BosnianArmy

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Everything posted by BosnianArmy

  1. :facepalm:.. yes a MENU.. But where will he stand? does he got a activator place or path etc?
  2. Looks good, but where will be the acti? :dave:
  3. This part The map with the helicopter mission in zombie mode at the last part I think.
  4. Good luck Ghost, I hope I can know you more from now on ^^
  5. Played combat arms again, and not that much hackers anymore :o.. anyways it gets fast boring :>
  6. That map reminds me from Combat Arms, zombie map
  7. :dave:
  8. o.0.. is he better then Braxi or what do I see now? o.0
  9. xD
  10. Its typical Dutch :dave:.. Anyways, Dutch is harder then flemisch :>
  11. Give him now donation mode and VIP in da server ;)
  12. Good luck
  13. You should've be more online on the forums, its funnier then ^^
  14. Welcome sir, I see you're Dutch aswell like me ^^ anyways have fun here and have fun at the servers :)
  15. Hey, I just noticed there are no end rooms scripts on this topic section, I want to post it for the guys who are/will be new into the mapping. WARNING: THESE SCRIPTS CAN LEAD TO A SCRIPT ERROR THAT CAN CAUSE A SERVER TO CRASH FIX FOR IT IS HERE - http://raid-gaming.net/forums/topic/707-end-rooms-scripts/?p=11123 Knife knife() { level.knife_trig = getEnt( "knife", "targetname"); jump = getEnt( "enter_knife", "targetname" ); acti = getEnt( "activator_enter_knife", "targetname" ); while(1) { level.knife_trig waittill( "trigger", player ); if( !isDefined( level.knife_trig ) ) return; level.sniper_trig delete(); level.old_trig delete(); level.weapon_trig delete(); level.rpg_trig delete(); player SetPlayerAngles( jump.angles ); player setOrigin( jump.origin ); player TakeAllWeapons(); player GiveWeapon( "tomahawk_mp" ); //jumper weapon level.activ setPlayerangles( acti.angles ); level.activ setOrigin( acti.origin ); level.activ TakeAllWeapons(); level.activ GiveWeapon( "tomahawk_mp" ); wait 0.05; player.maxhealth = 100; level.activ.maxhealth = 100; player switchToWeapon( "tomahawk_mp" ); //activator weapon level.activ SwitchToWeapon( "tomahawk_mp" ); iPrintlnBold( " ^6" + player.name + " ^5Entered Knife." ); //change to what you want it to be while( isAlive( player ) && isDefined( player ) ) wait 1; } } Sniper sniper() { level.sniper_trig = getEnt( "sniper", "targetname"); jump = getEnt( "enter_sniper_room", "targetname" ); acti = getEnt( "activator_enter_sniper", "targetname" ); 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.rpg_trig delete(); player SetPlayerAngles( jump.angles ); player setOrigin( jump.origin ); player TakeAllWeapons(); player GiveWeapon( "m40a3_mp" ); //jumper weapon level.activ setPlayerangles( acti.angles ); level.activ setOrigin( acti.origin ); level.activ TakeAllWeapons(); level.activ GiveWeapon( "m40a3_mp" ); wait 0.05; player switchToWeapon( "m40a3_mp" ); //activator weapon player.maxhealth = 100; level.activ.maxhealth = 100; level.activ SwitchToWeapon( "m40a3_mp" ); iPrintlnBold( " ^6" + player.name + " ^5Entered Sniper." ); //change to what you want it to be while( isAlive( player ) && isDefined( player ) ) wait 1; } } Old old() { level.old_trig = getEnt( "old", "targetname"); jump = getEnt( "enterold", "targetname" ); acti = getEnt( "activatorold", "targetname" ); 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.rpg_trig delete(); player SetPlayerAngles( jump.angles ); player setOrigin( jump.origin ); player TakeAllWeapons(); player GiveWeapon( "tomahawk_mp" ); //jumper weapon level.activ setPlayerangles( acti.angles ); level.activ setOrigin( acti.origin ); level.activ TakeAllWeapons(); level.activ GiveWeapon( "tomahawk_mp" ); wait 0.05; player switchToWeapon( "tomahawk_mp" ); //activator weapon player.maxhealth = 100; level.activ.maxhealth = 100; level.activ SwitchToWeapon( "tomahawk_mp" ); iPrintlnBold( " ^6" + player.name + " ^5Entered Old! Get the activator!" ); //change to what you want it to be while( isAlive( player ) && isDefined( player ) ) wait 1; } } Weapon weapon() { level.weapon_trig = getEnt( "weapon", "targetname"); jump = getEnt( "a", "targetname" ); acti = getEnt( "b", "targetname" ); 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.rpg_trig delete(); player SetPlayerAngles( jump.angles ); player setOrigin( jump.origin ); player TakeAllWeapons(); player GiveWeapon( "deserteagle_mp" ); //jumper weapon level.activ setPlayerangles( acti.angles ); level.activ setOrigin( acti.origin ); level.activ TakeAllWeapons(); level.activ GiveWeapon( "deserteagle_mp" ); wait 0.05; player switchToWeapon( "deserteagle_mp" ); //activator weapon player.maxhealth = 100; level.activ.maxhealth = 100; level.activ SwitchToWeapon( "deserteagle_mp" ); iPrintlnBold( " ^6" + player.name + " ^5Entered Weapon!" ); //change to what you want it to be while( isAlive( player ) && isDefined( player ) ) wait 1; } } RPG rpg() { level.rpg_trig = getEnt( "rpg", "targetname"); jump = getEnt( "c", "targetname" ); acti = getEnt( "d", "targetname" ); while(1) { level.rpg_trig waittill( "trigger", player ); if( !isDefined( level.rpg_trig ) ) return; level.knife_trig delete(); level.sniper_trig delete(); level.old_trig delete(); level.weapon_trig delete(); player SetPlayerAngles( jump.angles ); player setOrigin( jump.origin ); player TakeAllWeapons(); player GiveWeapon( "rpg_mp" ); //jumper weapon level.activ setPlayerangles( acti.angles ); level.activ setOrigin( acti.origin ); level.activ TakeAllWeapons(); level.activ GiveWeapon( "rpg_mp" ); wait 0.05; player switchToWeapon( "rpg_mp" ); //activator weapon player.maxhealth = 100; level.activ.maxhealth = 100; level.activ SwitchToWeapon( "rpg_mp" ); iPrintlnBold( " ^6" + player.name + " ^5Entered (The secret!) RPG room!" ); //change to what you want it to be while( isAlive( player ) && isDefined( player ) ) wait 1; } }
  16. No shit sherlock :facepalm:
  17. Hey, This is a "BETA" music menu from BraXi.org (the latest fixed version). The only bug what it got, is you can spam other songs, so the song what it plays rightnow you can choose another one immediately. Use this Music Menu at your own risc for spamming the music name infront ur screen in the server or fix it by your self and post it here if it stops the spamming part. But for the rest it works perfect! Music Menu: initMusic() { level.music = []; i = 0; level.music[i]["artist"] = "Brennan Heart"; level.music[i]["title"] = "Imaginary"; level.music[i]["length"] = "03:22"; level.music[i]["alias"] = "imaginary"; i++; level.music[i]["artist"] = "SHM"; level.music[i]["title"] = "Don't you worry child"; level.music[i]["length"] = "03:28"; level.music[i]["alias"] = "worry"; i++; level.music[i]["artist"] = "David Guetta"; level.music[i]["title"] = "Titanium"; level.music[i]["length"] = "04:05"; level.music[i]["alias"] = "tito"; i++; level.music[i]["artist"] = "Flux Pavillion"; level.music[i]["title"] = "Cracks"; level.music[i]["length"] = "02:09"; level.music[i]["alias"] = "cracks"; precacheShader( "deathrun" ); precacheShader( "white" ); } musicMenu() { self endon( "disconnect" ); self endon( "death" ); self endon( "spawned" ); self endon( "joined_spectators" ); self endon( "music thread terminated" ); self thread onDeath(); self thread onDisconnect(); self.hud_music = []; // self cleanUp(); self.selection = 0; // create huds i = 0; self.hud_music[i] = braxi\_mod::addTextHud( self, 160, 200, 0.35, "left", "top", 2 ); // Background self.hud_music[i].sort = 880; self.hud_music[i] setShader( "deathrun", 320, 160 ); i++; self.hud_music[i] = braxi\_mod::addTextHud( self, 270, 180, 1, "left", "top", 1.8 ); self.hud_music[i].sort = 883; self.hud_music[i] setText( "^3-^7 Select Music ^3-^7" ); i++; self.hud_music[i] = braxi\_mod::addTextHud( self, 270, 204, 0.93, "left", "top", 1.8 ); self.hud_music[i].sort = 884; self.hud_music[i] setText( "Artist ^3-^7 Title ^3-^7 Length" ); i++; self.hud_music[i] = braxi\_mod::addTextHud( self, 288, 360, 1, "center", "top", 1.4 ); self.hud_music[i].sort = 885; self.hud_music[i] setText( "Press ^3[LMB]^7: Next Song Press ^3[USE]^7: Play Song Press ^3[Nade]^7: Close Menu" ); i++; self.hud_music[i] = braxi\_mod::addTextHud( self, 235, 360, 1, "center", "bottom", 1.4 ); self.hud_music[i].sort = 886; self.hud_music[i] setText( "Music Menu Made By ^1Braxi" ); for( j = 0; j < level.music.size; j++ ) { i++; // Artist - Title [lenght] ////////////////////braxi\_mod::addTextHud(self, x, y, transparency, "x allignment", "y allignment", size(can't go below 1.3)) self.hud_music[i] = braxi\_mod::addTextHud( self, 172, 230+(j*16), 0.93, "left", "top", 1.4 ); self.hud_music[i].sort = 882; self.hud_music[i].font = "objective"; entry = level.music[j]; self.hud_music[i] setText( entry["artist"] + " ^3-^7 " + entry["title"] + " ^3[^7" + entry["length"] + "^3]^7" ); } i++; self.hud_music[self.hud_music.size] = braxi\_mod::addTextHud( self, 167, 230, 0.4, "left", "top", 1.4 ); // Selection indicator self.hud_music[i].sort = 881; indicator = self.hud_music[self.hud_music.size-1]; indicator setShader( "white", 306, 17 ); while( self.sessionstate == "playing" ) { wait 0.1; if( self attackButtonPressed() ) { self.hud_music[5+self.selection].alpha = 0.93; //unfocus previous item self.selection++; if( self.selection >= level.music.size ) self.selection = 0; item = self.hud_music[5+self.selection]; item.alpha = 1; indicator.y = item.y; // change indicator position } else if( self useButtonPressed() ) { iPrintlnBold( "^3" + level.music[self.selection]["artist"]+"^7 - ^3" +level.music[self.selection]["title"] ); ambientPlay( level.music[self.selection]["alias"], 3 ); break; } else if( self fragButtonPressed() ) { break; // close menu } } self cleanUp(); } musictrig() { trig = getEnt ("music", "targetname"); while(1) { trig waittill("trigger", player); player musicMenu(); } } onDisconnect() { self endon( "music thread terminated" ); self waittill( "disconnect" ); self cleanUp(); } onDeath() { self endon( "disconnect" ); self endon( "music thread terminated" ); self waittill( "death" ); self cleanUp(); } cleanUp() { if( !isDefined( self ) ) return; if( isDefined( self.hud_music ) ) { for( i = 0; i < self.hud_music.size; i++ ) { if( isDefined( self.hud_music[i] ) ) self.hud_music[i] destroy(); } } self notify( "music thread terminated" ); }
  18. Thank you!!
  19. What? If I am not in the mood rightnow how to explain with the origin part then I can't do it? I can always do a bit later. Better a bit later then never. :dave:
  20. Not in the mood how to explain that :dave:
  21. What did you changed? :troll: Anyways, on a serious note. It looks better, good job.
  22. Like this maybe ? for(;;) { self waittill("trigger", player); // Wait until its triggered if(player.sessionstate != "playing")// Make sure the player is playing continue; if(!level.allow_vender)// If vending machines are not allowed then say a message { player iPrintlnBold("^2Defect"); continue; } Or like this idk, just trying to help :P iPrintLnBold("^1What! ^5"+ player.name + " has opened the secret minigame!"); And I love this trap >: 3 minefields() { minefields = getentarray("mine", "targetname"); if (minefields.size > 0) { level.mine = loadfx ("boss/mine"); } for(i = 0; i < minefields.size; i++) { minefields[i] thread minefield_think(); } } minefield_think() { while (1) { self waittill ("trigger",other); if(isPlayer(other)) other thread minefield_kill(self); } } minefield_kill(trigger) { if(isDefined(self.minefield)) return; self.minefield = true; self playsound ("click_m"); //ahh it usly says missing soundaliases wait(.01); wait(randomFloat(.01));//did you ad wait? no, I want to if(isdefined(self) && self istouching(trigger)) { origin = self getorigin(); range = 100; maxdamage = 2000; mindamage = 50; wait 0.1; self playsound("mine_explo"); playfx(level.mine, origin); wait 0.1; radiusDamage(origin, range, maxdamage, mindamage); } self.minefield = undefined; }
  23. Welcome sir, and have a wonderfull gaming experience here! :sir:
  24. When I see this, the COD makers should definitely upgrade their damn engine like what the makers of Battlefield did (Frostbite 3)...
  25. via Imgflip Meme Maker