Jumpy

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Everything posted by Jumpy

  1. it was shift+ctrl+t
  2. Hello :D How do I make rings in radiant? Thnak you
  3. Ok I will reupload tomorrow
  4. When I want music to be played when the map starts everyhting freezes and then the music plays... the same with the endroom music. Whenever I chose a room my music for my room gets played for like a second and then the music to my map gets played.... Here is my code for the ambient: music() { while(1) { ambientPlay("songa"); } } I have tried adding the: wait; but it still freezes. And when I chose a room the music doesn't play... Here is my .GSC: main() { maps\mp\_load::main(); game["allies"] = "marines"; game["axis"] = "opfor"; game["attackers"] = "axis"; game["defenders"] = "allies"; game["allies_soldiertype"] = "desert"; game["axis_soldiertype"] = "desert"; setdvar("compassmaxrange","1800"); addTriggerToList( "trap1_trig" ); addTriggerToList( "trap2_trig" ); addTriggerToList( "trap3_trig" ); addTriggerToList( "trap4_trig" ); addTriggerToList( "trap5_trig" ); addTriggerToList( "trap6_trig" ); addTriggerToList( "trap7_trig" ); addTriggerToList( "trap_trig" ); addTriggerToList( "bounce_trig" ); thread door(); thread music(); thread trap1(); thread trap2(); thread trap3(); thread trap4(); thread mover(); thread trap5(); thread trap6(); thread trap7(); thread special(); thread teleport(); thread trap(); thread sniper(); thread knife(); thread addTestClients(); thread linked(); thread weapon(); thread sniper_s(); thread knife_s(); thread weapon_s(); thread old(); thread secret(); thread send(); thread done(); thread spinner(); thread ill(); thread giver_ill(); thread send1(); thread send2(); thread bounce(); thread ill_s(); } addTriggerToList( name ) { if( !isDefined( level.trapTriggers ) ) level.trapTriggers = []; level.trapTriggers[level.trapTriggers.size] = getEnt( name, "targetname" ); } door() { brush = getent("door","targetname"); wait 10; brush moveZ(352,5,1,1); wait 10; brush delete(); } music() { while(1) { ambientPlay("songa"); } } trap1() { platform = getent("trap1","targetname"); trig = getent("trap1_trig","targetname"); trig waittill("trigger", player); trig delete(); while(1) { platform rotateYaw(400,1); wait 2; platform rotateRoll(360,1); wait 2; } } trap2() { platform = getent("trap2a","targetname"); platform1 = getent("trap2b","targetname"); platform2 = getent("trap2c","targetname"); trig = getent("trap2_trig","targetname"); trig waittill("trigger"); trig delete(); while(1) { platform moveZ(-162,1); wait 2; platform moveZ(162,1); platform1 moveZ(162,1); wait 2; platform1 moveZ(-162,1); platform2 rotatePitch(360,1); wait 2; platform2 rotatePitch(-360,1); } } trap3() { platform = getent("trap3","targetname"); platform1 = getent("trap3a","targetname"); platform2 = getent("trap3b","targetname"); killer = getent("killer_trig","targetname"); killer1 = getent("killer_trig1","targetname"); killer2 = getent("killer_trig2","targetname"); trig = getent("trap3_trig","targetname"); trig waittill("trigger"); trig delete(); while(1) { killer enablelinkto(); killer linkto(platform); platform rotatePitch(1440,2,1,1); wait 2.5; platform rotatePitch(-1440,2,1,1); wait 2.5; killer1 enablelinkto(); killer1 linkto(platform1); platform1 rotatePitch(1440,2,1,1); wait 2.5; platform1 rotatePitch(-1440,2,1,1); wait 2.5; killer2 enablelinkto(); killer2 linkto(platform2); platform2 rotatePitch(1440,2,1,1); wait 2.5; platform2 rotatePitch(-1440,2,1,1); wait 2.5; } } trap4() { platform = getent("trap4","targetname"); killtrigger0 = getent("killtrig","targetname"); while(1) { killtrigger0 enablelinkto(); killtrigger0 linkto(platform); platform moveZ(-304,2,1,1); wait 2; platform moveZ(304,2,1,1); wait 2; } } mover() { platform = getent("mover","targetname"); trig = getent("mover_trig","targetname"); trig waittill("trigger", player); trig delete(); while(1) { platform moveY(808,4,1,1); wait 6; platform moveY(-808,4,1,1); wait 