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[TuT]Spawning Models
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[TuT]Spawning ModelsPosted:

-ScHmIdTy
  • Powerhouse
Status: Offline
Joined: Mar 10, 201113Year Member
Posts: 470
Reputation Power: 18
Status: Offline
Joined: Mar 10, 201113Year Member
Posts: 470
Reputation Power: 18
I saw I havent really done anything for ttg. So i made this tut

So to begin you need the following items:

-Mw2(pc version preferbly)
-notepad++(or whatever you want to use to edit the .gsc files)
-patience

As I suspect you have these good items I will start:

To make some script/code. You need the right wording/Names of script_model's

doHax()
{
    RS = Spawn("script_model",(0,0,0));
    RS SetModel("weapon_riot_shield_mp");
 
    while(1)
    {
        pelvis = self GetTagOrigin("pelvis");
        RS MoveTo(pelvis,0.08);
        RS RotateTo((RandomInt(360),RandomInt(360),RandomInt(360)),0.08);
        wait 0.08;
    }
}


In this tut I used a riot shield as my script_model, I added this code under _rank.gsc and also made a self thread doHax(); under OnPlayerSpawned. What this little script does is it makes a riot shield revolve around your body. I know its cheesy, but hey you havent seen that get done in awhile . Now if you would like the model to spawn at your crosshairs you would need this code.


doHax()
{
    RS = Spawn("script_model",(0,0,0));
    RS SetModel("weapon_riot_shield_mp");
 
    while(1)
    {
        cursor = self GetCursorPos();
        RS MoveTo(cursor,0.08);
        wait 0.08;
    }
}
GetCursorPos()
{
    forward = self getTagOrigin("tag_eye");
    end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
    location = BulletTrace( forward, end, 0, self)[ "position" ];
    return location;
}


And thats how they use forge mode .
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