What's new

Discussion Flyable Harrier code.

  • Thread starter BFK Friissky xV
  • Start date
  • Views 1,313
B

BFK Friissky xV

Banned
Messages
1,108
Reaction score
119
Points
165
Sin$
0
Does anyone have the flyable harrier code.


Thanks,

BFK Friissky xV.

Will +rep for answer.
 
iM ShARk xX

iM ShARk xX

Contributor
Programmer
Messages
1,832
Reaction score
831
Points
270
Sin$
0
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 :smile:
 
B

BFK Friissky xV

Banned
Messages
1,108
Reaction score
119
Points
165
Sin$
0
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 :smile:
Thanks and i guess this is for a menu right ?
 
Gluttony

Gluttony

Enthusiast
Messages
63
Reaction score
4
Points
55
Sin$
0
but if you wanna put it in a mod menu DONT

self thread initJet(); on the onPlayerSpawn :smile:
 
Top Bottom
Login
Register