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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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  • Soccer1978undefined Offline
    Soccer1978undefined Offline
    Soccer1978
    replied to Ducxy 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
    • Rynoxarundefined Offline
      Rynoxarundefined Offline
      Rynoxar Contributor
      replied to Soccer1978 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
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      • Ducxyundefined Offline
        Ducxyundefined Offline
        Ducxy
        replied to Soccer1978 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
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        • Sassundefined Offline
          Sassundefined Offline
          Sass Plutonium Staff
          replied to Ducxy 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
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          • Radonundefined Offline
            Radonundefined Offline
            Radon
            replied to Rynoxar 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
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            • Soccer1978undefined Offline
              Soccer1978undefined Offline
              Soccer1978
              replied to Ducxy on last edited by
              #12

              Ducxy this code doesnt seem to work for me

              1 Reply Last reply
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              • 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
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                • Soccer1978undefined Offline
                  Soccer1978undefined Offline
                  Soccer1978
                  replied to Sass 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
                  • Sassundefined Offline
                    Sassundefined Offline
                    Sass Plutonium Staff
                    replied to Soccer1978 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
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                    • Rynoxarundefined Offline
                      Rynoxarundefined Offline
                      Rynoxar Contributor
                      replied to Sass 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
                      • kalazh441undefined Offline
                        kalazh441undefined Offline
                        kalazh441
                        replied to Sass 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
                          • Cahzundefined Offline
                            Cahzundefined Offline
                            Cahz VIP
                            replied to Duui YT 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
                            • Duui YTundefined Offline
                              Duui YTundefined Offline
                              Duui YT
                              replied to Cahz 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
                              • Sassundefined Offline
                                Sassundefined Offline
                                Sass Plutonium Staff
                                replied to Cahz 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.

                                1 Reply Last reply
                                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 )); 
                                  
                                  1 Reply Last reply
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