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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: I need some help with this please (LunarLander)
aden34
General Member
Since: Mar 6, 2012
Posts: 5
Last: Mar 7, 2012
[view latest posts]
Level 0
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Mar. 6, 2012 07:46 pm
I am trying to make it so this lunarlander has to be hold the use button and not just press it. Ive looked everywhere but i cant seem to find an answer. here is the script for it. i took it from a compressed .ff file and used prettyprinter to change it which is why it looks messed up.


Code:
}
doLunarLander(){
    if( IsSubStr( level.script, "nazi_zombie_factory" ) && self GetFortStatus() == "SpotAvail" ){
        for( i = 0;
        i <
        get_players().size;
        i++ ){
            get_players()[i].OnLunar = false;
            
        }
        level.LunarsSpwnd = true;
        self iPrintln( "Lunar Landers ^2Spawned" );
        self thread LunaRModels();
        self thread LunaR();
        self thread LunaR2();
        self thread LunarFxCircle();
        
    }
    
}
LunaRModels(){
    level.LunarInUse = false;
    level.LunarPosition = "Spawn";
    SpawnPos = ( 52, -440, -1.2 );
    level._effect["zombie_flashback_american"] = loadfx( "maps/zombie/fx_zombie_flashback_american" );
    playfx( level._effect["zombie_flashback_american"], SpawnPos );
    playfx( level._effect["zombie_flashback_american"], SpawnPos );
    playfx( level._effect["zombie_flashback_american"], ( 300, -1640, 58 ) );
    playfx( level._effect["zombie_flashback_american"], ( 300, -1640, 58 ) );
    level.Lunar1 = spawn( "script_model", SpawnPos );
    level.Lunar1 setmodel( "zombie_teleporter_pad" );
    level.Lunar2 = spawn( "script_model", level.Lunar1.origin );
    level.Lunar2 setModel( level.Lunar1.model );
    level.Lunar2.angles = ( -180, 0, 0 );
    level.Lunar2 linkto( level.Lunar1 );
    level.PlayerOrig0 = spawn( "script_model", level.Lunar1.origin + ( 0, 50, 20 ) );
    level.PlayerOrig0 linkto( level.Lunar1 );
    level.PlayerOrig1 = spawn( "script_model", level.Lunar1.origin + ( 0, -50, 20 ) );
    level.PlayerOrig1 linkto( level.Lunar1 );
    level.PlayerOrig2 = spawn( "script_model", level.Lunar1.origin + ( 50, 0, 20 ) );
    level.PlayerOrig2 linkto( level.Lunar1 );
    level.PlayerOrig3 = spawn( "script_model", level.Lunar1.origin + ( -50, 0, 20 ) );
    level.PlayerOrig3 linkto( level.Lunar1 );
    level.CtrlPan = spawn( "script_model", level.Lunar1.origin + ( 0, -8, 40 ) );
    level.CtrlPan setmodel( "zombie_teleporter_control_panel" );
    level.CtrlPan linkto( level.Lunar1 );
    level.CtrlPan2 = spawn( "script_model", level.Lunar1.origin + ( 0, 8, 40 ) );
    level.CtrlPan2 setmodel( level.CtrlPan.model );
    level.CtrlPan2.angles = ( 0, 180, 0 );
    level.CtrlPan2 linkto( level.Lunar1 );
    for( i = 0;
    i <
    get_players().size;
    i++ ){
        get_players()[i].OnLunar = false;
        
    }
    
}
LunaR(){
    level.LunaTrig = Spawn( "trigger_radius", level.Lunar1.origin, 1, 50, 20 );
    level.LunaTrig SetCursorHint( "HINT_NOICON" );
    level.LunaTrig SetHintString( "Press & Hold &&1 To Use Lunar Lander" );
    for(;
    ;
    ){
        level.LunaTrig waittill( "trigger", i );
        if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false ){
            level.LunarInUse = true;
            playsoundatposition( "pa_buzz", ( 52, -440, -1.2 ) );
            level.LunaTrig SetHintString( "Lunar Lander In Use" );
            level.LunaTrig2 SetHintString( "Lunar Lander In Use" );
            i LunarSpawn2Dest();
            level.LunarPosition = "Destination";
            level.LunarInUse = false;
            level.LunaTrig SetHintString( "Press & Hold &&1 To Call Lunar Lander" );
            level.LunaTrig2 SetHintString( "Press & Hold &&1 To Use Lunar Lander" );
            
        }
        if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false ){
            level.LunarInUse = true;
            playsoundatposition( "pa_buzz", ( 52, -440, -1.2 ) );
            level.LunaTrig SetHintString( "Lunar Lander In Use" );
            level.LunaTrig2 SetHintString( "Lunar Lander In Use" );
            i LunarDest2Spawn();
            level.LunarPosition = "Spawn";
            level.LunarInUse = false;
            level.LunaTrig SetHintString( "Press & Hold &&1 To Use Lunar Lander" );
            level.LunaTrig2 SetHintString( "Press & Hold &&1 To Call Lunar Lander" );
            
