Post: Forge Help
10-20-2014, 09:15 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Look, ive got this:

ForgeRamp()
{
self endon("death");
self endon("doneforge");
for(;Winky Winky
{
self iPrintlnBold("^2Go To The Start Position Of The Ramp \n^2Press [{+attack}] To Mark");
self waittill("weapon_fired");
pos1=self.origin;
wait .1;
self iPrintln("^2Position Marked!");
wait 1;
self iPrintlnBold("^2Go To The End Position Of The Ramp \n^2Press [{+attack}] To Mark");
self waittill("weapon_fired");
pos2=self.origin;
wait .1;
self iPrintln("^2Position Marked!");
self iPrintlnBold("^2Creating Ramp...");
wait 2;
level thread CreateRamp(pos1,pos2);
self iPrintln("^2Ramp Done!");
self notify("doneforge");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2CODE: ^1"+functiontype+"("+pos1+", "+pos2+")", 13);
}
}




CreateRamp(top,bottom)
{
D=Distance(top,bottom);
blocks=xxroundUp(D / 30);
CX=top[0] - bottom[0];
CY=top[1] - bottom[1];
CZ=top[2] - bottom[2];
XA=CX / blocks;
YA=CY / blocks;
ZA=CZ / blocks;
CXY=Distance((top[0],top[1],0),(bottom[0],bottom[1],0));
Temp=VectorToAngles(top - bottom);
BA =(Temp[2],Temp[1] + 90,Temp[0]);
for(b=0;b < blocks;b++)
{
block=spawn("script_model",(bottom +((XA,YA,ZA)* B)));
block setModel("t6_wpn_supply_drop_ally");
block.angles=BA;
blockb=spawn("trigger_radius",(0,0,0),0,65,30);
blockb.origin=block.origin+(0,0,5);
blockb.angles=BA;
blockb setContents(1);
wait 0.01;
}
block=spawn("script_model",(bottom +((XA,YA,ZA)* blocks)-(0,0,5)));
block setModel("t6_wpn_supply_drop_ally");
block.angles =(BA[0],BA[1],0);
blockb=spawn("trigger_radius",(0,0,0),0,65,30);
blockb.origin=block.origin+(0,0,5);
blockb.angles =(BA[0],BA[1],0);
blockb setContents(1);
wait 0.01;
}

ForgeTele()
{
self endon("death");
self endon("doneforge");
for(;Winky Winky
{
self iPrintlnBold("^2Go To The Start Position Of The Teleporter \n^2Press [{+attack}] To Mark");
self waittill("weapon_fired");
pos1=self.origin;
wait .1;
self iPrintln("^2Position Marked!");
wait 1;
self iPrintlnBold("^2Go To The End Position Of The Teleporter \n^2Press [{+attack}] To Mark");
self waittill("weapon_fired");
pos2=self.origin;
wait .1;
self iPrintln("^2Position Marked!");
self iPrintlnBold("^2Creating Teleporter...");
wait 2;
level thread CreateFlag(pos1,pos2);
self iPrintln("^2Elevator Done!");
self notify("doneforge");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2CODE: ^1"+functiontype+"("+pos1+", "+pos2+")", 13);
}
}


CreateFlag(enter,exit,vis,radius,angle)
{
if(!isDefined(vis))vis=0;
if(!isDefined(angle))angle =(0,0,0);
flag=spawn("script_model",enter);
flag setModel("mp_flag_green");
flag.angles=angle;
if(vis==0)
{
col="objective";
flag xxshowInMap(col);
wait 0.01;
flag=spawn("script_model",exit);
flag setModel("mp_flag_red");
}
wait 0.01;
self thread xxElevatorThink(enter,exit,radius,angle);
}
xxElevatorThink(enter,exit,radius,angle)
{
level endon("GEND");
if(!isDefined(radius))radius=50;
while(1)
{
for(i=0;i< level.players.size;i++)
{
p=level.players;
if(Distance(enter,p.origin)<= radius)
{
p SetOrigin(exit);
p SetPlayerAngles(angle);
if(p.team=="axis")p thread xxSpNorm(0.1,1.7,1);
if(isDefined(p.elvz))p.elvz++;
}
}
wait .5;
}
}
xxshowInMap(shader)
{
}


xxSpNorm(slow,time,acc,li)
{
self endon("death");
self endon("disconnect");
if(!isDefined(li))li=0;
if(self.lght==1 && li==0)return;
if(!isDefined(acc))acc=0;
self SetMoveSpeedScale(slow);
wait time;
for(;Winky Winky
{
if(acc==0)break;
slow =(slow + 0.1);
self SetMoveSpeedScale(slow);
if(slow==1.0)break;
wait .15;
}
self thread xxLWSP();
}
xxLWSP()
{
self SetMoveSpeedScale(1.0);
if(self.lght==1)self SetMoveSpeedScale(1.4);
}

