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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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  • 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

                                1 Reply 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 😞

                                  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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                                  • 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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