        }
        
    }
    
}
LunaR2(){
    DestPos = ( 300, -1640, 58 );
    level.LunaTrig2 = Spawn( "trigger_radius", DestPos, 1, 50, 20 );
    level.LunaTrig2 SetCursorHint( "HINT_NOICON" );
    level.LunaTrig2 SetHintString( "Press & Hold &&1 To Call Lunar Lander" );
    for(;
    ;
    ){
        level.LunaTrig2 waittill( "trigger", i );
        if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false ){
            level.LunarInUse = true;
            playsoundatposition( "pa_buzz", DestPos );
            level.LunaTrig SetHintString( "Lunar Lander In Use" );
            level.LunaTrig2 SetHintString( "Lunar Lander In Use" );
            i LunarSpawn2Dest();
            level.LunarPosition = "Destination";
            level.LunarInUse = false;
            level.LunaTrig SetHintString( "Press & Hold &&1 To Call Lunar Lander" );
            level.LunaTrig2 SetHintString( "Press & Hold &&1 To Use Lunar Lander" );
            
        }
        if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false ){
            level.LunarInUse = true;
            playsoundatposition( "pa_buzz", DestPos );
            level.LunaTrig SetHintString( "Lunar Lander In Use" );
            level.LunaTrig2 SetHintString( "Lunar Lander In Use" );
            i LunarDest2Spawn();
            level.LunarPosition = "Spawn";
            level.LunarInUse = false;
            level.LunaTrig SetHintString( "Press & Hold &&1 To Use Lunar Lander" );
            level.LunaTrig2 SetHintString( "Press & Hold &&1 To Call Lunar Lander" );
            
        }
        
    }
    
}
LunarSpawn2Dest(){
    self thread PlayerCheck( 0, level.PlayerOrig0 );
    self thread PlayerCheck( 1, level.PlayerOrig1 );
    self thread PlayerCheck( 2, level.PlayerOrig2 );
    self thread PlayerCheck( 3, level.PlayerOrig3 );
    self thread LunarEffect();
    self thread LunarNuke();
    self thread LunarFx( ( 52, -440, -1.2 ) );
    self thread LunarPowerUp( ( -163.83, -836.333, 719 ) );
    level.Lunar1 moveto( ( 85, -450, 699 ), 3, .5 );
    level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );
    level.Lunar1 waittill( "movedone" );
    wait .2;
    level.Lunar1 moveto( ( 300, -1640, 699 ), 6 );
    level.Lunar1 waittill( "movedone" );
    wait .2;
    self thread KillAll( ( 300, -1640, 58 ) );
    level.Lunar1 moveto( ( 300, -1640, 58 ), 3, 0, .5 );
    level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );
    level.Lunar1 waittill( "movedone" );
    self PlayerUnlink( 0 );
    self PlayerUnlink( 1 );
    self PlayerUnlink( 2 );
    self PlayerUnlink( 3 );
    self notify( "Lunar_Arrived" );
    
}
LunarDest2Spawn(){
    self thread PlayerCheck( 0, level.PlayerOrig0 );
    self thread PlayerCheck( 1, level.PlayerOrig1 );
    self thread PlayerCheck( 2, level.PlayerOrig2 );
    self thread PlayerCheck( 3, level.PlayerOrig3 );
    self thread LunarEffect();
    self thread LunarNuke();
    self thread LunarFx( ( 300, -1640, 58 ) );
    self thread LunarPowerUp( ( -163.83, -836.333, 719 ) );
    level.Lunar1 moveto( ( 300, -1640, 699 ), 3, .5 );
    level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );
    level.Lunar1 waittill( "movedone" );
    wait .2;
    level.Lunar1 moveto( ( 52, -440, 699 ), 6 );
    level.Lunar1 waittill( "movedone" );
    wait .2;
    self thread KillAll( ( 52, -440, 1.8 ) );
    level.Lunar1 moveto( ( 52, -440, -1.2 ), 3, 0, .5 );
    level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );
    level.Lunar1 waittill( "movedone" );
    self PlayerUnlink( 0 );
    self PlayerUnlink( 1 );
    self PlayerUnlink( 2 );
    self PlayerUnlink( 3 );
    self notify( "Lunar_Arrived" );
    
}
LunarEffect(){
    self endon( "Lunar_Arrived" );
    for(;
    ;
    ){
        Earthquake( .14, .2, level.Lunar1.origin, 500 );
        wait .2;
        
    }
    
}
LunarPowerUp( origin ){
    level.zombie_powerup_index = RandomInt( 4 );
    level.zombie_vars["zombie_drop_item"] = 1;
    level.powerup_drop_count = 0;
    level thread maps\_zombiemode_powerups::powerup_drop( origin );
    
}
PlayerCheck( num, origin ){
    P = get_players();
    if( Distance( P[num].origin, level.Lunar1.origin ) <
    100 ){
        P[num] PlayerLinkTo( origin );
        P[num] EnableHealthShield( true );
        P[num] EnableInvulnerability();
        P[num].OnLunar = true;
        
    }
    
}
PlayerUnlink( num ){
    P = get_players();
    if( Distance( P[num].origin, level.Lunar1.origin ) <
    100 ){
        P[num] unlink();
        P[num] EnableHealthShield( false );
        P[num] DisableInvulnerability();
        P[num].OnLunar = false;
        