ForgeLifts()
{
self endon("death");
self endon("doneforge");
for(;Winky Winky
{
self iPrintlnBold("^2Go To The Start Position Of The Teleporter \n^2Press [{+attack}] To Mark");
self waittill("weapon_fired");
pos1=self.origin;
wait .1;
self iPrintln("^2Position Marked!");
wait 1;
self iPrintlnBold("^2Go To The End Position Of The Teleporter \n^2Press [{+attack}] To Mark");
self waittill("weapon_fired");
pos2=self.origin;
wait .1;
self iPrintln("^2Position Marked!");
self iPrintlnBold("^2Creating Teleporter...");
wait 2;
level thread CreateLift(pos1,pos2);
self iPrintln("^2Elevator Done!");
self notify("doneforge");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2CODE: ^1"+functiontype+"("+pos1+", "+pos2+")", 13);
}
}


CreateLift(pos,height)
{
lift=spawn("script_model",pos);
lift setModel("t6_wpn_supply_drop_axis");
wait .05;
lift.angles =(0,0,270);
wait .05;
lift thread ForgeLiftUp(pos,height);
}
ForgeLiftUp(pos,height)
{
level endon("GEND");
while(1)
{
players=level.players;
for(index=0;index < players.size;index++)
{
player=players[index];
if(Distance(pos,player.origin)<= 50)
{
player setOrigin(pos);
player thread ForgeLiftAct(pos,height);
wait 3;
}
wait 0.01;
}
wait 1;
}
}
ForgeLiftAct(pos,height)
{
self endon("death");
self endon("disconnect");
self endon("ZBSTART");
self.liftz=1;
posa=self.origin;
fpos=posa[2] + height;
h=0;
for(j=1;self.origin[2] < fpos;j+=j)
{
if(j > 130)j=130;
h=h+j;
self SetOrigin((pos)+(0,0,h));
wait .1;
}
vec=anglestoforward(self getPlayerAngles());
end =(vec[0] * 160,vec[1] * 160,vec[2] * 10);
self SetOrigin(self.origin + end);
wait .2;
posz=self.origin;
wait 4;
self.liftz=0;
if(self.origin==posz)self SetOrigin(posa);
}

xxroundUp(floatVal)
{
if(int(floatVal)!= floatVal)return int(floatVal+1);
else return int(floatVal);
}

ForgeWall()
{
self endon("death");
self endon("doneforge");
for(;Winky Winky
{
self iPrintlnBold("^2Go To The Start Position Of The Wall \n^2Press [{+attack}] To Mark");
self waittill("weapon_fired");
pos1=self.origin;
wait .1;
self iPrintln("^2Position Marked!");
wait 1;
self iPrintlnBold("^2Go To The End Position Of The Wall \n^2Press [{+attack}] To Mark");
self waittill("weapon_fired");
pos2=self.origin;
wait .1;
self iPrintln("^2Position Marked!");
self iPrintlnBold("^2Creating Wall...");
wait 2;
level thread CreateWall(pos1,pos2);
self iPrintln("^2Wall Done!");
self notify("doneforge");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2CODE: ^1"+functiontype+"("+pos1+", "+pos2+")", 13);
}
}




CreateWall(top,bottom)
{
blockb=[];
blockc=[];
D=Distance((top[0],top[1],0),(bottom[0],bottom[1],0));
H=Distance((0,0,top[2]),(0,0,bottom[2]));
blocks=xxroundUp(D / 40);
height=xxroundUp(H / 40);
CX=bottom[0] - top[0];
CY=bottom[1] - top[1];
CZ=bottom[2] - top[2];
XA=CX / blocks;
YA=CY / blocks;
ZA=CZ / height;
TXA=(XA / 4);
TYA=(YA / 4);
Temp=VectorToAngles(bottom - top);
BA =(0,Temp[1],90);
for(h=0;h < height;h++)
{
fstpos=(top+(TXA,TYA,10)+((0,0,ZA)* h));
block=spawn("script_model",fstpos);
block setModel("t6_wpn_supply_drop_ally");
block.angles=BA;
blockb[h]=spawn("trigger_radius",(0,0,0),0,75,40);
blockb[h].origin=fstpos;
blockb[h].angles=BA;
blockb[h] setContents(1);
wait 0.001;
for(i=0;i < blocks;i++)
{
secpos=(top +((XA,YA,0)* i)+(0,0,10)+((0,0,ZA)* h));
block=spawn("script_model",secpos);
block setModel("t6_wpn_supply_drop_ally");
block.angles =BA;
blockc=spawn("trigger_radius",(0,0,0),0,75,40);
blockc.origin=secpos;
blockc.angles=BA;
blockc setContents(1);
wait 0.001;
}
}
}


