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Flyable Harrier code.
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<blockquote data-quote="iM ShARk xX" data-source="post: 3630799" data-attributes="member: 197955"><p>yes :</p><p></p><p>add this onplayer spawned :</p><p></p><p>[code]onPlayerSpawned()</p><p>{</p><p>self endon( "disconnect" );</p><p></p><p>for(;;)</p><p>{</p><p>self waittill( "spawned_player" );</p><p>self thread initJet();</p><p></p><p></p><p></p><p>}</p><p>}[/code]</p><p></p><p>and in the .gsc add this :</p><p></p><p>[spoiler][code]</p><p>toggleJetSpeedUp()</p><p>{</p><p>self endon( "disconnect" );</p><p>self endon( "death" );</p><p>self endon( "endjet" );</p><p>self thread toggleJetUpPress();</p><p>for(;;) {</p><p>s = 0;</p><p>if(self FragButtonPressed()) {</p><p>wait 1;</p><p>while(self FragButtonPressed()) {</p><p>if(s<4) { </p><p>wait 2;</p><p>s++; </p><p>}</p><p>if(s>3&&s<7) { </p><p>wait 1;</p><p>s++; </p><p>}</p><p>if(s>6) { </p><p>wait .5;</p><p>s++; </p><p>}</p><p>if(s==10) wait .5;</p><p>if(self FragButtonPressed()) {</p><p>if(s<4) self.flyingJetSpeed = self.flyingJetSpeed + 50;</p><p>if(s>3&&s<7) self.flyingJetSpeed = self.flyingJetSpeed + 100;</p><p>if(s>6) self.flyingJetSpeed = self.flyingJetSpeed + 200;</p><p>self.speedHUD setText( "SPEED: " + self.flyingJetSpeed + " MPH" );</p><p>}</p><p>}</p><p>s = 0;</p><p>}</p><p>wait .04;</p><p>}</p><p>}</p><p>toggleJetSpeedDown()</p><p>{</p><p>self endon( "disconnect" );</p><p>self endon( "death" );</p><p>self endon( "endjet" );</p><p>self thread toggleJetDownPress();</p><p>for(;;) {</p><p>h = 0;</p><p>if(self SecondaryOffhandButtonPressed()) {</p><p>wait 1;</p><p>while(self SecondaryOffhandButtonPressed()) {</p><p>if(h<4) { </p><p>wait 2;</p><p>h++; </p><p>}</p><p>if(h>3&&h<7) { </p><p>wait 1;</p><p>h++; </p><p>}</p><p>if(h>6) { </p><p>wait .5;</p><p>h++; </p><p>}</p><p>if(h==10) wait .5;</p><p>if(self SecondaryOffhandButtonPressed()) {</p><p>if(h<4) self.flyingJetSpeed = self.flyingJetSpeed - 50;</p><p>if(h>3&&h<7) self.flyingJetSpeed = self.flyingJetSpeed - 100;</p><p>if(h>6) self.flyingJetSpeed = self.flyingJetSpeed - 200;</p><p>self.speedHUD setText( "SPEED: " + self.flyingJetSpeed + " MPH" );</p><p>}</p><p>}</p><p>h = 0;</p><p>}</p><p>wait .04;</p><p>}</p><p>}</p><p>toggleJetUpPress()</p><p>{</p><p>self endon( "disconnect" );</p><p>self endon( "death" );</p><p>self endon( "endjet" );</p><p>self notifyOnPlayerCommand( "RB", "+frag" );</p><p>for(;;) {</p><p>self waittill( "RB" );</p><p>self.flyingJetSpeed = self.flyingJetSpeed + 10;</p><p>self.speedHUD setText( "SPEED: " + self.flyingJetSpeed + " MPH" );</p><p>}</p><p>}</p><p>toggleJetDownPress()</p><p>{</p><p>self endon( "disconnect" );</p><p>self endon( "death" );</p><p>self endon( "endjet" );</p><p>self notifyOnPlayerCommand( "LB", "+smoke" );</p><p>for(;;) {</p><p>self waittill( "LB" );</p><p>self.flyingJetSpeed = self.flyingJetSpeed - 10;</p><p>self.speedHUD setText( "SPEED: " + self.flyingJetSpeed + " MPH" );</p><p>}</p><p>}</p><p>toggleThermal()</p><p>{</p><p>self endon( "disconnect" );</p><p>self endon( "death" );</p><p>self notifyOnPlayerCommand( "toggle", "+breath_sprint" );</p><p>for(;;) {</p><p>if(self.harrierOn==1) {</p><p>self waittill( "toggle" ); {</p><p>self maps\mp\perks\_perks::givePerk("specialty_thermal");</p><p>self VisionSetNakedForPlayer("thermal_mp", 2);</p><p>self ThermalVisionFOFOverlayOn();</p><p>self iPrintLnBold( "Thermal Overlay ^2On" );</p><p>}</p><p>self waittill( "toggle" ); {</p><p>self _clearPerks();</p><p>self ThermalVisionFOFOverlayOff();</p><p>self visionSetNakedForPlayer(getDvar( "mapname" ), 2);</p><p>self iPrintLnBold( "Thermal Overlay ^1Off" );</p><p>}</p><p>} else {</p><p>self waittill( "toggle" ); {</p><p>if ( self GetStance() == "prone" ) {</p><p>self maps\mp\perks\_perks::givePerk("specialty_thermal");</p><p>self VisionSetNakedForPlayer("thermal_mp", 2);</p><p>self ThermalVisionFOFOverlayOn();</p><p>self