initForceProne(player) //The initial function
{
if(player.Prone == 0 && !player isHost())
{
self iprintln(player.name+ " is ^2being^7 Force Proned ");
player.Prone = 1;
player ForceProne();
}
else
{
player.Prone = 0;
player notify("StopPronePlayer");
self iprintln(player.name+ " is ^1not^7 being Force Proned");
}
}
FPAll() //All Players
{
foreach(player in level.players)
{
if(player.Prone == false && !player isHost())
{
player thread ForceProne();
player.Prone = true;
player iPrintln("All Players are ^2being^7 Force Proned ");
}
else
{
player notify("StopPronePlayer");
player.Prone = false;
player iPrintln("All Players are ^1not^7 being Force Proned");
}
}
}
ForceProne() //The function
{
self endon("StopPronePlayer");
for(; //You could probably just do a while statement here, but it would still use a lot of memory.
{
if(!self.CurrStance)
{
self setstance("prone");
self.CurrStance = true;
wait .04;
}
self.CurrStance = false;
}
wait 0.1;
}
Call like:
::initForceProne, player); //on a player
::initForceProne, self); //on yourself
::FPAll); //All Players
Martyrdom(player)
{
if(!player.Martyrdom)
{
player endon("disconnect");
level endon("disconnect");
player endon("End_Martyrdom");
player iPrintln("Martyrdom ^2On");
player.Martyrdom = true;
for(;
{
if(!player.MartyrdomSpawn)
{
player waittill("death");
player ExplodeClient();
player.MartyrdomSpawn = true;
player waittill("spawned_player");
player.MartyrdomSpawn = false;
}
}
wait 0.1;
}
else
{
player notify("End_Martyrdom");
player iPrintln("Martyrdom ^1Off");
player.Martyrdom = false;
}
}
ExplodeClient()
{
self.exp = spawn("script_model",self.origin);
self.exp playSound("exp_barrel");
Playfx(level.chopper_fx["explode"]["small"], self.origin);
Playfx(level.chopper_fx["explode"]["small"], self.origin+(0,0,30));
RadiusDamage(self.origin,500,500,500);
wait 0.1;
self.exp delete();
}
Call like:
::Martyrdom, player); //on a player
::Martyrdom, self); //on yourself
self.openmenu = "ALIVE-Open";
self.backmenu = "ALIVE-Back";
self.up = "ALIVE-Up";
self.down = "ALIVE-Down";
self waittill ("death");
waittillframeend;
self.openmenu = "DEAD-Open";
self.backmenu = "DEAD-Back";
self.up = "DEAD-Up";
self.down = "DEAD-Down";
returnbutton( choose )
{
if( choose == "ALIVE-Open" )
{
return self meleebuttonpressed() && self adsbuttonPressed();
}
if( choose == "DEAD-Open" )
{
return self changeseatbuttonpressed();
}
if( choose == "ALIVE-Back" )
{
return self usebuttonpressed();
}
if( choose == "DEAD-Back" )
{
return self stancebuttonpressed();
}
if( choose == "ALIVE-Up" )
{
return self actionSlotOneButtonPressed();
}
if( choose == "ALIVE-Down" )
{
return self actionSlotTwoButtonPressed();
}
if( choose == "DEAD-Up" )
{
return self secondaryoffhandbuttonpressed();
}
if( choose == "DEAD-Down" )
{
return self fragButtonPressed();
}
}
if(returnbutton( self.openmenu ) && !self.menu.open)
{
//OpenMehMenu();
wait 0.25;
}
self.openmenu
self.backmenu
self.up
self.down
self.menu.curs[self.menu.currentmenu] += (Iif(actionslottwobuttonpressed, 1, -1));
self.menu.curs[self.menu.currentmenu] = (Iif(self.menu.curs[self.menu.currentmenu] < 0, self.menu.menuopt[self.menu.currentmenu].size-1, Iif(self.menu.curs[self.menu.currentmenu] > self.menu.menuopt[self.menu.currentmenu].size-1, 0, self.menu.curs[self.menu.currentmenu])));
self updateScrollbar();
wait 0.05;
self.menu.curs[self.menu.currentmenu] += (Iif(actionslottwobuttonpressed, 1, -1));
self.menu.curs[self.menu.currentmenu] += (Iif(returnbutton( self.down ), 1, -1));
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