Post: Death Wall and Riot Wars
02-05-2011, 05:25 AM #1
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
(adsbygoogle = window.adsbygoogle || []).push({}); Here's a little something i made using Chrome Playa's tutorial:



Yeah, yeah i know. I didnt record or edit the vid, i know it says "I present my great editing" but as most of you know and as well as i do, this isn't hard to do. All i did was copy and paste the coding from Chrome Playa's Tut and changed the coordinates, big woop...

The Death Wall takes up alot of space (coding wise) mostly because i dont know how (or if it possible) to make an entire wall move. I left my notes in just in case any one wants to change it up, move carepackages, the timing or whatever, and no it doesn't kill you because i don't know how to do that. Also these only work on terminal.

Ill explain my notes:
"Row" meaning the carepackages starting from the ground up.

"#" meaning the carepackages starting from left to right or right to left.. depending on how you look at it. Happy

"close/far" close being the wall of enemy carepackages without shade on them, far being the wall of enemy carepackages with shade on them.

"sidewall left" is the wall with carepackages moving in and out of it on the left when looking at the "far" wall.

"sidewall right" is the wall with carepackages moving in and out of it on the right when looking at the "far" wall.


Death Wall: (Terminal)
    white(){
self iPrintln("^0WHITEBOY's ^2Death Wall ^2Spawned! ^0Have Fun!");
CreateRamps((1319, 3815, 43), (1319, 3657, 93));
CreateElevator((1319, 3530, 110), (897, -1393, 39));
CreateElevator((610, -1384, 261), (1460, 3530, 112));
CreateWalls((1184, -1768, 45), (1184, -1000, 261));
CreateWalls((610, -1768, 45), (610, -1000, 261));
//row 1 close
CreateAsc((654,-1000,55), (654,-1379,55), 0, 30);
CreateAsc((654,-1000,83), (654,-1379,83), 0, 30);
CreateAsc((654,-1000,111), (654,-1379,111), 0, 30);
CreateAsc((654,-1000,139), (654,-1379,139), 0, 30);
CreateAsc((654,-1000,167), (654,-1379,167), 0, 30);
CreateAsc((654,-1028,195), (654,-1407,195), 0, 30);
CreateAsc((654,-1000,195), (654,-1379,195), 0, 30);
CreateAsc((654,-1000,223), (654,-1379,223), 0, 30);
CreateAsc((654,-1000,251), (654,-1379,251), 0, 30);
//row 2 close
CreateAsc((708,-1028,83), (708,-1407,83), 0, 30);
CreateAsc((708,-1000,55), (708,-1379,55), 0, 30);
CreateAsc((708,-1000,83), (708,-1379,83), 0, 30);
CreateAsc((708,-1000,111), (708,-1379,111), 0, 30);
CreateAsc((708,-1000,139), (708,-1379,139), 0, 30);
CreateAsc((708,-1000,167), (708,-1379,167), 0, 30);
CreateAsc((708,-1000,195), (708,-1379,195), 0, 30);
CreateAsc((708,-1000,223), (708,-1379,223), 0, 30);
CreateAsc((708,-1000,251), (708,-1379,251), 0, 30);
//row 3 close
CreateAsc((762,-1000,55), (762,-1379,55), 0, 30);
CreateAsc((762,-1000,83), (762,-1379,83), 0, 30);
CreateAsc((762,-1000,111), (762,-1379,111), 0, 30);
CreateAsc((762,-1000,139), (762,-1379,139), 0, 30);
CreateAsc((762,-1014,139), (762,-1393,139), 0, 30);
CreateAsc((762,-1000,167), (762,-1379,167), 0, 30);
CreateAsc((762,-1000,195), (762,-1379,195), 0, 30);
CreateAsc((762,-1000,223), (762,-1379,223), 0, 30);
CreateAsc((762,-1000,251), (762,-1379,251), 0, 30);
//row 4 close
CreateAsc((816,-1000,55), (816,-1379,55), 0, 30);
CreateAsc((816,-1000,83), (816,-1379,83), 0, 30);
CreateAsc((816,-1028,111), (816,-1407,111), 0, 30);
CreateAsc((816,-1000,111), (816,-1379,111), 0, 30);
CreateAsc((816,-1000,139), (816,-1379,139), 0, 30);
CreateAsc((816,-1000,167), (816,-1379,167), 0, 30);
CreateAsc((816,-1000,195), (816,-1379,195), 0, 30);
CreateAsc((816,-1000,223), (816,-1379,223), 0, 30);
CreateAsc((816,-1000,251), (816,-1379,251), 0, 30);
//row 5 close
CreateAsc((870,-1000,55), (870,-1379,55), 0, 30);
CreateAsc((870,-1000,83), (870,-1379,83), 0, 30);
CreateAsc((870,-1000,111), (870,-1379,111), 0, 30);
CreateAsc((870,-1000,139), (870,-1379,139), 0, 30);
CreateAsc((870,-1000,167), (870,-1379,167), 0, 30);
CreateAsc((870,-1000,195), (870,-1379,195), 0, 30);
CreateAsc((870,-1028,223), (870,-1407,223), 0, 30);
CreateAsc((870,-1000,223), (870,-1379,223), 0, 30);
CreateAsc((870,-1000,251), (870,-1379,251), 0, 30);
//row 6 close
CreateAsc((924,-1000,55), (924,-1379,55), 0, 30);
CreateAsc((924,-1000,83), (924,-1379,83), 0, 30);
