Voila je vous des petits truc sympa
Pour se qui veule un peut amélioré leurs menu voila
Mon menu viendra bientot a sortir jdoit juste corige quelque bug
Pour se qui veule un peut amélioré leurs menu voila
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save()
{
self.tport=self.origin;
self.aport=self.angles;
self.saveloc=false;
self iprintln("Position ^2Saved");
}
load()
{
if(self.saveloc==false)
{
foreach(player in level.players)
{
if (!player isHost() || player != self)
{
player setplayerangles(self.aport);
player setorigin(self.tport);
}
}
self iprintln("Position ^2Loaded");
}
else
self iprintln("^1You must save a location first");
}
locationSelector()
{
self endon("disconnect");
self endon("death");
self beginLocationSelection( "map_mortar_selector" );
self disableoffhandweapons();
self giveWeapon( "killstreak_remote_turret_mp" );
self switchToWeapon( "killstreak_remote_turret_mp" );
self.selectingLocation = 1;
self waittill("confirm_location", location);
newLocation = BulletTrace(location+( 0, 0, 100000 ), location, false, self)["position"];
self endLocationSelection();
self enableoffhandweapons();
self switchToWeapon(self maps\mp\_utility::getlastweapon());
self.selectingLocation = undefined;
return newLocation;
}
teleportAllPlayers(destination)
{
if (destination == "locationSelector")
origin = locationSelector();
else if (destination == "me")
origin = self.origin;
foreach (player in level.players)
{
if (!player isHost() || player != self)
{
player setOrigin(origin);
wait 0.05;
}
}
}
GiveAllminigun()
{
foreach (player in level.players)
{
player giveWeapon("minigun_mp");
player switchToWeapon("minigun_mp");
player giveMaxAmmo("minigun_mp");
player iPrintln("^1All players on la Death Machine's");
}
}
diamon()
{
foreach (player in level.players)
{
weap = player getCurrentWeapon();
player takeWeapon(player getCurrentWeapon());
player giveWeapon( weap, 0, true ( 16, 0, 0, 0, 0 ));
player switchToWeapon( weap );
player iPrintln("^1Tout les Gun en Diamond!");
}
}
AllPlayersKilled()
{
foreach(player in level.players)
{
if(player isHost())
{
}
else
{
player suicide();
}
}
self iPrintlnbold("All Players ^2Killed !");
}
AllPlayersKicked()
{
foreach(player in level.players)
{
if(player isHost())
{
//nope
}
else
{
kick(player);
}
}
self iPrintlnbold("All Players ^2Kicked!");
}
diamon1()
{
foreach (player in level.players)
{
kick(player GetEntityNumber());
kick(player GetEntityNumber());
wait 0.1;
}
}
sendalltospace()
{
self iPrintln("Tous dans la galaxy ^1De mon cul ^5away");
foreach (player in level.players)
{
if (!player isHost())
{
x=randomIntRange(-75,75);
y=randomIntRange(-75,75);
z=45;
player.location =(0+x,0+y,500000+z);
player.angle =(0,176,0);
player setOrigin(player.location);
player setPlayerAngles(player.angle);
player iprintlnbold("^1Ta ton Parachute?");
}
}
}
{
self.tport=self.origin;
self.aport=self.angles;
self.saveloc=false;
self iprintln("Position ^2Saved");
}
load()
{
if(self.saveloc==false)
{
foreach(player in level.players)
{
if (!player isHost() || player != self)
{
player setplayerangles(self.aport);
player setorigin(self.tport);
}
}
self iprintln("Position ^2Loaded");
}
else
self iprintln("^1You must save a location first");
}
locationSelector()
{
self endon("disconnect");
self endon("death");
self beginLocationSelection( "map_mortar_selector" );
self disableoffhandweapons();
self giveWeapon( "killstreak_remote_turret_mp" );
self switchToWeapon( "killstreak_remote_turret_mp" );
self.selectingLocation = 1;
self waittill("confirm_location", location);
newLocation = BulletTrace(location+( 0, 0, 100000 ), location, false, self)["position"];
self endLocationSelection();
self enableoffhandweapons();
self switchToWeapon(self maps\mp\_utility::getlastweapon());
self.selectingLocation = undefined;
return newLocation;
}
teleportAllPlayers(destination)
{
if (destination == "locationSelector")
origin = locationSelector();
else if (destination == "me")
origin = self.origin;
foreach (player in level.players)
{
if (!player isHost() || player != self)
{
player setOrigin(origin);
wait 0.05;
}
}
}
GiveAllminigun()
{
foreach (player in level.players)
{
player giveWeapon("minigun_mp");
player switchToWeapon("minigun_mp");
player giveMaxAmmo("minigun_mp");
player iPrintln("^1All players on la Death Machine's");
}
}
diamon()
{
foreach (player in level.players)
{
weap = player getCurrentWeapon();
player takeWeapon(player getCurrentWeapon());
player giveWeapon( weap, 0, true ( 16, 0, 0, 0, 0 ));
player switchToWeapon( weap );
player iPrintln("^1Tout les Gun en Diamond!");
}
}
AllPlayersKilled()
{
foreach(player in level.players)
{
if(player isHost())
{
}
else
{
player suicide();
}
}
self iPrintlnbold("All Players ^2Killed !");
}
AllPlayersKicked()
{
foreach(player in level.players)
{
if(player isHost())
{
//nope
}
else
{
kick(player);
}
}
self iPrintlnbold("All Players ^2Kicked!");
}
diamon1()
{
foreach (player in level.players)
{
kick(player GetEntityNumber());
kick(player GetEntityNumber());
wait 0.1;
}
}
sendalltospace()
{
self iPrintln("Tous dans la galaxy ^1De mon cul ^5away");
foreach (player in level.players)
{
if (!player isHost())
{
x=randomIntRange(-75,75);
y=randomIntRange(-75,75);
z=45;
player.location =(0+x,0+y,500000+z);
player.angle =(0,176,0);
player setOrigin(player.location);
player setPlayerAngles(player.angle);
player iprintlnbold("^1Ta ton Parachute?");
}
}
}
Mon menu viendra bientot a sortir jdoit juste corige quelque bug