zOlymP
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I need help to add the Raygun Code or some other modded gun codes without freezing can anyone help me please ?
example :
initRaygunM2()
{
if(self.isRaygunM2 == 0)
{
self initGiveWeap("beretta93r_mp+reflex", "", 38, 0);
self thread doRaygunM2();
self iPrintln("^1Ray Gun Mark II ^5ON");
self thread optionCalledMesage("Wow!! ^1Ray Gun Mk. 2?!", 1, "^7Upgraded Weapon ^1LOL", (1, 0.502, 0.251), 8);
self.isRaygunM2 = 1;
}
else
{
self notify("stop_RaygunM2");
self notify("stop_RaygunM2FX");
self takeWeapon("beretta93r_mp+reflex");
self iPrintln("^1Ray Gun Mark II ^4OFF");
self.isRaygunM2 = 0;
}
}
doRaygunM2()
{
self endon("disconnect");
self endon("stop_RaygunM2");
self thread waitRaygunM2Suicide();
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "beretta93r_mp+reflex")
{
self thread mainRaygunM2();
}
}
}
mainRaygunM2()
{
raygunM2Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");
raygunM2Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");
weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();
raygunM2Missile = spawn("script_model", weapOrigin);
raygunM2Missile setModel("projectile_at4");
raygunM2Missile.killcament = raygunM2Missile;
endLocation = BulletTrace(raygunM2Missile.origin, target, false, self)["position"];
raygunM2Missile.angles = VectorToAngles(endLocation - raygunM2Missile.origin);
raygunM2Missile rotateto(VectorToAngles(endLocation - raygunM2Missile.origin), 0.001);
raygunM2Missile moveto(endLocation, 0.3);
self thread raygunM2Effect(raygunM2Missile, endLocation);
wait 0.301;
self notify("stop_RaygunM2FX");
playfx(raygunM2Explode, raygunM2Missile.origin);
playfx(raygunM2Explode2, raygunM2Missile.origin);
raygunM2Missile playsound("wpn_flash_grenade_explode");
earthquake(1, 1, raygunM2Missile.origin, 300);
raygunM2Missile RadiusDamage(raygunM2Missile.origin, 270, 270, 270, self);
raygunM2Missile delete();
}
raygunM2Effect(object, target)
{
self endon("disconnect");
self endon("stop_RaygunM2FX_Final");
self endon("stop_RaygunM2");
raygunM2Laser = loadFX("misc/fx_equip_tac_insert_light_red");
for(;
{
raygunM2Red = spawnFx(raygunM2Laser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM2Red);
wait 0.0005;
raygunM2Red delete();
}
for(;
{
self waittill("stop_RaygunM2FX");
raygunM2Red delete();
self notify("stop_RaygunM2FX_Final");
}
}
waitRaygunM2Suicide()
{
self waittill("death");
self notify("stop_RaygunM2");
self notify("stop_RaygunM2FX");
self.isRaygunM2 = 0;
}
example :
initRaygunM2()
{
if(self.isRaygunM2 == 0)
{
self initGiveWeap("beretta93r_mp+reflex", "", 38, 0);
self thread doRaygunM2();
self iPrintln("^1Ray Gun Mark II ^5ON");
self thread optionCalledMesage("Wow!! ^1Ray Gun Mk. 2?!", 1, "^7Upgraded Weapon ^1LOL", (1, 0.502, 0.251), 8);
self.isRaygunM2 = 1;
}
else
{
self notify("stop_RaygunM2");
self notify("stop_RaygunM2FX");
self takeWeapon("beretta93r_mp+reflex");
self iPrintln("^1Ray Gun Mark II ^4OFF");
self.isRaygunM2 = 0;
}
}
doRaygunM2()
{
self endon("disconnect");
self endon("stop_RaygunM2");
self thread waitRaygunM2Suicide();
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "beretta93r_mp+reflex")
{
self thread mainRaygunM2();
}
}
}
mainRaygunM2()
{
raygunM2Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");
raygunM2Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");
weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();
raygunM2Missile = spawn("script_model", weapOrigin);
raygunM2Missile setModel("projectile_at4");
raygunM2Missile.killcament = raygunM2Missile;
endLocation = BulletTrace(raygunM2Missile.origin, target, false, self)["position"];
raygunM2Missile.angles = VectorToAngles(endLocation - raygunM2Missile.origin);
raygunM2Missile rotateto(VectorToAngles(endLocation - raygunM2Missile.origin), 0.001);
raygunM2Missile moveto(endLocation, 0.3);
self thread raygunM2Effect(raygunM2Missile, endLocation);
wait 0.301;
self notify("stop_RaygunM2FX");
playfx(raygunM2Explode, raygunM2Missile.origin);
playfx(raygunM2Explode2, raygunM2Missile.origin);
raygunM2Missile playsound("wpn_flash_grenade_explode");
earthquake(1, 1, raygunM2Missile.origin, 300);
raygunM2Missile RadiusDamage(raygunM2Missile.origin, 270, 270, 270, self);
raygunM2Missile delete();
}
raygunM2Effect(object, target)
{
self endon("disconnect");
self endon("stop_RaygunM2FX_Final");
self endon("stop_RaygunM2");
raygunM2Laser = loadFX("misc/fx_equip_tac_insert_light_red");
for(;
{
raygunM2Red = spawnFx(raygunM2Laser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM2Red);
wait 0.0005;
raygunM2Red delete();
}
for(;
{
self waittill("stop_RaygunM2FX");
raygunM2Red delete();
self notify("stop_RaygunM2FX_Final");
}
}
waitRaygunM2Suicide()
{
self waittill("death");
self notify("stop_RaygunM2");
self notify("stop_RaygunM2FX");
self.isRaygunM2 = 0;
}