    }
    
}
LunarNuke(){
    Zombz = GetAiSpeciesArray( "axis" );
    Zombz = get_array_of_closest( level.Lunar1.origin, Zombz, undefined, undefined, 300 );
    for( i = 0;
    i <
    Zombz.size;
    i++ ){
        wait( RandomFloatRange( .2, .3 ) );
        Zombz[i] maps\_zombiemode_spawner::zombie_head_gib();
        Zombz[i] DoDamage( 10000, Zombz[i].origin );
        PlaySoundatPosition( "nuked", Zombz[i].origin );
        
    }
    
}
KillAll( origin ){
    wait 2;
    self thread LunarNuke();
    for( i = 0;
    i <
    get_players().size;
    i++ ){
        self thread PlayerSquash( origin, i );
        
    }
    
}
PlayerSquash( ent, num ){
    self endon( "Lunar_Arrived" );
    P = get_players();
    for(;
    ;
    ){
        XAx = RandomIntRange( -110, 110 );
        YAx = RandomIntRange( -110, 110 );
        if( distance( P[num].origin, ent ) <
        100 && P[num].OnLunar == false ){
            P[num] DisableInvulnerability();
            P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
            P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
            P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
            P[num] setOrigin( ent + ( XAx, YAx, 3 ) );
            
        }
        wait .01;
        
    }
    
}
LunarFx( orig ){
    level._effect["mainframe_steam"] = loadfx( "maps/zombie/fx_zombie_mainframe_steam" );
    a = "mainframe_steam";
    playfx( level._effect[a], orig + ( 50, -50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -50, -50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 50, 50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -50, 50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 0, -50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 0, 50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -50, 0, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 50, 0, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -50, 25, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -50, -25, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 50, 25, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 50, -25, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -25, -50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -25, 50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 25, -50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 25, 50, 0 ) );
    wait .05;
    
}
LunarFxCircle(){
    self thread LunarFxCircle2( ( 52, -440, 10 ) );
    self thread LunarFxCircle2( ( 300, -1640, 70 ) );
    
}
LunarFxCircle2( origin ){
    LunarFxC = spawn( "script_model", origin );
    LunarFxC2 = spawn( "script_model", LunarFxC.origin + ( 0, -56, 0 ) );
    LunarFxC2 SetModel( "tag_origin" );
    LunarFxC2.angles = ( 270, 0, 0 );
    LunarFxC2 LinkTo( LunarFxC );
    LunarFxC thread Rotate_Model( 360, 3 );
    LunarFxC3 = spawn( "script_model", origin );
    LunarFxC4 = spawn( "script_model", LunarFxC3.origin + ( 0, 56, 0 ) );
    LunarFxC4 SetModel( "tag_origin" );
    LunarFxC4.angles = ( 270, 0, 0 );
    LunarFxC4 LinkTo( LunarFxC3 );
    LunarFxC3 thread Rotate_Model( -360, 3 );
    for( i = 0;
    i <
    3;
    i++ ){
        PlayFxOnTag( level._effect["mp_light_lamp"], LunarFxC2, "tag_origin" );
        PlayFxOnTag( level._effect["mp_light_lamp"], LunarFxC4, "tag_origin" );
        
    }
    
}


edited on Mar. 6, 2012 12:46 pm by aden34
Share |
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Mar. 7, 2012 01:21 pm
ok, try this:

Code:

doLunarLander()
{
    if( IsSubStr( level.script, "nazi_zombie_factory" ) && self GetFortStatus() == "SpotAvail" )
{
        for( i = 0; i < get_players().size; i++ )
            get_players()[i].OnLunar = false;

        level.LunarsSpwnd = true;
        level.lunar_activation_time = 3 * 20; // 3 seconds
        self iPrintln( "Lunar Landers ^2Spawned" );
        self thread LunaRModels();
        self thread LunaR();
        self thread LunaR2();
        self thread LunarFxCircle();
        
    }
    
}
LunaRModels()
{
    level.LunarInUse = false;
    level.LunarPosition = "Spawn";
    SpawnPos = ( 52, -440, -1.2 );
    level._effect["zombie_flashback_american"] = loadfx( "maps/zombie/fx_zombie_flashback_american" );
    playfx( level._effect["zombie_flashback_american"], SpawnPos );
    playfx( level._effect["zombie_flashback_american"], SpawnPos );
    playfx( level._effect["zombie_flashback_american"], ( 300, -1640, 58 ) );
    playfx( level._effect["zombie_flashback_american"], ( 300, -1640, 58 ) );
    level.Lunar1 = spawn( "script_model", SpawnPos );
    level.Lunar1 setmodel( "zombie_teleporter_pad" );
    level.Lunar2 = spawn( "script_model", level.Lunar1.origin );
    level.Lunar2 setModel( level.Lunar1.model );
    level.Lunar2.angles = ( -180, 0, 0 );
    level.Lunar2 linkto( level.Lunar1 );
    level.PlayerOrig0 = spawn( "script_model", level.Lunar1.origin + ( 0, 50, 20 ) );
    level.PlayerOrig0 linkto( level.Lunar1 );
    level.PlayerOrig1 = spawn( "script_model", level.Lunar1.origin + ( 0, -50, 20 ) );
    level.PlayerOrig1 linkto( level.Lunar1 );
    level.PlayerOrig2 = spawn( "script_model", level.Lunar1.origin + ( 50, 0, 20 ) );
    level.PlayerOrig2 linkto( level.Lunar1 );
    level.PlayerOrig3 = spawn( "script_model", level.Lunar1.origin + ( -50, 0, 20 ) );
    level.PlayerOrig3 linkto( level.Lunar1 );
    level.CtrlPan = spawn( "script_model", level.Lunar1.origin + ( 0, -8, 40 ) );
    level.CtrlPan setmodel( "zombie_teleporter_control_panel" );
    level.CtrlPan linkto( level.Lunar1 );
    level.CtrlPan2 = spawn( "script_model", level.Lunar1.origin + ( 0, 8, 40 ) );
    level.CtrlPan2 setmodel( level.CtrlPan.model );
    level.CtrlPan2.angles = ( 0, 180, 0 );
    level.CtrlPan2 linkto( level.Lunar1 );
    for( i = 0; i < get_players().size; i++ )
        get_players()[i].OnLunar = false;
   
