in this script i want this part "Rayztwo( end )" to keep happening but only to the new zombies that dont have a model link to them so the zombie that are the distance after this is threaded once
self thread Rayztwo( aim() );
will get sucked in the hole teal this notify
self notify( "hole_dun" );
thats what stops it all i tryed to do it one way that spawns more then one model to link to the zombie over and over hope i can get a way to get this to work the way i want
ty all[/size]
and if you use this please give me cred the script black_holegun()
{
self endon( "disconnect" );
for(;;)
{
self waittill("weapon_fired");
{
if (self getCurrentWeapon() == "Blast" && self.bhole == 0)
{
self.bhole = 1;
self thread Rayztwo( aim() );
self thread Rayztwotwo( aim() );
wait 8.05;
self notify( "hole_dun" );
self.bhole = 0;
}
}
}
}
Rayztwo( end )
{
self endon( "hole_dun" );
= getaiarray( "axis" );
for(i=0;i<.size;i++)
{
if(distance(end, .origin) < 700)
{
wait .05;
endtwist = end + ( 0, 0, 80 );
endszom = Spawn("_model", .origin + ( 0, 0, 50 ));
endszom SetModel("tag_origin");
endszom thread deleteAfterTime(11.06);
endszom.angles = (0,0,0);
EnableLinkTo(endszom);
LinkTo(endszom);
endszom MoveTo( endtwist, 1.5, .05, .05 );
endszom RotateRoll( (2 * 1500 + 3 * Randomfloat( 2500 )) * -1, 8, 0, 0 );
}
}
}
Rayztwotwo( end ) // self setOrigin(self.saveorigin);
{
self endon( "hole_dun" );
ends = Spawn("_model", end + ( 0, 0, 80 ));
ends SetModel("tag_origin");
ends thread deleteAfterTime(20.2);
ends.angles = (0,0,0);
PlayFxOnTag( level._effect["black_in"], ends, "tag_origin" );
PlayFxOnTag( level._effect["black_in"], ends, "tag_origin" );
= getaiarray( "axis" );
for(i=0;i<.size;i++)
{
if (distance(ends, .origin) < 80 )
{
for(;;)
{
if (distance(ends, .origin) < 80)
{
wait .05;
radiusdamage(end, 50, 1000, 1000, self, "MOD_GRENADE_SPLASH");
//self iprintlnbold("aaaaa " + self.bhole);
}
}
}
wait .05;
}
}
aim()
{
location = bullettrace(self gettagorigin("h_L_Middle1"),self gettagorigin("h_L_Middle1")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
return location;
}
deleteAfterTime(time)
{
wait(time);
self delete();
}
vid of what it does as is