jwm614

Jwm614 fx tester bo2

Jan 18th, 2015
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C++ 3.20 KB | None | 0 0
  1. #include maps/mp/gametypes/_hud_util;
  2. #include maps/mp/gametypes/_weapons;
  3. #include maps/mp/_utility;
  4. #include common_scripts/utility;
  5. #include maps/mp/gametypes/_hud_message;
  6. #include maps/mp/gametypes/_hud;
  7.  
  8.  
  9.  
  10. init()
  11. {            
  12.    
  13.     level.CareHeli_marker_smoke = loadfx("env/smoke/fx_smoke_supply_drop_blue_mp");
  14.     level._effect[ "flak20_fire_fx" ] = loadfx( "weapon/tracer/fx_tracer_flak_single_noExp" );
  15.     level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
  16.     level.waypointGreen=loadFX("misc/fx_equip_tac_insert_light_grn");                           level.waypointRed=loadFX("misc/fx_equip_tac_insert_light_red");
  17.     level thread onplayerconnect();    
  18.  
  19. }
  20. onplayerconnect()
  21. {
  22.      for(;;)
  23.     {
  24.         level waittill( "connecting", player );
  25.        
  26.         player.clientid = level.clientid;
  27.         level.clientid++;            
  28.        
  29.          player thread onplayerspawned();
  30.        
  31.     }
  32. }
  33. onplayerspawned()
  34. {
  35.     self endon( "disconnect" );
  36.     level endon( "game_ended" );  
  37.  
  38.     for(;;)
  39.     {
  40.  
  41.         self waittill( "spawned_player" );
  42.  
  43.         if(self isHost())
  44.         {
  45.             self freezecontrols(false);
  46.             self thread BuildMenu();
  47.         }
  48.     }
  49. }
  50.  
  51. BuildMenu()
  52. {
  53.     self endon("disconnect");
  54.     self endon("death");
  55.     for(;;)
  56.     {
  57.         if(self actionslotonebuttonpressed())//up
  58.         {
  59.            changeeffectselection();
  60.         }
  61.         else if(self actionslottwobuttonpressed())//down
  62.         {  
  63.            self thread ebbullets();
  64.         }
  65.        
  66.         wait 0.05;
  67.     }
  68. }  
  69.  
  70.  
  71.  
  72. changeeffectselection()
  73. {
  74.     level.effect += 1;
  75.     if (level.effect == 0)
  76.         level.effectselected =  level.CareHeli_marker_smoke;
  77.     if (level.effect == 1)
  78.         level.effectselected =  level.CareHeli_marker_smoke;
  79.     if (level.effect == 2)
  80.         level.effectselected = level._effect[ "flak20_fire_fx" ];
  81.     if (level.effect == 3)
  82.         level.effectselected = level.waypointGreen;
  83.     if (level.effect == 4)
  84.         level.effectselected = level.waypointRed;
  85.     if (level.effect == 5)
  86.         level.effectselected = level.chopper_fx["explode"]["large"];
  87.     if (level.effect == 6)
  88.         level.effectselected =  level._effect[ "rcbombexplosion" ];
  89.     if (level.effect == 7)
  90.         level.effectselected = level._effect[ "rcbombexplosion" ];  
  91.     if (level.effect == 8)
  92.         level.effect = 0;// you can keep on going if u want an add names to them
  93.    
  94.     self iPrintln("effect Set To: ^1" + level.effectselected + "^5  " + level.effect);
  95. }
  96. ebbullets()
  97. {
  98.     level endon("game_ended");  
  99.     level endon("doneforge");
  100.     self endon("death");
  101.     for(;;)
  102.     {
  103.         self waittill ( "weapon_fired" );
  104.         weap = self getCurrentWeapon();        
  105.             forward = self getTagOrigin("j_head");
  106.             end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
  107.             SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
  108.            
  109.             playfx(level.effectselected, SPLOSIONlocation);
  110.        
  111.     }
  112. }
  113. vector_scal(vec, scale)
  114. {
  115.     vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
  116.     return vec;
  117. }
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