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for *goldenapples* menu
Posted:
for *goldenapples* menuPosted:
Status: Offline
Joined: May 07, 201113Year Member
Posts: 152
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scrolling insctuctions
berrys base (edited by meh)
Instructions(){ Instruct = self createfontstring("default", 1.5, self); Instruct.sort = 15; Instruct setPoint("RIGHT", "BOTTOM", 1500, -25); Instruct settext("Press [{melee}] To Open/Close The Menu -- Press [{+attack}][{+speed_throw}] To Navigate The Menu -- Press[{+frag}] To Go To Previous Menu -- Press[{+usereload}] To Select"); while(1){ Instruct setPoint("LEFT", "BOTTOM", -1500, -25, 25); wait 20; Instruct setPoint("RIGHT", "BOTTOM", 1500, -25, 25); } wait 1;}
berrys base (edited by meh)
BerrysBase(){ self iPrintln("^2Store Built"); if( self == get_players()[0]) { get_players()[0] BerryBaseEverything(); } self thread SkybaseEntranceTrigger(); self thread SkybaseExitTrigger(); self thread PackaPunch((0,0,40), (155,-470,482)); self thread SkybaseWindowTrigger(); self thread RandomBox(); self thread PerkMachine();}BerryBaseEverything(){ self thread SkybaseRing((-236.375, -906.043, 200.693)); self thread SkybaseRing((-236.375, -906.043, 280.693)); self thread SkybaseRing((-236.375, -906.043, 360.693)); self thread SkybaseRing((-236.375, -906.043, 440.693)); self thread SkybaseRing((-236.375, -906.043, 520.693)); self thread SkybaseRing((-236.375, -906.043, 600.693)); self thread SkybaseRing1((-236.375, -906.043, 680.693)); self thread SkybaseRing2((-236.375, -826.043, 680.693)); self thread SkybaseRing2((-236.375, -746.043, 680.693)); self thread SkybaseRing2((-236.375, -666.043, 680.693)); self thread SkybaseRing2((-236.375, -586.043, 680.693)); self thread SkybaseRing2((-236.375, -506.043, 680.693)); self thread SkybaseRing3((-236.375, -466.043, 680.693)); self thread SkybaseRing((-236.375, -466.043, 480.693)); self thread SkybaseRing((-236.375, -466.043, 560.693)); self thread SkybaseRing((-236.375, -466.043, 640.693)); level.secretRoomOpen = false; level.trig1_use = false; level.trig_use = false; a = "zombie_treasure_box"; SM = "script_model"; level.Berry = spawn( SM, (45, -346, 480) ); level.Berry setModel( a ); level.Berry.angles = (0,0,0); level.Berry0 = spawn( SM, (45, -346, 496) ); level.Berry0 setModel( a ); level.Berry0.angles = (0,0,0); level.Berry1 = spawn( SM, (45, -346, 512) ); level.Berry1 setModel( a ); level.Berry1.angles = (0,0,0); level.Berry2 = spawn( SM, (45, -346, 523.125) ); level.Berry2 setModel( a ); level.Berry2.angles = (0,0,0); level.Berry = spawn("script_model", (-62, -554, 480)); level.Berry setModel("zombie_vending_sleight_on"); level.Berry.angles = (0,90,0); level.Berry6 = spawn( SM, (105.734, -370.858, 520.125) ); level.Berry6 setModel( "zombie_power_lever_handle" ); level.Berry6.angles = (0,0,0); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 ); level.Berry.origin = ((27, -340, 460)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 ); level.Berry.origin = ((57, -340, 460)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 ); level.Berry.origin = ((87, -340, 460)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 ); level.Berry.origin = ((117, -340, 460)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 ); level.Berry.origin = ((27, -340, 510)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 ); level.Berry.origin = ((57, -340, 510)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 ); level.Berry.origin = ((87, -340, 510)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 ); level.Berry.origin = ((117, -340, 510)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-270, -470, 