<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[[Release] Cinematic UFO MP &amp; ZM]]></title><description><![CDATA[<p dir="auto"><strong>Cinematic UFO</strong><br />
Developed by <strong>DoktorSAS</strong></p>
<p dir="auto">This is a <em>simple ufo</em> mode but is really cool for making <strong>cinematic</strong> on <strong>Plutonium</strong>, is <em>nothing to hard to make or to hard to use</em>.<br />
To implement the code on your GSC mods just add <strong>player thread enable_ufo_mod()</strong> in onPlayerConnect().</p>
<h4>Like:</h4>
<pre><code>onPlayerConnect()
{
    for(;;)
    {
        level waittill("connected", player);
        player thread onPlayerSpawned();
        player thread enable_ufo_mod();
    }
}
</code></pre>
<pre><code>vector_scal(vec, scale){
    vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
    return vec;
}
doUFOMode(){
    self endon("EndUFOMode");
    self.Fly = 0;
    UFO = spawn("script_model",self.origin);
    for(;;){
        if(self FragButtonPressed()){
       	 	self setclientuivisibilityflag( "hud_visible", 0 );
        	self disableweapons();
            self playerLinkTo(UFO);
            self.Fly = 1;
        }else{
        	self setclientuivisibilityflag( "hud_visible", 1 );
            self unlink();
            self enableweapons();
            self.Fly = 0;
        }
        if(self.Fly == 1){
            Fly = self.origin+vector_scal(anglesToForward(self getPlayerAngles()),
            											  20 // Change this vaule to move slower and faster, this is how dustance far you go when you move
            											  );
            UFO moveTo(Fly,
            		   .1 // Change this vaule to move slower and faster, thi is the wait time to go from A pos To B pos
            );
        }
        wait .001;
    }

}
enable_ufo_mod(){
	ufo_state = false;
	for(;;){
		if(self actionslotonebuttonpressed() &amp;&amp; self adsbuttonpressed() &amp;&amp; !ufo_state){
			self iprintln("UFO Mode ^2ON");
			ufo_state = true;
			self thread doUFOMode();
		}else if(ufo_state &amp;&amp; self actionslotonebuttonpressed() &amp;&amp; self adsbuttonpressed()){
			self iprintln("UFO Mode ^1OFF");
			ufo_state = false;
			self notify("EndUFOMode");
		}
		wait .001;
	}

}

</code></pre>
<p dir="auto">To go out of the map without dyng on Zombies just add <strong>level.player_out_of_playable_area_monitor = 0;</strong> inside your init</p>
<h4>Like:</h4>
<pre><code>init(){
       level.player_out_of_playable_area_monitor = 0;
}
</code></pre>
<h5>To turn on and off ufo mod just press:</h5>
<ul>
<li>Action slot 1 button</li>
<li>Aim/Scope button</li>
</ul>
]]></description><link>https://forum.plutonium.pw/topic/4078/release-cinematic-ufo-mp-zm</link><generator>RSS for Node</generator><lastBuildDate>Wed, 17 Jun 2026 22:38:58 GMT</lastBuildDate><atom:link href="https://forum.plutonium.pw/topic/4078.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 17 Sep 2020 11:10:27 GMT</pubDate><ttl>60</ttl></channel></rss>