CreateAsc((924,-1000,111), (924,-1379,111), 0, 30);
CreateAsc((924,-1028,139), (924,-1407,139), 0, 30);
CreateAsc((924,-1000,139), (924,-1379,139), 0, 30);
CreateAsc((924,-1000,167), (924,-1379,167), 0, 30);
CreateAsc((924,-1000,195), (924,-1379,195), 0, 30);
CreateAsc((924,-1000,223), (924,-1379,223), 0, 30);
CreateAsc((924,-1000,251), (924,-1379,251), 0, 30);
//row 7 close
CreateAsc((978,-1000,55), (978,-1379,55), 0, 30);
CreateAsc((978,-1000,83), (978,-1379,83), 0, 30);
CreateAsc((978,-1028,111), (978,-1407,111), 0, 30);
CreateAsc((978,-1000,111), (978,-1379,111), 0, 30);
CreateAsc((978,-1000,139), (978,-1379,139), 0, 30);
CreateAsc((978,-1000,167), (978,-1379,167), 0, 30);
CreateAsc((978,-1000,195), (978,-1379,195), 0, 30);
CreateAsc((978,-1000,223), (978,-1379,223), 0, 30);
CreateAsc((978,-1000,251), (978,-1379,251), 0, 30);
//row 8 close
CreateAsc((1032,-1000,55), (1032,-1379,55), 0, 30);
CreateAsc((1032,-1000,83), (1032,-1379,83), 0, 30);
CreateAsc((1032,-1000,111), (1032,-1379,111), 0, 30);
CreateAsc((1032,-1000,139), (1032,-1379,139), 0, 30);
CreateAsc((1032,-1000,167), (1032,-1379,167), 0, 30);
CreateAsc((1032,-1000,195), (1032,-1379,195), 0, 30);
CreateAsc((1032,-1000,223), (1032,-1379,223), 0, 30);
CreateAsc((1032,-1000,251), (1032,-1379,251), 0, 30);
//row 9 close
CreateAsc((1086,-1000,55), (1086,-1379,55), 0, 30);
CreateAsc((1086,-1000,83), (1086,-1379,83), 0, 30);
CreateAsc((1086,-1000,111), (1086,-1379,111), 0, 30);
CreateAsc((1086,-1000,139), (1086,-1379,139), 0, 30);
CreateAsc((1086,-1000,167), (1086,-1379,167), 0, 30);
CreateAsc((1086,-1000,195), (1086,-1379,195), 0, 30);
CreateAsc((1086,-1028,167), (1086,-1407,167), 0, 30);
CreateAsc((1086,-1000,223), (1086,-1379,223), 0, 30);
CreateAsc((1086,-1000,251), (1086,-1379,251), 0, 30);
//row 10 close
CreateAsc((1140,-1000,55), (1140,-1379,55), 0, 30);
CreateAsc((1140,-1000,83), (1140,-1379,83), 0, 30);
CreateAsc((1140,-1000,111), (1140,-1379,111), 0, 30);
CreateAsc((1140,-1000,139), (1140,-1379,139), 0, 30);
CreateAsc((1140,-1000,167), (1140,-1379,167), 0, 30);
CreateAsc((1140,-1000,195), (1140,-1379,195), 0, 30);
CreateAsc((1140,-1000,223), (1140,-1379,223), 0, 30);
CreateAsc((1140,-1000,251), (1140,-1379,251), 0, 30);
//row 1 far
CreateAsc((654,-1768,55), (654,-1407,55), 0, 30);
CreateAsc((654,-1768,83), (654,-1407,83), 0, 30);
CreateAsc((654,-1768,111), (654,-1407,111), 0, 30);
CreateAsc((654,-1768,139), (654,-1407,139), 0, 30);
CreateAsc((654,-1768,167), (654,-1407,167), 0, 30);
CreateAsc((654,-1768,195), (654,-1407,195), 0, 30);
CreateAsc((654,-1768,223), (654,-1407,223), 0, 30);
CreateAsc((654,-1768,251), (654,-1407,251), 0, 30);
//row 2 far
CreateAsc((708,-1768,55), (708,-1407,55), 0, 30);
CreateAsc((708,-1768,83), (708,-1407,83), 0, 30);
CreateAsc((708,-1768,111), (708,-1407,111), 0, 30);
CreateAsc((708,-1740,139), (708,-1379,139), 0, 30);
CreateAsc((708,-1768,139), (708,-1407,139), 0, 30);
CreateAsc((708,-1768,167), (708,-1407,167), 0, 30);
CreateAsc((708,-1768,195), (708,-1407,195), 0, 30);
CreateAsc((708,-1768,223), (708,-1407,223), 0, 30);
CreateAsc((708,-1768,251), (708,-1407,251), 0, 30);
//row 3 far
CreateAsc((762,-1768,55), (762,-1407,55), 0, 30);
CreateAsc((762,-1768,83), (762,-1407,83), 0, 30);
CreateAsc((762,-1768,111), (762,-1407,111), 0, 30);
CreateAsc((762,-1768,139), (762,-1407,139), 0, 30);
CreateAsc((762,-1768,167), (762,-1407,167), 0, 30);
CreateAsc((762,-1768,195), (762,-1407,195), 0, 30);
CreateAsc((762,-1768,223), (762,-1407,223), 0, 30);
CreateAsc((762,-1768,251), (762,-1407,251), 0, 30);
//row 4 far
CreateAsc((816,-1768,55), (816,-1407,55), 0, 30);
CreateAsc((816,-1740,83), (816,-1379,83), 0, 30);
CreateAsc((816,-1768,83), (816,-1407,83), 0, 30);
CreateAsc((816,-1768,111), (816,-1407,111), 0, 30);
CreateAsc((816,-1768,139), (816,-1407,139), 0, 30);
CreateAsc((816,-1768,167), (816,-1407,167), 0, 30);
CreateAsc((816,-1768,195), (816,-1407,195), 0, 30);
CreateAsc((816,-1768,223), (816,-1407,223), 0, 30);
CreateAsc((816,-1740,223), (816,-1379,223), 0, 30);
CreateAsc((816,-1768,251), (816,-1407,251), 0, 30);
//row 5 far
CreateAsc((870,-1768,55), (870,-1407,55), 0, 30);
CreateAsc((870,-1768,83), (870,-1407,83), 0, 30);
CreateAsc((870,-1768,111), (870,-1407,111), 0, 30);
