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New MW2 Skybase For TU8
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New MW2 Skybase For TU8Posted:

iZoobzy
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Sup guys, I have been sitting here working for like 3 days to perfect this, And here it is, its a more improved version of the MW2 TU8 skybase.

Soon I am adding a intractable turrets In the bottom window's, also this is not restricted to one location, You can spawn it anywhere (it spawns on host)

You can spawn up to three of them.

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I am working on some new spawnables too, wannadd me on skype feel free.

Skype : GenerallyABeast
#2. Posted:
MRMURK4G3
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Pretty nice menu when i had to record it, here is some video footage of the menu

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#3. Posted:
iZoobzy
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MRMURK4G3 wrote Pretty nice menu when i had to record it, here is some video footage of the menu

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I forgot to add this lol
Thanks for linking it
#4. Posted:
Nyrrohd
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MOST INSANE TU8 SKYBASE YET!
#5. Posted:
MpR-Modding
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Love it bro
Insane sky base!!!!!!
#6. Posted:
iZoobzy
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Thanks for the replies guys goes a long way
#7. Posted:
Greg
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Just saying, you may want to remove the sex dolls... since they will only show up on certain maps won't they? Similar to when you change your player model? won't it just got to the red "FX" if the model isn't in the map?

Other than that it is looking like a nice skybase and menu
#8. Posted:
iZoobzy
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The models change dependant on the map, so no need to worry :p
#9. Posted:
Bithax
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Looks pretty cool, you should also add interactive items. Can easily be done by a simple distance check (less than 50 is pretty much right on top)


float Distance(float*v1, float*v2, bool sq=false)
{
 float length;
 (!sq ? length = sqrt((v1[0]-v2[0])*(v1[0]-v2[0])+(v1[1]-v2[1])*(v1[1]-v2[1])+(v1[2]-v2[2])*(v1[2]-v2[2])) : length = (v1[0]-v2[0])*(v1[0]-v2[0])+(v1[1]-v2[1])*(v1[1]-v2[1])+(v1[2]-v2[2])*(v1[2]-v2[2]));
 return length;
}

float Distance2D(float*v1,float*v2,bool sq=false)
{
 float length;
 (!sq ? length = sqrt(((v1[0]-v2[0])*(v1[0]-v2[0])+(v1[1]-v2[1])*(v1[1]-v2[1]))) : length = ((v1[0]-v2[0])*(v1[0]-v2[0])+(v1[1]-v2[1])*(v1[1]-v2[1])));
 return length;
}


I wrote them both up while ago, the 2D is pretty obvious on what it would be used for. (same distance check, just excluding the z origin (up/down))
#10. Posted:
iZoobzy
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Bithax wrote Looks pretty cool, you should also add interactive items. Can easily be done by a simple distance check (less than 50 is pretty much right on top)


float Distance(float*v1, float*v2, bool sq=false)
{
 float length;
 (!sq ? length = sqrt((v1[0]-v2[0])*(v1[0]-v2[0])+(v1[1]-v2[1])*(v1[1]-v2[1])+(v1[2]-v2[2])*(v1[2]-v2[2])) : length = (v1[0]-v2[0])*(v1[0]-v2[0])+(v1[1]-v2[1])*(v1[1]-v2[1])+(v1[2]-v2[2])*(v1[2]-v2[2]));
 return length;
}

float Distance2D(float*v1,float*v2,bool sq=false)
{
 float length;
 (!sq ? length = sqrt(((v1[0]-v2[0])*(v1[0]-v2[0])+(v1[1]-v2[1])*(v1[1]-v2[1]))) : length = ((v1[0]-v2[0])*(v1[0]-v2[0])+(v1[1]-v2[1])*(v1[1]-v2[1])));
 return length;
}


I wrote them both up while ago, the 2D is pretty obvious on what it would be used for. (same distance check, just excluding the z origin (up/down))


Thanks for you for your input Bithax
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