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Call Of Duty (Ancienne Section en modération )
script conduire une voiture edit by moi
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<blockquote data-quote="lolol99t555" data-source="post: 6173254" data-attributes="member: 459737"><p>//by Samba</p><p>ToggleDrive()</p><p>{</p><p> if (getDvar("mapname") == "mp_nuketown_2020")</p><p> {</p><p> self thread spawnDrivableCar2();</p><p> }</p><p> if (getDvar("mapname") == "mp_village")</p><p> {</p><p> self thread spawnDrivableCar3();</p><p> }</p><p> if (getDvar("mapname") == "mp_socotra")</p><p> {</p><p> self thread spawnDrivableCar3();</p><p> }</p><p> if (getDvar("mapname") == "mp_slums")</p><p> {</p><p> self thread spawnDrivableCar3();</p><p> } </p><p> if (getDvar("mapname") == "mp_raid")</p><p> {</p><p> self thread spawnDrivableCar4();</p><p> }</p><p> else</p><p> {</p><p> </p><p> self thread spawnDrivableCar();</p><p> }</p><p>}</p><p></p><p>spawnDrivableCar()</p><p>{</p><p> if(!isDefined(self.car["spawned"]))</p><p> {</p><p> setDvar("cg_thirdPersonRange", "300");</p><p> self.car["carModel"] = "veh_t6_drone_rcxd";</p><p> self.car["spawned"] = true;</p><p> self.car["runCar"] = true;</p><p> self.car["spawnPosition"] = self.origin + VectorScale(AnglesToForward((0, self getPlayerAngles()[1], self getPlayerAngles()[2])), 100);</p><p> self.car["spawnAngles"] = (0, self getPlayerAngles()[1], self getPlayerAngles()[2]);</p><p></p><p> self.car["carEntity"] = spawn("script_model", self.car["spawnPosition"]);</p><p> self.car["carEntity"].angles = self.car["spawnAngles"];</p><p> self.car["carEntity"] setModel(self.car["carModel"]);</p><p></p><p> wait .2;</p><p> thread Vehicle_Wait_Think();</p><p> </p><p> }</p><p> else</p><p> iPrintln("You Can Only Spawn One Car At A Time!");</p><p>}</p><p>spawnDrivableCar2()</p><p>{</p><p> if(!isDefined(self.car["spawned"]))</p><p> {</p><p> setDvar("cg_thirdPersonRange", "300");</p><p> self.car["carModel"] = "veh_t6_nuketown_2020_car01_clean";</p><p> self.car["spawned"] = true;</p><p> self.car["runCar"] = true;</p><p> self.car["spawnPosition"] = self.origin + VectorScale(AnglesToForward((0, self getPlayerAngles()[1], self getPlayerAngles()[2])), 100);</p><p> self.car["spawnAngles"] = (0, self getPlayerAngles()[1], self getPlayerAngles()[2]);</p><p></p><p> self.car["carEntity"] = spawn("script_model", self.car["spawnPosition"]);</p><p> self.car["carEntity"].angles = self.car["spawnAngles"];</p><p> self.car["carEntity"] setModel(self.car["carModel"]);</p><p></p><p> wait .2;</p><p> thread Vehicle_Wait_Think();</p><p> </p><p> }</p><p> else</p><p> iPrintln("You Can Only Spawn One Car At A Time!");</p><p>}</p><p></p><p></p><p>spawnDrivableCar3()</p><p>{</p><p> if(!isDefined(self.car["spawned"]))</p><p> {</p><p> setDvar("cg_thirdPersonRange", "300");</p><p> self.car["carModel"] = "veh_t6_civ_car_compact_red";</p><p> self.car["spawned"] = true;</p><p> self.car["runCar"] = true;</p><p> self.car["spawnPosition"] = self.origin + VectorScale(AnglesToForward((0, self getPlayerAngles()[1], self getPlayerAngles()[2])), 100);</p><p> self.car["spawnAngles"] = (0, self getPlayerAngles()[1], self getPlayerAngles()[2]);</p><p></p><p> self.car["carEntity"] = spawn("script_model", self.car["spawnPosition"]);</p><p> self.car["carEntity"].angles = self.car["spawnAngles"];</p><p> self.car["carEntity"] setModel(self.car["carModel"]);</p><p></p><p> wait .2;</p><p> thread Vehicle_Wait_Think();</p><p> </p><p> }</p><p> else</p><p> iPrintln("You Can Only Spawn One Car At A Time!");</p><p>}</p><p></p><p>spawnDrivableCar4()</p><p>{</p><p> if(!isDefined(self.car["spawned"]))</p><p> {</p><p> setDvar("cg_thirdPersonRange", "300");</p><p> self.car["carModel"] = "veh_t6_civ_sportscar_whole_orange";</p><p> self.car["spawned"] = true;</p><p> self.car["runCar"] = true;</p><p> self.car["spawnPosition"] = self.origin + VectorScale(AnglesToForward((0, self getPlayerAngles()[1], self getPlayerAngles()[2])), 100);</p><p> self.car["spawnAngles"] = (0, self getPlayerAngles()[1], self getPlayerAngles()[2]);</p><p></p><p> self.car["carEntity"] = spawn("script_model", self.car["spawnPosition"]);</p><p> self.car["carEntity"].angles = self.car["spawnAngles"];</p><p> self.car["carEntity"] setModel(self.car["carModel"]);</p><p></p><p> wait .2;</p><p> thread Vehicle_Wait_Think();</p><p> </p><p> }</p><p> else</p><p> iPrintln("You Can Only Spawn One Car At A Time!");</p><p>}</p><p></p><p></p><p></p><p>Vehicle_Wait_Think()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("end_car");</p><p></p><p> while(self.car["runCar"])</p><p> {</p><p> if(distance(self.origin, self.car["carEntity"].origin) < 120)</p><p> {</p><p> if(self useButtonPressed())</p><p> {</p><p> if(!self.car["inCar"])</p><p> {</p><p> iPrintln("Press [{+attack}] To Accelerate");</p><p> iPrintln("Press [{+speed_throw}] To Reverse/Break");</p><p> iPrintln("Press [{+reload}] To Exit Car");</p><p></p><p> self.car["speed"] = 0;</p><p> self.car["inCar"] = true;</p><p></p><p> self disableWeapons();</p><p> self detachAll();</p><p> self setOrigin(((self.car["carEntity"].origin) + (AnglesToForward(self.car["carEntity"].angles) * 20) + (0, 0, 3)));</p><p> self hide();</p><p> self setClientThirdPerson(true);</p><p> self setPlayerAngles(self.car["carEntity"].angles + (0, 0, 0));</p><p> self PlayerLinkTo(self.car["carEntity"]);</p><p></p><p> thread Vehicle_Physics_Think();</p><p> thread Vehicle_Death_Think();</p><p></p><p> wait 1;</p><p> }</p><p> else</p><p> thread Vehicle_Exit_Think();</p><p> }</p><p> }</p><p> wait .05;</p><p> }</p><p>}</p><p></p><p>Vehicle_Physics_Think()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("end_car");</p><p></p><p> self.car["speedBar"] = drawBar((1, 1, 1), 100, 7, "", "", 0, 170);</p><p> carPhysics = undefined;</p><p> carTrace = undefined;</p><p> newCarAngles = undefined;</p><p></p><p> while(self.car["runCar"])</p><p> {</p><p> carPhysics = ((self.car["carEntity"].origin) + ((AnglesToForward(self.car["carEntity"].angles) * (self.car["speed"] * 2)) + (0, 0, 100)));</p><p> carTrace = bulletTrace(carPhysics, ((carPhysics) - (0, 0, 130)), false, self.car["carEntity"])["position"];</p><p> if(self attackButtonPressed())</p><p> {</p><p> if(self.car["speed"] < 0)</p><p> self.car["speed"] = 0;</p><p></p><p> if(self.car["speed"] < 50)</p><p> self.car["speed"] += 5;</p><p> </p><p> newCarAngles = vectorToAngles(carTrace - self.car["carEntity"].origin);</p><p> self.car["carEntity"] moveTo(carTrace, 0.2);</p><p> self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2);</p><p> }</p><p> else</p><p> {</p><p> if(self.car["speed"] > 0)</p><p> {</p><p> newCarAngles = vectorToAngles(carTrace - self.car["carEntity"].origin);</p><p> self.car["speed"] -= 0.7;</p><p> self.car["carEntity"] moveTo(carTrace, 0.2);</p><p> self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2);</p><p> }</p><p> }</p><p> if(self adsButtonPressed())</p><p> {</p><p> if(self.car["speed"] > -20)</p><p> {</p><p> if(self.car["speed"] < 0)</p><p> newCarAngles = vectorToAngles(self.car["carEntity"].origin - carTrace);</p><p> </p><p> self.car["speed"] -= 0.5;</p><p> self.car["carEntity"] moveTo(carTrace, 0.2);</p><p> }</p><p> else</p><p> self.car["speed"] += 0.5;</p><p> </p><p> self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2);</p><p> }</p><p> else</p><p> {</p><p> if(self.car["speed"] < -1)</p><p> {</p><p> if(self.car["speed"] < 0)</p><p> newCarAngles = vectorToAngles(self.car["carEntity"].origin - carTrace);</p><p> </p><p> self.car["speed"] += 0.8;</p><p> self.car["carEntity"] moveTo(carTrace, 