Give me an idea to do it
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Give me some script ideas to make if I can.
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Duel wield rayguns on PAP?
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Eizekiels BO3 sliding
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Cawldwink ***#include maps/mp/zombies/_zm_utility;
#include common_scripts/utility;
#include maps/mp/_utility;init()
{
level thread on_player_connect();
}IsSliding() //You can use this function like BO3/BO4/BOCW's IsSliding() function to check if the player is sliding.
{
if(is_true(self.isSliding))
return true;
return false;
}on_player_connect()
{
level endon("end_game");
while(1)
{
level waittill("connected", player);
player thread waitToSlide();
}
}waitToSlide()
{
self.isSliding = false;
self.isReadyToSlide = true;
while(1)
{
if(self IsSprinting() && self IsOnGround())
{
while(self IsSprinting())
{
wait .01;
}
if(!self IsOnGround())
{
while(!self IsOnGround())
{
wait .01;
}
}
self checkCrouch();
}
wait .01;
}
}checkCrouch()
{
if(self GetStance() == "crouch" && !self.Sliding && self.isReadyToSlide)
{
self.is_sliding = true;
self.isReadyToSlide = false;
self.is_drinking = true;
self SetStance( "crouch" );
self AllowProne(false);
self AllowAds(false);
self AllowMelee(false);
self startSliding(300,1);
self.is_drinking = false;
self.isSliding = false;
self AllowAds(true);
self AllowMelee(true);
self AllowProne(true);
self.isReadyToSlide = true;
}
}startSliding(force,time)
{
angles = (0,(self GetPlayerAngles()[1]),0);
forward = AnglesToForward(angles);
time = time*0.18;
distance = 20;
for(i=0;i<time && self IsOnGround() && distance > 5; i+=0.01)
{
if(self GetStance() == "stand")
{
self thread doAJump();
return;
}
position = self.origin;
wait 0.01;
self SetVelocity(forward * force);
distance = Distance(position, self.origin);
}
}doAJump()
{
if(self IsSprinting())
return;
self SetOrigin(self.origin + (0,0,5));
self SetVelocity( self GetVelocity() + (0,0,250) );
wait .1;
while(!self IsOnGround())
{
wait .01;
}
self checkCrouch();
}
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Duel wield rayguns on PAP?
@NexusClover So far there is no way to do it unfortunately
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