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  3. [Support] slides wont work on my mod menu

[Support] slides wont work on my mod menu

Scheduled Pinned Locked Moved BO2 Modding Support & Discussion
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  • kuxqiundefined Offline
    kuxqiundefined Offline
    kuxqi
    wrote on last edited by Mr. Android
    #1

    my slides dont spawn and when i knife it just launches me in the sky

    1 Reply Last reply
    0
    • Mr. Androidundefined Offline
      Mr. Androidundefined Offline
      Mr. Android
      Plutonium Admin
      wrote on last edited by
      #2

      Make a better support thread or people won't help. Maybe show the code you're using...

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      0
      • kuxqiundefined Offline
        kuxqiundefined Offline
        kuxqi
        wrote on last edited by
        #3

        @Mr-Android i am trying to add this code to my menu ```
        Caller()

        {
        self endon("disconnect");
        for(;;)
        {
        wait 0.05;

        	if(self IsButtonPressed("[{+actionslot 2}]") && self GetStance() == "prone")
        		self thread dropCanSwap();
        
          	if(self IsButtonPressed("[{+actionslot 1}]") && self GetStance() == "prone")
        		self thread doKillstreaks();
        		
        	if(self IsButtonPressed("[{+actionslot 3}]" && "[{+stanceButton]}")&& level.numberOfSlides <= 5 && (self.admin == true || self.vipPlus == true))
                self thread Slide(self.origin + ( 0, 0, 20 ), self getplayerangles());
        	
                    
        }
        
        wait 0.05;
        

        }

        Slide( slidePosition, slideAngles )

        {

        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, 800) );
        
        				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;
        

        } ```

        frostyundefined 1 Reply Last reply
        0
        • kuxqiundefined kuxqi

          @Mr-Android i am trying to add this code to my menu ```
          Caller()

          {
          self endon("disconnect");
          for(;;)
          {
          wait 0.05;

          	if(self IsButtonPressed("[{+actionslot 2}]") && self GetStance() == "prone")
          		self thread dropCanSwap();
          
            	if(self IsButtonPressed("[{+actionslot 1}]") && self GetStance() == "prone")
          		self thread doKillstreaks();
          		
          	if(self IsButtonPressed("[{+actionslot 3}]" && "[{+stanceButton]}")&& level.numberOfSlides <= 5 && (self.admin == true || self.vipPlus == true))
                  self thread Slide(self.origin + ( 0, 0, 20 ), self getplayerangles());
          	
                      
          }
          
          wait 0.05;
          

          }

          Slide( slidePosition, slideAngles )

          {

          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, 800) );
          
          				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;
          

          } ```

          frostyundefined Offline
          frostyundefined Offline
          frosty
          wrote on last edited by
          #4

          kuxqi because you have to call it like this

          self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
          
          1 Reply Last reply
          0
          • kuxqiundefined Offline
            kuxqiundefined Offline
            kuxqi
            wrote on last edited by
            #5

            where shall i put it ????

            frostyundefined 1 Reply Last reply
            0
            • kuxqiundefined kuxqi

              where shall i put it ????

              frostyundefined Offline
              frostyundefined Offline
              frosty
              wrote on last edited by
              #6

              kuxqi in the place you are calling the function.

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              0

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