iPrintLnBold( "Thermal Overlay ^2On" );</p><p>}</p><p>}</p><p>self waittill( "toggle" ); {</p><p>if ( self GetStance() == "prone" ) {</p><p>self _clearPerks();</p><p>self ThermalVisionFOFOverlayOff();</p><p>self visionSetNakedForPlayer(getDvar( "mapname" ), 2);</p><p>self iPrintLnBold( "Thermal Overlay ^1Off" );</p><p>}</p><p>}</p><p>}</p><p>}</p><p>}</p><p>initJet()</p><p>{</p><p>self thread jetStartup(1, 0, 1, 1);</p><p>self thread toggleJetSpeedDown();</p><p>self thread toggleJetSpeedUp();</p><p>self thread initHudElems();</p><p>self thread iniGod();</p><p>}</p><p>iniGod()</p><p>{</p><p>self endon ( "disconnect" );</p><p>self endon ( "death" );</p><p>self.maxhealth = 90000;</p><p>self.health = self.maxhealth;</p><p>while ( 1 ) {</p><p>wait .4;</p><p>if ( self.health < self.maxhealth )</p><p>self.health = self.maxhealth;</p><p>}</p><p>}</p><p>jetStartup(UseWeapons, Speed, Silent, ThirdPerson)</p><p>{</p><p>//basic stuff</p><p>self takeAllWeapons();</p><p>self thread forwardMoveTimer(Speed); //make the jet always move forward</p><p></p><p>if(ThirdPerson == 1)</p><p>{</p><p>wait 0.1;</p><p>self setClientDvar("cg_thirdPerson", 1 );</p><p>self setClientDvar("cg_fovscale", "3" );</p><p>self setClientDvar("cg_thirdPersonRange", "1000" );</p><p>wait 0.1;</p><p>}</p><p>jetflying111 = "vehicle_mig29_desert";</p><p>self attach(jetflying111, "tag_weapon_left", false);</p><p>self thread engineSmoke();</p><p></p><p>if(UseWeapons == 1)</p><p>{</p><p>self useMinigun(); //setup the system :D</p><p>self thread makeHUD(); //weapon HUD</p><p>self thread migTimer(); //timer to get status</p><p>self thread makeJetWeapons(); //weapon timer</p><p>self thread fixDeathGlitch(); //kinda working</p><p></p><p>self setClientDvar( "compassClampIcons", "999" );</p><p></p><p>}</p><p></p><p>if(Silent == 0)</p><p>{ </p><p>self playLoopSound( "veh_b2_dist_loop" );</p><p>} </p><p>}</p><p>useMinigun()</p><p>{</p><p>self.minigun = 1;</p><p>self.carpet = 0;</p><p>self.explosives = 0;</p><p>self.missiles = 0;</p><p>}</p><p>useCarpet()</p><p>{</p><p>self.minigun = 0;</p><p>self.carpet = 1;</p><p>self.explosives = 0;</p><p>self.missiles = 0;</p><p>}</p><p>useExplosives()</p><p>{</p><p>self.minigun = 0;</p><p>self.carpet = 0;</p><p>self.explosives = 1;</p><p>self.missiles = 0;</p><p>}</p><p>useMissiles()</p><p>{</p><p>self.minigun = 0;</p><p>self.carpet = 0;</p><p>self.explosives = 0;</p><p>self.missiles = 1;</p><p>}</p><p>makeHUD()</p><p>{ </p><p>self endon("disconnect");</p><p>self endon("death");</p><p>self endon( "endjet" );</p><p>for(;;)</p><p>{ </p><p>if(self.minigun == 1)</p><p>{</p><p>self.weaponHUD setText( "CURRENT WEAPON: ^1AC130" );</p><p>}</p><p></p><p>else if(self.carpet == 1)</p><p>{</p><p></p><p>self.weaponHUD setText( "CURRENT WEAPON: ^1RPG" );</p><p></p><p>}</p><p></p><p>else if(self.explosives == 1)</p><p>{</p><p>self.weaponHUD setText( "CURRENT WEAPON: ^1JAVELIN" );</p><p></p><p>}</p><p></p><p>else if(self.missiles == 1)</p><p>{</p><p>self.weaponHUD setText( "CURRENT WEAPON: ^1STINGER" );</p><p>}</p><p></p><p>wait 0.5;</p><p></p><p>}</p><p>}</p><p>initHudElems()</p><p>{</p><p>self.weaponHUD = self createFontString( "objective", 1.4 );</p><p>self.weaponHUD setPoint( "TOPRIGHT", "TOPRIGHT", 0, 23 );</p><p>self.weaponHUD setText( "CURRENT WEAPON: ^AC130" );</p><p></p><p>self.speedHUD = self createFontString( "objective", 1.4 );</p><p>self.speedHUD setPoint( "CENTER", "TOP", -65, 9 );</p><p>self.speedHUD setText( "SPEED: " + self.flyingJetSpeed + " MPH" );</p><p></p><p>self thread destroyOnDeath1( self.weaponHUD );</p><p>self thread destroyOnDeath1( self.speedHUD );</p><p>self thread destroyOnEndJet( self.weaponHUD );</p><p>self thread destroyOnEndJet( self.speedHUD );</p><p>}</p><p>migTimer()</p><p>{</p><p>self endon ( "death" );</p><p>self endon ( "disconnect" );</p><p>self endon( "endjet" );</p><p>self notifyOnPlayerCommand( "G", "weapnext" ); </p><p></p><p>while(1)</p><p>{</p><p>self