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Call of Duty Classics
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<blockquote data-quote="DF_AUS" data-source="post: 23788" data-attributes="member: 2144"><p>[ICODE][/ICODE]</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Good to see some Bo2 material posted here, be good to see some more <img src="/styles/default/xenforo/smilies.emoji/people/thumbsup.emoji.svg" class="smilie" loading="lazy" alt=":y:" title="Thumbs Up :y:" data-shortname=":y:" /></p><p></p><p>Here's one of my custom killstreaks I done a while ago, [USER=49]@dorathekiller97[/USER] don't worry about the sloppy code, making the effort is what counts <img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p></p><p>Added codes to main post <img src="/styles/default/xenforo/smilies.emoji/people/thumbsup.emoji.svg" class="smilie" loading="lazy" alt=":y:" title="Thumbs Up :y:" data-shortname=":y:" /></p><p></p><p><strong><u>Attack Chopper:</u></strong></p><p>[SPOILER]</p><p>[CODE]toggleattatckheli()</p><p>{</p><p> if(!isDefined(self.attackChopper["df_aus"]))</p><p> {</p><p> self iprintln("Defence Heli: ^2Incoming");</p><p> self spawnchopper();</p><p> self.attackChopper["df_aus"] = true;</p><p> }</p><p> else</p><p> self iprintln("^1Defence Heli Is Still Spawned");</p><p>}</p><p></p><p>spawnchopper()</p><p>{</p><p> self endon("disconnect");</p><p></p><p> chopper = spawnHelicopter(self, self.origin + (12000, 0, 1500), self.angles, "heli_guard_mp", "veh_t6_drone_overwatch_light");</p><p> chopper setSpeed(750, 25);</p><p> chopper setVehGoalPos(self.origin + (0,0,1500), 1);</p><p> chopper.killcament = chopper;</p><p> chopper waittillmatch( "goal" );</p><p> wait 2;</p><p> chopper thread heliattack();</p><p> wait 15; // Adjust the time limit for the time period the chopper is spawned</p><p> missile = spawn("script_model",chopper.origin +(-13500,0,0));</p><p> missile setModel("projectile_cbu97_clusterbomb");</p><p> missile.angles =(0,5,0);</p><p> missile thread Jet_remote_fx();</p><p> missile MoveTo(chopper.origin +(0,0,0),5);</p><p> wait 5;</p><p> level._effect[ "vehicle/vexplosion/fx_vexplode_vtol_mp" ] = loadfx( "vehicle/vexplosion/fx_vexplode_vtol_mp" );</p><p> playFx( level._effect["vehicle/vexplosion/fx_vexplode_vtol_mp"], chopper.origin);</p><p> chopper delete();</p><p> missile delete();</p><p> self iprintln("Defence Heli: ^1Disabled");</p><p> chopper notify("end_attackheli");</p><p> self.attackChopper["df_aus"] = undefined;</p><p>}</p><p></p><p>heliattack()</p><p>{</p><p> self endon("disconnect");</p><p> self endon("end_attackheli");</p><p> </p><p> while(self.df_aus)</p><p> {</p><p> foreach(player in level.players)</p><p> {</p><p> if (!player.pers["team"] != "axis" && isAlive(player)){</p><p> MagicBullet("remote_missile_bomblet_mp",self.origin + (0,0,-100),player.origin);</p><p> }</p><p> wait 0.3;</p><p> }</p><p> }</p><p>}</p><p></p><p>Jet_remote_fx()</p><p>{ </p><p> self.exhaustFX = Spawn( "script_model", self.origin );</p><p> self.exhaustFX SetModel( "tag_origin" );</p><p> self.exhaustFX LinkTo( self, "tag_turret", (0,0,-5));</p><p> </p><p> playfxontag( level.fx_cuav_afterburner, self, "tag_origin" );</p><p> playfxontag( level.Miss, self, "tag_origin" );</p><p>}[/CODE]</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="DF_AUS, post: 23788, member: 2144"] [ICODE][/ICODE] Good to see some Bo2 material posted here, be good to see some more :y: Here's one of my custom killstreaks I done a while ago, [USER=49]@dorathekiller97[/USER] don't worry about the sloppy code, making the effort is what counts :wink: Added codes to main post :y: [B][U]Attack Chopper:[/U][/B] [SPOILER] [CODE]toggleattatckheli() { if(!isDefined(self.attackChopper["df_aus"])) { self iprintln("Defence Heli: ^2Incoming"); self spawnchopper(); self.attackChopper["df_aus"] = true; } else self iprintln("^1Defence Heli Is Still Spawned"); } spawnchopper() { self endon("disconnect"); chopper = spawnHelicopter(self, self.origin + (12000, 0, 1500), self.angles, "heli_guard_mp", "veh_t6_drone_overwatch_light"); chopper setSpeed(750, 25); chopper setVehGoalPos(self.origin + (0,0,1500), 1); chopper.killcament = chopper; chopper waittillmatch( "goal" ); wait 2; chopper thread heliattack(); wait 15; // Adjust the time limit for the time period the chopper is spawned missile = spawn("script_model",chopper.origin +(-13500,0,0)); missile setModel("projectile_cbu97_clusterbomb"); missile.angles =(0,5,0); missile thread Jet_remote_fx(); missile MoveTo(chopper.origin +(0,0,0),5); wait 5; level._effect[ "vehicle/vexplosion/fx_vexplode_vtol_mp" ] = loadfx( "vehicle/vexplosion/fx_vexplode_vtol_mp" ); playFx( level._effect["vehicle/vexplosion/fx_vexplode_vtol_mp"], chopper.origin); chopper delete(); missile delete(); self iprintln("Defence Heli: ^1Disabled"); chopper notify("end_attackheli"); self.attackChopper["df_aus"] = undefined; } heliattack() { self endon("disconnect"); self endon("end_attackheli"); while(self.df_aus) { foreach(player in level.players) { if (!player.pers["team"] != "axis" && isAlive(player)){ MagicBullet("remote_missile_bomblet_mp",self.origin + (0,0,-100),player.origin); } wait 0.3; } } } Jet_remote_fx() { self.exhaustFX = Spawn( "script_model", self.origin ); self.exhaustFX SetModel( "tag_origin" ); self.exhaustFX LinkTo( self, "tag_turret", (0,0,-5)); playfxontag( level.fx_cuav_afterburner, self, "tag_origin" ); playfxontag( level.Miss, self, "tag_origin" ); }[/CODE] [/SPOILER] [/QUOTE]
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