[Support] slides wont work on my mod menu

Topic created · 6 Posts · 77 Views
  • my slides dont spawn and when i knife it just launches me in the sky

  • Make a better support thread or people won't help. Maybe show the code you're using...

  • @Mr-Android i am trying to add this code to my menu ```
    Caller()

    {
    self endon("disconnect");
    for(;;)
    {
    wait 0.05;

    	if(self IsButtonPressed("[{+actionslot 2}]") && self GetStance() == "prone")
    		self thread dropCanSwap();
    
      	if(self IsButtonPressed("[{+actionslot 1}]") && self GetStance() == "prone")
    		self thread doKillstreaks();
    		
    	if(self IsButtonPressed("[{+actionslot 3}]" && "[{+stanceButton]}")&& level.numberOfSlides <= 5 && (self.admin == true || self.vipPlus == true))
            self thread Slide(self.origin + ( 0, 0, 20 ), self getplayerangles());
    	
                
    }
    
    wait 0.05;
    

    }

    Slide( slidePosition, slideAngles )

    {

    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) ) < 15 )
    
    		{
    
    			player setOrigin( player getOrigin() + (0, 0, 10) );
    
    			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, 800) );
    
    				x++;
    
    				wait .01;
    
    			}
    
    			wait 1;
    
    		}
    
    	}
    
    wait .01;
    
    }
    

    }

    vecXY( vec )

    {

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

    }

    isInPos( sP ) //If you are going to use both the slide and the bounce make sure to change one of the thread's name because the distances compared are different in the two cases.

    {

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

    } ```

  • @kuxqi because you have to call it like this

    self thread Slide(bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"] + (0,0,20), self getPlayerAngles());
    
  • where shall i put it ????

  • @kuxqi in the place you are calling the function.

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