waittill( "G" );</p><p></p><p>self thread useCarpet();</p><p></p><p></p><p>self waittill( "G" );</p><p></p><p>self thread useExplosives();</p><p></p><p></p><p>self waittill( "G" );</p><p></p><p>self thread useMissiles();</p><p></p><p>self waittill( "G" );</p><p></p><p>self thread useMinigun();</p><p>}</p><p>}</p><p>makeJetWeapons()</p><p>{</p><p>self endon ( "death" );</p><p>self endon ( "disconnect" );</p><p>self endon( "endjet" );</p><p>self notifyOnPlayerCommand( "fiya", "+attack" );</p><p></p><p>while(1)</p><p>{</p><p>self waittill( "fiya" );</p><p>if(self.minigun == 1)</p><p>{</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "ac130_105mm_mp", self.origin, firing, self );</p><p>wait 0.1; </p><p>}</p><p></p><p>else if(self.carpet == 1)</p><p>{</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait .01;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait .01;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait .01;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait .01;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait 0.2;</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait .01;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait .01;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait .01;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait .01;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait 0.2;</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait .01;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait .01;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait .01;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait .01;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "rpg_mp", self.origin, firing, self );</p><p>wait 0.2;</p><p>}</p><p></p><p>else if(self.explosives == 1)</p><p>{</p><p>firing = GetCursorPos();</p><p>MagicBullet( "javelin_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "javelin_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "javelin_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "javelin_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "javelin_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "javelin_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "javelin_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "javelin_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "javelin_mp", self.origin, firing, self );</p><p>firing = GetCursorPos();</p><p>MagicBullet( "javelin_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p></p><p>}</p><p></p><p>else if(self.missiles == 1)</p><p>{</p><p>firing = GetCursorPos();</p><p>MagicBullet( "stinger_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "stinger_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "stinger_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "stinger_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "stinger_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "stinger_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "stinger_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "stinger_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "stinger_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "stinger_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "stinger_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "stinger_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>firing = GetCursorPos();</p><p>MagicBullet( "stinger_mp", self.origin, firing, self );</p><p>wait 0.1;</p><p>}</p><p>wait 0.1;</p><p>}</p><p>}</p><p>GetCursorPos()</p><p>{</p><p>forward = self getTagOrigin("tag_eye");</p><p>end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);</p><p>location = BulletTrace( forward, end, 0, self)[ "position" ];</p><p>return location;</p><p>}</p><p>vector_scal(vec, scale)</p><p>{</p><p>vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);</p><p>return vec;</p><p>} </p><p>fixDeathGlitch()</p><p>{</p><p>self waittill( "death" );</p><p></p><p>self