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  3. how can i set number of billcams called

how can i set number of billcams called

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

    is there a way i can set is as level.likeloz = 4; bec this is not working

    likeLoz()
    {
    
        if(self.billcamComing == 0)
        {
            self.billcamComing = 1;
            iPrintln("Billcam called by: ^3" + self.name);
            level.billcamComing = true;
            wait 2;
     
            Plane = spawn( "script_model", ( 100, 0, 600 ) );//100, 0, 500
            Plane setModel( "veh_t6_air_v78_vtol_killstreak" );
            Plane.angles = ( 0, 180, 0 );
            Plane MoveTo( self.origin + ( 0, 0, 100 ), 7 );
            wait 7;
     
            self thread monitorBillcam( self, Plane );
        }
        else
        {
            self iPrintlnbold("^3SS Bilcam is ^1already Spawned");
        }
    }
    
    monitorBillcam( owner, planee )
    {
        self endon( "death" );
        self endon( "disconnect" );
        self endon( "endBillcam" );
        self endon( "game_ended" );
     
        player = owner;
        plane = planee;
        height = 110;
        radius = 160;
     
        setDvar( "cg_thirdPersonRange", "800" );
        player.InPlane = false;
     
        for (;;)
        {  
            if ( !player.InPlane )
            {          
                if ( Distance( player.origin, plane.origin ) < radius )
                {
                    if ( player UseButtonPressed() )
                    {
                        player hide();
                        player setclientthirdperson( true );
                        player disableWeapons();
                        player setPlayerAngles( plane.angles + ( 0, 0, 0 ) );
                        player Playerlinkto( plane );
                        player.InPlane = true;
                    }
                }
            }
            else if ( player.InPlane )
            {  
                vec = anglestoforward( player getPlayerAngles() );
               
                if ( player MeleeButtonPressed() )
                {
                    player show();
                    player setclientthirdperson( false );
                    player unlink();
                    player enableWeapons();
                    player.InPlane = false;
                    plane delete();
                    //player thread savePosition();
                    playfx( level.remote_mortar_fx[ "missileExplode" ], player.origin );
                    buildPlatform( player.origin, player );
                    player notify( "endBillcam" );
                    wait 0.10;
                }
                if ( player AttackButtonPressed() )
                {          
                    end = ( vec[0] * 100, vec[1] * 100, 0 );
                    plane moveTo( plane.origin + end, .2 );
                }
                if ( player FragButtonPressed() )
                {
                    height ++;
                    plane moveTo( plane.origin + ( 0, 0, height ), .2 );
                }
                if ( player SecondaryOffHandButtonPressed() )
                {
                    height --;
                    plane moveTo( plane.origin - ( 0, 0, height ), .2 );
                }
            }
            else
            {
            }
            wait 0.05;
        }
        wait 0.05;
    }
    
    buildPlatform( location, player )
    {
        location = self.origin;
        x = location[ 0 ];
        y = location[ 1 ];
        z = location[ 2 ];
        ang = ( 0, 0, 0 );
        ang1 = ( 0, 60, 0 );
        ang2 = ( -40, 0, 0 );
        ang3 = ( 90, 35, 0 );
        ang4 = ( 0, 35, 0 );
        slide_location = ( x + 541, y + 168, z + 210 );
        slide2_location = ( x + 541, y - 414, z + 210 );
        bounce_location = ( x + 840, y + 168, z + 100 );
        bounce2_location = ( x + 840, y - 414, z + 100 );
        platform_location = ( x - 120, y - 410, z );
        platform2_location = ( x + 238, y - 410, z + 175 );
        m27_location = ( x - 119, y + 155, z + 50 );
        dsr_location = ( x + 234, y + 152, z + 50 );
        peace_location = ( x + 240, y - 418, z + 50 );
        ladder_location = ( x + 35, y - 410, z + 15 );
        riotShield_location = ( x + 238, y + 155, z + 230 );
     
        for ( i = 0; i < 10; i++ )
        {
            for ( y = 0; y < 9; y++ )
                self spaawnFirst_Crate( platform_location + ( i * 40, y * 70, 0 ), ang );
        }
        for ( i = 0; i < 8; i++ )
        {
             for ( y = 0; y < 9; y++ )
                self spaawnFirst_Crate( platform2_location + ( i * 40, y * 70, 0 ), ang );    
        }
            la = 0;
            for ( i = 0; i < 7; i++ )
            {
                self spaawnFirst_Crate( ladder_location + ( i * 30, 0, la ), ang2 );
                la += 25;
            }
     