6; } } trap5() { platform = getent("trap5","targetname"); trig = getent("trap5_trig","targetname"); trig waittill("trigger", player); trig delete(); while(1) { platform moveZ(-88,1); wait 2; platform moveZ(88,1); wait 2; platform rotateYaw(360,1); wait 2; } } trap6() { platform = getent("trap6","targetname"); trig = getent("trap6_trig","targetname"); killtrig1 = getEnt("kill","targetname"); trig waittill("trigger", player); trig delete(); while(1) { killtrig1 enablelinkto(); killtrig1 linkto(platform); platform moveZ(-296,1); wait 5; platform moveZ(296,1); wait 5; } } trap7() { platform = getent("trap7","targetname"); trig = getent("trap7_trig","targetname"); trig waittill("trigger"); trig delete(); while(1) { platform rotateRoll(-360,6); wait 6; } } special() { trig = getEnt( "special_trig", "targetname" ); for(;;) { trig waittill( "trigger", player ); player giveWeapon( "deserteagle_mp" ); player giveMaxAmmo( "deserteagle_mp" ); player switchToWeapon( "deserteagle_mp" ); } } teleport() { trig = getent("tele_trig","targetname"); origin1 = getent("tele_origin","targetname"); for(;;) { trig waittill("trigger", player); player setOrigin(origin1.origin); } } trap() { platform = getEnt("trap","targetname"); platform1 = getEnt("trap_a","targetname"); trig = getent("trap_trig","targetname"); trig waittill("trigger"); trig delete(); platform delete(); while(1) { platform1 moveY(92,1); wait 1; platform1 moveY(-92,1); wait 1; } } sniper() { level.sniper_trig = getEnt( "sniper_trig", "targetname"); //trigger jump = getEnt( "sniper1", "targetname" ); //jumper origin acti = getEnt( "sniper2", "targetname" ); //acti origin while(1) { level.sniper_trig waittill( "trigger", player ); if( !isDefined( level.sniper_trig ) ) return; level.knife_trig delete(); level.old_trig delete(); level.weapon_trig delete(); level.ill_trig delete(); player SetPlayerAngles( jump.angles ); player setOrigin( jump.origin ); player TakeAllWeapons(); player GiveWeapon( "m40a3_mp" ); //Gives player weapon player giveMaxAmmo( "m40a3_mp" ); //Gives player ammo player GiveWeapon( "remington700_mp" ); player giveMaxAmmo( "remington700_mp" ); player switchToWeapon( "m40a3_mp" ); //Makes player switch to weapon. player.maxhealth = 100; //Sets players health to normal. if( isDefined( level.activ ) && isAlive( level.activ ) ) { level.activ setPlayerangles( acti.angles ); level.activ setOrigin( acti.origin ); level.activ TakeAllWeapons(); level.activ GiveWeapon( "m40a3_mp" ); level.activ giveMaxAmmo( "m40a3_mp" ); level.activ GiveWeapon( "remington700_mp" ); level.activ giveMaxAmmo( "remington700_mp" ); level.activ SwitchToWeapon( "m40a3_mp" ); level.activ.maxhealth = 100; } wait 0.05; iPrintLnBold( " ^4" + player.name + " ^7has chosen ^4Sniper ^7Room!" ); player freezecontrols(true); //Freeze the players when someone enters the room for three seconds. level.activ freezecontrols(true); wait 1; player iPrintlnBold( "^13" ); level.activ iPrintlnBold( "^13" ); wait 1; player iPrintlnBold( "^32" ); level.activ iPrintlnBold( "^32" ); wait 1; player iPrintlnBold( "^51" ); level.activ iPrintlnBold( "^51" ); wait 1; player iPrintlnBold( "^6Fight^7!" ); level.activ iPrintlnBold( "^6Fight^6!" ); player freezecontrols(false); //Disables the freeze. level.activ freezecontrols(false); while( isAlive( player ) && isDefined( player ) ) wait 1; } } knife() { level.knife_trig = getEnt( "knife_trig", "targetname"); //trigger jump = getEnt( "knife1", "targetname" ); //jumper origin acti = getEnt( "knife2", "targetname" ); //acti origin while(1) { level.knife_trig waittill( "trigger", player ); if( !isDefined( level.knife_trig ) ) return; level.old_trig delete(); level.sniper_trig delete(); level.weapon_trig delete(); level.ill_trig delete(); player SetPlayerAngles( jump.angles ); player setOrigin( jump.origin ); player TakeAllWeapons(); player GiveWeapon( "knife_mp" ); //Gives player weapon player giveMaxAmmo( "knife_mp" ); //Gives player ammo player switchToWeapon( "knife_mp" ); //Makes