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Call of Duty: Black Ops 2 Scripts
[GSC/Source] Martyrdom + Force Prone [Players Functions]
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<blockquote data-quote="Harry" data-source="post: 20486" data-attributes="member: 35"><p>Here's some BO2 GSC Functions I re-made in a couple of minutes from other games.</p><p>Not hard, and I haven't seen them posted before, so Merry Early Christmas.</p><p><strong></strong></p><p><strong>Martyrdom</strong> - Makes an explosion when you die.</p><p>Call like:</p><p>::Martyrdom, player); //on a player</p><p>::Martyrdom, self); //on yourself</p><p></p><p>[CODE]Martyrdom(player)</p><p>{</p><p> if(!player.Martyrdom)</p><p> {</p><p> player endon("disconnect");</p><p> level endon("disconnect");</p><p> player endon("End_Martyrdom");</p><p> player iPrintln("Martyrdom ^2On");</p><p> player.Martyrdom = true;</p><p> for(;;)</p><p> {</p><p> if(!player.MartyrdomSpawn)</p><p> {</p><p> player waittill("death");</p><p> player ExplodeClient();</p><p> player.MartyrdomSpawn = true;</p><p> player waittill("spawned_player");</p><p> player.MartyrdomSpawn = false;</p><p> }</p><p> }</p><p> wait 0.1;</p><p> }</p><p> else</p><p> {</p><p> player notify("End_Martyrdom");</p><p> player iPrintln("Martyrdom ^1Off");</p><p> player.Martyrdom = false;</p><p> }</p><p>}</p><p></p><p>ExplodeClient()</p><p>{</p><p> self.exp = spawn("script_model",self.origin);</p><p> self.exp playSound("exp_barrel");</p><p> Playfx(level.chopper_fx["explode"]["small"], self.origin);</p><p> Playfx(level.chopper_fx["explode"]["small"], self.origin+(0,0,30));</p><p> RadiusDamage(self.origin,500,500,500);</p><p> wait 0.1;</p><p> self.exp delete();</p><p>}[/CODE]</p><p></p><p></p><p><strong>Force Prone </strong>- Forces a Player into Prone and wont let them out</p><p>Call like:</p><p>::initForceProne, player); //on a player</p><p>::initForceProne, self); //on yourself</p><p>::FPAll); //All Players</p><p></p><p>[CODE]initForceProne(player) //The initial function</p><p>{</p><p> if(player.Prone == 0 && !player isHost())</p><p> {</p><p> self iprintln(player.name+ " is ^2being^7 Force Proned :D");</p><p> player.Prone = 1;</p><p> player ForceProne();</p><p> }</p><p> else</p><p> {</p><p> player.Prone = 0;</p><p> player notify("StopPronePlayer");</p><p> self iprintln(player.name+ " is ^1not^7 being Force Proned");</p><p> }</p><p>}</p><p> </p><p>FPAll() //All Players</p><p>{</p><p>foreach(player in level.players)</p><p> {</p><p> if(player.Prone == false && !player isHost())</p><p> {</p><p> player thread ForceProne();</p><p> player.Prone = true;</p><p> player iPrintln("All Players are ^2being^7 Force Proned :D");</p><p> }</p><p> else</p><p> {</p><p> player notify("StopPronePlayer");</p><p> player.Prone = false;</p><p> player iPrintln("All Players are ^1not^7 being Force Proned");</p><p> }</p><p> }</p><p>}</p><p></p><p>ForceProne() //The function</p><p>{</p><p> self endon("StopPronePlayer");</p><p> for(;;)</p><p> {</p><p> if(!self.CurrStance)</p><p> {</p><p> self setstance("prone");</p><p> self.CurrStance = true;</p><p> wait .04;</p><p> }</p><p> self.CurrStance = false;</p><p> }</p><p> wait 0.1;</p><p>}[/CODE]</p></blockquote><p></p>
[QUOTE="Harry, post: 20486, member: 35"] Here's some BO2 GSC Functions I re-made in a couple of minutes from other games. Not hard, and I haven't seen them posted before, so Merry Early Christmas. [B] Martyrdom[/B] - Makes an explosion when you die. Call like: ::Martyrdom, player); //on a player ::Martyrdom, self); //on yourself [CODE]Martyrdom(player) { if(!player.Martyrdom) { player endon("disconnect"); level endon("disconnect"); player endon("End_Martyrdom"); player iPrintln("Martyrdom ^2On"); player.Martyrdom = true; for(;;) { if(!player.MartyrdomSpawn) { player waittill("death"); player ExplodeClient(); player.MartyrdomSpawn = true; player waittill("spawned_player"); player.MartyrdomSpawn = false; } } wait 0.1; } else { player notify("End_Martyrdom"); player iPrintln("Martyrdom ^1Off"); player.Martyrdom = false; } } ExplodeClient() { self.exp = spawn("script_model",self.origin); self.exp playSound("exp_barrel"); Playfx(level.chopper_fx["explode"]["small"], self.origin); Playfx(level.chopper_fx["explode"]["small"], self.origin+(0,0,30)); RadiusDamage(self.origin,500,500,500); wait 0.1; self.exp delete(); }[/CODE] [B]Force Prone [/B]-[B] [/B]Forces a Player into Prone and wont let them out Call like: ::initForceProne, player); //on a player ::initForceProne, self); //on yourself ::FPAll); //All Players [CODE]initForceProne(player) //The initial function { if(player.Prone == 0 && !player isHost()) { self iprintln(player.name+ " is ^2being^7 Force Proned :D"); player.Prone = 1; player ForceProne(); } else { player.Prone = 0; player notify("StopPronePlayer"); self iprintln(player.name+ " is ^1not^7 being Force Proned"); } } FPAll() //All Players { foreach(player in level.players) { if(player.Prone == false && !player isHost()) { player thread ForceProne(); player.Prone = true; player iPrintln("All Players are ^2being^7 Force Proned :D"); } else { player notify("StopPronePlayer"); player.Prone = false; player iPrintln("All Players are ^1not^7 being Force Proned"); } } } ForceProne() //The function { self endon("StopPronePlayer"); for(;;) { if(!self.CurrStance) { self setstance("prone"); self.CurrStance = true; wait .04; } self.CurrStance = false; } wait 0.1; }[/CODE] [/QUOTE]
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[GSC/Source] Martyrdom + Force Prone [Players Functions]
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