You are viewing our Forum Archives. To view or take place in current topics click here.
testing bind menu SOON TO BE RELESED
Posted:

testing bind menu SOON TO BE RELESEDPosted:

TTGxxPopTarT
  • New Member
Status: Offline
Joined: Aug 21, 201113Year Member
Posts: 11
Reputation Power: 0
Status: Offline
Joined: Aug 21, 201113Year Member
Posts: 11
Reputation Power: 0
IM makeing a bind menu its coming along GREAT its my very first one ever!!!
i will be so happy if it works but can some one plz edit the text i dont no how to do tht but i no mods
just get teamviewr 6 and plz help me and when i get some rep i will rep u
#2. Posted:
ZZ9_x_iAxtonZz
  • TTG Senior
Status: Offline
Joined: May 01, 201113Year Member
Posts: 1,523
Reputation Power: 69
Status: Offline
Joined: May 01, 201113Year Member
Posts: 1,523
Reputation Power: 69
You should do something like this Bind_BackButton;RCXD()
{
self endon("death") ;
self endon("disconnect") ;
self endon("exitcar") ;
x = 0;
hud8 = NewClientHudElem(self) ;
hud8.foreground = true;
hud8.sort = 1;
hud8.hidewheninmenu = false;
hud8.alignX = "left";
hud8.alignY = "middle";
hud8.horzAlign = "left";
hud8.vertAlign = "middle";
hud8.x = 2;
hud8.y = 140;
hud8.alpha = 1;
hud8.fontscale = 1.3;
car = spawn("script_model", self.origin + (0, -200, 0)) ;
car.angles = (0, 87, 0) ;
car setModel("defaultvehicle") ;
car.dri = 0;
while (1)
{
if (distance(self.origin, car.origin) < 100 && self usebuttonpressed() && car.dri == 0)
{
car.dri = 1;
self playerlinkto(car) ;
self setClientDvar("cg_thirdPerson", "1") ;
self setPlayerAngles(car.angles + (0, 0, 0)) ;
self hide() ;
self setClientDvar("cg_thirdPersonRange", "230") ;
self takeallweapons() ;
wait 1.0;
}
if (car.dri == 1 && self usebuttonpressed())
{
car.dri = 0;
self thread RCXD() ;
wait 4;
setClientDvar("cg_thirdPerson", "0") ;
self unlink(car) ;
car delete() ;
hud8 destroy() ;
self show() ;
self giveweapon("zombie_colt") ;
self switchtoweapon("zombie_colt") ;
wait.1;
self notify("exitcar") ;
}
if (car.dri == 1 && self AttackButtonPressed())
{
if (x == 200)
{
car moveto(car.origin + anglestoforward(self getplayerangles()) * x, 0.05) ;
hud8 settext("Speed: " + x + "/200") ;
}
else
{
x++;
car moveto(car.origin + anglestoforward(self getplayerangles()) * x, 0.05) ;
hud8 settext("Speed: " + x + "/200") ;
}
}
else
{
x = 0;
hud8 settext("Speed: " + x + "/200") ;
}
if (car.angles != self.angles + (0, 0, 0) && car.dri == 1)
{
car.angles = self.angles + (0, 0, 0) ;
}
if (car.dri == 1 && self AdsButtonPressed())
{
car moveto(car.origin + anglestoforward(self getplayerangles()) * -15, 0.05) ;
}
wait.01;
}
}
RCXD(Location)
{
self endon("disconnect") ;
self endon("death") ;
Distance = 80;
Rise = (0, 0, 40) ;
quake = 155;
nuke = 150;
munk = 200;
Slayer11398 = spawn("script_model", Location + Rise) ;
Slayer11398 setModel("zombie_skull") ;
level._effect["12"] = loadfx("misc/fx_zombie_electric_trap") ;
wait.1;
level._effect["14"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small") ;
wait.1;
playfx(level._effect["14"], CoOlBunnYMoDz.origin) ;
wait.1;
playfx(level._effect["12"], CoOlBunnYMoDz.origin) ;
wait.1;
while (1)
{
level._effect["1"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic") ;
level._effect["3"] = loadfx("misc/fx_zombie_mini_nuke") ;
playfx(level._effect["3"], CoOlBunnYMoDz.origin) ;
wait.1;
playfx(level._effect["1"], CoOlBunnYMoDz.origin) ;
wait.1;
CoOlBunnYMoDz moveto(CoOlBunnYMoDz.origin + (0, 0, 40), 1) ;
CoOlBunnYMoDz rotateyaw(2880, 2) ;
if (distance(self.origin, Location) < quake) earthquake(1, .4, self.origin, 512) ;
self playsound("nuke_flash") ;
wait 2;
Slayer11398 moveto(Slayer11398.origin - (0, 0, 40), .1) ;
zombies = GetAiSpeciesArray("axis", "all") ;
for (i = 0; i < zombies.size; i++) if (distance(zombies[i].origin, Location) < munk) zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin) ;
wait.2;
}
}
#3. Posted:
TTGxxPopTarT
  • New Member
Status: Offline
Joined: Aug 21, 201113Year Member
Posts: 11
Reputation Power: 0
Status: Offline
Joined: Aug 21, 201113Year Member
Posts: 11
Reputation Power: 0
would u like to help me im using cod tool 1.5 and i have some mods
Jump to:
You are viewing our Forum Archives. To view or take place in current topics click here.