CreateAsc((870,-1768,139), (870,-1407,139), 0, 30);
CreateAsc((870,-1768,167), (870,-1407,167), 0, 30);
CreateAsc((870,-1768,195), (870,-1407,195), 0, 30);
CreateAsc((870,-1768,223), (870,-1407,223), 0, 30);
CreateAsc((870,-1768,251), (870,-1407,251), 0, 30);
//row 6 far
CreateAsc((924,-1768,55), (924,-1407,55), 0, 30);
CreateAsc((924,-1768,83), (924,-1407,83), 0, 30);
CreateAsc((924,-1768,111), (924,-1407,111), 0, 30);
CreateAsc((924,-1768,139), (924,-1407,139), 0, 30);
CreateAsc((924,-1768,167), (924,-1407,167), 0, 30);
CreateAsc((924,-1768,195), (924,-1407,195), 0, 30);
CreateAsc((924,-1768,223), (924,-1407,223), 0, 30);
CreateAsc((924,-1768,251), (924,-1407,251), 0, 30);
//row 7 far
CreateAsc((978,-1768,55), (978,-1407,55), 0, 30);
CreateAsc((978,-1768,83), (978,-1407,83), 0, 30);
CreateAsc((978,-1768,111), (978,-1407,111), 0, 30);
CreateAsc((978,-1768,139), (978,-1407,139), 0, 30);
CreateAsc((978,-1768,167), (978,-1407,167), 0, 30);
CreateAsc((978,-1740,195), (978,-1379,195), 0, 30);
CreateAsc((978,-1768,195), (978,-1407,195), 0, 30);
CreateAsc((978,-1768,223), (978,-1407,223), 0, 30);
CreateAsc((978,-1768,251), (978,-1407,251), 0, 30);
//row 8 far
CreateAsc((1032,-1740,55), (1032,-1379,55), 0, 30);
CreateAsc((1032,-1768,55), (1032,-1407,55), 0, 30);
CreateAsc((1032,-1768,83), (1032,-1407,83), 0, 30);
CreateAsc((1032,-1768,111), (1032,-1407,111), 0, 30);
CreateAsc((1032,-1768,139), (1032,-1407,139), 0, 30);
CreateAsc((1032,-1768,167), (1032,-1407,167), 0, 30);
CreateAsc((1032,-1768,195), (1032,-1407,195), 0, 30);
CreateAsc((1032,-1768,223), (1032,-1407,223), 0, 30);
CreateAsc((1032,-1768,251), (1032,-1407,251), 0, 30);
//row 9 far
CreateAsc((1086,-1768,55), (1086,-1407,55), 0, 30);
CreateAsc((1086,-1768,83), (1086,-1407,83), 0, 30);
CreateAsc((1086,-1768,111), (1086,-1407,111), 0, 30);
CreateAsc((1086,-1768,139), (1086,-1407,139), 0, 30);
CreateAsc((1086,-1768,167), (1086,-1407,167), 0, 30);
CreateAsc((1086,-1768,195), (1086,-1407,195), 0, 30);
CreateAsc((1086,-1768,223), (1086,-1407,223), 0, 30);
CreateAsc((1086,-1768,251), (1086,-1407,251), 0, 30);
//row 10 far
CreateAsc((1140,-1768,55), (1140,-1407,55), 0, 30);
CreateAsc((1140,-1768,83), (1140,-1407,83), 0, 30);
CreateAsc((1140,-1768,111), (1140,-1407,111), 0, 30);
CreateAsc((1140,-1740,111), (1140,-1379,111), 0, 30);
CreateAsc((1140,-1768,139), (1140,-1407,139), 0, 30);
CreateAsc((1140,-1768,167), (1140,-1407,167), 0, 30);
CreateAsc((1140,-1768,195), (1140,-1407,195), 0, 30);
CreateAsc((1140,-1768,223), (1140,-1407,223), 0, 30);
CreateAsc((1140,-1768,251), (1140,-1407,251), 0, 30);
//side wall left
CreateAsc2((1198,-1565,83), (1154,-1565,83), 0, 2);
CreateAsc2((1198,-1537,167), (1154,-1537,167), 0, 6);
CreateAsc2((1198,-1481,111), (1154,-1481,111), 0, 4);
CreateAsc2((1198,-1425,139), (1154,-1425,139), 0, 2);
CreateAsc2((1154,-1341,83), (1154,-1341,167), 0, 5);
CreateAsc2((1198,-1313,195), (1154,-1313,195), 0, 2);
CreateAsc2((1198,-1285,55), (1154,-1285,55), 0, 2);
CreateAsc2((1198,-1229,111), (1154,-1229,111), 0, 1);
CreateAsc2((1198,-1201,195), (1154,-1201,195), 0, 4);
CreateAsc2((1198,-1145,111), (1154,-1145,111), 0, 3);
//side wall right
CreateAsc2((610,-1677,139), (650,-1677,139), 0, 5);
CreateAsc2((610,-1649,83), (650,-1649,83), 0, Cool Man (aka Tustin);
CreateAsc2((610,-1593,167), (650,-1593,167), 0, 6);
CreateAsc2((610,-1537,111), (650,-1537,111), 0, 3);
CreateAsc2((610,-1509,167), (650,-1509,167), 0, 1);
CreateAsc2((610,-1509,83), (650,-1509,83), 0, 4);
CreateAsc2((610,-1453,111), (650,-1453,111), 0, 1);
CreateAsc2((610,-1117,139), (650,-1117,139), 0, 3);
CreateAsc2((650,-1740,55), (650,-1028,55), 0, 7);
CreateAsc2((610,-1397,195), (650,-1397,195), 0, 5);
CreateAsc2((610,-1397,83), (650,-1397,83), 0, 2);
CreateAsc2((610,-1341,139), (650,-1341,139), 0, 7);
CreateAsc2((610,-1313,139), (650,-1313,139), 0, 3);
CreateAsc2((610,-1229,167), (650,-1229,167), 0, 1);
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(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("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateElevator(enter, exit, angle)
{
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}
ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 50){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}

CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}

CreateAsc(depart, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_enemy");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Escalator(depart, arivee, time);
}

Escalator(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (40);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (32);
self.state = "open";
continue;
}
}
}

CreateAsc2(depart, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_enemy");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Escalator2(depart, arivee, time);
}

Escalator2(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (10);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (10);
self.state = "open";
continue;
}
}
}


Riot Warz: (Terminal)
    riotwars(){
self iPrintln("^0WHITEBOY's ^2Ri0t WarZ Spawned! ^0Have Fun!");
CreateAsc((3261,-3800,399), (3261,-3300,399), 0, 1);
CreateAsc((3055,-3900,399), (3055,-3300,399), 0, 2);
CreateAsc((3430,-4000,399), (3430,-3000,399), 0, 3);
CreateRamps((2044, -3573, 43), (2759, -3573, 366));
CreateRamps((4498, -3573, 43), (3783, -3573, 366));
CreateRamps((4498,-3573, 43), (3783,-3573, 366));
CreateRamps((1319, 3815, 43), (1319, 3657, 93));
CreateElevator((1334, 3551, 110), (1903, -3178, 39));
CreateElevator((1903, -3923, 39), (1159, 3551, 39));
CreateGrids((3744, -3574, 376), (2796, -3574, 376), (0, 0, 0));
CreateGrids((2796, -3605, 376), (2888, -3605, 376));
CreateGrids((2796, -3633, 376), (2888, -3633, 376));
CreateGrids((2796, -3661, 376), (2888, -3661, 376));
CreateGrids((2796, -3543, 376), (2888, -3543, 376));
CreateGrids((2796, -3512, 376), (2888, -3512, 376));
CreateGrids((2796, -3481, 376), (2888, -3481, 376));
CreateGrids((3744, -3543, 376), (3652, -3543, 376));
CreateGrids((3744, -3515, 376), (3652, -3515, 376));
CreateGrids((3744, -3487, 376), (3652, -3487, 376));
CreateGrids((3744, -3605, 376), (3652, -3605, 376));
CreateGrids((3744, -3633, 376), (3652, -3633, 376));
CreateGrids((3744, -3661, 376), (3652, -3661, 376));
CreateWalls((3786, -3689, 393), (3624, -3689, 41Cool Man (aka Tustin));
CreateWalls((3624, -3660, 393), (3624, -3610, 41Cool Man (aka Tustin));
CreateWalls((3786, -3661, 393), (3786, -3617, 41Cool Man (aka Tustin));
CreateWalls((3786, -3459, 393), (3624, -3459, 41Cool Man (aka Tustin));
CreateWalls((3786, -3488, 393), (3786, -3528, 41Cool Man (aka Tustin));
CreateWalls((3624, -3488, 393), (3624, -3541, 41Cool Man (aka Tustin));
CreateWalls((2752, -3689, 393), (2914, -3689, 41Cool Man (aka Tustin));
CreateWalls((2914, -3660, 393), (2914, -3610, 41Cool Man (aka Tustin));
CreateWalls((2752, -3661, 393), (2752, -3617, 41Cool Man (aka Tustin));
CreateWalls((2752, -3459, 393), (2914, -3459, 41Cool Man (aka Tustin));
CreateWalls((2914, -3488, 393), (2914, -3541, 41Cool Man (aka Tustin));
CreateWalls((2752, -3488, 393), (2752, -3528, 41Cool Man (aka Tustin));
CreateWalls((1703, -3485, 45), (1703, -3663, 125));
self thread SpawnWeapons(undefined,"riotshield_mp","Riot Shield",(1721, -3574, 80),0);
}

CreateGrids(corner1, corner2, angle)
{
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 = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(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++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
}
}
center.angles = angle;
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(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("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateElevator(enter, exit, angle)
{
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}
ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 50){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}

CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}

SpawnWeapons(WFunc,Weapon,WeaponName,Location,Take Once){
self endon("disconnect");
weapon_model = getWeaponModel(Weapon);
if(weapon_model=="")weapon_model=Weapon;
Wep=spawn("script_model",Location+(0,0,0));
Wep setModel(weapon_model);
for(;Winky Winky{
foreach(player in level.players){
Radius=distance(Location,player.origin);
if(Radius<60){
player setLowerMessage(WeaponName,"Press ^3[{+usereload}]^7 To Swap For "+WeaponName);
if(player UseButtonPressed())wait 0.2;
if(player UseButtonPressed()){
if(!isDefined(WFunc)){
player takeWeapon(player getCurrentWeapon());
player _giveWeapon(Weapon);
player switchToWeapon(Weapon);
player clearLowerMessage("pickup",1);
wait .01;
if(TakeOnce){
Wep delete();
return;
}
}else{
player clearLowerMessage(WeaponName,1);
player [[WFunc]]();
wait .01;
}
}
}else{
player clearLowerMessage(WeaponName,1);
}
wait 0.1;
}
wait 0.1;
}
}

CreateAsc(depart, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_enemy");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Escalator(depart, arivee, time);
}

Escalator(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (time*3);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (time*3);
self.state = "open";
continue;
}
}
}


There you go, i hope you guys like it. There's more that can be done with both of these, but im just learning how to do this stuff. If any one would like to help me make this stuff better i would greatly appreciate it.






Credits:

Chrome Playa for the tut that allowed me to make this.
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DEREKTROTTER for his great copy and paste work of Killingdyl's building functions, for the moving carepackages function and making it a small gamemode.
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Killingdyl for the orignal building functions.

And im pretty sure TheEliteMossy had something to do with this but idk.
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The following 16 users say thank you to -Whiteboy- for this useful post:

.DeadlyMoDz25, bigboybobby14, Boxxxxyyy, Chrome Playa, IAMSTEN, IRiSe_GodFather, JakeM, jkry_2_1_, LeVeJizz, Morphia, NeedaFlameSoon, oGHOSTLYMODZ, qwerew, xd366, xELiT3_Sn1PaXx, ZzXr3V0LuTi0NzZ
02-05-2011, 05:38 AM #2
Chrome Playa
Chrome Gaming Reloaded
Originally posted by KNiiFE View Post
Here's a little something i made using Chrome Playa's tutorial:

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Yeah, yeah i know. I didnt record or edit the vid, i know it says "I present my great editing" but as most of you know and as well as i do, this isn't hard to do. All i did was copy and paste the coding from Chrome Playa's Tut and changed the coordinates, big woop...

The Death Wall takes up alot of space (coding wise) mostly because i dont know how (or if it possible) to make an entire wall move. I left my notes in just in case any one wants to change it up, move carepackages, the timing or whatever, and no it doesn't kill you because i don't know how to do that. Also these only work on terminal.

Ill explain my notes:
"Row" meaning the carepackages starting from the ground up.

"#" meaning the carepackages starting from left to right or right to left.. depending on how you look at it. Happy

"close/far" close being the wall of enemy carepackages without shade on them, far being the wall of enemy carepackages with shade on them.

"sidewall left" is the wall with carepackages moving in and out of it on the left when looking at the "far" wall.

"sidewall right" is the wall with carepackages moving in and out of it on the right when looking at the "far" wall.


