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Thread: [E2]FailCake Fireworks V1

  1. #1
    Wirererer failcake's Avatar
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    Smile [E2]FailCake Fireworks V1

    Here are some FireWorks, the max you can spawn is 2, due to holo index limit.
    Spawn it and press e in the e2 =)
    Simple =D



    Code:
    @name FailCake FireWorks V1
    @inputs Ply:entity
    @outputs Activate Player:entity A:array Start Boom Red Blue Green Sa
    @persist Fire Up BOMT T T2 T3
    @trigger all
    
    ## Made By [CG]FailCake ##
    
    ## SETTINGS ##
    MapScale = 700 ## Set it to ween you want it to blow.
    ## SETTINGS ##
    
    
    E = entity()
    
    if(first()){
        
    hint("Made By [CG]FailCake",100)  
    holoCreate(5)
    holoModel(5,"cube")
    holoColor(5,vec(100,100,100))
    holoMaterial(5,"")
    
    holoCreate(6)
    holoModel(6,"cube")
    holoColor(6,vec(100,100,100))
    holoMaterial(6,"")
          
    holoCreate(7)
    holoModel(7,"cube")
    holoColor(7,vec(100,100,100))
    holoMaterial(7,"")
    
    holoCreate(8)
    holoModel(8,"cube")
    holoColor(8,vec(100,100,100))
    holoMaterial(8,"")
    
    holoCreate(9)
    holoModel(9,"cube")
    holoColor(9,vec(100,100,100))
    holoMaterial(9,"")
    
    holoCreate(10)
    holoModel(10,"cube")
    holoColor(10,vec(100,100,100))
    holoMaterial(10,"")
    
    holoCreate(11)
    holoModel(11,"cube")
    holoColor(11,vec(100,100,100))
    holoMaterial(11,"")
    
    holoCreate(12)
    holoModel(12,"cube")
    holoColor(12,vec(100,100,100))
    holoMaterial(12,"")
    
    holoCreate(13)
    holoModel(13,"cube")
    holoColor(13,vec(100,100,100))
    holoMaterial(13,"")
    
    holoCreate(14)
    holoModel(14,"cube")
    holoColor(14,vec(100,100,100))
    holoMaterial(14,"")
    
    holoCreate(15)
    holoModel(15,"cube")
    holoColor(15,vec(100,100,100))
    holoMaterial(15,"")
    
    
    holoCreate(16)
    holoModel(16,"cube")
    holoColor(16,vec(100,100,100))
    holoMaterial(16,"")
    
    holoCreate(17)
    holoModel(17,"cube")
    holoColor(17,vec(100,100,100))
    holoMaterial(17,"")
    
    holoCreate(18)
    holoModel(18,"cube")
    holoColor(18,vec(100,100,100))
    holoMaterial(18,"")
    
    holoCreate(19)
    holoModel(19,"cube")
    holoColor(19,vec(100,100,100))
    holoMaterial(19,"")
    
    holoCreate(20)
    holoModel(20,"cube")
    holoColor(20,vec(100,100,100))
    holoMaterial(20,"")
    
    holoCreate(21)
    holoModel(21,"cube")
    holoColor(21,vec(100,100,100))
    holoMaterial(21,"")
    
    for (I = 5,21) {holoAlpha(I,0)}
        
        interval(100)
        findByClass("player")
        A=findToArray() 
    Activate = 0
    Fire = 0  
    Start = 0 
    Boom
    }
    #player/general/flesh_burn.wav
    
    for(I=1,A:count()){
    interval(100)
    if(A[I,entity]:keyUse() & A[I,entity]:aimEntity()==entity() & Start == 0 & A[I,entity]:pos():distance(entity():pos())<= 70)
    {
    Player = A[I,entity]
    Start = 1
    }
    }
    
    if(Start){
    if(Fire <= 7){
    Fire+=0.1  
    if(Fire == 0.2){
     holoEntity(1):soundPlay(1000,1000,"player/general/flesh_burn.wav")   
    }  
    }else{
    Activate = 1
    }
    if(Activate == 1){
    holoEntity(1):setTrails(5,5,5,"trails/smoke",vec(100,100,100),255)
    soundStop(1000)
    Start = 0
    }
    }
    
    
    holoCreate(1)
    holoModel(1,"hqcylinder")
    holoScaleUnits(1,vec(5,5,15))
    holoPos(1,E:toWorld(vec(0,0,20)))
    holoColor(1,vec(255,0,0))
    holoMaterial(1,"phoenix_storms/stripes")
    