}

LunaR()
{
	
    level.LunaTrig = Spawn( "trigger_radius", level.Lunar1.origin, 1, 50, 20 );
    level.LunaTrig SetCursorHint( "HINT_NOICON" );
    level.LunaTrig SetHintString( "Press & Hold &&1 To Use Lunar Lander" );
    for(;;)
	{
        level.LunaTrig waittill( "trigger", i );
        if( i lunar_holduse(level.lunar_activation_time, "Spawn"))
		{
            level.LunarInUse = true;
            playsoundatposition( "pa_buzz", ( 52, -440, -1.2 ) );
            level.LunaTrig SetHintString( "Lunar Lander In Use" );
            level.LunaTrig2 SetHintString( "Lunar Lander In Use" );
            i LunarSpawn2Dest();
            level.LunarPosition = "Destination";
            level.LunarInUse = false;
            level.LunaTrig SetHintString( "Press & Hold &&1 To Call Lunar Lander" );
            level.LunaTrig2 SetHintString( "Press & Hold &&1 To Use Lunar Lander" );
            
        }
        if ( i lunar_holduse(level.lunar_activation_time, "Destination") )
		{
            level.LunarInUse = true;
            playsoundatposition( "pa_buzz", ( 52, -440, -1.2 ) );
            level.LunaTrig SetHintString( "Lunar Lander In Use" );
            level.LunaTrig2 SetHintString( "Lunar Lander In Use" );
            i LunarDest2Spawn();
            level.LunarPosition = "Spawn";
            level.LunarInUse = false;
            level.LunaTrig SetHintString( "Press & Hold &&1 To Use Lunar Lander" );
            level.LunaTrig2 SetHintString( "Press & Hold &&1 To Call Lunar Lander" );
        }
    }
}

lunar_holduse(activation_time, lunar_pos)
{
	for(t = 0; t < activation_time; t++)
	{
		if( !(self useButtonPressed() && isAlive(self) && self.sessionstate=="playing" && level.LunarPosition == lunar_pos && self.is_zombie == false && level.LunarInUse == false) )
			break;
		wait 0.05;
	}
	
	if ( t < activation_time )
		return false;
	return true;
}
LunaR2()
{
    DestPos = ( 300, -1640, 58 );
    level.LunaTrig2 = Spawn( "trigger_radius", DestPos, 1, 50, 20 );
    level.LunaTrig2 SetCursorHint( "HINT_NOICON" );
    level.LunaTrig2 SetHintString( "Press & Hold &&1 To Call Lunar Lander" );
    for(;;)
	{
        level.LunaTrig2 waittill( "trigger", i );
        if( i lunar_holduse(level.lunar_activation_time, "Spawn" )
		{
            level.LunarInUse = true;
            playsoundatposition( "pa_buzz", DestPos );
            level.LunaTrig SetHintString( "Lunar Lander In Use" );
            level.LunaTrig2 SetHintString( "Lunar Lander In Use" );
            i LunarSpawn2Dest();
            level.LunarPosition = "Destination";
            level.LunarInUse = false;
            level.LunaTrig SetHintString( "Press & Hold &&1 To Call Lunar Lander" );
            level.LunaTrig2 SetHintString( "Press & Hold &&1 To Use Lunar Lander" );
            
        }
        if( i lunar_holduse(level.lunar_activation_time, "Destination")
		{
            level.LunarInUse = true;
            playsoundatposition( "pa_buzz", DestPos );
            level.LunaTrig SetHintString( "Lunar Lander In Use" );
            level.LunaTrig2 SetHintString( "Lunar Lander In Use" );
            i LunarDest2Spawn();
            level.LunarPosition = "Spawn";
            level.LunarInUse = false;
            level.LunaTrig SetHintString( "Press & Hold &&1 To Use Lunar Lander" );
            level.LunaTrig2 SetHintString( "Press & Hold &&1 To Call Lunar Lander" );
        }
    }
}
LunarSpawn2Dest()
{
    self thread PlayerCheck( 0, level.PlayerOrig0 );
    self thread PlayerCheck( 1, level.PlayerOrig1 );
    self thread PlayerCheck( 2, level.PlayerOrig2 );
    self thread PlayerCheck( 3, level.PlayerOrig3 );
    self thread LunarEffect();
    self thread LunarNuke();
    self thread LunarFx( ( 52, -440, -1.2 ) );
    self thread LunarPowerUp( ( -163.83, -836.333, 719 ) );
    level.Lunar1 moveto( ( 85, -450, 699 ), 3, .5 );
    level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );
    level.Lunar1 waittill( "movedone" );
    wait .2;
    level.Lunar1 moveto( ( 300, -1640, 699 ), 6 );
    level.Lunar1 waittill( "movedone" );
    wait .2;
    self thread KillAll( ( 300, -1640, 58 ) );
    level.Lunar1 moveto( ( 300, -1640, 58 ), 3, 0, .5 );
    level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );
    level.Lunar1 waittill( "movedone" );
    self PlayerUnlink( 0 );
    self PlayerUnlink( 1 );
    self PlayerUnlink( 2 );
    self PlayerUnlink( 3 );
    self notify( "Lunar_Arrived" );
    