player switch to weapon. player.maxhealth = 100; //Sets players health to normal. if( isDefined( level.activ ) && isAlive( level.activ ) ) { level.activ setPlayerangles( acti.angles ); level.activ setOrigin( acti.origin ); level.activ TakeAllWeapons(); level.activ GiveWeapon( "knife_mp" ); level.activ giveMaxAmmo( "knife_mp" ); level.activ SwitchToWeapon( "knife_mp" ); level.activ.maxhealth = 100; } wait 0.05; iPrintLnBold( " ^4" + player.name + " ^7has chosen ^4Knife ^7Room!" ); player freezecontrols(true); //Freeze the players when someone enters the room for three seconds. level.activ freezecontrols(true); wait 1; player iPrintlnBold( "^13" ); level.activ iPrintlnBold( "^13" ); wait 1; player iPrintlnBold( "^32" ); level.activ iPrintlnBold( "^32" ); wait 1; player iPrintlnBold( "^51" ); level.activ iPrintlnBold( "^51" ); wait 1; player iPrintlnBold( "^6Fight^7!" ); level.activ iPrintlnBold( "^6Fight^6!" ); player freezecontrols(false); //Disables the freeze. level.activ freezecontrols(false); while( isAlive( player ) && isDefined( player ) ) wait 1; } } addTestClients() { setDvar("scr_testclients", ""); wait 1; for(;;) { if(getdvarInt("scr_testclients") > 0) break; wait 1; } testclients = getdvarInt("scr_testclients"); setDvar( "scr_testclients", 0 ); for(i=0;i<testclients;i++) { ent[i] = addtestclient(); if (!isdefined(ent[i])) { println("Could not add test client"); wait 1; continue; } ent[i].pers["isBot"] = true; ent[i].pers["registered"] = 0; ent[i] thread TestClient("autoassign"); } thread addTestClients(); } TestClient(team) { self endon( "disconnect" ); while(!isdefined(self.pers["team"])) wait .05; self notify("menuresponse", game["menu_team"], team); wait 0.5; } linked() { trig = getent ("link_trig","targetname"); start = getent ("start_origin","targetname"); stop = getent ("stop_origin","targetname"); while(true) { trig waittill ("trigger", player); link = spawn ("script_model",player.origin); player linkTo (link); link moveTo (start.origin, 1); wait 1; link moveTo (stop.origin, 10); wait 10; player unlink(); } /* Created by [PF]JeffSkye Give Credits If Used In Any Map Or Mod */ } weapon() { level.weapon_trig = getEnt( "weapon_trig", "targetname"); //trigger jump = getEnt( "weapon1", "targetname" ); //jumper origin acti = getEnt( "weapon2", "targetname" ); //acti origin while(1) { level.weapon_trig waittill( "trigger", player ); if( !isDefined( level.weapon_trig ) ) return; level.knife_trig delete(); level.sniper_trig delete(); level.old_trig delete(); level.ill_trig delete(); player SetPlayerAngles( jump.angles ); player setOrigin( jump.origin ); player TakeAllWeapons(); player GiveWeapon( "deserteagle_mp" ); //Gives player weapon player giveMaxAmmo( "deserteagle_mp" ); //Gives player ammo player switchToWeapon( "deserteagle_mp" ); //Makes player switch to weapon. player.maxhealth = 100; //Sets players health to normal. if( isDefined( level.activ ) && isAlive( level.activ ) ) { level.activ setPlayerangles( acti.angles ); level.activ setOrigin( acti.origin ); level.activ TakeAllWeapons(); level.activ GiveWeapon( "deserteagle_mp" ); level.activ giveMaxAmmo( "deserteagle_mp" ); level.activ SwitchToWeapon( "deserteagle_mp" ); level.activ.maxhealth = 100; } wait 0.05; iPrintLnBold( " ^4" + player.name + " ^7has chosen ^4Weapon ^7Room!" ); player freezecontrols(true); //Freeze the players when someone enters the room for three seconds. level.activ freezecontrols(true); wait 1; player iPrintlnBold( "^13" ); level.activ iPrintlnBold( "^13" ); wait 1; player iPrintlnBold( "^32" ); level.activ iPrintlnBold( "^32" ); wait 1; player iPrintlnBold( "^51" ); level.activ iPrintlnBold( "^51" ); wait 1; player iPrintlnBold( "^6Fight^7!" ); level.activ iPrintlnBold( "^6Fight^6!" ); player freezecontrols(false); //Disables the freeze. level.activ freezecontrols(false); while( isAlive( player ) && isDefined( player ) ) wait 1; } } sniper_s() { trigger = getent("sniper_trig","targetname"); trigger