    holoCreate(2)
    holoModel(2,"hqcone")
    holoScaleUnits(2,vec(5,5,5))
    holoPos(2,E:toWorld(vec(0,0,29.4)))
    holoColor(2,vec(255,255,0))
    holoMaterial(2,"")
    
    holoCreate(3)
    holoModel(3,"cube")
    holoScaleUnits(3,vec(1,1,14))
    holoPos(3,E:toWorld(vec(1.5,0,7)))
    holoColor(3,vec(255,155,0))
    holoMaterial(3,"")
    
    holoCreate(4)
    holoModel(4,"cylinder")
    holoScaleUnits(4,vec(1,1,7))
    holoPos(4,E:toWorld(vec(-1.5,-0.5,10+Fire)))
    holoColor(4,vec(100,100,100))
    holoMaterial(4,"")
    
    if(Activate){
    holoDelete(4) 
    if(Up == 10){
    holoEntity(1):soundPlay(2000,2000,"ambient/gas/cannister_loop.wav")   
    }
    if(Up <= MapScale & Boom == 0){
    interval(10)
    Up+=10
    holoPos(3,E:toWorld(vec(1.5,0,7+Up)))  
    holoPos(2,E:toWorld(vec(0,0,29.4+Up)))
    holoPos(1,E:toWorld(vec(0,0,20+Up)))
    }else{
    Boom = 1
    holoDelete(2)
    holoDelete(3)
    }
    }
    
    if(Boom){
    soundStop(2000)
    holoDelete(2)
    holoDelete(3)
    holoPos(1,E:toWorld(vec(0,0,20+MapScale)))
    holoAlpha(1,0)   
    interval(100)
    Up = 0
    BOMT +=0.1
    
    if(BOMT == 0.2){
    holoEntity(1):soundPlay(1000,1000,"ambient/explosions/explode_4.wav")    
    }
    
    interval(1)    
    T +=0.5
    T2 += 1
    T3 += 0.5
    
    
    Sa = 1
    if(T >= 0.5){
    holoScaleUnits(5,vec(Sa,Sa,Sa))
    holoPos(5,E:pos()+vec(T2,T,MapScale))
    holoScaleUnits(6,vec(Sa,Sa,Sa))
    holoPos(6,E:pos()+vec(T2,-T,MapScale))
    holoScaleUnits(7,vec(Sa,Sa,Sa))
    holoPos(7,E:pos()+vec(-T2,T,MapScale))
    holoScaleUnits(8,vec(Sa,Sa,Sa))
    holoPos(8,E:pos()+vec(-T2,-T,MapScale))
    holoScaleUnits(9,vec(Sa,Sa,Sa))
    holoPos(9,E:pos()+vec(T2,T,MapScale+T2))
    holoScaleUnits(10,vec(Sa,Sa,Sa))
    holoPos(10,E:pos()+vec(T2,-T,MapScale-T2))
    holoScaleUnits(12,vec(Sa,Sa,Sa))
    holoPos(12,E:pos()+vec(-T2,T,MapScale-T2))
    holoScaleUnits(11,vec(Sa,Sa,Sa))
    holoPos(11,E:pos()+vec(-T2,-T,MapScale-T2))
    holoScaleUnits(13,vec(Sa,Sa,Sa))
    holoPos(13,E:pos()+vec(T2,-T,MapScale+T2))
    holoScaleUnits(14,vec(Sa,Sa,Sa))
    holoPos(14,E:pos()+vec(-T2,-T,MapScale+T2))
    holoScaleUnits(15,vec(Sa,Sa,Sa))
    holoPos(15,E:pos()+vec(-T2,T,MapScale+T2))
    holoScaleUnits(16,vec(Sa,Sa,Sa))
    holoPos(16,E:pos()+vec(0,0,MapScale+T2))
    holoScaleUnits(17,vec(Sa,Sa,Sa))
    holoPos(17,E:pos()+vec(0,0,MapScale-T2))
    holoScaleUnits(18,vec(Sa,Sa,Sa))
    holoPos(18,E:pos()+vec(0,T,MapScale))
    holoScaleUnits(19,vec(Sa,Sa,Sa))
    holoPos(19,E:pos()+vec(T2,0,MapScale))
    holoScaleUnits(20,vec(Sa,Sa,Sa))
    holoPos(20,E:pos()+vec(0,-T,MapScale))    
    holoScaleUnits(21,vec(Sa,Sa,Sa))
    holoPos(21,E:pos()+vec(-T2,0,MapScale))
    }
    