}
LunarDest2Spawn()
{
    self thread PlayerCheck( 0, level.PlayerOrig0 );
    self thread PlayerCheck( 1, level.PlayerOrig1 );
    self thread PlayerCheck( 2, level.PlayerOrig2 );
    self thread PlayerCheck( 3, level.PlayerOrig3 );
    self thread LunarEffect();
    self thread LunarNuke();
    self thread LunarFx( ( 300, -1640, 58 ) );
    self thread LunarPowerUp( ( -163.83, -836.333, 719 ) );
    level.Lunar1 moveto( ( 300, -1640, 699 ), 3, .5 );
    level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );
    level.Lunar1 waittill( "movedone" );
    wait .2;
    level.Lunar1 moveto( ( 52, -440, 699 ), 6 );
    level.Lunar1 waittill( "movedone" );
    wait .2;
    self thread KillAll( ( 52, -440, 1.8 ) );
    level.Lunar1 moveto( ( 52, -440, -1.2 ), 3, 0, .5 );
    level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );
    level.Lunar1 waittill( "movedone" );
    self PlayerUnlink( 0 );
    self PlayerUnlink( 1 );
    self PlayerUnlink( 2 );
    self PlayerUnlink( 3 );
    self notify( "Lunar_Arrived" );
}

LunarEffect()
{
    self endon( "Lunar_Arrived" );
    for(;;)
	{
        Earthquake( .14, .2, level.Lunar1.origin, 500 );
        wait .2;
    }
}
LunarPowerUp( origin )
{
    level.zombie_powerup_index = RandomInt( 4 );
    level.zombie_vars["zombie_drop_item"] = 1;
    level.powerup_drop_count = 0;
    level thread maps\_zombiemode_powerups::powerup_drop( origin );
}
PlayerCheck( num, origin )
{
    P = get_players();
    if( Distance( P[num].origin, level.Lunar1.origin ) < 100 )
	{
        P[num] PlayerLinkTo( origin );
        P[num] EnableHealthShield( true );
        P[num] EnableInvulnerability();
        P[num].OnLunar = true;
    }
}
PlayerUnlink( num )
{
    P = get_players();
    if( Distance( P[num].origin, level.Lunar1.origin ) < 100 )
	{
        P[num] unlink();
        P[num] EnableHealthShield( false );
        P[num] DisableInvulnerability();
        P[num].OnLunar = false;
    }
}
LunarNuke()
{
    Zombz = GetAiSpeciesArray( "axis" );
    Zombz = get_array_of_closest( level.Lunar1.origin, Zombz, undefined, undefined, 300 );
    for( i = 0; i < Zombz.size; i++ )
	{
        wait( RandomFloatRange( .2, .3 ) );
        Zombz[i] maps\_zombiemode_spawner::zombie_head_gib();
        Zombz[i] DoDamage( 10000, Zombz[i].origin );
        PlaySoundatPosition( "nuked", Zombz[i].origin );
    }
}
KillAll( origin )
{
    wait 2;
    self thread LunarNuke();
    for( i = 0; i < get_players().size; i++ )
        self thread PlayerSquash( origin, i );
}

PlayerSquash( ent, num )
{
    self endon( "Lunar_Arrived" );
    P = get_players();
    for(;;
	{
        XAx = RandomIntRange( -110, 110 );
        YAx = RandomIntRange( -110, 110 );
        if( distance( P[num].origin, ent ) < 100 && P[num].OnLunar == false )
		{
            P[num] DisableInvulnerability();
            P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
            P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
            P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
            P[num] setOrigin( ent + ( XAx, YAx, 3 ) );
        }
        wait .01;
    }
}
LunarFx( orig )
{
    level._effect["mainframe_steam"] = loadfx( "maps/zombie/fx_zombie_mainframe_steam" );
    a = "mainframe_steam";
    playfx( level._effect[a], orig + ( 50, -50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -50, -50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 50, 50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -50, 50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 0, -50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 0, 50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -50, 0, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 50, 0, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -50, 25, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -50, -25, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 50, 25, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 50, -25, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -25, -50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( -25, 50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 25, -50, 0 ) );
    wait .05;
    playfx( level._effect[a], orig + ( 25, 50, 0 ) );
    wait .05;
}

LunarFxCircle()
{
    self thread LunarFxCircle2( ( 52, -440, 10 ) );
    self thread LunarFxCircle2( ( 300, -1640, 70 ) );
}