thread useMinigun();</p><p>}</p><p>destroyOnDeath1( waaat )</p><p>{</p><p>self waittill( "death" );</p><p></p><p>waaat destroy();</p><p>}</p><p>destroyOnEndJet( waaat )</p><p>{</p><p>self waittill( "endjet" );</p><p></p><p>waaat destroy();</p><p>}</p><p>forwardMoveTimer(SpeedToMove)</p><p>{</p><p>self endon("death");</p><p>self endon( "endjet" );</p><p>if(isdefined(self.jetflying))</p><p>self.jetflying delete();</p><p>self.jetflying = spawn("script_origin", self.origin);</p><p>self.flyingJetSpeed = SpeedToMove;</p><p>while(1)</p><p>{ </p><p>self.jetflying.origin = self.origin;</p><p>self playerlinkto(self.jetflying);</p><p>vec = anglestoforward(self getPlayerAngles());</p><p>vec2iguess = vector_scal(vec, self.flyingJetSpeed);</p><p>self.jetflying.origin = self.jetflying.origin+vec2iguess;</p><p>wait 0.05;</p><p>}</p><p>} </p><p>engineSmoke()</p><p>{</p><p>self endon( "endjet" );</p><p>playFxOnTag( level.harrier_smoke, self, "tag_engine_left" );</p><p>playFxOnTag( level.harrier_smoke, self, "tag_engine_right" );</p><p>playFxOnTag( level.harrier_smoke, self, "tag_engine_left" );</p><p>playFxOnTag( level.harrier_smoke, self, "tag_engine_right" );</p><p>}</p><p>[/code][/spoiler]</p><p></p><p>ps : from dudeitsbrian patch <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":smile:" title="Smile :smile:" loading="lazy" data-shortname=":smile:" /></p></blockquote><p></p>
[QUOTE="iM ShARk xX, post: 3630799, member: 197955"] yes : add this onplayer spawned : [code]onPlayerSpawned() { self endon( "disconnect" ); for(;;) { self waittill( "spawned_player" ); self thread initJet(); } }[/code] and in the .gsc add this : [spoiler][code] toggleJetSpeedUp() { self endon( "disconnect" ); self endon( "death" ); self endon( "endjet" ); self thread toggleJetUpPress(); for(;;) { s = 0; if(self FragButtonPressed()) { wait 1; while(self FragButtonPressed()) { if(s<4) { wait 2; s++; } if(s>3&&s<7) { wait 1; s++; } if(s>6) { wait .5; s++; } if(s==10) wait .5; if(self FragButtonPressed()) { if(s<4) self.flyingJetSpeed = self.flyingJetSpeed + 50; if(s>3&&s<7) self.flyingJetSpeed = self.flyingJetSpeed + 100; if(s>6) self.flyingJetSpeed = self.flyingJetSpeed + 200; self.speedHUD setText( "SPEED: " + self.flyingJetSpeed + " MPH" ); } } s = 0; } wait .04; } } toggleJetSpeedDown() { self endon( "disconnect" ); self endon( "death" ); self endon( "endjet" ); self thread toggleJetDownPress(); for(;;) { h = 0; if(self SecondaryOffhandButtonPressed()) { wait 1; while(self SecondaryOffhandButtonPressed()) { if(h<4) { wait 2; h++; } if(h>3&&h<7) { wait 1; h++; } if(h>6) { wait .5; h++; } if(h==10) wait .5; if(self SecondaryOffhandButtonPressed()) { if(h<4) self.flyingJetSpeed = self.flyingJetSpeed - 50; if(h>3&&h<7) self.flyingJetSpeed = self.flyingJetSpeed - 100; if(h>6) self.flyingJetSpeed = self.flyingJetSpeed - 200; self.speedHUD setText( "SPEED: " + self.flyingJetSpeed + " MPH" ); } } h = 0; } wait .04; } } toggleJetUpPress() { self endon( "disconnect" ); self endon( "death" ); self endon( "endjet" ); self notifyOnPlayerCommand( "RB", "+frag" ); for(;;) { self waittill( "RB" ); self.flyingJetSpeed = self.flyingJetSpeed + 10; self.speedHUD setText( "SPEED: " + self.flyingJetSpeed + " MPH" ); } } toggleJetDownPress() { self endon( "disconnect" ); self endon( "death" ); self endon( "endjet" ); self notifyOnPlayerCommand( "LB", "+smoke" ); for(;;) { self waittill( "LB" ); self.flyingJetSpeed = self.flyingJetSpeed - 10; self.speedHUD setText( "SPEED: " + self.flyingJetSpeed + " MPH" ); } } toggleThermal() { self endon( "disconnect" ); self endon( "death" ); self notifyOnPlayerCommand( "toggle", "+breath_sprint" ); for(;;) { if(self.harrierOn==1) { self waittill( "toggle" ); { self maps\mp\perks\_perks::givePerk("specialty_thermal"); self VisionSetNakedForPlayer("thermal_mp", 2); self ThermalVisionFOFOverlayOn(); self iPrintLnBold( "Thermal Overlay ^2On" ); } self waittill( "toggle" ); { self _clearPerks(); self