    Red = randint(1,255)
    Blue = randint(1,255)
    Green = randint(1,255)
    
    if(T3 == 3){
    holoEntity(5):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(6):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(7):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(8):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(9):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(10):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(11):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(12):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(13):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(14):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(15):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(16):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(17):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(18):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(19):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(20):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    holoEntity(21):setTrails(10,10,10,"trails/smoke",vec(Red,Green,Blue),255)    
    
    }
    
    if(T3 >= 100){
    selfDestructAll()    
    }
    
    }
    
    if(duped()){selfDestructAll()}
    Have Fun Whit it
    Last edited by failcake; 07-26-2010 at 12:02 PM. Reason: Updated Code

  2. #2
    Wire Noob Trayl's Avatar
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    Default Re: [E2]FailCake Fireworks V1

    Hey Failcake, its me Tom, Thank you for sharing ur awesome E22 ;-)
    <A HREF="http://kevan.org/brain.cgi?name=Tomvdrl">My newest gamemode</A>

  3. #3
    Wire Sofaking smellslike's Avatar
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    Default Re: [E2]FailCake Fireworks V1

    Get some pics up, especially if they are fireworks.
    PS:400th post, these better be good fireworks for celebration xP
    Working on military pack.
    Remember
    amateurs build the ark....
    Professionals build the titanic

  4. #4
    Ursus maritimus Drunkie's Avatar
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    Default Re: [E2]FailCake Fireworks V1

    You can replace some repetitive stuff in there with a loop, such as:

    Code:
    holoAlpha(5,0)
    holoAlpha(6,0)
    holoAlpha(7,0)
    holoAlpha(8,0)
    holoAlpha(9,0)
    holoAlpha(10,0)
    holoAlpha(11,0)
    holoAlpha(12,0)
    holoAlpha(13,0)
    holoAlpha(14,0)
    holoAlpha(15,0)
    holoAlpha(16,0)
    holoAlpha(17,0)
    holoAlpha(18,0)
    holoAlpha(19,0)
    holoAlpha(20,0)
    holoAlpha(21,0)
    to:

    Code:
    for (I = 5,21) {holoAlpha(I,0)}

  5. #5
    Wirererer failcake's Avatar
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    Default Re: [E2]FailCake Fireworks V1

    Quote Originally Posted by Drunkie View Post
    You can replace some repetitive stuff in there with a loop, such as:

    Code:
    holoAlpha(5,0)
    holoAlpha(6,0)
    holoAlpha(7,0)
    holoAlpha(8,0)
    holoAlpha(9,0)
    holoAlpha(10,0)
    holoAlpha(11,0)
    holoAlpha(12,0)
    holoAlpha(13,0)
    holoAlpha(14,0)
    holoAlpha(15,0)
    holoAlpha(16,0)
    holoAlpha(17,0)
    holoAlpha(18,0)
    holoAlpha(19,0)
    holoAlpha(20,0)
    holoAlpha(21,0)
    to:

    Code:
    for (I = 5,21) {holoAlpha(I,0)}
    Oh. im going to update the code now. Thx

  6. #6
    Wire Sofaking Jack37's Avatar
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    Default Re: [E2]FailCake Fireworks V1

    You can replace all stuff:
    Code:
    for(I = 5,21)
    {
    holoCreate(I)
    holoModel(I,"cube")
    holoColor(I,vec(100,100,100))
    holoMaterial(I,"")
    holoAlpha(I,0)
    }


    Wanna add me?:


    My Apps: Adv. Dupe -> E2 Code

  7. #7
    Wire Noob Kruize's Avatar
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    Default Re: [E2]FailCake Fireworks V1

    This sir, is a Win
    lolwut?

  8. #8
    Wirererer Evac's Avatar
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    Default Re: [E2]FailCake Fireworks V1

    Quote Originally Posted by Jack37 View Post
    You can replace all stuff:
    Code:
    for(I = 5,21)
    {
    holoCreate(I)
    holoModel(I,"cube")
    holoColor(I,vec(100,100,100))
    holoMaterial(I,"")
    holoAlpha(I,0)
    }
    That holoModel(I, "cube") is not required, holograms spawn with the "cube" model by default.

  9. #9
    Wire Sofaking Jack37's Avatar
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    Default Re: [E2]FailCake Fireworks V1

    Yup, that's true. However I tested it now, it's nice


    Wanna add me?:


    My Apps: Adv. Dupe -> E2 Code

  10. #10
    Wirererer failcake's Avatar
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    Default Re: [E2]FailCake Fireworks V1

    Thank you Sir.Mr.Jack sparow

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