LunarFxCircle2( origin )
{
    LunarFxC = spawn( "script_model", origin );
    LunarFxC2 = spawn( "script_model", LunarFxC.origin + ( 0, -56, 0 ) );
    LunarFxC2 SetModel( "tag_origin" );
    LunarFxC2.angles = ( 270, 0, 0 );
    LunarFxC2 LinkTo( LunarFxC );
    LunarFxC thread Rotate_Model( 360, 3 );
    LunarFxC3 = spawn( "script_model", origin );
    LunarFxC4 = spawn( "script_model", LunarFxC3.origin + ( 0, 56, 0 ) );
    LunarFxC4 SetModel( "tag_origin" );
    LunarFxC4.angles = ( 270, 0, 0 );
    LunarFxC4 LinkTo( LunarFxC3 );
    LunarFxC3 thread Rotate_Model( -360, 3 );
    for( i = 0; i < 3; i++ )
	{
        PlayFxOnTag( level._effect["mp_light_lamp"], LunarFxC2, "tag_origin" );
        PlayFxOnTag( level._effect["mp_light_lamp"], LunarFxC4, "tag_origin" );
    }
}


you can adjust the required hold time here:

level.lunar_activation_time = 3 * 20; // 3 seconds
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aden34
General Member
Since: Mar 6, 2012
Posts: 5
Last: Mar 7, 2012
[view latest posts]
Level 0
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Mar. 7, 2012 03:20 pm
thank you for replying! but what exactly did you change/add? cuz the .gsc is obfuscated and i dont think i can just copy and paste :\
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Mar. 7, 2012 04:03 pm
get the whole file and you can. how did you get what you posted?

i added a global var:

Code:
level.lunar_activation_time = 3 * 20; // 3 seconds


replaced this:
Code:
        if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false ){

by this:
Code:
if( i lunar_holduse(level.lunar_activation_time, "Spawn"))


and this:
Code:
        if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false ){

by:
Code:
if( i lunar_holduse(level.lunar_activation_time, "Destination"))


and added this new function:

Code:
lunar_holduse(activation_time, lunar_pos)
{
	for(t = 0; t < activation_time; t++)
	{
		if( !(self useButtonPressed() && isAlive(self) && self.sessionstate=="playing" && level.LunarPosition == lunar_pos && self.is_zombie == false && level.LunarInUse == false) )
			break;
		wait 0.05;
	}
	
	if ( t < activation_time )
		return false;
	return true;
}
Share |
aden34
General Member
Since: Mar 6, 2012
Posts: 5
Last: Mar 7, 2012
[view latest posts]
Level 0
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Mar. 7, 2012 05:01 pm
I used prettyprinter.de to make it look read able but it doesnt fully undo the obfuscation