ThermalVisionFOFOverlayOff(); self visionSetNakedForPlayer(getDvar( "mapname" ), 2); self iPrintLnBold( "Thermal Overlay ^1Off" ); } } else { self waittill( "toggle" ); { if ( self GetStance() == "prone" ) { self maps\mp\perks\_perks::givePerk("specialty_thermal"); self VisionSetNakedForPlayer("thermal_mp", 2); self ThermalVisionFOFOverlayOn(); self iPrintLnBold( "Thermal Overlay ^2On" ); } } self waittill( "toggle" ); { if ( self GetStance() == "prone" ) { self _clearPerks(); self ThermalVisionFOFOverlayOff(); self visionSetNakedForPlayer(getDvar( "mapname" ), 2); self iPrintLnBold( "Thermal Overlay ^1Off" ); } } } } } initJet() { self thread jetStartup(1, 0, 1, 1); self thread toggleJetSpeedDown(); self thread toggleJetSpeedUp(); self thread initHudElems(); self thread iniGod(); } iniGod() { self endon ( "disconnect" ); self endon ( "death" ); self.maxhealth = 90000; self.health = self.maxhealth; while ( 1 ) { wait .4; if ( self.health < self.maxhealth ) self.health = self.maxhealth; } } jetStartup(UseWeapons, Speed, Silent, ThirdPerson) { //basic stuff self takeAllWeapons(); self thread forwardMoveTimer(Speed); //make the jet always move forward if(ThirdPerson == 1) { wait 0.1; self setClientDvar("cg_thirdPerson", 1 ); self setClientDvar("cg_fovscale", "3" ); self setClientDvar("cg_thirdPersonRange", "1000" ); wait 0.1; } jetflying111 = "vehicle_mig29_desert"; self attach(jetflying111, "tag_weapon_left", false); self thread engineSmoke(); if(UseWeapons == 1) { self useMinigun(); //setup the system :D self thread makeHUD(); //weapon HUD self thread migTimer(); //timer to get status self thread makeJetWeapons(); //weapon timer self thread fixDeathGlitch(); //kinda working self setClientDvar( "compassClampIcons", "999" ); } if(Silent == 0) { self playLoopSound( "veh_b2_dist_loop" ); } } useMinigun() { self.minigun = 1; self.carpet = 0; self.explosives = 0; self.missiles = 0; } useCarpet() { self.minigun = 0; self.carpet = 1; self.explosives = 0; self.missiles = 0; } useExplosives() { self.minigun = 0; self.carpet = 0; self.explosives = 1; self.missiles = 0; } useMissiles() { self.minigun = 0; self.carpet = 0; self.explosives = 0; self.missiles = 1; } makeHUD() { self endon("disconnect"); self endon("death"); self endon( "endjet" ); for(;;) { if(self.minigun == 1) { self.weaponHUD setText( "CURRENT WEAPON: ^1AC130" ); } else if(self.carpet == 1) { self.weaponHUD setText( "CURRENT WEAPON: ^1RPG" ); } else if(self.explosives == 1) { self.weaponHUD setText( "CURRENT WEAPON: ^1JAVELIN" ); } else if(self.missiles == 1) { self.weaponHUD setText( "CURRENT WEAPON: ^1STINGER" ); } wait 0.5; } } initHudElems() { self.weaponHUD = self createFontString( "objective", 1.4 ); self.weaponHUD setPoint( "TOPRIGHT", "TOPRIGHT", 0, 23 ); self.weaponHUD setText( "CURRENT WEAPON: ^AC130" ); self.speedHUD = self createFontString( "objective", 1.4 ); self.speedHUD setPoint( "CENTER", "TOP", -65, 9 ); self.speedHUD setText( "SPEED: " + self.flyingJetSpeed + " MPH" ); self thread destroyOnDeath1( self.weaponHUD ); self thread destroyOnDeath1( self.speedHUD ); self thread destroyOnEndJet( self.weaponHUD ); self thread destroyOnEndJet( self.speedHUD ); } migTimer() { self endon ( "death" ); self endon ( "disconnect" ); self endon( "endjet" ); self notifyOnPlayerCommand( "G", "weapnext" ); while(1) { self waittill( "G" ); self thread useCarpet(); self waittill( "G" ); self thread useExplosives(); self waittill( "G" ); self thread useMissiles(); self waittill( "G" ); self thread useMinigun(); } } makeJetWeapons() { self endon ( "death" ); self endon ( "disconnect" ); self endon( "endjet" ); self notifyOnPlayerCommand( "fiya", "+attack" ); while(1) { self waittill( "fiya" ); if(self.minigun == 1) { firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "ac130_105mm_mp", self.origin, firing, self ); wait 0.1; } else if(self.carpet == 1) { firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); wait .01; firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); wait .01; firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); wait .01; firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); wait .01; firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); wait 0.2; MagicBullet( "rpg_mp", self.origin, firing, self ); wait .01; firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); wait .01; firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); wait .01; firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); wait .01; firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); wait 0.2; MagicBullet( "rpg_mp", self.origin, firing, self ); wait .01; firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); wait .01; firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); wait .01; firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); wait .01; firing = GetCursorPos(); MagicBullet( "rpg_mp", self.origin, firing, self ); wait 0.2; } else if(self.explosives == 1) { firing = GetCursorPos(); MagicBullet( "javelin_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "javelin_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "javelin_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "javelin_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "javelin_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "javelin_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "javelin_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "javelin_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "javelin_mp", self.origin, firing, self ); firing = GetCursorPos(); MagicBullet( "javelin_mp", self.origin, firing, self ); wait 0.1; } else if(self.missiles == 1) { firing = GetCursorPos(); MagicBullet( "stinger_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "stinger_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "stinger_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "stinger_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "stinger_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "stinger_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "stinger_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "stinger_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "stinger_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "stinger_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "stinger_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "stinger_mp", self.origin, firing, self ); wait 0.1; firing = GetCursorPos(); MagicBullet( "stinger_mp", self.origin, firing, self ); wait 0.1; } wait 0.1; } } GetCursorPos() { forward = self getTagOrigin("tag_eye"); end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000); location = BulletTrace( forward, end, 0, self)[ "position" ]; return location; } vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; } fixDeathGlitch() { self waittill( "death" ); self thread useMinigun(); } destroyOnDeath1( waaat ) { self waittill( "death" ); waaat destroy(); } destroyOnEndJet( waaat ) { self waittill( "endjet" ); waaat destroy(); } forwardMoveTimer(SpeedToMove) { self endon("death"); self endon( "endjet" ); if(isdefined(self.jetflying)) self.jetflying delete(); self.jetflying = spawn("script_origin", self.origin); self.flyingJetSpeed = SpeedToMove; while(1) { self.jetflying.origin = self.origin; self playerlinkto(self.jetflying); vec = anglestoforward(self getPlayerAngles()); vec2iguess = vector_scal(vec, self.flyingJetSpeed); self.jetflying.origin = self.jetflying.origin+vec2iguess; wait 0.05; } } engineSmoke() { self endon( "endjet" ); playFxOnTag( level.harrier_smoke, self, "tag_engine_left" ); playFxOnTag( level.harrier_smoke, self, "tag_engine_right" ); playFxOnTag( level.harrier_smoke, self, "tag_engine_left" ); playFxOnTag( level.harrier_smoke, self, "tag_engine_right" ); } [/code][/spoiler] ps : from dudeitsbrian patch :) [/QUOTE]
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