waittill("trigger", player); while(1) { ambientPlay("sniper_song"); } } knife_s() { trigger = getent("knife_trig","targetname"); trigger waittill("trigger", player); while(1) { ambientPlay("knife_song"); } } weapon_s() { trigger = getent("weapon_trig","targetname"); trigger waittill("trigger", player); while(1) { ambientPlay("weapon_song"); } } old() { level.old_trig = getEnt( "old_trig", "targetname"); //trigger jump = getEnt( "old1", "targetname" ); //jumper origin acti = getEnt( "old2", "targetname" ); //acti origin while(1) { level.old_trig waittill( "trigger", player ); if( !isDefined( level.old_trig ) ) return; level.knife_trig delete(); level.sniper_trig delete(); level.weapon_trig delete(); level.ill_trig delete(); player SetPlayerAngles( jump.angles ); player setOrigin( jump.origin ); player TakeAllWeapons(); player GiveWeapon( "deserteagle_mp" ); //Gives player weapon player giveMaxAmmo( "deserteagle_mp" ); //Gives player ammo player switchToWeapon( "deserteagle_mp" ); //Makes player switch to weapon. player.maxhealth = 100; //Sets players health to normal. if( isDefined( level.activ ) && isAlive( level.activ ) ) { level.activ setPlayerangles( acti.angles ); level.activ setOrigin( acti.origin ); level.activ TakeAllWeapons(); level.activ GiveWeapon( "knife_mp" ); level.activ giveMaxAmmo( "knife_mp" ); level.activ SwitchToWeapon( "knife_mp" ); level.activ.maxhealth = 100; } wait 0.05; iPrintLnBold( " ^4" + player.name + " ^7has chosen ^4Old ^7Room!" ); player freezecontrols(true); //Freeze the players when someone enters the room for three seconds. level.activ freezecontrols(true); wait 1; player iPrintlnBold( "^13" ); level.activ iPrintlnBold( "^13" ); wait 1; player iPrintlnBold( "^32" ); level.activ iPrintlnBold( "^32" ); wait 1; player iPrintlnBold( "^51" ); level.activ iPrintlnBold( "^51" ); wait 1; player iPrintlnBold( "^6Fight^7!" ); level.activ iPrintlnBold( "^6Fight^6!" ); player freezecontrols(false); //Disables the freeze. level.activ freezecontrols(false); while( isAlive( player ) && isDefined( player ) ) wait 1; } } secret() { trig = getent("secret_trig","targetname"); origin1 = getent("secret_origin","targetname"); for(;;) { trig waittill("trigger", player); player iPrintLnBold("You entered secret!"); player setOrigin(origin1.origin); } } send() { trig = getent("send_trig","targetname"); origin1 = getent("send_origin","targetname"); for(;;) { trig waittill("trigger", player); player playsound("lose"); player setOrigin(origin1.origin); } } done() { trig = getent("done_trig","targetname"); origin1 = getent("done_origin","targetname"); for(;;) { trig waittill("trigger", player); iPrintLnBold( " ^4" + player.name + " ^7has finished ^1Secret! " ); player setOrigin(origin1.origin); player GiveWeapon( "deserteagle_mp" ); wait 1; player giveMaxAmmo( "deserteagle_mp" ); } } spinner() { platform = getent("spinner","targetname"); while(1) { platform rotateYaw(360,4); wait 4; platform rotateYaw(360,4); wait 4; } } ill() { level.ill_trig = getEnt( "ill_trig", "targetname"); //trigger jump = getEnt( "ill1", "targetname" ); //jumper origin acti = getEnt( "ill2", "targetname" ); //acti origin while(1) { level.ill_trig waittill( "trigger", player ); if( !isDefined( level.ill_trig ) ) return; level.knife_trig delete(); level.old_trig delete(); level.weapon_trig delete(); level.sniper_trig delete(); player SetPlayerAngles( jump.angles ); player setOrigin( jump.origin ); player TakeAllWeapons(); player.maxhealth = 100; //Sets players health to normal. if( isDefined( level.activ ) && isAlive( level.activ ) ) { level.activ setPlayerangles( acti.angles ); level.activ setOrigin( acti.origin ); level.activ TakeAllWeapons(); level.activ SwitchToWeapon( "deserteagle_mp" ); level.activ.maxhealth = 100; } wait 0.05; iPrintLnBold( " ^4" + player.name + " ^7has chosen ^4BrainFuck ^7Room!" ); player freezecontrols(true); //Freeze the players when someone enters the room for three seconds. level.activ freezecontrols(true); wait 1; player