Death Wall: (Terminal)
    white(){
self iPrintln("^0WHITEBOY's ^2Death Wall ^2Spawned! ^0Have Fun!");
CreateRamps((1319, 3815, 43), (1319, 3657, 93));
CreateElevator((1319, 3530, 110), (897, -1393, 39));
CreateElevator((610, -1384, 261), (1460, 3530, 112));
CreateWalls((1184, -1768, 45), (1184, -1000, 261));
CreateWalls((610, -1768, 45), (610, -1000, 261));
//row 1 close
CreateAsc((654,-1000,55), (654,-1379,55), 0, 30);
CreateAsc((654,-1000,83), (654,-1379,83), 0, 30);
CreateAsc((654,-1000,111), (654,-1379,111), 0, 30);
CreateAsc((654,-1000,139), (654,-1379,139), 0, 30);
CreateAsc((654,-1000,167), (654,-1379,167), 0, 30);
CreateAsc((654,-1028,195), (654,-1407,195), 0, 30);
CreateAsc((654,-1000,195), (654,-1379,195), 0, 30);
CreateAsc((654,-1000,223), (654,-1379,223), 0, 30);
CreateAsc((654,-1000,251), (654,-1379,251), 0, 30);
//row 2 close
CreateAsc((708,-1028,83), (708,-1407,83), 0, 30);
CreateAsc((708,-1000,55), (708,-1379,55), 0, 30);
CreateAsc((708,-1000,83), (708,-1379,83), 0, 30);
CreateAsc((708,-1000,111), (708,-1379,111), 0, 30);
CreateAsc((708,-1000,139), (708,-1379,139), 0, 30);
CreateAsc((708,-1000,167), (708,-1379,167), 0, 30);
CreateAsc((708,-1000,195), (708,-1379,195), 0, 30);
CreateAsc((708,-1000,223), (708,-1379,223), 0, 30);
CreateAsc((708,-1000,251), (708,-1379,251), 0, 30);
//row 3 close
CreateAsc((762,-1000,55), (762,-1379,55), 0, 30);
CreateAsc((762,-1000,83), (762,-1379,83), 0, 30);
CreateAsc((762,-1000,111), (762,-1379,111), 0, 30);
CreateAsc((762,-1000,139), (762,-1379,139), 0, 30);
CreateAsc((762,-1014,139), (762,-1393,139), 0, 30);
CreateAsc((762,-1000,167), (762,-1379,167), 0, 30);
CreateAsc((762,-1000,195), (762,-1379,195), 0, 30);
CreateAsc((762,-1000,223), (762,-1379,223), 0, 30);
CreateAsc((762,-1000,251), (762,-1379,251), 0, 30);
//row 4 close
CreateAsc((816,-1000,55), (816,-1379,55), 0, 30);
CreateAsc((816,-1000,83), (816,-1379,83), 0, 30);
CreateAsc((816,-1028,111), (816,-1407,111), 0, 30);
CreateAsc((816,-1000,111), (816,-1379,111), 0, 30);
CreateAsc((816,-1000,139), (816,-1379,139), 0, 30);
CreateAsc((816,-1000,167), (816,-1379,167), 0, 30);
CreateAsc((816,-1000,195), (816,-1379,195), 0, 30);
CreateAsc((816,-1000,223), (816,-1379,223), 0, 30);
CreateAsc((816,-1000,251), (816,-1379,251), 0, 30);
//row 5 close
CreateAsc((870,-1000,55), (870,-1379,55), 0, 30);
CreateAsc((870,-1000,83), (870,-1379,83), 0, 30);
CreateAsc((870,-1000,111), (870,-1379,111), 0, 30);
CreateAsc((870,-1000,139), (870,-1379,139), 0, 30);
CreateAsc((870,-1000,167), (870,-1379,167), 0, 30);
CreateAsc((870,-1000,195), (870,-1379,195), 0, 30);
CreateAsc((870,-1028,223), (870,-1407,223), 0, 30);
CreateAsc((870,-1000,223), (870,-1379,223), 0, 30);
CreateAsc((870,-1000,251), (870,-1379,251), 0, 30);
//row 6 close
CreateAsc((924,-1000,55), (924,-1379,55), 0, 30);
CreateAsc((924,-1000,83), (924,-1379,83), 0, 30);
CreateAsc((924,-1000,111), (924,-1379,111), 0, 30);
CreateAsc((924,-1028,139), (924,-1407,139), 0, 30);
CreateAsc((924,-1000,139), (924,-1379,139), 0, 30);
CreateAsc((924,-1000,167), (924,-1379,167), 0, 30);
CreateAsc((924,-1000,195), (924,-1379,195), 0, 30);
CreateAsc((924,-1000,223), (924,-1379,223), 0, 30);
CreateAsc((924,-1000,251), (924,-1379,251), 0, 30);
//row 7 close
CreateAsc((978,-1000,55), (978,-1379,55), 0, 30);
CreateAsc((978,-1000,83), (978,-1379,83), 0, 30);
CreateAsc((978,-1028,111), (978,-1407,111), 0, 30);
CreateAsc((978,-1000,111), (978,-1379,111), 0, 30);
CreateAsc((978,-1000,139), (978,-1379,139), 0, 30);
CreateAsc((978,-1000,167), (978,-1379,167), 0, 30);
CreateAsc((978,-1000,195), (978,-1379,195), 0, 30);
CreateAsc((978,-1000,223), (978,-1379,223), 0, 30);
CreateAsc((978,-1000,251), (978,-1379,251), 0, 30);
//row 8 close
CreateAsc((1032,-1000,55), (1032,-1379,55), 0, 30);
CreateAsc((1032,-1000,83), (1032,-1379,83), 0, 30);
CreateAsc((1032,-1000,111), (1032,-1379,111), 0, 30);
CreateAsc((1032,-1000,139), (1032,-1379,139), 0, 30);
CreateAsc((1032,-1000,167), (1032,-1379,167), 0, 30);
CreateAsc((1032,-1000,195), (1032,-1379,195), 0, 30);
CreateAsc((1032,-1000,223), (1032,-1379,223), 0, 30);
CreateAsc((1032,-1000,251), (1032,-1379,251), 0, 30);
//row 9 close
CreateAsc((1086,-1000,55), (1086,-1379,55), 0, 30);
CreateAsc((1086,-1000,83), (1086,-1379,83), 0, 30);
CreateAsc((1086,-1000,111), (1086,-1379,111), 0, 30);
CreateAsc((1086,-1000,139), (1086,-1379,139), 0, 30);
CreateAsc((1086,-1000,167), (1086,-1379,167), 0, 30);
CreateAsc((1086,-1000,195), (1086,-1379,195), 0, 30);
CreateAsc((1086,-1028,167), (1086,-1407,167), 0, 30);
CreateAsc((1086,-1000,223), (1086,-1379,223), 0, 30);
CreateAsc((1086,-1000,251), (1086,-1379,251), 0, 30);
//row 10 close
CreateAsc((1140,-1000,55), (1140,-1379,55), 0, 30);
CreateAsc((1140,-1000,83), (1140,-1379,83), 0, 30);
CreateAsc((1140,-1000,111), (1140,-1379,111), 0, 30);
CreateAsc((1140,-1000,139), (1140,-1379,139), 0, 30);
CreateAsc((1140,-1000,167), (1140,-1379,167), 0, 30);
CreateAsc((1140,-1000,195), (1140,-1379,195), 0, 30);
CreateAsc((1140,-1000,223), (1140,-1379,223), 0, 30);
CreateAsc((1140,-1000,251), (1140,-1379,251), 0, 30);
//row 1 far
CreateAsc((654,-1768,55), (654,-1407,55), 0, 30);
CreateAsc((654,-1768,83), (654,-1407,83), 0, 30);
CreateAsc((654,-1768,111), (654,-1407,111), 0, 30);
CreateAsc((654,-1768,139), (654,-1407,139), 0, 30);
CreateAsc((654,-1768,167), (654,-1407,167), 0, 30);
CreateAsc((654,-1768,195), (654,-1407,195), 0, 30);
CreateAsc((654,-1768,223), (654,-1407,223), 0, 30);
CreateAsc((654,-1768,251), (654,-1407,251), 0, 30);
//row 2 far
CreateAsc((708,-1768,55), (708,-1407,55), 0, 30);
CreateAsc((708,-1768,83), (708,-1407,83), 0, 30);
CreateAsc((708,-1768,111), (708,-1407,111), 0, 30);
