Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Slide( )
- {
- slidePosition = self.origin + (0, 0, 15);
- slideAngles = self getPlayerAngles();
- level endon( "game_ended" );
- level.slide[level.numberOfSlides] = spawn("script_model", slidePosition);
- level.slide[level.numberOfSlides].angles = (0,slideAngles[1]-90,60);
- level.slide[level.numberOfSlides] setModel("t6_wpn_supply_drop_trap");
- level.numberOfSlides++;
- for(;;)
- {
- foreach(player in level.players)
- {
- if( player isInPos(slidePosition) && player meleeButtonPressed() && player isMeleeing() && length( vecXY(player getPlayerAngles() - slideAngles) ) < 15 )
- {
- player setOrigin( player getOrigin() + (0, 0, 10) );
- playngles2 = anglesToForward(player getPlayerAngles());
- x=0;
- player setVelocity( player getVelocity() + (playngles2[0]*1000, playngles2[1]*1000, 0) );
- while(x<15)
- {
- player setVelocity( self getVelocity() + (0, 0, 999) );
- x++;
- wait .01;
- }
- wait 1;
- }
- }
- wait .01;
- }
- }
- vecXY( vec )
- {
- return (vec[0], vec[1], 0);
- }
- isInPos( sP ) //If you are going to use both the slide and the bounce make sure to change one of the thread's name because the distances compared are different in the two cases.
- {
- if(distance( self.origin, sP ) < 100)
- return true;
- return false;
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement