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Discussion [Release] Terminator Fix

  • Thread starter Gorilla Glue 4
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Gorilla Glue 4

Gorilla Glue 4

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HERE IS THE CODE ITS NOT REALLY A FIX AND NOT A RELEASE I JUST CALL THINGS RELEASE SO NO NEED TO FLAME I COPIED HIS CODE BUT IT DIDNT WORK SO ALL I DID WAS CLICK ENTER ON ALL THE STUFF JUST TO HELP PEOPLE THAT DONT KNOW HOW TO DO IT :tongue:

Code:
Terminator()
{
self endon ( "disconnect" );
self endon ( "term1" );
for(;;)
{
self iPrintlnBold("^1Terminator activated");
self playlocalsound("laugh_child");
self freezeControls(true);
wait 2;
self iPrintlnBold("^1Transformation Beginning");
self thread Term();
wait 3;
self freezeControls(false);
self thread doTerm();
self thread TerminatorShoot();
self iPrintlnBold("^1Transformation ^2Complete !");
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;					
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
self thread EndTerm();
}
wait 0.05;
}
//Need to find gun models....
Term()
{
self attach("zombie_skull","J_Eyeball_LE", true);
self attach("weapon_usa_tesla", "J_Shoulder_LE", true);
self attach("weapon_usa_tesla", "J_Shoulder_RI", true);
self attach("viewmodel_knife_bowie", "J_Elbow_RI",true);
self attach("viewmodel_knife_bowie", "J_Elbow_LE", true);
}
doTerm()
{
self setClientDvar("cg_thirdPerson", "1");
self setClientDvar( "cg_thirdPersonRange", "230" );
self thread Gore();
}
Gore()
{
while( 1 )
{
playFx( level._effect["headshot"], self getTagOrigin( "j_head" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_neck" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_wrist_RI" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_wrist_LE" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_SpineLower" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_SpineUpper" ) );
wait .5;
}
}
EndTerm()
{
self notify ( "term1" );
}
TerminatorShoot()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;;)
{
self waittill( "weapon_fired" );
SWGun = self getTagOrigin("J_Shoulder_LE");
SWGun2 = self getTagOrigin("J_Shoulder_RI");
GunShot = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);
MagicBullet( "panzerschrek", SWGun, GunShot+(x, y, z), self );
MagicBullet( "panzerschrek", SWGun2, GunShot+(x, y, z), self );
}
}
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;
}
 
JaypaK

JaypaK

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I Have Fixed The Terminator Code Because coolbunnymodz Messed Up So Bad So Here You Go :smile:

Code:
Terminator()
{
self endon ( "disconnect" );
self endon ( "term1" );
for(;;)
{
self iPrintlnBold("^1Terminator activated");
self playlocalsound("laugh_child");
self freezeControls(true);
wait 2;
self iPrintlnBold("^1Transformation Beginning");
self thread Term();
wait 3;
self freezeControls(false);
self thread doTerm();
self thread TerminatorShoot();
self iPrintlnBold("^1Transformation ^2Complete !");
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;                    
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
self thread EndTerm();
}
wait 0.05;
}
//Need to find gun models.... 
Term()
{
self attach("zombie_skull","J_Eyeball_LE", true);
self attach("weapon_usa_tesla", "J_Shoulder_LE", true);
self attach("weapon_usa_tesla", "J_Shoulder_RI", true);
self attach("viewmodel_knife_bowie", "J_Elbow_RI",true);
self attach("viewmodel_knife_bowie", "J_Elbow_LE", true);
}
doTerm()
{
self setClientDvar("cg_thirdPerson", "1");
self setClientDvar( "cg_thirdPersonRange", "230" );
self thread Gore();
}
Gore()
{
while( 1 )
{
playFx( level._effect["headshot"], self getTagOrigin( "j_head" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_neck" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_wrist_RI" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_wrist_LE" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_SpineLower" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_SpineUpper" ) );
wait .5;
}
}
EndTerm()
{
self notify ( "term1" );
}
TerminatorShoot()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;;)
{
self waittill( "weapon_fired" );
SWGun = self getTagOrigin("J_Shoulder_LE");
SWGun2 = self getTagOrigin("J_Shoulder_RI");
GunShot = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);
MagicBullet( "panzerschrek", SWGun, GunShot+(x, y, z), self );
MagicBullet( "panzerschrek", SWGun2, GunShot+(x, y, z), self );
}
}
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;
}

This was posted awhile ago.....
 
TOXiiC x PLAGUE

TOXiiC x PLAGUE

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I Have Fixed The Terminator Code Because coolbunnymodz Messed Up So Bad So Here You Go :smile:

Code:
//Need to find gun models....

Code:
gunmodel = getweaponmodel("zombie_mp40");
self setmodel(gunmodel);
should help :tongue:
 
Mikeeeyy

Mikeeeyy

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1675t1w.jpg
 
XKLUTCHIN OUTX

XKLUTCHIN OUTX

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Code:
Terminator(){

self endon ( "disconnect" );
self endon ( "term1" );
self iPrintlnBold("^1Terminator activated");
self playlocalsound("laugh_child");
self freezeControls(true);
wait 2;
self iPrintlnBold("^1Transformation Beginning");
self thread Term();
wait 3;
self freezeControls(false);
self thread doTerm();
self thread TerminatorShoot();
self iPrintlnBold("^1Transformation ^2Complete !");
i=0;
while(i<=30)
{
i++;

self playlocalsound("laugh_child");
wait 10;
}
self notify("term1);
}

Work ?
 
Gorilla Glue 4

Gorilla Glue 4

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coolbunnymodz

coolbunnymodz

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All you did was press enter after every semi colon for the play sound, still the same crap code that i wrote up a while ago...
 
coolbunnymodz

coolbunnymodz

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You're obviously new. Just because .ff viewer recognizes compressed code as a syntax error, doesnt mean that it's actually a syntax error. My code had 0 errors, it ran fine.
 
Gorilla Glue 4

Gorilla Glue 4

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f*** ALL OF YOU I KNOW ITS NOT MINE IM JUST SAYING RELEASE WHY CANT YOU PRICKS BE NICE IM JSUT TRYING TO HELP PEOPLE!!!
 
JaypaK

JaypaK

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f*** ALL OF YOU I KNOW ITS NOT MINE IM JUST SAYING RELEASE WHY CANT YOU PRICKS BE NICE IM JSUT TRYING TO HELP PEOPLE!!!

Not really helping if you're releasing something that you just pressed enter after every semi-colon.

EDIT: I'm am not giving off hostility and I don't see that in Su AriZonaa's typing ( :tongue:).
 
coolbunnymodz

coolbunnymodz

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f*** ALL OF YOU I KNOW ITS NOT MINE IM JUST SAYING RELEASE WHY CANT YOU PRICKS BE NICE IM JSUT TRYING TO HELP PEOPLE!!!
We aren't being mean, or hostile. We're simply pointing out you didn't change anything from the original code, there was no syntax error.

I think what's going on here is that we are trying to help you.
 
Gorilla Glue 4

Gorilla Glue 4

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We aren't being mean, or hostile. We're simply pointing out you didn't change anything from the original code, there was no syntax error.

I think what's going on here is that we are trying to help you.

why dont you help me out on your menu base tomorrow and then i will be happy im just pissed of of wasting 7 disks :frown:
 
coolbunnymodz

coolbunnymodz

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What menu base have I released? I made a menu base? lolwut
 
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