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  3. [Support] Move Slide Care Package to new Position?

[Support] Move Slide Care Package to new Position?

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  • Sassundefined Sass

    I see no easy way to change the slide's position without redoing the entire script honestly. The way this is set up is that anyone can spawn as many slides as they want. Also slides should be tied to players instead of "level", that way everyone can get their own slide that they can spawn and move/delete. This can be improved and revamped in many many ways.

    I personally could do it, but my role as a Staff member isn't to provide every user with proper custom scripts based on what they need and what they already found. Maybe in the future I'll make a post with "better" scripts for everyone to use.

    Rynoxarundefined Offline
    Rynoxarundefined Offline
    Rynoxar
    Contributor
    wrote on last edited by
    #5

    Sass🤕 PLEASSSSSSE 😳 😇

    Ducxyundefined 1 Reply Last reply
    0
    • Rynoxarundefined Rynoxar

      Sass🤕 PLEASSSSSSE 😳 😇

      Ducxyundefined Offline
      Ducxyundefined Offline
      Ducxy
      wrote on last edited by
      #6

      @NOXSYS make it to where players can only get 2 or 3 slides

      Soccer1978undefined 1 Reply Last reply
      0
      • Ducxyundefined Ducxy

        @NOXSYS make it to where players can only get 2 or 3 slides

        Soccer1978undefined Offline
        Soccer1978undefined Offline
        Soccer1978
        wrote on last edited by
        #7

        Ducxy how? and is there a code for deleting them for in the mod menu

        Rynoxarundefined Ducxyundefined 2 Replies Last reply
        0
        • Soccer1978undefined Soccer1978

          Ducxy how? and is there a code for deleting them for in the mod menu

          Rynoxarundefined Offline
          Rynoxarundefined Offline
          Rynoxar
          Contributor
          wrote on last edited by
          #8

          Soccer1978 said in Move Slide Care Package to new Position?:

          Ducxy how? and is there a code for deleting them for in the mod menu

          yeah dont know how 😄

          1 Reply Last reply
          0
          • Soccer1978undefined Soccer1978

            Ducxy how? and is there a code for deleting them for in the mod menu

            Ducxyundefined Offline
            Ducxyundefined Offline
            Ducxy
            wrote on last edited by
            #9

            Soccer1978 heres my entire script ```
            slideBind() //SLIDES
            {
            self endon("disconnect");
            for(;;)
            {
            if(self getStance() == "crouch" && self actionslotthreebuttonpressed() && self.slidecount > 0)
            {
            self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
            self iprintln("^6Slide Placed!");
            self iprintln("^6Knife the carepackage to get launched!");
            self.slidecount -= 1;
            self iprintln("You have ^6"+self.slidecount+"^7 slides left");
            wait .2;
            }
            wait .01;
            }
            wait .2;
            }

            Slide( slidePosition, slideAngles ) //SLIDES

            {

            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) ) < 35 )
            
                    {
            
                        player setOrigin( player getOrigin() + (0, 0, 20) );
            
                        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 ) //SLIDES

            {

            return (vec[0], vec[1], 0);

            }

            isInPos( sP ) //SLIDES

            {

            if(distance( self.origin, sP ) < 100)
            
                return true;
            
            return false;
            

            }

            this goes onplayerconnect

            player.slidecount = 3;
            
            Sassundefined Soccer1978undefined 2 Replies Last reply
            0
            • Ducxyundefined Ducxy

              Soccer1978 heres my entire script ```
              slideBind() //SLIDES
              {
              self endon("disconnect");
              for(;;)
              {
              if(self getStance() == "crouch" && self actionslotthreebuttonpressed() && self.slidecount > 0)
              {
              self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
              self iprintln("^6Slide Placed!");
              self iprintln("^6Knife the carepackage to get launched!");
              self.slidecount -= 1;
              self iprintln("You have ^6"+self.slidecount+"^7 slides left");
              wait .2;
              }
              wait .01;
              }
              wait .2;
              }

              Slide( slidePosition, slideAngles ) //SLIDES

              {

              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) ) < 35 )
              
                      {
              
                          player setOrigin( player getOrigin() + (0, 0, 20) );
              
                          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 ) //SLIDES

              {

              return (vec[0], vec[1], 0);

              }

              isInPos( sP ) //SLIDES

              {

              if(distance( self.origin, sP ) < 100)
              
                  return true;
              
              return false;
              

              }

              this goes onplayerconnect

              player.slidecount = 3;
              
              Sassundefined Offline
              Sassundefined Offline
              Sass
              Plutonium Staff
              wrote on last edited by
              #10

              Ducxy This still doesn't move or replace the first crate, which is literally the question that was asked. But I guess you can go this way.

