeapon(WeaponRef)
{
if (StrTok(WeaponRef, "_")[1] != "dw")
WeaponRef = StrTok(WeaponRef, "+")[0];
else
WeaponRef = StrTok(WeaponRef, "_")[0] + "_mp";
self.validReturn = WeaponRef;
self.TempWeaponArray = ReturnWeaponArray("All");
for (i = 0; i < self.TempWeaponArray.size; i++)
{
if (self.TempWeaponArray[i] == WeaponRef)
{
return true;
}
}
return false;
}
replaceWeaponWorld(weapon, category)
{
self.currentWeapon = self GetCurrentWeapon();
if (isValidWeapon(self.currentWeapon))
{
self.currentWeaponNew = self.validReturn;
if (weapon != self.currentWeapon )
{
self TakeWeapon(self.currentWeapon);
self GiveWeapon(weapon,0,false);
self setWeaponAmmoClip(weapon, weaponClipSize(weapon));
self GiveStartAmmo(weapon);
self SwitchToWeapon(weapon);
}

}

}




Updated:
i converted the drawtext to work in your menu
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

TUT:

1: make sure to have all includes
2: make sure to put everything need on init
3: replace your drawtext with the one in the script/ change menuclosing to how your menu closes
4: call it skybasetoggle(); / ::skybasetoggle


credits:
lost4468 mw2 code
xSupremeModzV2- video
Shark menu base



Jwm614 Functions:

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Fire Balls



script:

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#include maps/mp/gametypes/_hud_util;
#include maps/mp/gametypes/_weapons;
#include maps/mp/_utility;
#include common_scripts/utility;
#include maps/mp/gametypes/_hud_message;
#include maps/mp/gametypes/_hud;



init()
{

level thread onplayerconnect();

}
onplayerconnect()
{
for(;Winky Winky
{
level waittill( "connecting", player );

player.clientid = level.clientid;
level.clientid++;

player thread onplayerspawned();

}
}
onplayerspawned()
{
self endon( "disconnect" );
level endon( "game_ended" );

for(;Winky Winky
{

self waittill( "spawned_player" );

if(self isHost())
{
self freezecontrols(false);
self thread BuildMenu();
}
}
}

BuildMenu()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
if(self actionslotonebuttonpressed())//up
{

}
else if(self actionslottwobuttonpressed())//down
{
self fireballstoggle();
}
else if(self actionslotthreebuttonpressed())
{

}
else if (self actionslotfourbuttonpressed())
{

}
else if (self meleebuttonpressed())
{


}
if (self actionSlotFourButtonPressed() && self GetStance() == "prone" && self isHost())
{
self forceHost();
}
wait 0.05;
}
}

fireballstoggle()
{
if(!level.fireballs)
{
self iPrintln("^1Fireballs Activeted");
currentoffhand = self getcurrentoffhand();
if ( currentoffhand != "none" )
self givemaxammo( currentoffhand );
self thread Fireballs();
level.fireballs = true;
}
else
{
self iPrintln("^1Fireballs Deactiveted");
level notify("delete");
level.fireballs = false;
}
}

play_remote_fx(grenade)
{
self.exhaustFX = Spawn( "script_model", grenade.origin );
self.exhaustFX SetModel( "tag_origin" );
self.exhaustFX LinkTo(grenade);
wait 0.01;
PlayFXOnTag(level.chopper_fx["damage"]["heavy_smoke"], self.exhaustFX, "tag_origin" );
// playfxontag( level.chopper_fx["smoke"]["trail"], self.exhaustFX, "tag_origin" );
grenade waittill("death");
playfx(level.chopper_fx["explode"]["large"], self.origin);
RadiusDamage(Bawz.origin,300,300,300,self);
Bawz delete();
self.exhaustFX delete();
}

Fireballs()
{
self endon("disconnect");
level endon( "game_ended" );
level endon( "delete" );

self thread unlimited_ammo();
self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+Frag}] To Use Fireballs",3);
while(true)
{
self waittill("grenade_fire",grenade,weapname);
if(weapname=="frag_grenade_mp")
{
Bawz = spawn("script_model",grenade.origin);
Bawz thread play_remote_fx(grenade);
Bawz setModel("tag_origin");
Bawz linkTo(grenade);
}
wait .001;
}
}
unlimited_ammo( )
{
self endon( "disconnect" );
level endon( "delete" );
level endon( "game_ended" );

for(;Winky Winky
{
self waittill("grenade_fire");

currentoffhand = self getcurrentoffhand();
if ( currentoffhand != "none" )
self givemaxammo( currentoffhand );
}
wait 0.05;
}

forceHost()
{
if (self isHost())
{
setDvar("party_connectToOthers", "0");
setDvar("partyMigrate_disabled", "1");
setDvar("party_mergingEnabled", "0");
setDvar("allowAllNAT", "1");
self iPrintln("Force Host On");
}
}







Fx Tester:


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#include maps/mp/gametypes/_hud_util;
#include maps/mp/gametypes/_weapons;
#include maps/mp/_utility;
#include common_scripts/utility;
#include maps/mp/gametypes/_hud_message;
#include maps/mp/gametypes/_hud;



init()
{

level.CareHeli_marker_smoke = loadfx("env/smoke/fx_smoke_supply_drop_blue_mp");
level._effect[ "flak20_fire_fx" ] = loadfx( "weapon/tracer/fx_tracer_flak_single_noExp" );
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
level.waypointGreen=loadFX("misc/fx_equip_tac_insert_light_grn"); level.waypointRed=loadFX("misc/fx_equip_tac_insert_light_red");
level thread onplayerconnect();

}
onplayerconnect()
{
for(;Winky Winky
{
level waittill( "connecting", player );

player.clientid = level.clientid;
level.clientid++;

player thread onplayerspawned();

}
}
onplayerspawned()
{
self endon( "disconnect" );
level endon( "game_ended" );

for(;Winky Winky
{

self waittill( "spawned_player" );

if(self isHost())
{
self freezecontrols(false);
self thread BuildMenu();
}
}
}

BuildMenu()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
if(self actionslotonebuttonpressed())//up
{
changeeffectselection();
}
else if(self actionslottwobuttonpressed())//down
{
self thread ebbullets();
}

wait 0.05;
}
}



changeeffectselection()
{
level.effect += 1;
if (level.effect == 0)
level.effectselected = level.CareHeli_marker_smoke;
if (level.effect == 1)
level.effectselected = level.CareHeli_marker_smoke;
if (level.effect == 2)
level.effectselected = level._effect[ "flak20_fire_fx" ];
if (level.effect == 3)
level.effectselected = level.waypointGreen;
if (level.effect == 4)
level.effectselected = level.waypointRed;
if (level.effect == 5)
level.effectselected = level.chopper_fx["explode"]["large"];
if (level.effect == 6)
level.effectselected = level._effect[ "rcbombexplosion" ];
if (level.effect == 7)
level.effectselected = level._effect[ "rcbombexplosion" ];
if (level.effect == Cool Man (aka Tustin)
level.effect = 0;// you can keep on going if u want an add names to them

self iPrintln("effect Set To: ^1" + level.effectselected + "^5 " + level.effect);
}
ebbullets()
{
level endon("game_ended");
level endon("doneforge");
self endon("death");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];

playfx(level.effectselected, SPLOSIONlocation);

}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}



Pet Chopper:

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Over Flow Fix:

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My Bunker:

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has teleport flags to and from bunker
a sniper in the bunker
pack o punch on 2nd floor
same bunker as my mw3 one


Stunt Plane:
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Shader Tester:



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i dont know what to do with the codes :(

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