480)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-90, -530, 460)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-120, -530, 460)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-150, -530, 460)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-180, -530, 460)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-210, -530, 460)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-240, -530, 460)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-88, -427, 460)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-88, -427, 490)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-90, -530, 490)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-120, -530, 490)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-150, -530, 490)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-180, -530, 490)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-210, -530, 490)); level.Berry setContents( 1 ); level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); level.Berry.origin = ((-240, -530, 490)); level.Berry setContents( 1 ); level._effect["Handle_1"] = loadfx("misc/fx_zombie_powerup_on"); playfx( level._effect["Handle_1"], (105.734, -370.858, 520.125) ); self thread SkybaseFloor((-69, -380, 480)); self thread SkybaseFloorMiddle((-237, -470, 480)); self thread SkybaseFloor((-69, -560, 480)); self thread SkybaseFloor((-69, -380, 592)); self thread SkybaseFloor((-69, -470, 592)); self thread SkybaseFloor((-69, -560, 592)); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((-47, -600, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((-17, -600, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((27, -600, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((57, -600, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((87, -600, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((117, -600, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((147, -600, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((177, -600, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((182, -590, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((182, -560, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((182, -530, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((182, -500, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((182, -470, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((182, -440, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((182, -410, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((182, -380, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((-47, -340, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((-17, -340, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((147, -340, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((177, -340, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 90, 0 ), 0, 50,55 ); Solid.origin = ((-82, -380, 480)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 90, 0 ), 0, 50,55 ); Solid.origin = ((-82, -470, 540)); Solid setContents( 1 ); Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 ); Solid.origin = ((-62, -554, 480)); Solid setContents( 1 ); self thread SkybaseWall((-47, -594, 480)); self thread SkybaseWall((-47, -594, 496)); self thread SkybaseWall((-47, -594, 512)); self thread SkybaseWall((-47, -594, 528)); self thread SkybaseWall((-47, -594, 544)); self thread SkybaseWall((-47, -594, 560)); self thread SkybaseWall((-47, -594, 576)); self thread SkybaseWall2((45, -346, 576)); self thread SkybaseWall2((45, -346, 560)); self thread SkybaseWall2((45, -346, 544)); self thread SkybaseWall2((45, -346, 536)); self thread SkybaseWall1((-47, -346, 