iPrintlnBold( "^13" ); level.activ iPrintlnBold( "^13" ); wait 1; player iPrintlnBold( "^32" ); level.activ iPrintlnBold( "^32" ); wait 1; player iPrintlnBold( "^51" ); level.activ iPrintlnBold( "^51" ); wait 1; player iPrintlnBold( "^6Fight^7!" ); level.activ iPrintlnBold( "^6Fight^6!" ); player freezecontrols(false); //Disables the freeze. level.activ freezecontrols(false); while( isAlive( player ) && isDefined( player ) ) wait 1; } } giver_ill() { trig = getEnt( "give_trig", "targetname" ); for(;;) { trig waittill( "trigger", player); player giveWeapon( "colt44_mp" ); player giveMaxAmmo( "colt44_mp" ); player switchToWeapon( "colt44_mp" ); } } send1() { trig = getent("sender1_trig","targetname"); origin1 = getent("send1_origin","targetname"); for(;;) { trig waittill("trigger", player); player setOrigin(origin1.origin); } } send2() { trig = getent("sender2_trig","targetname"); origin1 = getent("send2_origin","targetname"); for(;;) { trig waittill("trigger", player); player setOrigin(origin1.origin); } } bounce() { trig = getent("bounce_trig","targetname"); platform = getent("bounce","targetname"); trig waittill("trigger"); trig delete(); while(1) { platform rotateYaw(360,2); wait 3; platform rotateYaw(360,2); wait 3; } } ill_s() { trigger = getent("ill_trig","targetname"); trigger waittill("trigger", player); ambientPlay("ill_song"); }
  5. That was my intention, not a bug :D btw about the music file I was gonna change it but I didn't since I thought I changed it. And yes this is my first map :D About the laodscreen: I chose that loadscreen for sarcasm you know :D I says it's epicwin even tho it isn't :D
  6. This is my officially first deathrun map. (I have made 3 maps before but my old pc crashed so this is my first realesed map) I am open to critisism and judgement. This map was intended to be a floating map but since a lot of people don't like floating maps I added water and sand mountains... *I fixed the music file and the .gsc code error IF YOU FIND ANY BUGS PLEASE REPORT! Size: Short Traps: 9 Time spent making the map: 1 month Endrooms: Sniper, Knife, Pistol, Jump, Old (each room has its own music) Difficulty: Eeasy Difficulty when traps are activated: Medium Secret: Yes Custom textures: Yes (about 5) Credit: JeffSkye ShoT Hechler Updated Download: https://mega.co.nz/#!6BAQ3ApB!cIASn6iQSijAvTgyKDVlMGduHB_zD86PsYglUw6SwSw Enjoy :D Screens:
  7. And what is the difference between playLoopedSound and ambientPlay? Isn't playLoopedSOUND played only to one player or something?
  8. But I want my music to loop. How do i do that???
  9. is it gonna loop?
  10. What? I am sorry but can you explain what I am doing wrong? I am a noob in scripting....
  11. Now it doesn't lagg or anything but the music in the ednrooms isn't playing....... I am confused...
  12. The main song works but when I chose a room my FPS drop to like 6 FPS and the song is laggy.... Can you look at my gsc? Maybe I could have added the music to the room differently?
  13. I have this code for giving a weapon: special() { trig = getEnt( "special_trig","targetname"); trig waittill ("trigger", player); while(1) { player GiveWeapon( "deserteagle_mp" ); player giveMaxAmmo( "deserteagle_mp" ); } } Whenever I press USE my CoD4 freezes for 2 seconds and then I get the weapon. Can someone help me? I want so it would give me a weapon without freezing my game like in the map coyote. Thank you :D ! (Question off topic: I can't see my hintstrings anymore. Like the text that appears when I write in the Entity window. I remember I was messing with stuff in the console to fix lag. Is there a command or something for that? ,aybe I turned off something?)
  14. But how do I do so that I can still get the weapon if I die? Becasue if I die I can't get the weapon again...
  15. I am suing trigger_use_touch
  16. Still not working...
  17. So I just have to put the braxi folder in my RAW FOLDER?
  18. He isn't trying to hack his rank ok? He is trying to get the xp system in his map.