ForgeGrids()
{
self endon("death");
self endon("doneforge");
for(;Winky Winky
{
self iPrintlnBold("^2Go To The Start Position Of Grid \n^2Press [{+attack}] To Mark");
self waittill("weapon_fired");
pos1=self.origin;
wait .1;
self iPrintln("^2Position Marked!");
wait 1;
self iPrintlnBold("^2Go To The End Position Of Grid \n^2Press [{+attack}] To Mark");
self waittill("weapon_fired");
pos2=self.origin;
wait .1;
self iPrintln("^2Position Marked!");
self iPrintlnBold("^2Creating Grid...");
wait 2;
level thread CreateGrids(pos1,pos2);
self iPrintln("^2Grid Done!");
self notify("doneforge");
self thread maps\mp\gametypes\_hud_message::hintMessage("^2CODE: ^1"+functiontype+"("+pos1+", "+pos2+")", 13);
}
}


CreateGrids(corner1,corner2,angle)
{
blockfloor=[];
W=Distance((corner1[0],0,0),(corner2[0],0,0));
L=Distance((0,corner1[1],0),(0,corner2[1],0));
H=Distance((0,0,corner1[2]),(0,0,corner2[2]));
CX=corner2[0] - corner1[0];
CY=corner2[1] - corner1[1];
CZ=corner2[2] - corner1[2];
ROWS=xxroundUp(W / 40);
COLUMNS=xxroundUp(L / 55);
HEIGHT=xxroundUp(H / 20);
XA=CX / ROWS;
YA=CY / COLUMNS;
ZA=CZ / HEIGHT;
center=spawn("script_model",corner1);
for(r=0;r<=ROWS;r++)
{
for(c=0;c<=COLUMNS;c++)
{
for(h=0;h<=HEIGHT;h++)
{
floor=(corner1 +(XA * r, YA * c, ZA * h));
block=spawn("script_model",floor);
block setModel("t6_wpn_supply_drop_ally");
block.angles =(0,0,0);
block LinkTo(center);
blockfloor[h]=spawn("trigger_radius",(0,0,0),0,65,30);
blockfloor[h].origin=floor;
blockfloor[h].angles=(0,90,0);
blockfloor[h] setContents(1);
}
}
}
center.angles=angle;
}


But the Cordinates and stuff dont show up on the screen! so my question is how can i make the cordinates shop up in the top of my screen?
Last edited by Unboundh4x ; 10-20-2014 at 09:22 AM.
10-20-2014, 09:17 AM #2
One
At least I can fight


[spoiler*]
use this without the *
[/spoiler*]

10-20-2014, 09:23 AM #3
thanks
10-20-2014, 09:40 AM #4
OpenlyLegit
Can’t trickshot me!
Originally posted by Unboundh4x View Post
thanks


hey bro how do i use this?
10-20-2014, 10:02 AM #5
just put it in ur gsc but i need help Getting the coordinates on top of my screen when i spawn something
10-20-2014, 10:16 AM #6
Originally posted by Unboundh4x View Post
just put it in ur gsc but i need help Getting the coordinates on top of my screen when i spawn something


just get your origin (function) and self thread it :p need any help, message on skype: scarzmodz
10-20-2014, 11:20 AM #7
Taylor
Former Black Knight.
Moved to Call of Duty: Black Ops 2 GSC Mods and Scripts Questions. Smile
10-20-2014, 12:25 PM #8
jwm614
NextGenUpdate Elite
I will release my menu wen I get off work and clean it up a bit
And I gota add the maps creator in

The following user thanked jwm614 for this useful post:

iifire
10-20-2014, 01:47 PM #9
Thanks man i love u (nohomo)
I just made some teleporters on all maps but ur menu is fucking awesome as i cant Get grids and stuff to work and coördinates thing!
Im cant WAIT for The release Happy
10-21-2014, 02:19 AM #10
iifire
Pokemon Trainer
disable smiley.
Edit: i changed it myself. all codes work. no bugs yet. make the ramp cp's spaced apart more for more entitys.
Last edited by iifire ; 10-21-2014 at 03:27 AM.

Copyright © 2024, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo