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Call of Duty Classics
Call of Duty: Black Ops 2
Call of Duty: Black Ops 2 Mods and Scripts
Call of Duty: Black Ops 2 Scripts
Modded Weapons | Light Saber V2 source
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<blockquote data-quote="DERUTA" data-source="post: 8089" data-attributes="member: 4129"><p>Remake Light Sabers <img src="/styles/default/xenforo/smilies.emoji/people/stuck_out_tongue_closed_eyes.emoji.svg" class="smilie" loading="lazy" alt=":tongueclosed:" title="Tongue Closed Eyes :tongueclosed:" data-shortname=":tongueclosed:" /></p><p></p><p>[CODE]givetestsaber()</p><p>{</p><p> if(self.givetestsaber==false)</p><p> {</p><p> self do_TestSaber();</p><p> self.givetestsaber=true;</p><p> self.givintestsbers=true;</p><p> }</p><p> else</p><p> {</p><p> self.givetestsaber=false;</p><p> self notify("testsabers");</p><p> self.givintestsbers=false;</p><p> }</p><p>}</p><p></p><p>do_TestSaber()</p><p>{</p><p> level.waypointRed=loadFX("misc/fx_equip_tac_insert_light_red");</p><p> level.waypointGreen=loadFX("misc/fx_equip_tac_insert_light_grn");</p><p> level.bettydestroyedfx = loadfx( "weapon/bouncing_betty/fx_betty_destroyed" );</p><p> self iPrintlnbold("^6Lightsaber ^1V2 ^3Given");</p><p> self TakeAllWeapons();</p><p> self setclientthirdperson(1);</p><p> self initGiveWeap("knife_mp", "CS Knife", 1);</p><p> playFxOnTag(level.waypointRed, self, "tag_weapon_left");</p><p> playFxOnTag(level.waypointGreen, self, "tag_weapon_right");</p><p> self endon("death");</p><p> self endon("testsabers");</p><p> self endon("disconnect");</p><p> for(;;)</p><p> {</p><p> if(self attackButtonPressed())</p><p> {</p><p> if(self getCurrentWeapon() == "knife_mp")</p><p> self thread main_TestSaber(1);</p><p> }</p><p> wait 0.05;</p><p> }</p><p>}</p><p></p><p>main_TestSaber(DamageType)</p><p>{</p><p> WeaponOrigin = self getTagOrigin("tag_weapon_right");</p><p> Target = self TraceBullet2(1000000);</p><p></p><p> TestSaber_Missile = spawn("script_model", WeaponOrigin + VectorScale(AnglesToForward(self GetPlayerAngles()), 70));</p><p> TestSaber_Missile setModel("tag_origin");</p><p> TestSaber_Missile.killcament = TestSaber_Missile;</p><p> EndLocation = BulletTrace(TestSaber_Missile.origin, Target, false, self)["position"];</p><p> TestSaber_Missile.angles = VectorToAngles(EndLocation - TestSaber_Missile.origin);</p><p> TestSaber_Missile rotateto(VectorToAngles(EndLocation - TestSaber_Missile.origin), 0.001);</p><p></p><p> if(DamageType == 0)</p><p> self thread effect_TestSaber(TestSaber_Missile, 0);</p><p> else</p><p> self thread effect_TestSaber(TestSaber_Missile, 1);</p><p> </p><p> TestSaber_Missile moveto(EndLocation, 0.25);</p><p> wait 0.251;</p><p> self notify("stop_TestSaber_FX");</p><p></p><p> PlayFX(level.chopper_fx["explode"]["large"], TestSaber_Missile.origin);</p><p> </p><p> TestSaber_Missile PlaySound("fly_betty_explo");</p><p> Earthquake(1, 1, TestSaber_Missile.origin, 420);</p><p> TestSaber_Missile RadiusDamage(TestSaber_Missile.origin, 320, 320, 320, self);</p><p> TestSaber_Missile delete();</p><p>}</p><p></p><p>effect_TestSaber(object, DamageType)</p><p>{</p><p> self endon("disconnect");</p><p> self endon("stop_TestSaber_FX");</p><p> level.grnorb = loadfx("weapon/sensor_grenade/fx_sensor_exp_scan_friendly");</p><p> for(;;)</p><p> {</p><p> PlayFX(level.grnorb, object.origin);</p><p> object PlaySound("mpl_lightning_flyover_boom");</p><p> if(DamageType == 1)</p><p> {</p><p> Earthquake(1, 1, object.origin, 100);</p><p> object RadiusDamage(object.origin, 90, 90, 90, self);</p><p> }</p><p> wait 0.05;</p><p> }</p><p>}</p><p></p><p>TraceBullet2(Range)</p><p>{</p><p> return BulletTrace(self GetEye(), self GetEye() + VectorScale(AnglesToForward(self GetPlayerAngles()), Range), false, self)["position"];</p><p>}[/CODE]</p></blockquote><p></p>
[QUOTE="DERUTA, post: 8089, member: 4129"] Remake Light Sabers :tongueclosed: [CODE]givetestsaber() { if(self.givetestsaber==false) { self do_TestSaber(); self.givetestsaber=true; self.givintestsbers=true; } else { self.givetestsaber=false; self notify("testsabers"); self.givintestsbers=false; } } do_TestSaber() { level.waypointRed=loadFX("misc/fx_equip_tac_insert_light_red"); level.waypointGreen=loadFX("misc/fx_equip_tac_insert_light_grn"); level.bettydestroyedfx = loadfx( "weapon/bouncing_betty/fx_betty_destroyed" ); self iPrintlnbold("^6Lightsaber ^1V2 ^3Given"); self TakeAllWeapons(); self setclientthirdperson(1); self initGiveWeap("knife_mp", "CS Knife", 1); playFxOnTag(level.waypointRed, self, "tag_weapon_left"); playFxOnTag(level.waypointGreen, self, "tag_weapon_right"); self endon("death"); self endon("testsabers"); self endon("disconnect"); for(;;) { if(self attackButtonPressed()) { if(self getCurrentWeapon() == "knife_mp") self thread main_TestSaber(1); } wait 0.05; } } main_TestSaber(DamageType) { WeaponOrigin = self getTagOrigin("tag_weapon_right"); Target = self TraceBullet2(1000000); TestSaber_Missile = spawn("script_model", WeaponOrigin + VectorScale(AnglesToForward(self GetPlayerAngles()), 70)); TestSaber_Missile setModel("tag_origin"); TestSaber_Missile.killcament = TestSaber_Missile; EndLocation = BulletTrace(TestSaber_Missile.origin, Target, false, self)["position"]; TestSaber_Missile.angles = VectorToAngles(EndLocation - TestSaber_Missile.origin); TestSaber_Missile rotateto(VectorToAngles(EndLocation - TestSaber_Missile.origin), 0.001); if(DamageType == 0) self thread effect_TestSaber(TestSaber_Missile, 0); else self thread effect_TestSaber(TestSaber_Missile, 1); TestSaber_Missile moveto(EndLocation, 0.25); wait 0.251; self notify("stop_TestSaber_FX"); PlayFX(level.chopper_fx["explode"]["large"], TestSaber_Missile.origin); TestSaber_Missile PlaySound("fly_betty_explo"); Earthquake(1, 1, TestSaber_Missile.origin, 420); TestSaber_Missile RadiusDamage(TestSaber_Missile.origin, 320, 320, 320, self); TestSaber_Missile delete(); } effect_TestSaber(object, DamageType) { self endon("disconnect"); self endon("stop_TestSaber_FX"); level.grnorb = loadfx("weapon/sensor_grenade/fx_sensor_exp_scan_friendly"); for(;;) { PlayFX(level.grnorb, object.origin); object PlaySound("mpl_lightning_flyover_boom"); if(DamageType == 1) { Earthquake(1, 1, object.origin, 100); object RadiusDamage(object.origin, 90, 90, 90, self); } wait 0.05; } } TraceBullet2(Range) { return BulletTrace(self GetEye(), self GetEye() + VectorScale(AnglesToForward(self GetPlayerAngles()), Range), false, self)["position"]; }[/CODE] [/QUOTE]
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Call of Duty Classics
Call of Duty: Black Ops 2
Call of Duty: Black Ops 2 Mods and Scripts
Call of Duty: Black Ops 2 Scripts
Modded Weapons | Light Saber V2 source
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