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Topics - espi_thekiller

This is my first tutorial in this page. This contribution has been entirely created by me  if you use this script give me credit.
First, open your mapname.gsc and before
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maps\_zombiemode::main();

Write:
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maps\_knee_slide::main();

Save and close the file.
Create a new GSC and within it put this:
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//================================================================================================//
// File Name  : Knee Slide (Movement Ghosts and AW)   //
// Author        : Espi_thekiller   //
// Notes          : call before zombiemode main   //
//        //
//================================================================================================//

#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;

main()
{
set_knee_slide_var( "ready_knee_time", 1.3 ); //TIME BETWEEN KNEE SLIDES
set_knee_slide_var( "knee_sliding_time", 1 ); //THE DURATION OF THE SLIDE
set_knee_slide_var( "knee_slide_force", 300 ); //THE FORCE WITH WHICH YOU SLIDE
thread add_weapons_main(); //DEFAULTS MOVE SPEED SCALE = 1
level thread on_player_connect();
}

add_weapons_main()
{
//Search \moveSpeedScale\ in your weapon file and copy the value
//EXAMPLE: add_weaps("zombie_colt", 1);

//add_weaps(<weap>, <movescale>);
add_weaps("zombie_sw_357", 0.9);
add_weaps("zombie_sw_357_upgraded", 0.9);
add_weaps("zombie_kar98k", 0.9);
add_weaps("zombie_kar98k_upgraded", 0.9);
add_weaps("zombie_m1carbine", 0.9);
add_weaps("zombie_m1carbine_upgraded", 0.9);
add_weaps("zombie_m1garand", 0.9);
add_weaps("zombie_m1garand_upgraded", 0.9);
add_weaps("zombie_gewehr43", 0.9);
add_weaps("zombie_gewehr43_upgraded", 0.9);
add_weaps("ptrs41_zombie", 0.75);
add_weaps("ptrs41_zombie_upgraded", 0.75);
add_weaps("m1garand_gl_zombie", 0.9);
add_weaps("m1garand_gl_zombie_upgraded", 0.9);
add_weaps("m2_flamethrower_zombie", 0.67);
add_weaps("m2_flamethrower_zombie_upgraded", 0.67);
add_weaps("zombie_30cal", 0.75);
add_weaps("zombie_30cal_upgraded", 0.75);
add_weaps("zombie_mg42", 0.75);
add_weaps("zombie_mg42_upgraded", 0.75);
add_weaps("panzerschrek_zombie", 0.75);
add_weaps("panzerschrek_zombie_upgraded", 0.75);
}

on_player_connect()
{
while(1)
{
level waittill( "connecting", player );
player thread ready_to_slide();
}
}

ready_to_slide()
{
flag_wait( "all_players_connected" );
self.is_sliding = false;
self.is_ready_to_slide = true;
while(1)
{
if(self IsSprinting() && self isonground())
self thread knee_slide();
wait 0.001;
}
}

knee_slide()
{
wait 0.1;
if(self getstance() == "crouch" && !self.is_sliding && self.is_ready_to_slide && self isonground())
{
self.is_sliding = true;
self.is_drinking = 1;
self setstance( "crouch" );
dvar = [];
dvar[0] = GetDvar("cg_gun_ofs_r");
dvar[1] = GetDvar("cg_gun_ofs_u");
dvar[2] = get_move_speed_scale(get_weap_index(self GetCurrentWeapon()));
self thread SetKneeSlideVars(dvar);
self AllowProne(false);
self AllowStand(false);
self AllowAds(false);
self AllowMelee(false);
self do_knee_slide(dvar,level._knee_slide_var["knee_slide_force"],level._knee_slide_var["knee_sliding_time"]);
self.is_drinking = undefined;
self AllowAds(true);
self AllowMelee(true);
self AllowProne(true);
self AllowStand(true);
}
}

