B
BFK Friissky xV
Banned
Does anyone have the flyable harrier code.
Thanks,
BFK Friissky xV.
Will +rep for answer.
Thanks,
BFK Friissky xV.
Will +rep for answer.
onPlayerSpawned()
{
self endon( "disconnect" );
for(;;)
{
self waittill( "spawned_player" );
self thread initJet();
}
}
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" );
}
Thanks and i guess this is for a menu right ?yes :
add this onplayer spawned :
Code:onPlayerSpawned() { self endon( "disconnect" ); for(;;) { self waittill( "spawned_player" ); self thread initJet(); } }
and in the .gsc add this :
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" ); }
ps : from dudeitsbrian patch
Thanks and i guess this is for a menu right ?
but if you wanna put it in a mod menu DONT
self thread initJet(); on the onPlayerSpawn