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[TuT]Spawning Models
Posted:
[TuT]Spawning ModelsPosted:
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
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.
And thats how they use forge mode .
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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