0.2);</p><p> self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2);</p><p> }</p><p> }</p><p> self.car["speedBar"] updateBar(self.car["speed"]/50);</p><p> wait 0.05;</p><p> }</p><p>}</p><p></p><p>Vehicle_Death_Think()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("end_car");</p><p></p><p> self waittill("death");</p><p> if(self.car["inCar"])</p><p> thread Vehicle_Exit_Think();</p><p> else</p><p> self.car["carEntity"] delete();</p><p> wait 0.2;</p><p>}</p><p></p><p>Vehicle_Exit_Think()</p><p>{</p><p> self.car["speed"] = 0;</p><p> self.car["inCar"] = false;</p><p> self.car["runCar"] = false;</p><p> self.car["spawned"] = undefined;</p><p> self.car["speedBar"] destroyElem();</p><p> self.car["carEntity"] delete();</p><p></p><p> self unlink();</p><p> self enableWeapons();</p><p> self show();</p><p> self setClientThirdPerson(false);</p><p></p><p> wait 0.3;</p><p> self notify("end_car");</p><p>}</p></blockquote><p></p>
[QUOTE="lolol99t555, post: 6173254, member: 459737"] //by Samba ToggleDrive() { if (getDvar("mapname") == "mp_nuketown_2020") { self thread spawnDrivableCar2(); } if (getDvar("mapname") == "mp_village") { self thread spawnDrivableCar3(); } if (getDvar("mapname") == "mp_socotra") { self thread spawnDrivableCar3(); } if (getDvar("mapname") == "mp_slums") { self thread spawnDrivableCar3(); } if (getDvar("mapname") == "mp_raid") { self thread spawnDrivableCar4(); } else { self thread spawnDrivableCar(); } } spawnDrivableCar() { if(!isDefined(self.car["spawned"])) { setDvar("cg_thirdPersonRange", "300"); self.car["carModel"] = "veh_t6_drone_rcxd"; self.car["spawned"] = true; self.car["runCar"] = true; self.car["spawnPosition"] = self.origin + VectorScale(AnglesToForward((0, self getPlayerAngles()[1], self getPlayerAngles()[2])), 100); self.car["spawnAngles"] = (0, self getPlayerAngles()[1], self getPlayerAngles()[2]); self.car["carEntity"] = spawn("script_model", self.car["spawnPosition"]); self.car["carEntity"].angles = self.car["spawnAngles"]; self.car["carEntity"] setModel(self.car["carModel"]); wait .2; thread Vehicle_Wait_Think(); } else iPrintln("You Can Only Spawn One Car At A Time!"); } spawnDrivableCar2() { if(!isDefined(self.car["spawned"])) { setDvar("cg_thirdPersonRange", "300"); self.car["carModel"] = "veh_t6_nuketown_2020_car01_clean"; self.car["spawned"] = true; self.car["runCar"] = true; self.car["spawnPosition"] = self.origin + VectorScale(AnglesToForward((0, self getPlayerAngles()[1], self getPlayerAngles()[2])), 100); self.car["spawnAngles"] = (0, self getPlayerAngles()[1], self getPlayerAngles()[2]); self.car["carEntity"] = spawn("script_model", self.car["spawnPosition"]); self.car["carEntity"].angles = self.car["spawnAngles"]; self.car["carEntity"] setModel(self.car["carModel"]); wait .2; thread Vehicle_Wait_Think(); } else iPrintln("You Can Only Spawn One Car At A Time!"); } spawnDrivableCar3() { if(!isDefined(self.car["spawned"])) { setDvar("cg_thirdPersonRange", "300"); self.car["carModel"] = "veh_t6_civ_car_compact_red"; self.car["spawned"] = true; self.car["runCar"] = true; self.car["spawnPosition"] = self.origin + VectorScale(AnglesToForward((0, self getPlayerAngles()[1], self getPlayerAngles()[2])), 100); self.car["spawnAngles"] = (0, self getPlayerAngles()[1], self getPlayerAngles()[2]); self.car["carEntity"] = spawn("script_model", self.car["spawnPosition"]); self.car["carEntity"].angles = self.car["spawnAngles"]; self.car["carEntity"] setModel(self.car["carModel"]); wait .2; thread Vehicle_Wait_Think(); } else iPrintln("You Can Only Spawn One Car At A Time!"); } spawnDrivableCar4() { if(!isDefined(self.car["spawned"])) { setDvar("cg_thirdPersonRange", "300"); self.car["carModel"] = "veh_t6_civ_sportscar_whole_orange"; self.car["spawned"] = true; self.car["runCar"] = true; self.car["spawnPosition"] = self.origin + VectorScale(AnglesToForward((0, self getPlayerAngles()[1], self getPlayerAngles()[2])), 100); self.car["spawnAngles"] = (0, self getPlayerAngles()[1], self getPlayerAngles()[2]); self.car["carEntity"] = spawn("script_model", self.car["spawnPosition"]); self.car["carEntity"].angles = self.car["spawnAngles"]; self.car["carEntity"] setModel(self.car["carModel"]); wait .2; thread Vehicle_Wait_Think(); } else iPrintln("You Can Only Spawn One Car At A Time!"); } Vehicle_Wait_Think() { self endon("disconnect"); self endon("end_car"); while(self.car["runCar"]) { if(distance(self.origin, self.car["carEntity"].origin) < 120) { if(self useButtonPressed()) { if(!self.car["inCar"]) { iPrintln("Press [{+attack}] To Accelerate"); iPrintln("Press [{+speed_throw}] To Reverse/Break"); iPrintln("Press [{+reload}] To Exit Car"); self.car["speed"] = 0; self.car["inCar"] = true; self disableWeapons(); self detachAll(); self setOrigin(((self.car["carEntity"].origin) + (AnglesToForward(self.car["carEntity"].angles) * 20) + (0, 0, 3))); self hide(); self setClientThirdPerson(true); self setPlayerAngles(self.car["carEntity"].angles + (0, 0, 0)); self PlayerLinkTo(self.car["carEntity"]); thread Vehicle_Physics_Think(); thread Vehicle_Death_Think(); wait 1; } else thread Vehicle_Exit_Think(); } } wait .05; } } Vehicle_Physics_Think() { self endon("disconnect"); self endon("end_car"); self.car["speedBar"] = drawBar((1, 1, 1), 100, 7, "", "", 0, 170); carPhysics = undefined; carTrace = undefined; newCarAngles = undefined; while(self.car["runCar"]) { carPhysics = ((self.car["carEntity"].origin) + ((AnglesToForward(self.car["carEntity"].angles) * (self.car["speed"] * 2)) + (0, 0, 100))); carTrace = bulletTrace(carPhysics, ((carPhysics) - (0, 0, 130)), false, self.car["carEntity"])["position"]; if(self attackButtonPressed()) { if(self.car["speed"] < 0) self.car["speed"] = 0; if(self.car["speed"] < 50) self.car["speed"] += 5; newCarAngles = vectorToAngles(carTrace - self.car["carEntity"].origin); self.car["carEntity"] moveTo(carTrace, 0.2); self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2); } else { if(self.car["speed"] > 0) { newCarAngles = vectorToAngles(carTrace - self.car["carEntity"].origin); self.car["speed"] -= 0.7; self.car["carEntity"] moveTo(carTrace, 0.2); self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2); } } if(self adsButtonPressed()) { if(self.car["speed"] > -20) { if(self.car["speed"] < 0) newCarAngles = vectorToAngles(self.car["carEntity"].origin - carTrace); self.car["speed"] -= 0.5; self.car["carEntity"] moveTo(carTrace, 0.2); } else self.car["speed"] += 0.5; self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2); } else { if(self.car["speed"] < -1) { if(self.car["speed"] < 0) newCarAngles = vectorToAngles(self.car["carEntity"].origin - carTrace); self.car["speed"] += 0.8; self.car["carEntity"] moveTo(carTrace, 0.2); self.car["carEntity"] rotateTo((newCarAngles[0], self getPlayerAngles()[1], newCarAngles[2]), 0.2); } } self.car["speedBar"] updateBar(self.car["speed"]/50); wait 0.05; } } Vehicle_Death_Think() { self endon("disconnect"); self endon("end_car"); self waittill("death"); if(self.car["inCar"]) thread Vehicle_Exit_Think(); else self.car["carEntity"] delete(); wait 0.2; } Vehicle_Exit_Think() { self.car["speed"] = 0; self.car["inCar"] = false; self.car["runCar"] = false; self.car["spawned"] = undefined; self.car["speedBar"] destroyElem(); self.car["carEntity"] delete(); self unlink(); self enableWeapons(); self show(); self setClientThirdPerson(false); wait 0.3; self notify("end_car"); } [/QUOTE]
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Call Of Duty (Ancienne Section en modération )
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