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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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  • 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 )); 
                        
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