Hello , salut à toi ;
Je vais donc postez ici tous les scriptes que je connais : ( faite bien attention de changez les touches pour votre console si vous vous voulez vous servir de ses scriptes (touche pc mise par défaut ) .
Je peux plus filmer n'y refaire des lobby , mais j'ai toujours certain script et à l'époque y'avait un gas qui filmais les mods qu'on faisait , je lui demande si il lui reste des vidéo pour certain scripte pis je poste si je peux .
Avoir un machine de mort sur l'épaule :
Pour pouvoir conduire une voiture c'est celui la :
Le lance flamme ( Y'a peut être des erreurs dans le scripte j'ai du le retaper et je ne peux plus le testé ) :
Je vais donc postez ici tous les scriptes que je connais : ( faite bien attention de changez les touches pour votre console si vous vous voulez vous servir de ses scriptes (touche pc mise par défaut ) .
Je peux plus filmer n'y refaire des lobby , mais j'ai toujours certain script et à l'époque y'avait un gas qui filmais les mods qu'on faisait , je lui demande si il lui reste des vidéo pour certain scripte pis je poste si je peux .
Avoir un machine de mort sur l'épaule :
Vous devez être inscrit pour voir les médias
Code:
deathMachine()
{
self endon("disconnect");
self endon("death");
while(1)
{
if(self AttackButtonPressed())
{
tagorigin = self getTagOrigin("j_shouldertwist_le");
firing = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);
MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "left" );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "right" );
}
wait 0.07;
}
}
GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
Pour pouvoir conduire une voiture c'est celui la :
Vous devez être inscrit pour voir les médias
Code:
doStartVeh()
{
self.inVeh = 0;
}
givePlayerVehicle(vType)
{
self notify("InCar");
self takeAllWeapons();
self.inVeh = 1;
mapz = getDvar("mapname");
self.drawRange = 250; //default
self setClientDvar("cg_thirdperson", 1);
self setClientDvar("cg_drawgun", 0);
//self.PushSpd = 2; //default
//self hide();
//self thread doAnPerson();
self allowJump(false);
switch(vType)
{
case "police": //terminal, bailout
self.HandSpeed = 1.3;
self.VehMod = "vehicle_policecar_lapd_destructible";
break;
case "jeep": //afghan, derail, invasion, quarry, rundown, skidrow
self.HandSpeed = 1.1;
self.VehMod = "vehicle_uaz_open_destructible";
break;
case "hummer": //afghan, invasion
self.HandSpeed = 1.2;
self.VehMod = "vehicle_hummer_destructible";
break;
case "armyTruck": //derail, skidrow
self.HandSpeed = .85;
if(mapz == "mp_derail" || mapz == "mp_nightshift")
{
self.VehMod = "vehicle_bm21_cover_destructible";
}
else
{
self.VehMod = "vehicle_bm21_mobile_bed_destructible";
}
self.drawRange = 450;
break;
case "pickuper": //derail, estate, quarry, scrapyard, underpass, bailout, crash
self.HandSpeed = 1.2;
self.VehMod = "vehicle_pickup_destructible_mp";
self.drawRange = 450;
break;
case "familyWhite": //estate
self.HandSpeed = .9;
self.VehMod = "vehicle_suburban_destructible_beige";
break;
case "familyBlack": //estate, bailout
self.HandSpeed = .9;
if(mapz == "mp_estate")
{
self.VehMod = "vehicle_suburban_destructible_dull";
}
else if(mapz == "mp_bailout")
{
self.VehMod = "vehicle_subcompact_black_destructible";
}
break;
case "fast": //estate
self.HandSpeed = 1.3;
self.VehMod = "vehicle_coupe_white_destructible";
break;
case "familyRed": //estate
self.HandSpeed = .9;
self.VehMod = "vehicle_suburban_destructible_red";
break;
case "car80s": //invasion
self.HandSpeed = .7;
self.VehMod = "vehicle_80s_wagon1_red_destructible_mp";
break;
case "taxi": //invasion
self.HandSpeed = 1.0;
self.VehMod = "vehicle_taxi_yellow_destructible";
break;
case "truck": //karachi, quarry, scrapyard, bailout, storm
self.HandSpeed = .7;
self.VehMod = "vehicle_moving_truck_destructible";
self.drawRange = 500;
break;
case "greenVan": //quarry
self.HandSpeed = .9;
self.VehMod = "vehicle_van_green_destructible";
break;
case "whiteVan": //quarry, skidrow
self.HandSpeed = 1;
self.VehMod = "vehicle_van_white_destructible";
break;
case "bimbaBlue": //rundown
self.HandSpeed = .6;
self.VehMod = "vehicle_small_hatch_blue_destructible_mp";
break;
case "bimbaWhite": //rundown
self.HandSpeed = .6;
self.VehMod = "vehicle_small_hatch_white_destructible_mp";
break;
