Post: Flip player code
05-14-2016, 12:09 AM #1
Saber_JZY
Bounty hunter
(adsbygoogle = window.adsbygoogle || []).push({}); Can some1 plz link to me the flip player code in Loz's menu or Blazed v1.
Thanks
05-14-2016, 12:32 AM #2
Patrick
League Champion
Meh here you go, the model is not able to fall yet but thats easily added.

    ToggleFlips(Flip)
{
if(!isDefined(self.ExtFlips))
{
self.ExtFlips = "Active";
self thread Ext_Flips( Flip );
self thread updateMenuText("Flips ^2ON/^7OFF");
}
else
{
self.ExtFlips = undefined;
self notify("Ext_Stop_Flip");
self.Ext_BackFlip delete();
self.Flipping = undefined;
self thread updateMenuText("Flips ON/^1OFF");
}
}
Ext_Flips( Flip )
{
self endon("Ext_Stop_Flip");
self endon("disconnect");

self iprintln("Press [{+usereload}] to Flip");
self iprintln("Current Flip: ^2"+self.WitchFlip);
for(;Winky Winky
{
if(self useButtonPressed() && !isDefined(self.Flipping))
{
self.Flipping = true;
self.Ext_BackFlip = modelSpawner(self.origin, "tag_origin", self.angles);
self linkto(self.Ext_BackFlip);
if(Flip == "FrontFlip")
self.Ext_BackFlip RotatePitch(2 *180, 1.5);
if(Flip == "BackFlip")
self.Ext_BackFlip RotatePitch(2 *-180, 1.5);
if(Flip == "SideFlipLeft")
self.Ext_BackFlip RotateRoll(2 *180, 1.5);
if(Flip == "SideFlipRight")
self.Ext_BackFlip RotateRoll(2 *-180, 1.5);
wait 1.6;
self unlink();
self.Ext_BackFlip delete();
self.Flipping = undefined;
}
wait .05;
}
}
Last edited by Patrick ; 05-17-2016 at 12:09 PM.

The following 2 users say thank you to Patrick for this useful post:

iRnZ, ProfoundModz
05-14-2016, 12:37 AM #3
DF_AUS
NextGenUpdate Elite
Originally posted by 32085
Meh here you go, the model is not able to fall yet but thats easily added.

    ToggleFlips(Flip)
{
if(!isDefined(self.ExtFlips))
{
self.ExtFlips = "Active";
self thread Ext_Flips( Flip );
}
else
{
self.ExtFlips = undefined;
self notify("Ext_Stop_Flip");
self.Ext_BackFlip delete();
}
}
Ext_Flips( Flip )
{
self endon("Ext_Stop_Flip");
self endon("disconnect");

self iprintln("Press [{+usereload}] to Flip");
self iprintln("Current Flip: ^2"+self.WhichFlip);
self.WhichFlip = Flip;
for(;Winky Winky
{
if(self useButtonPressed())
{
self.Ext_BackFlip = spawn("script_model", self.origin);
self linkto(self.Ext_BackFlip);
if(isDefined(self.WhichFlip == "FrontFlip"))
self.Ext_BackFlip RotatePitch(2 *180, 1.5);
else if(isDefined(self.WhichFlip == "BackFlip"))
self.Ext_BackFlip RotatePitch(2 *-180, 1.5);
else if(isDefined(self.WhichFlip == "SideFlipLeft"))
self.Ext_BackFlip RotateRoll(2 *180, 1.5);
else if(isDefined(self.WhichFlip == "SideFlipRight"))
self.Ext_BackFlip RotateRoll(2 *-180, 1.5);
wait 1.6;
self unlink();
self.Ext_BackFlip delete();
}
wait .05;
}
}


Lol,from now on im placing no effort into attempting codes,im just gonna ask my good friend " ChangedExtinct " lol

The following 2 users say thank you to DF_AUS for this useful post:

ODLeslie, ProfoundModz
05-14-2016, 12:59 AM #4
Originally posted by AUS View Post
Lol,from now on im placing no effort into attempting codes,im just gonna ask my good friend " ChangedExtinct " lol


Ikr someone post, There is his reply just like that lol
05-14-2016, 01:41 AM #5
Patrick
League Champion
Originally posted by AUS View Post
Lol,from now on im placing no effort into attempting codes,im just gonna ask my good friend " ChangedExtinct " lol


well.. Anthony has made me into the man today, all thanks to him Enzo No

The following user thanked Patrick for this useful post:

DF_AUS
05-27-2016, 07:24 AM #6
Saber_JZY
Bounty hunter
Originally posted by 32085
Meh here you go, the model is not able to fall yet but thats easily added.