              1 Reply Last reply
              0
              • Rynoxarundefined Rynoxar

                How I can move my Slide Care Package to a new Position or delete the old Slide and Create a new one. So no one can abuse the Create Slide command?

                Radonundefined Offline
                Radonundefined Offline
                Radon
                wrote on last edited by
                #11

                @NOXSYS said in Move Slide Care Package to new Position?:

                How I can move my Slide Care Package to a new Position or delete the old Slide and Create a new one. So no one can abuse the Create Slide command?

                Just make a delete function which deletes the model and kills the thread. Then let the player spawn in a new one:

                self addTextOption(<menu>, "Bounce", self.hasBounce ? "^1Delete" : "^2Spawn", ::<functions>);
                

                Something like that

                1 Reply Last reply
                0
                • Ducxyundefined Ducxy

                  Soccer1978 heres my entire script ```
                  slideBind() //SLIDES
                  {
                  self endon("disconnect");
                  for(;;)
                  {
                  if(self getStance() == "crouch" && self actionslotthreebuttonpressed() && self.slidecount > 0)
                  {
                  self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
                  self iprintln("^6Slide Placed!");
                  self iprintln("^6Knife the carepackage to get launched!");
                  self.slidecount -= 1;
                  self iprintln("You have ^6"+self.slidecount+"^7 slides left");
                  wait .2;
                  }
                  wait .01;
                  }
                  wait .2;
                  }

                  Slide( slidePosition, slideAngles ) //SLIDES

                  {

                  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) ) < 35 )
                  
                          {
                  
                              player setOrigin( player getOrigin() + (0, 0, 20) );
                  
                              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 ) //SLIDES

                  {

                  return (vec[0], vec[1], 0);

                  }

                  isInPos( sP ) //SLIDES

                  {

                  if(distance( self.origin, sP ) < 100)
                  
                      return true;
                  
                  return false;
                  

                  }

                  this goes onplayerconnect

                  player.slidecount = 3;
                  
                  Soccer1978undefined Offline
                  Soccer1978undefined Offline
                  Soccer1978
                  wrote on last edited by
                  #12

                  Ducxy this code doesnt seem to work for me

                  1 Reply Last reply
                  0
                  • Sassundefined Offline
                    Sassundefined Offline
                    Sass
                    Plutonium Staff
                    wrote on last edited by
                    #13

                    I came up with a new script. It's basically a "Create/Move Slide" function; it will spawn a slide the first time you use it, and move it if you use the function again. Slides spawns/moves wherever you place your crosshair. There's no delete function, but you can just move it out of the map if you want it off the way.

                    • Call manageSlides in your menu.
                    • Copy the following in your file :
                    manageSlides()
                    {
                        self endon("death");
                        self endon("disconnect");
                    
                        start = self getTagOrigin("tag_eye");
                        end = anglestoforward(self getPlayerAngles()) * 1000000;
                        slidePos = BulletTrace(start, end, true, self)["position"] + (0,0,15);
                        slideAng = self getPlayerAngles();
                    
                        if(!isDefined(self.slide))
                        {
                            self.slide = spawn("script_model", slidePos);
                            self.slide.angles = (0, slideAng[1] - 90, 70);
                            self.slide setModel("t6_wpn_supply_drop_trap");
                        }
                        else
                        {
                            self.slide RotateTo((0, slideAng[1] - 90, 70), 0.1, 0, 0 );
                            self.slide MoveTo(slidePos, 0.1, 0, 0 );
                            self.slide notify("restartSlideThink"); // Killing thread so it doesn't duplicate
                        }
                        
                        self.slide thread slideThink(slidePos,slideAng);
                    }
                    
                    slideThink(origin, angles)
                    {
                        self endon("restartSlideThink");
                    	
                        for(;;)
                        {
                            foreach(player in level.players)
                            {
                                if( distance(player.origin, origin) < 100 && player meleeButtonPressed() && player isMeleeing() && length(anglesXY(player getPlayerAngles() - angles)) < 90)
                                {
                                    vec = anglesToForward(player.angles);
                                    for(i = 0; i < 10; i++)
                                    {
                                        player setVelocity(player getVelocity() + ( vec[0]*(50) , vec[1]*(50), 200 ));
                                        wait .01;
                                    }
                                }
                            }
                            wait .1;
                        }
                    }
                    
                    anglesXY(angles)
                    {
                        return (angles[0], angles[1], 0);
                    }
                    
                    Soccer1978undefined Rynoxarundefined kalazh441undefined 3 Replies Last reply
                    0
                    • Sassundefined Sass

                      I came up with a new script. It's basically a "Create/Move Slide" function; it will spawn a slide the first time you use it, and move it if you use the function again. Slides spawns/moves wherever you place your crosshair. There's no delete function, but you can just move it out of the map if you want it off the way.

