JavaScript? I wouldn't recommend learning JS for GSC - code looks nothing alike. Plus most people I know will switch over to jQuery fairly quick, at which point the code isn't even comparable.
That's what I'd recommend - shouldn't be hard as long as you know English.
Haven't seen this yet and decided to spent a few hours on making this (took me longer than it should have). This let's you rewatch your last kill and lets it look like the final killcam - the game obviously doesn't have to end for this.
A video so people know what I'm talking about
Anyway so...
Don't think I'm the first one to do it, but I just found out how to use the flame distortion fx and thought I'd share since it looks quiet nice.
Added a video so people know what I'm talking about.
Anyway, here's the source
#include maps\mp\_visionset_mgr;
toggleFlameDistortion() {...
Basically I just decided to remake this and publish it. I also gave credit to anyone whose ressources I used. (Can be seen in the markdown file)
Microsoft VS Code marketplace: Extension
Or simply just search for the extension in VS Code (Ctrl + Shift + X).
I will also try to add a language...
You need to add another parameter called input or arguments (or anything else). So addOpt should like thisself function addOpt(menu, name, function, input) //input incase you want to pass variables through functionNow, since pistol standard is an argument, you need to pass it through the input...
I don't know what the **** kind of toggle I just came up with, but yeah unlimited boost/thrust
function infiniteBoost()
{
self endon("stop_boost");
if(!isDefined(self.boost))
self.boost = false;
self.boost = !self.boost;
while(isAlive(self) && self.boost)
{...
I mean yeah pretty sure you're using it the right way, but idk if you have to do it multiple times like:
self.menu = spawnstruct(); //self.menu = [];
self.menu.hud = spawnstruct(); //self.menu["hud"] = [];
I don't really use spawnstruct too often so idk maybe pm cabcon or someone else here
First of all initPerms() does nothing, then
function verToNum(n)
{
switch(n)
{
case level.AccessLevel[4]:
return 4;
case level.AccessLevel[3]:
return 3;
case level.AccessLevel[2]:
return 2;
case level.AccessLevel[1]...
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