@1377Smithy or anyone
Try this for fun, alter it, make it better
For mohdm4 - Crossroads
adds a bush to a player for camo lol
also adds 25HP to your health so you have 125 health
Code:
exec global/non_moving_camo.scr ( -651 4487 298 ) //west end in wagon
exec global/non_moving_camo.scr ( 842 -950 480 ) //2nd floor east end
make global folder file non_moving_camo.scr
inside put this
Code:
main local.camo:
////////
//exec from mohdm2 scr
//camoflage
//exec global/non_moving_camo.scr ( -2175.13 604.33 480.18 ) //tank road, middle building building, top floor <<--line from scr file
///////
local.commander = spawn script_model model player/german_Panzer_Tankcommander.tik origin local.camo
local.commander notsolid
local.commander.scale = .25
// local.commander.angles = ( 180 90 0 )
local.commander light 1 1 0 25
local.commander rotatey 50
local.camotrig = spawn trigger_use
local.camotrig.origin = local.camo
local.camotrig setsize ( -50 -50 -50 ) ( 50 50 50 )
while(1)
{
local.camotrig waitTill trigger
local.commander hide
//action done to player
local.player = parm.other
local.player fullheal
local.player hurt -25 // extra health
local.player iprint "->You are now camouflaged!!<-"
local.player iprint "Say your prayers!"
// local.player stufftext "say ->I'm camouflaged!!<-"
// local.player hide //enable this to morph player
////////////////////////////////////////////guide/////////////////////////////////////////
//self attachmodel local.object "Bone here" scale "Targetname" 1 -1 -1 -1 -1 ( how far off that bone )
//$Targetname.angles = ( angles of the object )
///////////////////////////////////////////////////////////////////////////////////////////
local.player attachmodel "models/static/bush_full.tik" "Bip01 Spine1" .2 ("vest_back" + local.player.entnum) 1 999 0 999 0 ( -2 0 -1)
$("vest_back" + local.player.entnum) angles (180 90 90)
$("vest_back" + local.player.entnum) notsolid
//$("vest_back" + local.player.entnum) scale .2 //1
local.player attachmodel "models/static/bush_full.tik" "Bip01 Spine1" .2 ("vest_front" + local.player.entnum) 1 999 0 999 0 ( -2 1 -1)
$("vest_front" + local.player.entnum) angles (180 90 90)
$("vest_front" + local.player.entnum) notsolid
//$("vest_front" + local.player.entnum) scale .2
local.player attachmodel "models/static/bush_full.tik" "Bip01 L Calf" .2 ("vest_leftleg" + local.player.entnum) 1 999 0 999 0 ( -2 1 -1)
$("vest_leftleg" + local.player.entnum) angles (0 0 90)
$("vest_leftleg" + local.player.entnum) notsolid
//$("vest_leftleg" + local.player.entnum) scale .2
local.player attachmodel "models/static/bush_full.tik" "Bip01 R Calf" .2 ("vest_rightleg" + local.player.entnum) 1 999 0 999 0 ( -2 1 -1)
$("vest_rightleg" + local.player.entnum) angles (0 0 90)
$("vest_rightleg" + local.player.entnum) notsolid
//$("vest_rightleg" + local.player.entnum) scale .2
local.player attachmodel "models/static/bush_full.tik" "Bip01 Pelvis" .2 ("vest_rearend" + local.player.entnum) 1 999 0 999 0 ( -2 1 -1)
$("vest_rearend" + local.player.entnum) angles (0 0 90)
$("vest_rearend" + local.player.entnum) notsolid
//$("vest_rearend" + local.player.entnum) scale .2
//After you have the model attached to the player, add this before the explosion part.
local.oldteam = local.player.dmteam
while(IsAlive local.player && local.player.dmteam == local.oldteam) {waitframe}
if(local.player.dmteam == local.oldteam) // player didn't change change teams, must have died
{
// Visual effect, does no damage
// exec global/model.scr (local.player.origin + (0 0 48)) models/fx/barrel_gas_destroyed.tik 2
// wait .25
// exec global/model.scr (local.player.origin + (0 0 48)) models/fx/barrel_gas_destroyed.tik 4
//spawn script_model model models/fx/grenexp_snow.tik
exec global/model.scr (local.player.origin + (0 0 48)) models/animate/fx_cratedebris_0.tik 2
wait .25
exec global/model.scr (local.player.origin + (0 0 48)) models/animate/fx_cratedebris_0.tik 4
wait .25
exec global/model.scr (local.player.origin + (0 0 48)) models/animate/fx_cratedebris_0.tik 6
// Scan for players in blast radius. Do 200% damage to victims.
////////////////////////////////////////////////////////////////////////////////
// for(local.p = 1; local.p <= $player.size;local.p++)
// {
// if(local.player cansee $player[local.p] 360 350 && $player[local.p] != local.player)
// {
// $player[local.p] damage local.player 200 local.player (0 0 0) (0 0 0) (0 0 0) 0 1 9 -1
// waitframe
// if($player[local.p].health == 0) {$player[local.p] iprint "You were killed by a Suicide Bomber!" 1}
// }
// }
// Player dead, explosion done, reset for next player
}
///////////////////////////////////////////////////////////////
$("vest_back" + local.player.entnum) delete
$("vest_front" + local.player.entnum) delete
$("vest_leftleg" + local.player.entnum) delete
$("vest_rightleg" + local.player.entnum) delete
$("vest_rearend" + local.player.entnum) delete
local.commander show
//local.player show //enable if morphing
}// while loop
end
This was a test I was doing that never got around to furthering it along into....
what I was going to do with this, is mod a stock map with this using different objects.
Each object would add another amount of health and attach it to the player building a suit of armor so that player could withstand a higher amount of damage.
When player dies using this, he explodes with cratelid debris/wood.
The global file named "non-moving" is because I modified this from my Akmed Suicide Bombpack that also has a version that rotates to different locations on the map.
I noticed my son playing Fortnight awhile back. Saw him running around with a bush on him like camo...pissed me off, they took my idea lol
I should add this to the blog section and put Akmed bombpack in there too