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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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  • 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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