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Posts posted by BosnianArmy
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Everything.
No shit sherlock :facepalm:
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Well I tried to define most of the lines in the scripts for you
Thank you!!
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...goddamnit bosnian
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:
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Would be nice if you explained what they did so people can learn from it.
Not in the mood how to explain that :dave:
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What did you changed? :troll:
Anyways, on a serious note. It looks better, good job.
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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" ); }
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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; } }
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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; }
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Welcome sir, and have a wonderfull gaming experience here! :sir:
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When I see this, the COD makers should definitely upgrade their damn engine like what the makers of Battlefield did (Frostbite 3)...
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Lmfao, hahahahah
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Respect.
Is it just me who would actually have enjoyed being a soldier in those times? Looking back to WW2 etc and other old wars, i always imagined about being apart of them. Weird i know but interesting.
+1
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That was the most stupidest comment i have ever seen about wars.
Why?
Who gives tanks/airsupport/weapons etc to Isreal? #America
Anyways, leave this behind I don't wanna start a argument here now.. stay on topic :dave:
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Too late :> another war started in Isreal :dave:
And who is behind Israel? America ofc who supports Isreal, so the war won't stop until Isreal is 100% Isreal :>
Anyways piece be upon them all in Polska
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pls :facepalm: you're going to make me cri
Then you don't understand my point noob
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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.
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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!
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He clearly said that it was his anti virus... yet you still comment something completely irrelevant
Didn't even saw that ... :facepalm:
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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
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Bosnian, pls.
I saw many people doing that, so maybe he did it aswell but I don't know :P
Just trying to help :okay:
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Sorry for the late response, was at work. Anyways to answer your question no there is not. Here's a screenshot of everything in the cod4 bin just in case I've missed it: http://gyazo.com/a8abf44f2eb2fc02a92342c46e4e9ad1
Did you exracted the whole mod-tool in your COD4 directory without making a extra folder in that directory ?
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it uses mp_tdm_spawns, have you used them?
I bet he didn't alot of stuff for zombies hahahaha
First of all, the wave points, then the good spawns, then the upgrade parts (boxes) etc etc.
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LEARN
TO
READ
Thats why I said it on purpose :p, anyways ur map
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in Introduction
Posted · Report post
Welcome sir,
I see you're Dutch aswell like me ^^ anyways have fun here and have fun at the servers :)