case "frozenJeep": //sub base, derail
self.HandSpeed = 1.35;
self.VehMod = "vehicle_uaz_winter_destructible";
break;
case "blueVan": //underpass
self.HandSpeed = .9;
self.VehMod = "vehicle_van_slate_destructible";
break;
case "fastBlue": //bailout
self.HandSpeed = 1.1;
self.VehMod = "vehicle_coupe_blue_destructible";
break;
case "fastWhite": //bailout
self.HandSpeed = 1.1;
self.VehMod = "vehicle_coupe_white_destructible";
break;
case "oldBrown": //crash
self.HandSpeed = .6;
self.VehMod = "vehicle_80s_sedan1_brn_destructible_mp";
break;
case "oldGreen": //crash
self.HandSpeed = .6;
self.VehMod = "vehicle_80s_sedan1_green_destructible_mp";
break;
case "oldRed": //crash
self.HandSpeed = .6;
self.VehMod = "vehicle_80s_sedan1_red_destructible_mp";
break;
case "oldWhite": //storm
self.HandSpeed = .8;
self.VehMod = "vehicle_80s_hatch2_yel_destructible_mp";
break;
case "oldSilver": //storm
self.HandSpeed = 1.1;
self.VehMod = "vehicle_80s_sedan1_silv_destructible_mp";
break;
case "fuelTruck": //storm
self.HandSpeed = 1.1;
self.VehMod = "vehicle_mack_truck_short_white_destructible";
self.drawRange = 650;
break;
}
self setModel(self.VehMod);
self thread doVehicle(self.HandSpeed, self.drawRange);
}
doVehicle(Spd, Rng)
{
self endon("death");
self endon("disconnect");
s = spawnstruct();
//self.Veh = self createFontString( "default", 2.0 );
//self.Veh setPoint( "TOP", "TOP", 0, 0);
self thread startTurbo();
self thread preventFlyHard();
self setClientDvar("cg_thirdpersonrange", Rng);
while(1)
{
place = self GetCursorPos();
self setVelocity(self getVelocity()*(Spd));
//s.text = i;
//self.Veh setText(s.text);
wait 0.01;
}
}
/*
doAnPerson()
{
self endon("InCar");
self endon("death");
self endon("disconnect");
owner = self;
while(1)
{
if(owner isInVehicle() == 1)
{
foreach(player in level.players)
{
personDist[player] = distance(owner, player);
if(personDist[player] > 350)
{
if(owner != player)
{
player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( owner, owner, 999999, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
}
}
}
}
wait 1;
}
}*/
isInVehicle()
{
return self.inVeh;
}
preventFlyHard()
{
self endon("death");
self endon("disconnect");
while(1)
{
Vec = self getVelocity();
if(Vec[2] > 0 || Vec[2] < 0)
{
self setVelocity((Vec[0], Vec[1], 0));
}
wait 0.1;
}
}
startTurbo()
{
self endon("death");
self endon("disconnect");
self notifyOnPlayerCommand( "R", "+reload" );
while(1)
{
if(self AttackButtonPressed())
{
self setVelocity(self getVelocity()*1.1);
wait 0.01;
}
wait 0.01;
}
}
GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
Le lance flamme ( Y'a peut être des erreurs dans le scripte j'ai du le retaper et je ne peux plus le testé ) :
Vous devez être inscrit pour voir les médias
Code:
onPlayerSpawned()
{
self endon("disconnect");
for(;;)
{
self waittill("spawned_player");
self setClientDvar("r_brightness", "-.1");
self thread giveFlamethrower();
self thread initTestClients(17);
setDvar( "testClients_doAttack", 0 );
}
}
giveFlamethrower()
{
self thread giveFT();
wait 0.3;
self thread sunGlasses();
wait 0.3;
self giveWeapon("defaultweapon_mp", 7, false);
wait 0.3;
self thread doFXbyMap(getDvar("mapname"));
}
sunGlasses()
{
self.bitchFTW = createIcon( "black", 1000, 1000 );
self.bitchFTW setPoint( "CENTER", "CENTER" );
self.bitchFTW.alpha = .35;
self thread destroyOnDeath(self.bitchFTW);
}
giveFT()
{
self endon("death");
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "defaultweapon_mp")
{
startB = GetCursorPos();
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
owner = self;
if(xD < 855)
{
pointe = roundUp(xD/55);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];
XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;
RadiusDamage( startB, 300, 300, 300, owner );
for(b = pointe; b > -1; b--)
{
playFX(self.ZFX, startB + (((XA, YA, ZA) * b)) );
wait 0.01;
}
}
}
}
}
doFXbyMap(mapz)
{
self.ZFX = level.spawnGlow["enemy"];;
switch(mapz)
{
case "mp_checkpoint":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;
case "mp_boneyard":
self.ZFX = level._effect[ "firelp_med_pm_nolight" ];
break;
case "mp_favela":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;
case "mp_invasion":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;
}
}
destroyOnDeath(ob)
{
self waittill("death");
ob delete();
}