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- @name X-Cube
- @inputs
- @outputs
- @persist Ang
- @trigger
- @model models/hunter/blocks/cube025x025x025.mdl
- E = entity()
- O = owner()
- runOnTick(1)
- if(first()){
- Ang = 1
- E:setTrails(20,20,1,"trails/laser",vec(255,0,255),255)
- }
- if(owner():keyPressed("z")){
- E:setPos(E:toWorld(vec(0,10,0)))
- }
- if(owner():keyPressed("q") && owner():keyPressed("z")){
- Ang += 1
- E:setAng(ang(0,Ang,0))
- E:setPos(E:toWorld(vec(0,5,0)))
- }
- if(owner():keyPressed("d") && owner():keyPressed("z")){
- Ang += -1
- E:setAng(ang(0,Ang,0))
- E:setPos(E:toWorld(vec(0,5,0)))
- }
- if(owner():keyPressed("a")){
- Ang += 1.5
- E:setAng(ang(0,Ang,0))
- }
- if(owner():keyPressed("d")){
- Ang += -1.5
- E:setAng(ang(0,Ang,0))
- }
- if(owner():keyPressed("s")){
- E:setPos(E:toWorld(vec(0,-10,0)))
- }
- if(owner():keyJump()){
- E:setPos(E:toWorld(vec(0,0,10)))
- }
- if(owner():keyJump() && owner():keyPressed("z")){
- E:setPos(E:toWorld(vec(0,5,10)))
- }
- if(owner():keyJump() && owner():keyPressed("s")){
- E:setPos(E:toWorld(vec(0,-5,10)))
- }
- if(owner():keySprint()){
- E:setPos(E:toWorld(vec(0,0,-10)))
- }
- if(owner():keySprint() && owner():keyPressed("z")){
- E:setPos(E:toWorld(vec(0,5,-10)))
- }
- if(owner():keySprint() && owner():keyPressed("s")){
- E:setPos(E:toWorld(vec(0,-5,-10)))
- }
- if(owner():keyWalk() && owner():keyPressed("z")){
- E:setPos(E:toWorld(vec(0,20,0)))
- }
- if(owner():keyPressed("q") && owner():keyWalk() && owner():keyPressed("z")){
- Ang += 0.01
- E:setAng(ang(0,Ang,0))
- E:setPos(E:toWorld(vec(0,15,0)))
- }
- if(owner():keyPressed("d") && owner():keyWalk() && owner():keyPressed("z")){
- Ang += -0.01
- E:setAng(ang(0,Ang,0))
- E:setPos(E:toWorld(vec(0,15,0)))
- }
- if(owner():keyWalk() && owner():keyPressed("z") && owner():keyJump()){
- E:setPos(E:toWorld(vec(0,10,20)))
- }
- if(owner():keyWalk() && owner():keyPressed("z") && owner():keySprint()){
- E:setPos(E:toWorld(vec(0,10,-20)))
- }
- #it's for Max ;p this is just a cube but it's nice
- #That work with a specific angle press alt + e to sit on Z = forward Q = left S = back D = right :p
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