480)); self thread SkybaseWall1((-47, -346, 496)); self thread SkybaseWall1((-47, -346, 512)); self thread SkybaseWall1((-47, -346, 528)); self thread SkybaseWall1((-47, -346, 544)); self thread SkybaseWall1((-47, -346, 560)); self thread SkybaseWall1((-47, -346, 576)); self thread SkybaseSideWallBack1((-82, -380, 480)); self thread SkybaseSideWallBack1((-82, -380, 496)); self thread SkybaseSideWallBack1((-82, -380, 512)); self thread SkybaseSideWallBack1((-82, -380, 528)); self thread SkybaseSideWallBack1((-82, -380, 544)); self thread SkybaseSideWallBack1((-82, -380, 560)); self thread SkybaseSideWallBack1((-82, -380, 576)); self thread SkybaseSideWallFront((182, -470, 480)); self thread SkybaseSideWallFront((182, -470, 496)); self thread SkybaseSideWallFront((182, -470, 512)); self thread SkybaseSideWallFront((182, -470, 528)); self thread SkybaseSideWallFront((182, -470, 544)); self thread SkybaseSideWallFront((182, -470, 560)); self thread SkybaseSideWallFront((182, -470, 576)); self thread SkybaseSideWallFront((-82, -470, 528)); self thread SkybaseSideWallFront((-82, -470, 544)); self thread SkybaseSideWallFront((-82, -470, 560)); self thread SkybaseSideWallFront((-82, -470, 576)); self thread SkybaseSideWallBack1((-82, -560, 480)); self thread SkybaseSideWallBack1((-82, -560, 496)); self thread SkybaseSideWallBack1((-82, -560, 512)); self thread SkybaseSideWallBack1((-82, -560, 528)); self thread SkybaseSideWallBack1((-82, -560, 544)); self thread SkybaseSideWallBack1((-82, -560, 560)); self thread SkybaseSideWallBack1((-82, -560, 576)); self thread SkybaseBox((34, -470, 480)); self thread SkybaseBoxLid((46, -470, 498));}PerkMachine(){ self thread add_zombie_hint( "TehPerk", "Press &&1 For All Perks and Bowie Knife [Cost: 500]" ); perk = spawn( "trigger_radius", (-62, -554, 480), 1, 60, 60 ); perk SetCursorHint( "HINT_NOICON" ); perk UseTriggerRequireLookAt(); perk set_hint_string( perk, "TehPerk" ); for(;;) { if(self.score >= 500) { perk waittill( "trigger", i ); if( i UseButtonPressed() && self.Perks == 0) { self.score -= 500; gun = self GetCurrentWeapon(); weapon = "zombie_perk_bottle_revive"; self takeweapon(gun); level.trig_use1 = true; self giveweapon(weapon); self switchtoweapon(weapon); wait 3.5; self setClientDvar( "perk_weapSpreadMultiplier", "0.001"); self SetPerk("specialty_armorvest"); self SetPerk("specialty_fastreload"); self SetPerk("specialty_rof"); self SetPerk("specialty_quickrevive"); self SetPerk("specialty_flak_jacket"); self SetPerk("specialty_quieter"); self SetPerk("specialty_holdbreath"); self SetPerk("specialty_bulletpenetration"); self SetPerk("specialty_longersprint"); self SetPerk("specialty_altmelee"); self SetPerk("specialty_bulletdamage"); self setPerk("specialty_detectexplosive"); self thread PhDFlopper(); self thread Revives(); self thread StaminUp(); self takeweapon(weapon); self giveweapon(gun); self switchtoweapon(gun); } else if( i UseButtonPressed() && self.Perks == 1) { self iPrintln("You already Have all Perks"); } } }}Revives(){ while( 1 ) { players = getplayers(); for( j=0;j<players.size;j++ ) { if( players[j] HasPerk( "specialty_quieter" ) ) { players[j] waittill_any( "player_downed", "second_chance" ); players[j] GiveWeapon("colt_dirty_harry"); players[j] SwitchToWeapon("colt_dirty_harry"); players[j] iprintlnbold( "You Have A Second Chance" ); wait 10; players[j] maps\_laststand::revive_force_revive( self ); players[j] iprintlnbold( "Now Run" ); } } wait( 0.1 ); }}StaminUp(){ while( 1 ) { players = getplayers(); for( j=0;j<players.size;j++ ) { if( players[j] HasPerk( "specialty_longersprint" ) ) { players[j] setMoveSpeedScale( 