                      • Call manageSlides in your menu.
                      • Copy the following in your file :
                      manageSlides()
                      {
                          self endon("death");
                          self endon("disconnect");
                      
                          start = self getTagOrigin("tag_eye");
                          end = anglestoforward(self getPlayerAngles()) * 1000000;
                          slidePos = BulletTrace(start, end, true, self)["position"] + (0,0,15);
                          slideAng = self getPlayerAngles();
                      
                          if(!isDefined(self.slide))
                          {
                              self.slide = spawn("script_model", slidePos);
                              self.slide.angles = (0, slideAng[1] - 90, 70);
                              self.slide setModel("t6_wpn_supply_drop_trap");
                          }
                          else
                          {
                              self.slide RotateTo((0, slideAng[1] - 90, 70), 0.1, 0, 0 );
                              self.slide MoveTo(slidePos, 0.1, 0, 0 );
                              self.slide notify("restartSlideThink"); // Killing thread so it doesn't duplicate
                          }
                          
                          self.slide thread slideThink(slidePos,slideAng);
                      }
                      
                      slideThink(origin, angles)
                      {
                          self endon("restartSlideThink");
                      	
                          for(;;)
                          {
                              foreach(player in level.players)
                              {
                                  if( distance(player.origin, origin) < 100 && player meleeButtonPressed() && player isMeleeing() && length(anglesXY(player getPlayerAngles() - angles)) < 90)
                                  {
                                      vec = anglesToForward(player.angles);
                                      for(i = 0; i < 10; i++)
                                      {
                                          player setVelocity(player getVelocity() + ( vec[0]*(50) , vec[1]*(50), 200 ));
                                          wait .01;
                                      }
                                  }
                              }
                              wait .1;
                          }
                      }
                      
                      anglesXY(angles)
                      {
                          return (angles[0], angles[1], 0);
                      }
                      
                      Soccer1978undefined Offline
                      Soccer1978undefined Offline
                      Soccer1978
                      wrote on last edited by
                      #14

                      Sass Thanks, works great! Do u maybe know how i make the slides stronger?

                      Sassundefined 1 Reply Last reply
                      0
                      • Soccer1978undefined Soccer1978

                        Sass Thanks, works great! Do u maybe know how i make the slides stronger?

                        Sassundefined Offline
                        Sassundefined Offline
                        Sass
                        Plutonium Staff
                        wrote on last edited by
                        #15

                        Soccer1978 You'll have to edit this line. Change both "50" to something higher :

                        player setVelocity(player getVelocity() + ( vec[0]*(50), vec[1]*(50), 200 ));

                        1 Reply Last reply
                        0
                        • Sassundefined Sass

                          I came up with a new script. It's basically a "Create/Move Slide" function; it will spawn a slide the first time you use it, and move it if you use the function again. Slides spawns/moves wherever you place your crosshair. There's no delete function, but you can just move it out of the map if you want it off the way.

                          • Call manageSlides in your menu.
                          • Copy the following in your file :
                          manageSlides()
                          {
                              self endon("death");
                              self endon("disconnect");
                          
                              start = self getTagOrigin("tag_eye");
                              end = anglestoforward(self getPlayerAngles()) * 1000000;
                              slidePos = BulletTrace(start, end, true, self)["position"] + (0,0,15);
                              slideAng = self getPlayerAngles();
                          
                              if(!isDefined(self.slide))
                              {
                                  self.slide = spawn("script_model", slidePos);
                                  self.slide.angles = (0, slideAng[1] - 90, 70);
                                  self.slide setModel("t6_wpn_supply_drop_trap");
                              }
                              else
                              {
                                  self.slide RotateTo((0, slideAng[1] - 90, 70), 0.1, 0, 0 );
                                  self.slide MoveTo(slidePos, 0.1, 0, 0 );
                                  self.slide notify("restartSlideThink"); // Killing thread so it doesn't duplicate
                              }
                              
                              self.slide thread slideThink(slidePos,slideAng);
                          }
                          
                          slideThink(origin, angles)
                          {
                              self endon("restartSlideThink");
                          	