    ToggleFlips(Flip)
{
if(!isDefined(self.ExtFlips))
{
self.ExtFlips = "Active";
self thread Ext_Flips( Flip );
self thread updateMenuText("Flips ^2ON/^7OFF");
}
else
{
self.ExtFlips = undefined;
self notify("Ext_Stop_Flip");
self.Ext_BackFlip delete();
self.Flipping = undefined;
self thread updateMenuText("Flips ON/^1OFF");
}
}
Ext_Flips( Flip )
{
self endon("Ext_Stop_Flip");
self endon("disconnect");

self iprintln("Press [{+usereload}] to Flip");
self iprintln("Current Flip: ^2"+self.WitchFlip);
for(;Winky Winky
{
if(self useButtonPressed() && !isDefined(self.Flipping))
{
self.Flipping = true;
self.Ext_BackFlip = modelSpawner(self.origin, "tag_origin", self.angles);
self linkto(self.Ext_BackFlip);
if(Flip == "FrontFlip")
self.Ext_BackFlip RotatePitch(2 *180, 1.5);
if(Flip == "BackFlip")
self.Ext_BackFlip RotatePitch(2 *-180, 1.5);
if(Flip == "SideFlipLeft")
self.Ext_BackFlip RotateRoll(2 *180, 1.5);
if(Flip == "SideFlipRight")
self.Ext_BackFlip RotateRoll(2 *-180, 1.5);
wait 1.6;
self unlink();
self.Ext_BackFlip delete();
self.Flipping = undefined;
}
wait .05;
}
}


Extinct,this doesn't work,no model spawns?
05-27-2016, 07:25 AM #7
Saber_JZY
Bounty hunter
Originally posted by TheNiceUb3r View Post
Ikr someone post, There is his reply just like that lol


Plz df_aus,just post yours coz Loz didn't release his Azza source?
05-27-2016, 08:43 AM #8
DF_AUS
NextGenUpdate Elite
Originally posted by JZY View Post
Plz df_aus,just post yours coz Loz didn't release his Azza source?


Extinct's is neater than mine dude,just change the way his code spawns the model and you should be good,here's mine from BlazeD v2,yet,your gonna have to alter a few lines to make it work with your menu ( nothing complicated though ),by the way,Extinct told me if you use tag_origin you don't need to use hide(); Smile


    
FlipMeee()
{
if (self.SxcMoves == 0)
self.SxcMoves = 1;
pN("", "cM");
self lb("t");
self thread Fliptimeee();
pN("^5Press [{+actionslot 3}] To Flip Left", "sD");
wait 2;
pN("^5Press [{+actionslot 4}] To Flip Right", "sD");
wait 2;
pN("^5Press [{+actionslot 2}] To 180 Flip", "sD");
wait 2;
pN("^5Press [{+actionslot 1}] To Disable Flipping", "sD");
}

Fliptimeee()
{
self endon("disconnect");
self endon("end_selFlip");

DF_AUS = safeSpawnScriptModel(self.origin);
DF_AUS setModel("defaultactor");
DF_AUS pN(DF_AUS, "sU");
self playerLinkTo(DF_AUS);

for(;Winky Winky
{
if (self.SxcMoves == 1)
{
if(self actionSlotthreeButtonPressed()){
DF_AUS RotateRoll(360, 1.5);}
if(self actionslottwobuttonpressed()) {
DF_AUS rotatepitch(-180,0.5);}
if(self actionslotfourbuttonpressed()) {
DF_AUS RotateRoll(-360, 1.5);}
if(self actionSlotOneButtonPressed()) {
self.SxcMoves = 0;
self lb("f");
pN("Flipping Motions: ^1OFF", "sN");
pN("", "sU");
DF_AUS delete();
pN("end_selFlip", "sT");}
}
wait 0.05;
}
}
Last edited by DF_AUS ; 05-27-2016 at 12:33 PM.
05-27-2016, 11:36 AM #9
Patrick
League Champion
Originally posted by JZY View Post
Extinct,this doesn't work,no model spawns?