CreateAsc((708,-1740,139), (708,-1379,139), 0, 30);
CreateAsc((708,-1768,139), (708,-1407,139), 0, 30);
CreateAsc((708,-1768,167), (708,-1407,167), 0, 30);
CreateAsc((708,-1768,195), (708,-1407,195), 0, 30);
CreateAsc((708,-1768,223), (708,-1407,223), 0, 30);
CreateAsc((708,-1768,251), (708,-1407,251), 0, 30);
//row 3 far
CreateAsc((762,-1768,55), (762,-1407,55), 0, 30);
CreateAsc((762,-1768,83), (762,-1407,83), 0, 30);
CreateAsc((762,-1768,111), (762,-1407,111), 0, 30);
CreateAsc((762,-1768,139), (762,-1407,139), 0, 30);
CreateAsc((762,-1768,167), (762,-1407,167), 0, 30);
CreateAsc((762,-1768,195), (762,-1407,195), 0, 30);
CreateAsc((762,-1768,223), (762,-1407,223), 0, 30);
CreateAsc((762,-1768,251), (762,-1407,251), 0, 30);
//row 4 far
CreateAsc((816,-1768,55), (816,-1407,55), 0, 30);
CreateAsc((816,-1740,83), (816,-1379,83), 0, 30);
CreateAsc((816,-1768,83), (816,-1407,83), 0, 30);
CreateAsc((816,-1768,111), (816,-1407,111), 0, 30);
CreateAsc((816,-1768,139), (816,-1407,139), 0, 30);
CreateAsc((816,-1768,167), (816,-1407,167), 0, 30);
CreateAsc((816,-1768,195), (816,-1407,195), 0, 30);
CreateAsc((816,-1768,223), (816,-1407,223), 0, 30);
CreateAsc((816,-1740,223), (816,-1379,223), 0, 30);
CreateAsc((816,-1768,251), (816,-1407,251), 0, 30);
//row 5 far
CreateAsc((870,-1768,55), (870,-1407,55), 0, 30);
CreateAsc((870,-1768,83), (870,-1407,83), 0, 30);
CreateAsc((870,-1768,111), (870,-1407,111), 0, 30);
CreateAsc((870,-1768,139), (870,-1407,139), 0, 30);
CreateAsc((870,-1768,167), (870,-1407,167), 0, 30);
CreateAsc((870,-1768,195), (870,-1407,195), 0, 30);
CreateAsc((870,-1768,223), (870,-1407,223), 0, 30);
CreateAsc((870,-1768,251), (870,-1407,251), 0, 30);
//row 6 far
CreateAsc((924,-1768,55), (924,-1407,55), 0, 30);
CreateAsc((924,-1768,83), (924,-1407,83), 0, 30);
CreateAsc((924,-1768,111), (924,-1407,111), 0, 30);
CreateAsc((924,-1768,139), (924,-1407,139), 0, 30);
CreateAsc((924,-1768,167), (924,-1407,167), 0, 30);
CreateAsc((924,-1768,195), (924,-1407,195), 0, 30);
CreateAsc((924,-1768,223), (924,-1407,223), 0, 30);
CreateAsc((924,-1768,251), (924,-1407,251), 0, 30);
//row 7 far
CreateAsc((978,-1768,55), (978,-1407,55), 0, 30);
CreateAsc((978,-1768,83), (978,-1407,83), 0, 30);
CreateAsc((978,-1768,111), (978,-1407,111), 0, 30);
CreateAsc((978,-1768,139), (978,-1407,139), 0, 30);
CreateAsc((978,-1768,167), (978,-1407,167), 0, 30);
CreateAsc((978,-1740,195), (978,-1379,195), 0, 30);
CreateAsc((978,-1768,195), (978,-1407,195), 0, 30);
CreateAsc((978,-1768,223), (978,-1407,223), 0, 30);
CreateAsc((978,-1768,251), (978,-1407,251), 0, 30);
//row 8 far
CreateAsc((1032,-1740,55), (1032,-1379,55), 0, 30);
CreateAsc((1032,-1768,55), (1032,-1407,55), 0, 30);
CreateAsc((1032,-1768,83), (1032,-1407,83), 0, 30);
CreateAsc((1032,-1768,111), (1032,-1407,111), 0, 30);
CreateAsc((1032,-1768,139), (1032,-1407,139), 0, 30);
CreateAsc((1032,-1768,167), (1032,-1407,167), 0, 30);
CreateAsc((1032,-1768,195), (1032,-1407,195), 0, 30);
CreateAsc((1032,-1768,223), (1032,-1407,223), 0, 30);
CreateAsc((1032,-1768,251), (1032,-1407,251), 0, 30);
//row 9 far
CreateAsc((1086,-1768,55), (1086,-1407,55), 0, 30);
CreateAsc((1086,-1768,83), (1086,-1407,83), 0, 30);
CreateAsc((1086,-1768,111), (1086,-1407,111), 0, 30);
CreateAsc((1086,-1768,139), (1086,-1407,139), 0, 30);
CreateAsc((1086,-1768,167), (1086,-1407,167), 0, 30);
CreateAsc((1086,-1768,195), (1086,-1407,195), 0, 30);
CreateAsc((1086,-1768,223), (1086,-1407,223), 0, 30);
CreateAsc((1086,-1768,251), (1086,-1407,251), 0, 30);
//row 10 far
CreateAsc((1140,-1768,55), (1140,-1407,55), 0, 30);
CreateAsc((1140,-1768,83), (1140,-1407,83), 0, 30);
CreateAsc((1140,-1768,111), (1140,-1407,111), 0, 30);
CreateAsc((1140,-1740,111), (1140,-1379,111), 0, 30);
CreateAsc((1140,-1768,139), (1140,-1407,139), 0, 30);
CreateAsc((1140,-1768,167), (1140,-1407,167), 0, 30);
CreateAsc((1140,-1768,195), (1140,-1407,195), 0, 30);
CreateAsc((1140,-1768,223), (1140,-1407,223), 0, 30);
CreateAsc((1140,-1768,251), (1140,-1407,251), 0, 30);
//side wall left
CreateAsc2((1198,-1565,83), (1154,-1565,83), 0, 2);
CreateAsc2((1198,-1537,167), (1154,-1537,167), 0, 6);
CreateAsc2((1198,-1481,111), (1154,-1481,111), 0, 4);
CreateAsc2((1198,-1425,139), (1154,-1425,139), 0, 2);
CreateAsc2((1154,-1341,83), (1154,-1341,167), 0, 5);
CreateAsc2((1198,-1313,195), (1154,-1313,195), 0, 2);
CreateAsc2((1198,-1285,55), (1154,-1285,55), 0, 2);
CreateAsc2((1198,-1229,111), (1154,-1229,111), 0, 1);
CreateAsc2((1198,-1201,195), (1154,-1201,195), 0, 4);
CreateAsc2((1198,-1145,111), (1154,-1145,111), 0, 3);
//side wall right
CreateAsc2((610,-1677,139), (650,-1677,139), 0, 5);
CreateAsc2((610,-1649,83), (650,-1649,83), 0, Cool Man (aka Tustin);
CreateAsc2((610,-1593,167), (650,-1593,167), 0, 6);
CreateAsc2((610,-1537,111), (650,-1537,111), 0, 3);
CreateAsc2((610,-1509,167), (650,-1509,167), 0, 1);
CreateAsc2((610,-1509,83), (650,-1509,83), 0, 4);
CreateAsc2((610,-1453,111), (650,-1453,111), 0, 1);
CreateAsc2((610,-1117,139), (650,-1117,139), 0, 3);
CreateAsc2((650,-1740,55), (650,-1028,55), 0, 7);
CreateAsc2((610,-1397,195), (650,-1397,195), 0, 5);
CreateAsc2((610,-1397,83), (650,-1397,83), 0, 2);
CreateAsc2((610,-1341,139), (650,-1341,139), 0, 7);
CreateAsc2((610,-1313,139), (650,-1313,139), 0, 3);
CreateAsc2((610,-1229,167), (650,-1229,167), 0, 1);
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(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("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateElevator(enter, exit, angle)
{
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}
ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 50){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}

CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}

CreateAsc(depart, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_enemy");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Escalator(depart, arivee, time);
}

Escalator(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (40);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (32);
self.state = "open";
continue;
}
}
}

CreateAsc2(depart, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_enemy");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Escalator2(depart, arivee, time);
}

Escalator2(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (10);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (10);
self.state = "open";
continue;
}
}
}


Riot Warz: (Terminal)
    riotwars(){
self iPrintln("^0WHITEBOY's ^2Ri0t WarZ Spawned! ^0Have Fun!");
CreateAsc((3261,-3800,399), (3261,-3300,399), 0, 1);
CreateAsc((3055,-3900,399), (3055,-3300,399), 0, 2);
CreateAsc((3430,-4000,399), (3430,-3000,399), 0, 3);
CreateRamps((2044, -3573, 43), (2759, -3573, 366));
CreateRamps((4498, -3573, 43), (3783, -3573, 366));
CreateRamps((4498,-3573, 43), (3783,-3573, 366));
CreateRamps((1319, 3815, 43), (1319, 3657, 93));
CreateElevator((1334, 3551, 110), (1903, -3178, 39));
CreateElevator((1903, -3923, 39), (1159, 3551, 39));
CreateGrids((3744, -3574, 376), (2796, -3574, 376), (0, 0, 0));
CreateGrids((2796, -3605, 376), (2888, -3605, 376));
CreateGrids((2796, -3633, 376), (2888, -3633, 376));
CreateGrids((2796, -3661, 376), (2888, -3661, 376));
CreateGrids((2796, -3543, 376), (2888, -3543, 376));
CreateGrids((2796, -3512, 376), (2888, -3512, 376));
CreateGrids((2796, -3481, 376), (2888, -3481, 376));
CreateGrids((3744, -3543, 376), (3652, -3543, 376));
CreateGrids((3744, -3515, 376), (3652, -3515, 376));
CreateGrids((3744, -3487, 376), (3652, -3487, 376));
CreateGrids((3744, -3605, 376), (3652, -3605, 376));
CreateGrids((3744, -3633, 376), (3652, -3633, 376));
CreateGrids((3744, -3661, 376), (3652, -3661, 376));
CreateWalls((3786, -3689, 393), (3624, -3689, 41Cool Man (aka Tustin));
CreateWalls((3624, -3660, 393), (3624, -3610, 41Cool Man (aka Tustin));
CreateWalls((3786, -3661, 393), (3786, -3617, 41Cool Man (aka Tustin));
CreateWalls((3786, -3459, 393), (3624, -3459, 41Cool Man (aka Tustin));
CreateWalls((3786, -3488, 393), (3786, -3528, 41Cool Man (aka Tustin));
CreateWalls((3624, -3488, 393), (3624, -3541, 41Cool Man (aka Tustin));
CreateWalls((2752, -3689, 393), (2914, -3689, 41Cool Man (aka Tustin));
CreateWalls((2914, -3660, 393), (2914, -3610, 41Cool Man (aka Tustin));
CreateWalls((2752, -3661, 393), (2752, -3617, 41Cool Man (aka Tustin));
CreateWalls((2752, -3459, 393), (2914, -3459, 41Cool Man (aka Tustin));
CreateWalls((2914, -3488, 393), (2914, -3541, 41Cool Man (aka Tustin));
CreateWalls((2752, -3488, 393), (2752, -3528, 41Cool Man (aka Tustin));
CreateWalls((1703, -3485, 45), (1703, -3663, 125));
self thread SpawnWeapons(undefined,"riotshield_mp","Riot Shield",(1721, -3574, 80),0);
}