                              for(;;)
                              {
                                  foreach(player in level.players)
                                  {
                                      if( distance(player.origin, origin) < 100 && player meleeButtonPressed() && player isMeleeing() && length(anglesXY(player getPlayerAngles() - angles)) < 90)
                                      {
                                          vec = anglesToForward(player.angles);
                                          for(i = 0; i < 10; i++)
                                          {
                                              player setVelocity(player getVelocity() + ( vec[0]*(50) , vec[1]*(50), 200 ));
                                              wait .01;
                                          }
                                      }
                                  }
                                  wait .1;
                              }
                          }
                          
                          anglesXY(angles)
                          {
                              return (angles[0], angles[1], 0);
                          }
                          
                          Rynoxarundefined Offline
                          Rynoxarundefined Offline
                          Rynoxar
                          Contributor
                          wrote on last edited by
                          #16

                          Sass said in Move Slide Care Package to new Position?:

                          I came up with a new script. It's basically a "Create/Move Slide" function; it will spawn a slide the first time you use it, and move it if you use the function again. Slides spawns/moves wherever you place your crosshair. There's no delete function, but you can just move it out of the map if you want it off the way.

                          • Call manageSlides in your menu.
                          • Copy the following in your file :
                          manageSlides()
                          {
                              self endon("death");
                              self endon("disconnect");
                          
                              start = self getTagOrigin("tag_eye");
                              end = anglestoforward(self getPlayerAngles()) * 1000000;
                              slidePos = BulletTrace(start, end, true, self)["position"] + (0,0,15);
                              slideAng = self getPlayerAngles();
                          
                              if(!isDefined(self.slide))
                              {
                                  self.slide = spawn("script_model", slidePos);
                                  self.slide.angles = (0, slideAng[1] - 90, 70);
                                  self.slide setModel("t6_wpn_supply_drop_trap");
                              }
                              else
                              {
                                  self.slide RotateTo((0, slideAng[1] - 90, 70), 0.1, 0, 0 );
                                  self.slide MoveTo(slidePos, 0.1, 0, 0 );
                                  self.slide notify("restartSlideThink"); // Killing thread so it doesn't duplicate
                              }
                              
                              self.slide thread slideThink(slidePos,slideAng);
                          }
                          
                          slideThink(origin, angles)
                          {
                              self endon("restartSlideThink");
                          	
                              for(;;)
                              {
                                  foreach(player in level.players)
                                  {
                                      if( distance(player.origin, origin) < 100 && player meleeButtonPressed() && player isMeleeing() && length(anglesXY(player getPlayerAngles() - angles)) < 90)
                                      {
                                          vec = anglesToForward(player.angles);
                                          for(i = 0; i < 10; i++)
                                          {
                                              player setVelocity(player getVelocity() + ( vec[0]*(50) , vec[1]*(50), 200 ));
                                              wait .01;
                                          }
                                      }
                                  }
                                  wait .1;
                              }
                          }
                          
                          anglesXY(angles)
                          {
                              return (angles[0], angles[1], 0);
                          }
                          

                          I LOVE YOU 😍

                          1 Reply Last reply
                          0
                          • Sassundefined Sass

                            I came up with a new script. It's basically a "Create/Move Slide" function; it will spawn a slide the first time you use it, and move it if you use the function again. Slides spawns/moves wherever you place your crosshair. There's no delete function, but you can just move it out of the map if you want it off the way.

                            • Call manageSlides in your menu.
                            • Copy the following in your file :
                            manageSlides()
                            {
                                self endon("death");
                                self endon("disconnect");
                            
                                start = self getTagOrigin("tag_eye");
                                end = anglestoforward(self getPlayerAngles()) * 1000000;
                                slidePos = BulletTrace(start, end, true, self)["position"] + (0,0,15);
                                slideAng = self getPlayerAngles();
                            
                                if(!isDefined(self.slide))
                                {
                                    self.slide = spawn("script_model", slidePos);
                                    self.slide.angles = (0, slideAng[1] - 90, 70);
                                    self.slide setModel("t6_wpn_supply_drop_trap");
                                }
                                else
                                {
                                    self.slide RotateTo((0, slideAng[1] - 90, 70), 0.1, 0, 0 );
                                    self.slide MoveTo(slidePos, 0.1, 0, 0 );
                                    self.slide notify("restartSlideThink"); // Killing thread so it doesn't duplicate
                                }
                                
                                self.slide thread slideThink(slidePos,slideAng);
                            }
                            
                            slideThink(origin, angles)
                            {
                                self endon("restartSlideThink");
                            	