do_knee_slide(dvar,force,time)
{
force = force*dvar[2];
angles = self GetPlayerAngles();
angles = (0,(angles[1]),0);
vec = AnglesToForward(angles);
i = 0;
self SetClientDvar("cg_gun_ofs_r",dvar[0]-5);
self SetClientDvar("cg_gun_ofs_u",dvar[1]+3);
time = time*0.18;
dist = 20;
while(i < time && self isonground() && dist > 5)
{
mo = self.origin;
i += 0.01;
wait 0.01;
self SetVelocity(vec * force);
dist = distance(mo, self.origin);
}
self end_knee_slide();
}

end_knee_slide()
{
self.is_sliding = false;
dvar = self GetKneeSlideVars();
self SetClientDvar("cg_gun_ofs_r",dvar[0]);
self SetClientDvar("cg_gun_ofs_u",dvar[1]);
self thread between_knee_slides();
self thread CleanKneeSlideVars();
}

between_knee_slides()
{
if(!self.is_sliding)
{
self.is_ready_to_slide = false;
if(level._knee_slide_var["ready_knee_time"] > 0)
wait level._knee_slide_var["ready_knee_time"];
self.is_ready_to_slide = true;
}
}

SetKneeSlideVars(dvar)
{
if(dvar.size > 1)
for(i=0;i<dvar.size;i++)
self.knee_slide_vars[i] = dvar[i];
else
self.knee_slide_vars[0] = dvar;
}

GetKneeSlideVars()
{
return self.knee_slide_vars;
}

CleanKneeSlideVars()
{
for(i=0;i<self.knee_slide_vars.size;i++)
if(IsDefined(self.knee_slide_vars[i]))
self.knee_slide_vars[i] = undefined;
}

get_weap_index(w)
{
for(i=0;i<level._knee_slide_weaps.size;i++)
if(level._knee_slide_weaps[i].weap == w)
return i;
return -1;
}

get_move_speed_scale(index)
{
if(index < 0)
return 1;
return level._knee_slide_weaps[index].movespeedscale;
}

set_knee_slide_var(var, value)
{
if(!IsDefined(level._knee_slide_var))
level._knee_slide_var = [];
level._knee_slide_var[var] = value;
}

add_weaps(weap, movespeedscale)
{
if(!IsDefined(level._knee_slide_weaps))
level._knee_slide_weaps = [];

struct = SpawnStruct();
struct.weap = weap;
struct.movespeedscale = movespeedscale;
level._knee_slide_weaps[level._knee_slide_weaps.size] = struct;
}

IsSprinting()
{
max_v = 280;
mas_v_vector = 110;
index = get_weap_index(self GetCurrentWeapon());
move_scale = get_move_speed_scale(index);
v = self getVelocity();
v1_c2 = abs(v[0])*abs(v[0]);
v2_c2 = abs(v[1])*abs(v[1]);
total_velocidad = sqrt(v1_c2 + v2_c2);
max_v12 = Int(max_v*move_scale);
if(total_velocidad >= max_v12)
{
mas_v_vector2 = Int(mas_v_vector*move_scale);
if(abs(v[0]) > mas_v_vector2 || abs(v[1]) > mas_v_vector2)
return true;
}
return false;
}

Save as:
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_knee_slide.gsc

I hope you like it. Any bug, comments section.
You can edit the weapons you want.
9 years ago
Many users complain that my map does not work when loaded in solo.
How I can fix it?
Heeeelp
9 years ago
This is my first custom map.




Features:

- BO1 Perks (Thanks to Bamskater33)
- Guns from BO1(Thanks to shippuden1592)
- Custom textures
- Electric Power Buildable(Thanks to Don Goony and me)
- No dogs
- Easter egg(Made by me)
- Tomahawk(Thanks to AwesomePieMan)
- Kino style teleport
- Car Trap (Made by me)
- Black Ops HUD
- Black Ops pause menu (Thanks to HitmanVere)

Bugs fixed or changes:
-Cost of doors.
-M14 knife damage.
-Description of the challenges.
-No dogs to avoid problems.
-I think u can't go out of the map.

Credits:
-Bluntstuffy
-JBird632
-Dukip
-UGX Rorke

http://www.mediafire.com/download/yu4qg5ab7enov2u/Laponia+V2.1.exe
9 years ago
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