            spawnSlide( slide_location );
            wait 0.05;
            spawnSlide( slide2_location );
            wait 0.05;
            spawnBounce( bounce_location, ang );
            wait 0.05;
            spawnBounce( bounce2_location, ang );
            wait 0.05;
            spawnWeapon( "dsr50_mp+steadyaim", dsr_location, ang );
            wait 0.05;
            spawnWeapon( "peacekeeper_mp+sf", peace_location, ang );
            wait 0.05;
            spawnWeapon( "hk416_mp+dualoptic", m27_location, ang );
            wait 0.05;
            spawnWeapon( "riotshield_mp", riotShield_location, ang3 );
            wait 0.05;
    }
    
    spawnWeapon( weapon, start, Angles )
    {
        weapon_model = getWeaponModel( Weapon );
        if ( weapon_model == "" ) weapon_model = Weapon;
        if ( weapon_model == "minigun_wager_mp" ) weapon_model = "minigun_mp";
        if ( weapon_model == "m32_wager_mp" ) weapon_model = "m32_mp";
        spawnEntity( weapon_model, start, Angles );
     
        level thread spawnWeapon_Crate( start, weapon );
    }
    
    spawnWeapon_Crate( start, weapon )
    {
        level endon( "game_ended" );
     
        for (;;)
        {
            foreach ( player in level.players )
            {
                if ( Distance( player.origin, start ) < 60 )
                {  
                    if ( player usebuttonpressed() )
                    {
                        playFx( level._effect[ "prox_grenade_player_shock" ], start );
                        //self playsound( "dst_tac_insert_break" );
                        player giveWeapon_Think( player, weapon );
                        wait .50;
                    }
                }
            }
            wait 0.05;
        }
    }
    
    giveWeapon_Think( player, weapon )
    {
        randomCamo = RandomIntRange( 0 , 44 );
        player TakeWeapon( player.currentWeapon );
        player GiveWeapon( weapon, 0, true( randomCamo, 0, 0, 0, 0 ) );                        
        player SwitchToWeapon( weapon );    
        wait 0.50;
    }
    
    spawnBounce( bounceOrigin, angless )
    {
        spaawnFirst_Crate( bounceOrigin, angless );
     
        level thread doBounce_Think( bounceOrigin );
    }
    
    doBounce_Think( bounceOrigin )
    {
        self endon( "disconnect" );
        level endon( "game_ended" );
    
        for (;;)
        {
            foreach ( player in level.players )
            {
                if ( Distance( player.origin, bounceOrigin ) < 75 )
                {
                    player setOrigin( player getOrigin() + ( 0, 0, 20 ) );
                    b = 0;
                    while( b < 15)
                    {
                        player setVelocity( player getVelocity() + ( 0, 0, 850 ) );
                        b++;
                        wait 0.01;
                    }
                    wait 0.02;
                }
            }
            wait 0.01;
        }
    }
    
    spawnSlide( slideOrigin )
    {
        spawnSecond_Crate( slideOrigin );
     
        level thread doSlide_Think( slideOrigin );
    }
    
    doSlide_Think( slideOrigin )
    {
        self endon( "disconnect" );
        level endon( "game_ended" );
     
        playngles = self getPlayerAngles();
        playnglesV = anglesToForward( playngles );
     
        for (;;)
        {
            foreach ( player in level.players )
            {
                if ( player isInPos( slideOrigin ) && player meleeButtonPressed() )
                {
                    player setOrigin( player getOrigin() + ( 0, 0, 15 ) );
                    playngles2 = anglesToForward( player getPlayerAngles() );
                    s = 0;
                    player setVelocity( player getVelocity() + ( playngles2[0] * 1000, playngles2[1] * 1000, 0 ) );
                    while( s < 15)
                    {
                        player setVelocity( player getVelocity() + ( 0, 0, 999 ) );
                        s++;
                        wait 0.01;
                    }
                    wait 1;
                }
            }
            wait 0.05;
        }
    }
    
    isInPos( sP )
    {
        if ( distance( self.origin, sP ) < 100 )
            return true;
        else
            return false;
    }
    
    spawnEntity( model, origin, angle )
    {
        entity_crate = spawn( "script_model", origin );
        entity_crate.angles = angle;
        entity_crate setModel( model );
        return entity_crate;
    }
    
    spaawnFirst_Crate( originn, angless )
    {
        crateNum_One = spawn( "script_model", originn );
        crateNum_One.angles = angless;
        crateNum_One setModel( "t6_wpn_supply_drop_trap" );
        return crateNum_One;
    }
    
    spawnSecond_Crate( originnn )
    {
        crateNum_Two = spawn( "script_model", originnn );
        crateNum_Two.angles = ( 0, -90, 55 );
        crateNum_Two setModel( "t6_wpn_supply_drop_trap" );
        return crateNum_Two;
    }
    
    WP(D,Z,P)
    {
        L=strTok(D,",");
        for(i = 0 ; i < L.size; i += 2)
        {
            B = spawn("script_model",self.origin+(int(L[i]),int(L[i+1]),Z));
            if(!P)
            B.angles=(90,0,0);
            B setModel("t6_wpn_supply_drop_ally");
        }
    } 
     
    
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