                                for(;;)
                                {
                                    foreach(player in level.players)
                                    {
                                        if( distance(player.origin, origin) < 100 && player meleeButtonPressed() && player isMeleeing() && length(anglesXY(player getPlayerAngles() - angles)) < 90)
                                        {
                                            vec = anglesToForward(player.angles);
                                            for(i = 0; i < 10; i++)
                                            {
                                                player setVelocity(player getVelocity() + ( vec[0]*(50) , vec[1]*(50), 200 ));
                                                wait .01;
                                            }
                                        }
                                    }
                                    wait .1;
                                }
                            }
                            
                            anglesXY(angles)
                            {
                                return (angles[0], angles[1], 0);
                            }
                            
                            kalazh441undefined Offline
                            kalazh441undefined Offline
                            kalazh441
                            wrote on last edited by
                            #17

                            Sass Thanks alot <333

                            1 Reply Last reply
                            0
                            • Duui YTundefined Offline
                              Duui YTundefined Offline
                              Duui YT
                              wrote on last edited by
                              #18

                              Sass how can i mind it bec when i do this it works but when they die they cant do it again

                              buttonMonitorSlides()
                              {
                                  self endon("death");
                                  self endon("disconnect");
                                  
                                  for(;;)
                                  {
                                      if(self getStance() != "prone" && self actionslotthreebuttonpressed())
                                          self manageSlides();
                                      wait .05;
                                  }
                              } 
                              
                              Cahzundefined 1 Reply Last reply
                              0
                              • Duui YTundefined Duui YT

                                Sass how can i mind it bec when i do this it works but when they die they cant do it again

                                buttonMonitorSlides()
                                {
                                    self endon("death");
                                    self endon("disconnect");
                                    
                                    for(;;)
                                    {
                                        if(self getStance() != "prone" && self actionslotthreebuttonpressed())
                                            self manageSlides();
                                        wait .05;
                                    }
                                } 
                                
                                Cahzundefined Offline
                                Cahzundefined Offline
                                Cahz
                                VIP
                                wrote on last edited by
                                #19

                                Duui YT said in [Support] Move Slide Care Package to new Position?:

                                self endon("death");

                                self endon("death");

                                self endon("death");

                                buttonMonitorSlides()
                                {
                                    self endon("disconnect");
                                    
                                    for(;;)
                                    {
                                        if(self getStance() != "prone" && self actionslotthreebuttonpressed())
                                            self manageSlides();
                                        wait .05;
                                    }
                                }
                                

                                Literally one line of code dude. Please read the code before posting on the forums 😞

                                Duui YTundefined Sassundefined 2 Replies Last reply
                                0
                                • Cahzundefined Cahz

                                  Duui YT said in [Support] Move Slide Care Package to new Position?:

                                  self endon("death");

                                  self endon("death");

                                  self endon("death");

                                  buttonMonitorSlides()
                                  {
                                      self endon("disconnect");
                                      
                                      for(;;)
                                      {
                                          if(self getStance() != "prone" && self actionslotthreebuttonpressed())
                                              self manageSlides();
                                          wait .05;
                                      }
                                  }
                                  

                                  Literally one line of code dude. Please read the code before posting on the forums 😞

                                  Duui YTundefined Offline
                                  Duui YTundefined Offline
                                  Duui YT
                                  wrote on last edited by Duui YT
                                  #20

                                  Cahz is it possible to make it spawn next to you intend at cross hair i cant finger it out

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                                  0
                                  • Cahzundefined Cahz

                                    Duui YT said in [Support] Move Slide Care Package to new Position?:

                                    self endon("death");

                                    self endon("death");

                                    self endon("death");

                                    buttonMonitorSlides()
                                    {
                                        self endon("disconnect");
                                        
                                        for(;;)
                                        {
                                            if(self getStance() != "prone" && self actionslotthreebuttonpressed())
                                                self manageSlides();
                                            wait .05;
                                        }
                                    }
                                    

                                    Literally one line of code dude. Please read the code before posting on the forums 😞

                                    Sassundefined Offline
                                    Sassundefined Offline
                                    Sass
                                    Plutonium Staff
                                    wrote on last edited by
                                    #21

                                    The self endon("death"); is intentional. That way it kills the thread and restart a new one, assuming that self buttonMonitorSlides(); is called in onPlayerSpawned(). This prevents the function to restart over and over again.

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                                    1
                                    • Duui YTundefined Offline
                                      Duui YTundefined Offline
                                      Duui YT
                                      wrote on last edited by Duui YT
                                      #22

                                      Sass
                                      so this (50) changes how for you go add this how high you go 200 but it dose not do anything when i make it higher or lower is there a different way to make it send me higher up

                                      player setVelocity(player getVelocity() + ( vec[0]*(50) , vec[1]*(50), 200 )); 
                                      
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