CreateGrids(corner1, corner2, angle)
{
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 = roundUp(W/55);
COLUMNS = roundUp(L/30);
HEIGHT = roundUp(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++){
block = spawn("script_model", (corner1 + (XA * r, YA * c, ZA * h)));
block setModel("com_plasticcase_friendly");
block.angles = (0, 0, 0);
block Solid();
block LinkTo(center);
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
}
}
center.angles = angle;
}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(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("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
CreateElevator(enter, exit, angle)
{
flag = spawn( "script_model", enter );
flag setModel( level.elevator_model["enter"] );
wait 0.01;
flag = spawn( "script_model", exit );
flag setModel( level.elevator_model["exit"] );
wait 0.01;
self thread ElevatorThink(enter, exit, angle);
}
ElevatorThink(enter, exit, angle)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(enter, player.origin) <= 50){
player SetOrigin(exit);
player SetPlayerAngles(angle);
}
}
wait .25;
}
}

CreateWalls(start, end)
{
D = Distance((start[0], start[1], 0), (end[0], end[1], 0));
H = Distance((0, 0, start[2]), (0, 0, end[2]));
blocks = roundUp(D/55);
height = roundUp(H/30);
CX = end[0] - start[0];
CY = end[1] - start[1];
CZ = end[2] - start[2];
XA = (CX/blocks);
YA = (CY/blocks);
ZA = (CZ/height);
TXA = (XA/4);
TYA = (YA/4);
Temp = VectorToAngles(end - start);
Angle = (0, Temp[1], 90);
for(h = 0; h < height; h++){
block = spawn("script_model", (start + (TXA, TYA, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
for(i = 1; i < blocks; i++){
block = spawn("script_model", (start + ((XA, YA, 0) * i) + (0, 0, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
block = spawn("script_model", ((end[0], end[1], start[2]) + (TXA * -1, TYA * -1, 10) + ((0, 0, ZA) * h)));
block setModel("com_plasticcase_friendly");
block.angles = Angle;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.001;
}
}

SpawnWeapons(WFunc,Weapon,WeaponName,Location,TakeOnce){
self endon("disconnect");
weapon_model = getWeaponModel(Weapon);
if(weapon_model=="")weapon_model=Weapon;
Wep=spawn("script_model",Location+(0,0,0));
Wep setModel(weapon_model);
for(;Winky Winky{
foreach(player in level.players){
Radius=distance(Location,player.origin);
if(Radius<60){
player setLowerMessage(WeaponName,"Press ^3[{+usereload}]^7 To Swap For "+WeaponName);
if(player UseButtonPressed())wait 0.2;
if(player UseButtonPressed()){
if(!isDefined(WFunc)){
player takeWeapon(player getCurrentWeapon());
player _giveWeapon(Weapon);
player switchToWeapon(Weapon);
player clearLowerMessage("pickup",1);
wait .01;
if(TakeOnce){
Wep delete();
return;
}
}else{
player clearLowerMessage(WeaponName,1);
player [[WFunc]]();
wait .01;
}
}
}else{
player clearLowerMessage(WeaponName,1);
}
wait 0.1;
}
wait 0.1;
}
}

CreateAsc(depart, arivee, angle, time)
{
Asc = spawn("script_model", depart );
Asc setModel("com_plasticcase_enemy");
Asc.angles = angle;
Asc Solid();
Asc CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

Asc thread Escalator(depart, arivee, time);
}

Escalator(depart, arivee, time)
{
while(1)
{
if(self.state == "open"){
self MoveTo(depart, time);
wait (time*3);
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(arivee, time);
wait (time*3);
self.state = "open";
continue;
}
}
}


There you go, i hope you guys like it. There's more that can be done with both of these, but im just learning how to do this stuff. If any one would like to help me make this stuff better i would greatly appreciate it.






Credits:

Chrome Playa for the tut that allowed me to make this.
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DEREKTROTTER for his great copy and paste work of Killingdyl's building functions.
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Killingdyl for the orignal building functions.

And im pretty sure TheEliteMossy had something to do with this but idk.

Glad to see I was of help. Smile
BTW Great Creation!!

The following user thanked Chrome Playa for this useful post:

-Whiteboy-
02-05-2011, 05:43 AM #3
jkry_2_1_
Call Me The CodFather
dt should add riot wars to his patches this looks fun.
02-05-2011, 06:06 AM #4
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by Chrome
Glad to see I was of help. Smile
BTW Great Creation!!


Thanks! Happy

---------- Post added at 01:06 AM ---------- Previous post was at 12:47 AM ----------

Originally posted by jkry
dt should add riot wars to his patches this looks fun.


I have a bunch of ideas for this to make into a custom gamemode and if dt helped me that would be great Smile
02-05-2011, 06:10 AM #5
Chrome Playa
Chrome Gaming Reloaded
Originally posted by KNiiFE View Post
Thanks! Happy

---------- Post added at 01:06 AM ---------- Previous post was at 12:47 AM ----------



I have a bunch of ideas for this to make into a custom gamemode and if dt helped me that would be great Smile


Added your Riot wars to my patch Smile
02-05-2011, 06:19 AM #6
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by Chrome
Added your Riot wars to my patch Smile


Awsome! lol. Do you happen to know how to make carepackages rotate? Because i think making the walkway spin would make it that much better.
02-05-2011, 06:24 AM #7
Chrome Playa
Chrome Gaming Reloaded
Originally posted by KNiiFE View Post
Awsome! lol. Do you happen to know how to make carepackages rotate? Because i think making the walkway spin would make it that much better.


Not sure, but it maybe be similar to how the merry-go-round is set up.
02-05-2011, 06:33 AM #8
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by Chrome
Not sure, but it maybe be similar to how the merry-go-round is set up.


yea... idk either, but thanks
02-05-2011, 07:30 AM #9
Boxxxxyyy
Gym leader
Thanks man! Im using the riot war with my friend Its awsome! Thanks =D
02-05-2011, 07:41 AM #10
Great Code man!!

Good ideas, Like to see more from you . . .

Added this to my patch

The following user thanked xELiT3_Sn1PaXx for this useful post:

-Whiteboy-

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