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Messages - espi_thekiller

FIXES V1.1
*Fixed an error in which the boss wanting to grab you when you're lying down the game is closed by a script error
*Fixed an error in which you can not play coop because the map had many images (before uploading the map I added some images sorry :-[)
Now the cooperative should work for at least 2 players (I only test with 2 so I'm not sure if it's the maximum number of players without error)
MEDIAFIRE
MEGA

I posted this becase Gogeta told me he tried to post 2 days ago and he can't because there aren't any moderatos or admins that approve the message.
497 days ago
Looks good are you able to shot while sliding?
Yes but you can't ads and buy perks, weapons, ..
1445 days ago
Nice job! The slide is my favorite move. Are you thinking about trying to tackle the viewmodel anims as well? It's definitely possible if you're up for the challenge, I think my version turned out pretty good...check out my YT channel. Keep up the great work.
Your version is better that mine, how can i make the anims like yours?
1446 days ago
https://youtu.be/lCkVGif__b4

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
maps\_zombiemode::main();

Write:
maps\_knee_slide::main();

Save and close the file.
Create a new GSC and within it put this:
//================================================================================================//
// 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:
_knee_slide.gsc

I hope you like it. Any bug, comments section.
You can edit the weapons you want.
1446 days ago
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
maps\_zombiemode::main();

Write:
maps\_knee_slide::main();

Save and close the file.
Create a new GSC and within it put this:
//================================================================================================//
// 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:
_knee_slide.gsc

I hope you like it. Any bug, comments section.
You can edit the weapons you want.
1447 days ago
Many users complain that my map does not work when loaded in solo.
How I can fix it?
Heeeelp
1447 days ago
Have you gained permission for this yet?
I don't  know what you're talking abaout. I'm from Spain and my english is good but not excellent.
1448 days ago
I think there are a lot of bugs that I can't fix, all of you have encountered many problems which I didn`t know.
I don'tt know what I can do. :'(
1454 days 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
1455 days ago

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