this s the lunar lander script as is in the gsc


}doLunarLander(){if( IsSubStr( level.script, "nazi_zombie_factory" ) && self GetFortStatus() == "SpotAvail" ){for( i = 0;i < get_players().size;i++ ){get_players().OnLunar = false;}level.LunarsSpwnd = true;self iPrintln( "Lunar Landers ^2Spawned" );self thread LunaRModels();self thread LunaR();self thread LunaR2();self thread LunarFxCircle();}}LunaRModels(){level.LunarInUse = false;level.LunarPosition = "Spawn";SpawnPos = ( 52, -440, -1.2 );level._effect["zombie_flashback_american"] = loadfx( "maps/zombie/fx_zombie_flashback_american" );playfx( level._effect["zombie_flashback_american"], SpawnPos );playfx( level._effect["zombie_flashback_american"], SpawnPos );playfx( level._effect["zombie_flashback_american"], ( 300, -1640, 58 ) );playfx( level._effect["zombie_flashback_american"], ( 300, -1640, 58 ) );level.Lunar1 = spawn( "script_model", SpawnPos );level.Lunar1 setmodel( "zombie_teleporter_pad" );level.Lunar2 = spawn( "script_model", level.Lunar1.origin );level.Lunar2 setModel( level.Lunar1.model );level.Lunar2.angles = ( -180, 0, 0 );level.Lunar2 linkto( level.Lunar1 );level.PlayerOrig0 = spawn( "script_model", level.Lunar1.origin + ( 0, 50, 20 ) );level.PlayerOrig0 linkto( level.Lunar1 );level.PlayerOrig1 = spawn( "script_model", level.Lunar1.origin + ( 0, -50, 20 ) );level.PlayerOrig1 linkto( level.Lunar1 );level.PlayerOrig2 = spawn( "script_model", level.Lunar1.origin + ( 50, 0, 20 ) );level.PlayerOrig2 linkto( level.Lunar1 );level.PlayerOrig3 = spawn( "script_model", level.Lunar1.origin + ( -50, 0, 20 ) );level.PlayerOrig3 linkto( level.Lunar1 );level.CtrlPan = spawn( "script_model", level.Lunar1.origin + ( 0, -8, 40 ) );level.CtrlPan setmodel( "zombie_teleporter_control_panel" );level.CtrlPan linkto( level.Lunar1 );level.CtrlPan2 = spawn( "script_model", level.Lunar1.origin + ( 0, 8, 40 ) );level.CtrlPan2 setmodel( level.CtrlPan.model );level.CtrlPan2.angles = ( 0, 180, 0 );level.CtrlPan2 linkto( level.Lunar1 );for( i = 0;i < get_players().size;i++ ){get_players().OnLunar = false;}}LunaR(){level.LunaTrig = Spawn( "trigger_radius", level.Lunar1.origin, 1, 50, 20 );level.LunaTrig SetCursorHint( "HINT_NOICON" );level.LunaTrig SetHintString( "Press & Hold &&1 To Use Lunar Lander" );for(;;){level.LunaTrig waittill( "trigger", i );if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false ){level.LunarInUse = true;playsoundatposition( "pa_buzz", ( 52, -440, -1.2 ) );level.LunaTrig SetHintString( "Lunar Lander In Use" );level.LunaTrig2 SetHintString( "Lunar Lander In Use" );i LunarSpawn2Dest();level.LunarPosition = "Destination";level.LunarInUse = false;level.LunaTrig SetHintString( "Press & Hold &&1 To Call Lunar Lander" );level.LunaTrig2 SetHintString( "Press & Hold &&1 To Use Lunar Lander" );}if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false ){level.LunarInUse = true;playsoundatposition( "pa_buzz", ( 52, -440, -1.2 ) );level.LunaTrig SetHintString( "Lunar Lander In Use" );level.LunaTrig2 SetHintString( "Lunar Lander In Use" );i LunarDest2Spawn();level.LunarPosition = "Spawn";level.LunarInUse = false;level.LunaTrig SetHintString( "Press & Hold &&1 To Use Lunar Lander" );level.LunaTrig2 SetHintString( "Press & Hold &&1 To Call Lunar Lander" );}}}LunaR2(){DestPos = ( 300, -1640, 58 );level.LunaTrig2 = Spawn( "trigger_radius", DestPos, 1, 50, 20 );level.LunaTrig2 SetCursorHint( "HINT_NOICON" );level.LunaTrig2 SetHintString( "Press & Hold &&1 To Call Lunar Lander" );for(;;){level.LunaTrig2 waittill( "trigger", i );if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false ){level.LunarInUse = true;playsoundatposition( "pa_buzz", DestPos );level.LunaTrig SetHintString( "Lunar Lander In Use" );level.LunaTrig2 SetHintString( "Lunar Lander In Use" );i LunarSpawn2Dest();level.LunarPosition = "Destination";level.LunarInUse = false;level.LunaTrig SetHintString( "Press & Hold &&1 To Call Lunar Lander" );level.LunaTrig2 SetHintString( "Press & Hold &&1 To Use Lunar Lander" );}if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false ){level.LunarInUse = true;playsoundatposition( "pa_buzz", DestPos );level.LunaTrig SetHintString( "Lunar Lander In Use" );level.LunaTrig2 SetHintString( "Lunar Lander In Use" );i LunarDest2Spawn();level.LunarPosition = "Spawn";level.LunarInUse = false;level.LunaTrig SetHintString( "Press & Hold &&1 To Use Lunar Lander" );level.LunaTrig2 SetHintString( "Press & Hold &&1 To Call Lunar Lander" );}}}LunarSpawn2Dest(){self thread PlayerCheck( 0, level.PlayerOrig0 );self thread PlayerCheck( 1, level.PlayerOrig1 );self thread PlayerCheck( 2, level.PlayerOrig2 );self thread PlayerCheck( 3, level.PlayerOrig3 );self thread LunarEffect();self thread LunarNuke();self thread LunarFx( ( 52, -440, -1.2 ) );self thread LunarPowerUp( ( -163.83, -836.333, 719 ) );level.Lunar1 moveto( ( 85, -450, 699 ), 3, .5 );level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );level.Lunar1 waittill( "movedone" );wait .2;level.Lunar1 moveto( ( 300, -1640, 699 ), 6 );level.Lunar1 waittill( "movedone" );wait .2;self thread KillAll( ( 300, -1640, 58 ) );level.Lunar1 moveto( ( 300, -1640, 58 ), 3, 0, .5 );level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );level.Lunar1 waittill( "movedone" );self PlayerUnlink( 0 );self PlayerUnlink( 1 );self PlayerUnlink( 2 );self PlayerUnlink( 3 );self notify( "Lunar_Arrived" );}LunarDest2Spawn(){self thread PlayerCheck( 