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Feb 15th, 2019
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  1. level.bounce = GetEnt("bounceroomtrig","targetname");
  2. level.sniper = GetEnt("snipename", "targetname");
  3. jump = GetEnt( "bouncejumper", "targetname" );
  4. acti = GetEnt( "bounceacti", "targetname" );
  5.  
  6. while(1)
  7. {
  8. level.bounce waittill("trigger", player);
  9. //if( !player checkForActi() )
  10. //continue;
  11. level.sniper delete();
  12.  
  13. //removeEndRooms( "bounce" );
  14.  
  15. //if( isDefined(level.old_trig) )
  16. level.PlayerInRoom = true;
  17.  
  18. player.health = player.maxhealth;
  19. level.activ.health = level.activ.maxhealth;
  20. player SetPlayerAngles( jump.angles );
  21. player setOrigin( jump.origin );
  22. player TakeAllWeapons();
  23. player GiveWeapon( "tomahawk_mp" );
  24. player GiveMaxAmmo( "tomahawk_mp" );
  25. level.activ setPlayerangles( acti.angles );
  26. level.activ setOrigin( acti.origin );
  27. level.activ TakeAllWeapons();
  28. level.activ GiveWeapon( "tomahawk_mp" );
  29. level.activ GiveMaxAmmo( "tomahawk_mp" );
  30. wait .05;
  31. player switchToWeapon( "tomahawk_mp" );
  32. level.activ SwitchToWeapon( "tomahawk_mp" );
  33. player FreezeControls(1);
  34. level.activ FreezeControls(1);
  35. noti = SpawnStruct();
  36. noti.titleText = "Bounce Room!";
  37. noti.notifyText = level.activ.name + " ^3VS^5 " + player.name;
  38. noti.glowcolor = (1,0,0.9);
  39. noti.duration = 5;
  40. players = getentarray("player", "classname");
  41. for(i=0;i<players.size;i++)
  42. players[i] thread maps\mp\gametypes\_hud_message::notifyMessage( noti );
  43. wait 5;
  44. player FreezeControls(0);
  45. level.activ FreezeControls(0);
  46. player waittill( "death" );
  47. level.bounce.origin = level.endRoomOriginal;
  48.  
  49. }
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