DatAmazingCheese

German Flag

May 12th, 2017
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  1. @name German Flag
  2. @persist I
  3. @trigger
  4.  
  5. if(first()|dupefinished())
  6. {
  7.  
  8. # Instructions
  9.  
  10. # Spawn and place the E2 where you want it, the flag trailing behind.
  11. # Weld the E2 to the base of where you want it, ie turret base, hull.
  12. # Parent the E2 to the gate on that base with "Remove Constraints" unticked!
  13. # Voila, spread the germanering!
  14.  
  15. # Made by DatAmazingCheese
  16.  
  17. # Flag
  18.  
  19. # Black
  20.  
  21. holoCreate(1)
  22. holoModel(1,"models/pac/jiggle/base_cloth_3.mdl")
  23. holoMaterial(1,"WTP/cloth_1")
  24. holoColor(1,vec(0,0,0))
  25. holoAlpha(1,255)
  26. holoDisableShading(1,1)
  27. holoPos(1,entity():toWorld(vec(-0.5,0,65.57)))
  28. holoParent(1,entity())
  29.  
  30. #Flag Bones
  31.  
  32. holoBoneScale(1,0,vec(5,1,1))
  33. holoBoneScale(1,1,vec(5,1,1))
  34. holoBoneScale(1,2,vec(5,1,1))
  35. holoBoneScale(1,3,vec(5,1,1))
  36. holoBoneScale(1,4,vec(5,1,1))
  37. holoBoneScale(1,5,vec(5,1,1))
  38. holoBoneScale(1,6,vec(5,1,1))
  39. holoBoneScale(1,7,vec(5,1,1))
  40. holoBoneScale(1,8,vec(5,1,1))
  41. holoBoneScale(1,9,vec(5,1,1))
  42.  
  43. holoClipEnabled(1, 1, 1)
  44. holoClip(1, 1, vec(0, 6.062, 0), vec(0, 90, 0), 0)
  45.  
  46. # Red
  47.  
  48. holoCreate(2)
  49. holoModel(2,"models/pac/jiggle/base_cloth_3.mdl")
  50. holoMaterial(2,"WTP/cloth_1")
  51. holoColor(2,vec(221,0,0))
  52. holoAlpha(2,255)
  53. holoDisableShading(2,1)
  54. holoPos(2,entity():toWorld(vec(-0.5,0,65.57)))
  55. holoParent(2,entity())
  56.  
  57. #Flag Bones
  58.  
  59. holoBoneScale(2,0,vec(5,1,1))
  60. holoBoneScale(2,1,vec(5,1,1))
  61. holoBoneScale(2,2,vec(5,1,1))
  62. holoBoneScale(2,3,vec(5,1,1))
  63. holoBoneScale(2,4,vec(5,1,1))
  64. holoBoneScale(2,5,vec(5,1,1))
  65. holoBoneScale(2,6,vec(5,1,1))
  66. holoBoneScale(2,7,vec(5,1,1))
  67. holoBoneScale(2,8,vec(5,1,1))
  68. holoBoneScale(2,9,vec(5,1,1))
  69.  
  70. holoClipEnabled(2, 1, 1)
  71. holoClip(2, 1, vec(0, 6.062, 0), vec(0, -90, 0), 0)
  72.  
  73. holoClipEnabled(2, 2, 1)
  74. holoClip(2, 2, vec(0, -6.062, 0), vec(0, 90, 0), 0)
  75.  
  76. # Yellow
  77.  
  78. holoCreate(3)
  79. holoModel(3,"models/pac/jiggle/base_cloth_3.mdl")
  80. holoMaterial(3,"WTP/cloth_1")
  81. holoColor(3,vec(255,206,0))
  82. holoAlpha(3,255)
  83. holoDisableShading(3,1)
  84. holoPos(3,entity():toWorld(vec(-0.5,0,65.57)))
  85. holoParent(3,entity())
  86.  
  87. #Flag Bones
  88.  
  89. holoBoneScale(3,0,vec(5,1,1))
  90. holoBoneScale(3,1,vec(5,1,1))
  91. holoBoneScale(3,2,vec(5,1,1))
  92. holoBoneScale(3,3,vec(5,1,1))
  93. holoBoneScale(3,4,vec(5,1,1))
  94. holoBoneScale(3,5,vec(5,1,1))
  95. holoBoneScale(3,6,vec(5,1,1))
  96. holoBoneScale(3,7,vec(5,1,1))
  97. holoBoneScale(3,8,vec(5,1,1))
  98. holoBoneScale(3,9,vec(5,1,1))
  99.  
  100. holoClipEnabled(3, 1, 1)
  101. holoClip(3, 1, vec(0, -6.062, 0), vec(0, -90, 0), 0)
  102.  
  103. #Pole
  104.  
  105. holoCreate(4)
  106. holoModel(4,"models/sprops/cylinders/size_1/cylinder_1_5x54.mdl")
  107. holoMaterial(4,"models/props_docks/dock01a")
  108. holoPos(4,entity():toWorld(vec(0,0,42.231)))
  109. holoScale(4,vec(0.6,0.6,1.6))
  110. holoParent(4,entity())
  111.  
  112. #Pole Cap
  113.  
  114. holoCreate(5)
  115. holoModel(5,"models/sprops/geometry/sphere_24.mdl")
  116. holoMaterial(5,"models/props_docks/dock01a")
  117. holoPos(5,entity():toWorld(vec(0,0,86)))
  118. holoScale(5,vec(0.075,0.075,0.075))
  119. holoParent(5,entity())
  120.  
  121. }
  122.  
  123. interval(100)
  124.  
  125. Speed = entity():vel():length()
  126.  
  127. I += Speed / 7
  128.  
  129. A = sin(I)*60
  130.  
  131. if(Speed > 1)
  132. {
  133. holoAng(1,entity():toWorld(ang(0,A,90)))
  134. holoAng(2,entity():toWorld(ang(0,A,90)))
  135. holoAng(3,entity():toWorld(ang(0,A,90)))
  136. }
  137. else
  138. {
  139. holoAng(1,entity():toWorld(ang(0,0,90)))
  140. holoAng(2,entity():toWorld(ang(0,0,90)))
  141. holoAng(3,entity():toWorld(ang(0,0,90)))
  142. }
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