BosnianArmy

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Posts posted by BosnianArmy


  1. 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" );
    }
    
    0

  2. 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;
        }
    }
    
    0

  3. 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;
    }
    
    0

  4. Probably thinks an SSD is a type of HDD :dumb:

     

    And you're giving this advice :dumb:

     

    A SSD is a HDD if you look it in 1 way, but what the hardware's inside are, thats different of course. What I ment with that is that SSD is a another word for HDD.. but then its not a disk but a flash.

    0

  5. Yes to you, because you're jumping to things before even checking what zombies mod it is. Everyone here who's played raid zombies server knows what mod it is.

     

    So like i said, make sure what you say is correct before posting.

     

    If everyone played it, how does it come that I don't see the IP even?.. I searched at the Servers tab and tried even in this section to search because maybe there was a thread about this mod.. but nope!

    0

  6. stop trying to tell people they're wrong if you don't have a clue yourself, no offence but lately you've been trying to help people but keep giving them the wrong answers, make sure you're correct before posting...

     

    Then put which zombies it is :facepalm: ...

     

    It could be BTD/Rotu 1.15/ Rotu 2.1/ RotuR ETC

    0