It does work lmao, you are probably getting a unknown function called "modelSpawner" here it is.
    modelSpawner(origin, model, angles)
{
obj = spawn("script_model", origin);
obj setModel(model);
if(isDefined(angles))
obj.angles = angles;
return obj;
}
05-28-2016, 10:26 AM #10
iRnZ
NextGenUpdate Elite
    FlipsToggle()
{
if(self.Flips == "BACKFLIP")
{
self notify ("end_Flip");
self unlink();
self thread doBackFlip();
self iPrintln("^2Back Flip");
self iPrintln("^2Press [{+actionslot 2}]");
self.Flips = "FRONTFLIP";
}
else if(self.Flips == "FRONTFLIP")
{
self notify ("end_Flip");
self unlink();
self thread doFrontFlip();
self iPrintln("^2Front Flip");
self iPrintln("^2Press [{+actionslot 2}]");
self.Flips = "LEFTFLIP";
}
else if(self.Flips == "LEFTFLIP")
{
self notify ("end_Flip");
self unlink();
self thread doLeftFlip();
self iPrintln("^2Left Flip");
self iPrintln("^2Press [{+actionslot 2}]");
self.Flips = "RIGHTFLIP";
}
else if(self.Flips == "RIGHTFLIP")
{
self notify ("end_Flip");
self unlink();
self thread doRightFlip();
self iPrintln("^2Right Flip");
self iPrintln("^2Press [{+actionslot 2}]");
self.Flips = "OFFFLIP";
}
else if(self.Flips == "OFFFLIP")
{
self notify("end_Flip");
self unlink();
self iPrintln("^1Flips Disabled");
self.Flips = "BACKFLIP";
}
}

doBackFlip()
{
self endon( "end_Flip" );
self endon( "game_ended" );
self endon( "disconnect" );

for(;Winky Winky
{
if(self actionSlottwoButtonPressed())
{
playeror = self GetOrigin();
playeran = self getPlayerAngles();
Flip_Crate = spawn( "script_model", playeror);
Flip_Crate setmodel("tag_origin");
Flip_Crate.angles = playeran;
Flip_Crate.origin = playeror;
self LinkTo( Flip_Crate );
Flip_Crate RotatePitch((2 * -180), 1.5);
wait 1.6;
self unlink();
Flip_Crate Delete();
}
wait 0.05;
}
}

doFrontFlip()
{
self endon( "end_Flip" );
self endon( "game_ended" );
self endon( "disconnect" );

for(;Winky Winky
{
if(self actionSlottwoButtonPressed())
{
playeror = self GetOrigin();
playeran = self getPlayerAngles();
Flip_Crate = spawn( "script_model", playeror);
Flip_Crate setmodel("tag_origin");
Flip_Crate.angles = playeran;
Flip_Crate.origin = playeror;
self LinkTo( Flip_Crate );
Flip_Crate Rotatepitch((2 * 180), 1.5);
wait 1.6;
self unlink();
Flip_Crate Delete();
}
wait 0.05;
}
}

doLeftFlip()
{
self endon( "end_Flip" );
self endon( "game_ended" );
self endon( "disconnect" );

for(;Winky Winky
{
if(self actionSlottwoButtonPressed())
{
playeror = self GetOrigin();
playeran = self getPlayerAngles();
Flip_Crate = spawn( "script_model", playeror);
Flip_Crate setmodel("tag_origin");
Flip_Crate.angles = playeran;
Flip_Crate.origin = playeror;
self LinkTo( Flip_Crate );
Flip_Crate Rotateroll((2 * 180), 1.5);
wait 1.6;
self unlink();
Flip_Crate Delete();
}
wait 0.05;
}
}

doRightFlip()
{
self endon( "end_Flip" );
self endon( "game_ended" );
self endon( "disconnect" );

for(;Winky Winky
{
if(self actionSlottwoButtonPressed())
{
playeror = self GetOrigin();
playeran = self getPlayerAngles();
Flip_Crate = spawn( "script_model", playeror);
Flip_Crate setmodel("tag_origin");
Flip_Crate.angles = playeran;
Flip_Crate.origin = playeror;
self LinkTo( Flip_Crate );
Flip_Crate Rotateroll((2 * -180), 1.5);
wait 1.6;
self unlink();
Flip_Crate Delete();
}
wait 0.05;
}
}


just use ::FlipsToggle
Last edited by iRnZ ; 05-28-2016 at 10:31 AM.

The following 2 users say thank you to iRnZ for this useful post:

ProfoundModz, Saber_JZY

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