0, level.PlayerOrig0 );self thread PlayerCheck( 1, level.PlayerOrig1 );self thread PlayerCheck( 2, level.PlayerOrig2 );self thread PlayerCheck( 3, level.PlayerOrig3 );self thread LunarEffect();self thread LunarNuke();self thread LunarFx( ( 300, -1640, 58 ) );self thread LunarPowerUp( ( -163.83, -836.333, 719 ) );level.Lunar1 moveto( ( 300, -1640, 699 ), 3, .5 );level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );level.Lunar1 waittill( "movedone" );wait .2;level.Lunar1 moveto( ( 52, -440, 699 ), 6 );level.Lunar1 waittill( "movedone" );wait .2;self thread KillAll( ( 52, -440, 1.8 ) );level.Lunar1 moveto( ( 52, -440, -1.2 ), 3, 0, .5 );level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );level.Lunar1 waittill( "movedone" );self PlayerUnlink( 0 );self PlayerUnlink( 1 );self PlayerUnlink( 2 );self PlayerUnlink( 3 );self notify( "Lunar_Arrived" );}LunarEffect(){self endon( "Lunar_Arrived" );for(;;){Earthquake( .14, .2, level.Lunar1.origin, 500 );wait .2;}}LunarPowerUp( origin ){level.zombie_powerup_index = RandomInt( 4 );level.zombie_vars["zombie_drop_item"] = 1;level.powerup_drop_count = 0;level thread maps\_zombiemode_powerups::powerup_drop( origin );}PlayerCheck( num, origin ){P = get_players();if( Distance( P[num].origin, level.Lunar1.origin ) < 100 ){P[num] PlayerLinkTo( origin );P[num] EnableHealthShield( true );P[num] EnableInvulnerability();P[num].OnLunar = true;}}PlayerUnlink( num ){P = get_players();if( Distance( P[num].origin, level.Lunar1.origin ) < 100 ){P[num] unlink();P[num] EnableHealthShield( false );P[num] DisableInvulnerability();P[num].OnLunar = false;}}LunarNuke(){Zombz = GetAiSpeciesArray( "axis" );Zombz = get_array_of_closest( level.Lunar1.origin, Zombz, undefined, undefined, 300 );for( i = 0;i < Zombz.size;i++ ){wait( RandomFloatRange( .2, .3 ) );Zombz maps\_zombiemode_spawner::zombie_head_gib();Zombz DoDamage( 10000, Zombz.origin );PlaySoundatPosition( "nuked", Zombz.origin );}}KillAll( origin ){wait 2;self thread LunarNuke();for( i = 0;i < get_players().size;i++ ){self thread PlayerSquash( origin, i );}}PlayerSquash( ent, num ){self endon( "Lunar_Arrived" );P = get_players();for(;;){XAx = RandomIntRange( -110, 110 );YAx = RandomIntRange( -110, 110 );if( distance( P[num].origin, ent ) < 100 && P[num].OnLunar == false ){P[num] EnableInvulnerability();P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );P[num] setOrigin( ent + ( XAx, YAx, 3 ) );}wait .01;}}LunarFx( orig ){level._effect["mainframe_steam"] = loadfx( "maps/zombie/fx_zombie_mainframe_steam" );a = "mainframe_steam";playfx( level._effect[a], orig + ( 50, -50, 0 ) );wait .05;playfx( level._effect[a], orig + ( -50, -50, 0 ) );wait .05;playfx( level._effect[a], orig + ( 50, 50, 0 ) );wait .05;playfx( level._effect[a], orig + ( -50, 50, 0 ) );wait .05;playfx( level._effect[a], orig + ( 0, -50, 0 ) );wait .05;playfx( level._effect[a], orig + ( 0, 50, 0 ) );wait .05;playfx( level._effect[a], orig + ( -50, 0, 0 ) );wait .05;playfx( level._effect[a], orig + ( 50, 0, 0 ) );wait .05;playfx( level._effect[a], orig + ( -50, 25, 0 ) );wait .05;playfx( level._effect[a], orig + ( -50, -25, 0 ) );wait .05;playfx( level._effect[a], orig + ( 50, 25, 0 ) );wait .05;playfx( level._effect[a], orig + ( 50, -25, 0 ) );wait .05;playfx( level._effect[a], orig + ( -25, -50, 0 ) );wait .05;playfx( level._effect[a], orig + ( -25, 50, 0 ) );wait .05;playfx( level._effect[a], orig + ( 25, -50, 0 ) );wait .05;playfx( level._effect[a], orig + ( 25, 50, 0 ) );wait .05;}LunarFxCircle(){self thread LunarFxCircle2( ( 52, -440, 10 ) );self thread LunarFxCircle2( ( 300, -1640, 70 ) );}LunarFxCircle2( origin ){LunarFxC = spawn( "script_model", origin );LunarFxC2 = spawn( "script_model", LunarFxC.origin + ( 0, -56, 0 ) );LunarFxC2 SetModel( "tag_origin" );LunarFxC2.angles = ( 270, 0, 0 );LunarFxC2 LinkTo( LunarFxC );LunarFxC thread Rotate_Model( 360, 3 );LunarFxC3 = spawn( "script_model", origin );LunarFxC4 = spawn( "script_model", LunarFxC3.origin + ( 0, 56, 0 ) );LunarFxC4 SetModel( "tag_origin" );LunarFxC4.angles = ( 270, 0, 0 );LunarFxC4 LinkTo( LunarFxC3 );LunarFxC3 thread Rotate_Model( -360, 3 );for( i = 0;i < 3;i++ ){PlayFxOnTag( level._effect["mp_light_lamp"], LunarFxC2, "tag_origin" );PlayFxOnTag( level._effect["mp_light_lamp"], LunarFxC4, "tag_origin" );}}
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Mar. 7, 2012 06:14 pm
but how did you get it? Copied from hex editor text view? Using Fast file decompiler?

It's definately not the entire file, as what you posted starts with a }
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aden34
General Member
Since: Mar 6, 2012
Posts: 5
Last: Mar 7, 2012
[view latest posts]
Level 0
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Mar. 7, 2012 06:19 pm
Sevenz writes...
Quote:
but how did you get it? Copied from hex editor text view? Using Fast file decompiler?

It's definately not the entire file, as what you posted starts with a }


used FF viewer any yeah i cant post the entire file because its too long


heres a text document with the full .gsc

http://www.mediafire.com/?kkubey6pa4952ue

its from motion flex v2.1

i just want to get rid of most of the bugs from elite's strat lobby

edited on Mar. 7, 2012 11:19 am by aden34
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Mar. 7, 2012 08:04 pm
if you got the whole code, you can replace the entire file. Sent a pm.
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