Release Managed Code List [MP]

Craze

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Hey CCM, I was just bored and I just wanted to release some scripts, so yeah :tonguewink:.

FX Bullets:
By STriVE MoDz
Code:
ToggleFXBullets()
{
if(self.fxbulleton == 0)
{
self thread fxbullets();
self iPrintln("fx bullets ^2Activated");
self.fxbulleton = 1;
}
else
{
self notify("stop_fxbullets");
self iPrintln("fx bullets ^1Deactivated");
self.fxbullet on = 0;
}
}

fxbullets()
{
self endon("stop_fxbullets");
for(;;)
{
self waittill("weapon_fired");
endLoc = traceBullet();
playfx(level._effect["ADD FX HERE"], endLoc);
wait 0.01;
}
}
Add this to your init()
Code:
level._effect["ADD FX HERE"] = loadfx("ADD FX HERE");
Also, add this to your code:
Code:
traceBullet()
{
    return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}

Spawn Splashing Water:
By STriVE MoDz
Code:
water()
{
self.waterSpawn = self.origin;
self.waterSpawn RotatePitch(-360, 1);
self iPrintln("Splashing Water ^2SPAWNED");
for(;; )
{
playfx(level._effect["impacts/fx_xtreme_water_hit_mp"], self.waterSpawn);
wait 0.25;
}
}
Also, add this to your init.
Code:
level._effect["impacts/fx_xtreme_water_hit_mp"] = loadfx("impacts/fx_xtreme_water_hit_mp");

Player Origin Printer:
By STriVE MoDz
Code:
PlayerPositionTog()
{
    if(PlayerPosTog == false)
    {
     PlayerPosTog = true;  
     PlayerPosition();
     
    }        
 else
 {
     PlayerPosTog = false;
             self notify("Stop_PlayerPos");
 }

   
}

PlayerPosition()
{
 self endon("Stop_PlayerPos");
for(;;)
{      
    wait(0.5);
 self iprintln("Position: "+self.origin);  
} 
}

FX List:
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- Credits to @CabCon for the list. :grinning:
 
Last edited:

The Dark Side

Former Staff Member
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Whats the point in doing it like this, you could simply just add a arg so you can change the fx instead of c+p the function over and over.
Agreed. Use these codes instead, I'm sure it can be optimized further than this, but this works for me.
Read above so you don't bitch. Have fun with the codes <3 :grinning:

//set back to default bullets
Code:
doDefaultAll()
{
    self endon("disconnect");

    self iPrintln("[^3Default^7] ^2Bullet");
    self notify("stop_FXBullet");
}

//Toggle fx bullets
Code:
doFX()
{
    self notify("stop_FXBullet");


    self endon("disconnect");
    self endon("stop_FXBullet");

    self iPrintln("Bullet ^1FX");
    for(;;)
    {
        self waittill("weapon_fired");
        vec = anglestoforward(self getPlayerAngles());
        end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
        fxlocation = BulletTrace(self gettagorigin("tag_eye"), self gettagorigin("tag_eye") + end, 0, self)["position"];
        playfx(self.currentFX, fxlocation);
    }
}
//Change FX
Code:
doChangeFX(weap, printweap)
{
    self.currentFX = weap;
    self iPrintln("FX Set To ^2" + printweap);
}

//Put FX here, make sure to mark them in init
//So in this case put "level.bloody=loadfx("impacts/fx_flesh_hit_body_fatal_lg_exit");"
//and "level.watergunfx=loadfx("impacts/fx_xtreme_water_hit_mp");" In init.

//On "onplayerspawned" put "self.MFX = 1;"
TestFX()
{
    self.MFX += 1;
    if (self.MFX == 1)
        self doChangeFX(level.watergunfx, "Water");
    if (self.MFX == 2)
        self doChangeFX(level.bloody, "Blood");
    if (self.MFX == 2)
        self.MFX = 0;
}
 
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