1.3 ); } } wait( 2 ); }}PhDFlopper(){ while( 1 ) { players = getplayers(); for( j=0;j<players.size;j++ ) { if( players[j] HasPerk( "specialty_detectexplosive" ) && self GetStance() == "prone") { RadiusDamage( players[j].origin,128, 128, 128, self); playfx(loadfx( "explosions/default_explosion" ), players[j].origin); self SetStance( "stand" ); } } wait( 0.1 ); }}PackaPunch(Rise, Origin){ current_weapon = self getCurrentWeapon(); self thread add_zombie_hint( "PackaPunch", "Press & Hold &&1 To Buy Pack a Punch Upgrade [Cost: 1000]" ); Ass = spawn("trigger_radius", Origin, 1, 50, 100 ); Ass SetCursorHint( "HINT_NOICON" ); Ass UseTriggerRequireLookAt(); Ass set_hint_string( Ass, "PackaPunch" ); Odd = spawn("trigger_radius", (0, 0, 0), 1, 40, 100 ); Odd.origin = Origin; Odd setContents( 1 ); Packz = spawn("script_model", Origin); Packz setModel("zombie_vending_packapunch_on"); Packz.angles = (0,-90,0); weapon = "zombie_knuckle_crack"; for(;;) { Ass waittill("trigger", player); if(player UseButtonPressed()) { primaries = self GetWeaponsListPrimaries(); if( isDefined( primaries ) ) { if(player.score >= 1000) { self freezeControls( true ); self.score -= 1000; gun = player GetCurrentWeapon(); forward = anglesToForward( player.angles ); interact_pos = player.origin + Rise; worldgun = spawn( "script_model", interact_pos ); worldgun.angles = self.angles; worldgun setModel( GetWeaponModel( gun ) ); player takeweapon(gun); player giveweapon(weapon); player switchtoweapon(weapon); PlayFx( level._effect["packapunch_fx"], Packz.origin, (0,0,0)); worldgun rotateto( player.angles+(0,0,0), 0.35, 0, 0 ); wait( 0.5 ); worldgun moveto( Packz.origin+Rise, 1, 0, 0 ); Packz playsound( "packa_weap_upgrade" ); wait( 0.35 ); worldgun delete(); wait( 3 ); Packz playsound("packa_weap_ready"); worldgun = spawn( "script_model", packz.origin+Rise ); worldgun.angles = player.angles+(0,0,0); worldgun setModel( GetWeaponModel( gun+"_upgraded" ) ); worldgun moveto( interact_pos, 1, 0, 0 ); player takeweapon(weapon); self freezeControls( false ); wait( 1.5 ); worldgun delete(); player giveweapon( gun+"_upgraded" ); player switchtoweapon( gun+"_upgraded" ); wait .1; } wait .01; } } }}RandomBox(){ self thread add_zombie_hint( "TehBox", "Press &&1 For a Random Weapon [Cost: 500]" ); box = spawn( "trigger_radius", (34,-470,482), 1, 50, 10 ); box SetCursorHint( "HINT_NOICON" ); box UseTriggerRequireLookAt(); box set_hint_string( box, "TehBox" ); for(;;) { if(self.score >= 500) { box waittill( "trigger", i ); if( i UseButtonPressed() && level.trig_use1 == false ) { self.gunList = []; self.gunList[0] = "zombie_ray_gun"; self.gunList[1] = "zombie_mp40"; self.gunList[2] = "zombie_stg44"; self.gunList[3] = "zombie_thompson"; self.gunList[4] = "zombie_mp40"; self.gunList[5] = "m1garand_gl_zombie"; self.gunList[6] = "zombie_bar"; self.gunList[7] = "zombie_fg42"; self.gunList[8] = "zombie_30cal"; self.gunList[9] = "zombie_doublebarrel"; self.gunList[10] = "zombie_colt_dirty_harry"; self.gunList[11] = "zombie_kar98k_scoped_zombie"; self.gunList[12] = "zombie_m1carbine"; self.gunList[13] = "zombie_ptrs41_zombie"; self.gunList[14] = "zombie_defaultweapon"; self.gunList[15] = "zombie_doublebarrel_sawed_grip"; self.gunList[16] = "zombie_shotgun"; self.gunList[17] = "zombie_panzerschrek"; self.gunList[18] = "zombie_sm2_flamethrower_zombie"; self.gunList[19] = "zombie_walther"; self.gunList[20] = "zombie_zombie_melee"; self.gunList[21] = "zombie_mg42_bipod"; self.gunList[22] = "zombie_springfield_scoped_zombie"; self.gunList[23] = "zombie_doublebarrel_sawed_grip"; self.gunList[24] = "zombie_kar98k_scoped_zombie"; self.gunList[25] = "zombie_type99_lmg_bipod"; self.gunList[26] = "zombie_tesla_gun"; self.PickedWeapon = RandomInt( self.gunList.size ); self.score -= 500; level.trig_use1 = true; maps\_zombiemode_utility::play_sound_at_pos( "open_chest", self.origin ); maps\_zombiemode_utility::play_sound_at_pos( "music_chest", self.origin ); self giveWeapon( "zombie_knuckle_crack" ); self switchToWeapon( "zombie_knuckle_crack" ); wait 3.5; self takeWeapon( "zombie_knuckle_crack" ); wait .1; self giveweapon( self.gunList[self.PickedWeapon] ); self switchToWeapon( self.gunList[self.PickedWeapon] ); level.trig_use1 = false; } } }}SkybaseWindowTrigger(){ self thread add_zombie_hint( "Trigger_1", "Press &&1 To ^2Open^7/^1Close ^7The Window" ); trig = spawn( "trigger_radius", (105.734, -360.858, 505.125), 1, 10, 10 ); trig SetCursorHint( "HINT_NOICON" ); trig UseTriggerRequireLookAt(); trig set_hint_string( trig, "Trigger_1" ); for(;;) { trig waittill( "trigger", i ); if( i UseButtonPressed() && level.secretRoomOpen == false && level.trig1_use == false ) { level.trig_use = true; level.secretRoomOpen = true; level.Berry6 rotateroll(-180,.7); level.Berry moveTo ( level.Berry.origin + (0,0,55), 1.5 ); level.Berry0 moveTo ( level.Berry0.origin + (0,0,55), 1.5 ); level.Berry1 moveTo ( level.Berry1.origin + (0,0,55), 1.5 ); level.Berry2 moveTo ( level.Berry2.origin + (0,0,55), 1.5 ); i playsound( "door_slide_open" ); wait 2; level.Berry6 rotateroll(180,.7); wait .9; level.trig_use = false; } if( i UseButtonPressed() && level.secretRoomOpen == true && level.trig1_use == false ) { level.trig_use = true; level.secretRoomOpen = false; level.Berry6 rotateroll(-180,.7); level.Berry moveTo ( level.Berry.origin + (0,0,-55), 1.5 ); level.Berry0 moveTo ( level.Berry0.origin + (0,0,-55), 1.5 ); level.Berry1 moveTo ( level.Berry1.origin + (0,0,-55), 1.5 ); level.Berry2 moveTo ( level.Berry2.origin + (0,0,-55), 1.5 ); i playsound( "door_slide_open" ); wait 2; level.Berry6 rotateroll(180,.7); wait .9; level.trig_use = false; } }}SkybaseEntranceTrigger(){ self thread add_zombie_hint( "Blue", "Press &&1 To Enter The SkyBase" ); ent = spawn( "trigger_radius", (-236.375, -906.043, 240.693), 1, 15, 15 ); ent SetCursorHint( "HINT_NOICON" ); ent UseTriggerRequireLookAt(); ent set_hint_string( ent, "Blue" ); for(;;) { ent waittill( "trigger", i ); if( i UseButtonPressed() && i.is_zombie == false && i.AlreadyBeingUsed == 1 ) { i thread EnterTheBase(); wait 1; } }}SkybaseExitTrigger(){ self thread add_zombie_hint( "BlueBerry", "Press &&1 To Exit the Skybase" ); exit = spawn( "trigger_radius", (-236.375, -466.043, 520.693), 1, 15, 15 ); exit SetCursorHint( "HINT_NOICON" ); exit UseTriggerRequireLookAt(); exit set_hint_string( exit, "BlueBerry" ); for(;;) { exit waittill( "trigger", i ); if( i UseButtonPressed() && i.is_zombie == false && i.AlreadyBeingUsed == 1 ) { i thread ExitTheBase(); wait 1; } }}EnterTheBase(){ self.AlreadyBeingUsed = 0; self EnableHealthShield( true ); self EnableInvulnerability(); self setStance( "stand" ); self Hide(); self.Launcher = spawn( "script_origin", (-236.375, -906.043, 230.693) ); self playerlinkto( self.Launcher ); self.Launcher moveto ( (-236.375, -906.043, 630.693), 2.5, 1, 1 ); wait 2.5; self.Launcher moveto ( (-236.375, -466.043, 630.693), 2.5, 1, 1 ); self.Launcher waittill( "movedone" ); self Show(); self.Launcher delete(); self unlink(); self.AlreadyBeingUsed = 1;}ExitTheBase(){ self.AlreadyBeingUsed = 0; self setStance( "stand" ); self Hide(); self.Launcher = spawn( "script_origin", (-236.375, -466.043, 520.693) ); self playerlinkto( self.Launcher ); self.Launcher moveto ( (-236.375, -466.043, 630.693), 2.5, 1, 1 ); self.Launcher waittill( "movedone" ); self.Launcher moveto ( (-236.375, -906.043, 630.693), 2.5, 1, 1 ); self.Launcher waittill( "movedone" ); self.Launcher moveto ( (-236.375, -906.043, 240.693), 2.5, 1, 1 ); self.Launcher waittill( "movedone" ); self Show(); self.Launcher delete(); self unlink(); self EnableHealthShield( true ); self EnableInvulnerability(); self.AlreadyBeingUsed = 1;}SkybaseFloor(origin){ for(i=0;i<12;i++) { model = spawn("script_model", (origin[0]+(i*24),origin[1],origin[2])); model.angles = (0,90,0); model setmodel("zombie_treasure_box_lid"); }}SkybaseFloorMiddle(origin){ for(i=0;i<19;i++) { model = spawn("script_model", (origin[0]+(i*24),origin[1],origin[2])); model.angles = (0,90,0); model setmodel("zombie_treasure_box_lid"); }}SkybaseWall(origin){ for(i=0;i<3;i++) { model = spawn("script_model", (origin[0]+(i*87),origin[1],origin[2])); model.angles = (0,0,0); model setmodel("zombie_treasure_box"); }}SkybaseWall1(origin){ for(i=0;i<2;i++) { model = spawn("script_model", (origin[0]+(i*185),origin[1],origin[2])); model.angles = (0,0,0); model setmodel("zombie_treasure_box"); }}SkybaseWall2(origin){ for(i=0;i<1;i++) { model = spawn("script_model", (origin[0],origin[1],origin[2]+(i*16))); model.angles = (0,0,0); model setmodel("zombie_treasure_box"); }}SkybaseBox(origin){ for(i=0;i<1;i++) { model = spawn("script_model", (origin[0]+(i*265),origin[1],origin[2])); model.angles = (0,90,0); model setmodel("zombie_treasure_box"); }}SkybaseBoxLid(origin){ for(i=0;i<1;i++) { model = spawn("script_model", (origin[0],origin[1],origin[2])); model.angles = (0,90,0); model setmodel("zombie_treasure_box_lid"); }}SkybaseSideWallFront(origin){ for(i=0;i<1;i++) { model = spawn("script_model", (origin[0]+(i*265),origin[1],origin[2])); model.angles = (0,90,0); model setmodel("zombie_treasure_box"); }}SkybaseSideWallBack1(origin){ for(i=0;i<2;i++) { model = spawn("script_model", (origin[0]+(i*265),origin[1],origin[2])); model.angles = (0,90,0); model setmodel("zombie_treasure_box"); }}SkybaseRing(origin){ for(i=0;i<1;i++) { Berry = spawn("script_model", (origin[0]+(i*87),origin[1],origin[2])); Berry.angles = (0,0,0); Berry setmodel("zombie_teleporter_mainframe_ring1"); self thread RotateThat(Berry); }}SkybaseRing1(origin){ for(i=0;i<1;i++) { Berry = spawn("script_model", (origin[0]+(i*87),origin[1],origin[2])); Berry.angles = (45,-90,0); Berry setmodel("zombie_teleporter_mainframe_ring1"); }}SkybaseRing2(origin){ for(i=0;i<1;i++) { Berry = spawn("script_model", (origin[0]+(i*40),origin[1],origin[2])); Berry.angles = (90,90,0); Berry setmodel("zombie_teleporter_mainframe_ring1"); }}SkybaseRing3(origin){ for(i=0;i<1;i++) { Berry = spawn("script_model", (origin[0]+(i*87),origin[1],origin[2])); Berry.angles = (-45,-90,0); Berry setmodel("zombie_teleporter_mainframe_ring1"); }}RotateThat(Berry){ for(;;) { Berry rotateyaw(360,1.5); wait 1.5; }}add_zombie_hint( ref, text ){ if( !IsDefined( level.zombie_hints ) ) { level.zombie_hints = []; } PrecacheString( text ); level.zombie_hints[ref] = text;}get_zombie_hint( ref ){ if( IsDefined( level.zombie_hints[ref] ) ) { return level.zombie_hints[ref]; } return level.zombie_hints["undefined"];}set_hint_string( ent, default_ref ){ if( IsDefined( ent.script_hint ) ) { self SetHintString( get_zombie_hint( ent.script_hint ) ); } else { self SetHintString( get_zombie_hint( default_ref ) ); }}
#2. Posted:
Status: Offline
Joined: Jan 26, 201113Year Member
Posts: 1,512
Reputation Power: 69
Status: Offline
Joined: Jan 26, 201113Year Member
Posts: 1,512
Reputation Power: 69
lmao what did u edit in the skybase?
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