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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 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.

                            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
                              0

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