xBeaTzMoDz™
Modder
- Messages
- 12
- Reaction score
- 14
- Points
- 793
Hello Cabconmodding Members
Today I Post GSC MW2 Script List
Credits to all the users who created these scripts, if you would like to know the original creators just simply do a Google search.
If you need to find something quickly, press CTRL+F and use the special code in [].
C001 - C0018 are weapons.
[C001] Water Gun
[C002] FX Gun
[C003] Flood Gun
[C004] Lightning Gun
[C005] Blood Gun
[C006] Atomic Gun
[C007] Snow Gun
[C008] Dirt Gun
[C009] Sonic Boom Gun
[C010] Cluster Bomb Gun
[C011] Tank Gun
[C012] EMP Gun
[C013] Green Dot Gun
[C014] Flash Nuke Gun
[C015] Knife Gun
[C016] Money Gun (Money Maker)
[C017] Map Changing Gun
[C018] Jericho Missle System
[C019] Water Fountain
[C020] Blood Fountain
[C021] Ball Of Death
[C022] Human Centerpide
[C023] Throwing FX
[C024] Plane Crash
[C025] Toggle Prestige
[C026] ESP Wallhack (coming soon)
[C027] Fire Balls
[C028] Water Balloons
[C029] Anti-leech System
[C030] Glow Stick
[C031] Trampoline
[C001] Water Gun :
[C002] FX Gun :
[C003] Flood Gun :
[C004] Lightning Gun :
[C005] Blood Gun :
[C006] Atomic Gun :
[C007] Snow Gun :
[C008] Dirt Gun :
[C009] Sonic Boom Gun :
[C0010] Cluster bomb Gun :
[C0011] Tank Gun :
[C0012] EMP Gun :
[C0013] Green Dot Gun :
[C0014] Flash Nuke Gun :
[C0015] Knife Gun :
[C0016] Money Gun (Money Maker)
[C0017] Map Changing Gun :
[C0018] Jericho Missle System :
//End Of Gun Section.
[C0019] Water Fountain :
[C0020] Blood Fountain :
[C0021] Ball Of Death :
[C0022] Human Centerpide :
[C0023] Throwing FX :
[C0024] Plane Crash :
[C0025] Toggle Prestige :
[C0026] ESP Wallhack :
[C0027] Fireballs :
[C0028] Water Balloons :
[C0029] Anti-leech System :
[C0030] Glow Stick :
[C0031] Trampoline :
Credits :
Today I Post GSC MW2 Script List
Credits to all the users who created these scripts, if you would like to know the original creators just simply do a Google search.
C001 - C0018 are weapons.
[C001] Water Gun
[C002] FX Gun
[C003] Flood Gun
[C004] Lightning Gun
[C005] Blood Gun
[C006] Atomic Gun
[C007] Snow Gun
[C008] Dirt Gun
[C009] Sonic Boom Gun
[C010] Cluster Bomb Gun
[C011] Tank Gun
[C012] EMP Gun
[C013] Green Dot Gun
[C014] Flash Nuke Gun
[C015] Knife Gun
[C016] Money Gun (Money Maker)
[C017] Map Changing Gun
[C018] Jericho Missle System
[C019] Water Fountain
[C020] Blood Fountain
[C021] Ball Of Death
[C022] Human Centerpide
[C023] Throwing FX
[C024] Plane Crash
[C025] Toggle Prestige
[C026] ESP Wallhack (coming soon)
[C027] Fire Balls
[C028] Water Balloons
[C029] Anti-leech System
[C030] Glow Stick
[C031] Trampoline
[C001] Water Gun :
WaterGun()
{
self endon("death");
self endon("disconnect");
self giveWeapon("glock_silencer_mp",0,true);
self switchtoweapon("glock_silencer_mp");
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()=="glock_silencer_mp")
{
self player_recoilScaleOn(0);
vec=anglestoforward(self getPlayerAngles());
end =(vec[0] * 200000,vec[1] * 200000,vec[2] * 200000);
SPLOSIONlocation=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end,0,self)["position"];
level._effect["Boomerz"]=loadfx("explosions/grenadeExp_water");
playfx(level._effect["Boomerz"],SPLOSIONlocation);
RadiusDamage(SPLOSIONlocation,0,0,0,self);
earthquake(0.3,1,SPLOSIONlocation,1000);
}
wait 0.1;
}
}
{
self endon("death");
self endon("disconnect");
self giveWeapon("glock_silencer_mp",0,true);
self switchtoweapon("glock_silencer_mp");
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()=="glock_silencer_mp")
{
self player_recoilScaleOn(0);
vec=anglestoforward(self getPlayerAngles());
end =(vec[0] * 200000,vec[1] * 200000,vec[2] * 200000);
SPLOSIONlocation=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end,0,self)["position"];
level._effect["Boomerz"]=loadfx("explosions/grenadeExp_water");
playfx(level._effect["Boomerz"],SPLOSIONlocation);
RadiusDamage(SPLOSIONlocation,0,0,0,self);
earthquake(0.3,1,SPLOSIONlocation,1000);
}
wait 0.1;
}
}
[C002] FX Gun :
FXmw2gun()
{
self endon("death");
self.shaker = 1;
self giveWeapon("uzi_silencer_mp", 0, false);
self GiveMaxAmmo( "uzi_silencer_mp" );
self switchToWeapon("uzi_silencer_mp");
for(;
{
self waittill( "weapon_fired", weaponName );
if( self getCurrentWeapon() != "uzi_silencer_mp" ) continue;
start = self getTagOrigin( "tag_eye" );
end = self getTagOrigin( "tag_eye" ) + vecscale2( anglestoforward( self getPlayerAngles() ), 100000 );
trace = bulletTrace( start, end, true, self );
thread doLaserFX2( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );
if(self.shaker > 212)
{
self.shaker = 0;
self takeWeapon( "uzi_silencer_mp" );
break;
}
self.shaker++;
}
}
doLaserFX2( startPos, direction, endPos )
{
doDamage = 1;
for( i = 1;;i ++ )
{
pos = startPos + vecscale2( direction, i * 150 );
if( distance( startPos, pos ) > 9000 )
{
doDamage = 0;
break;
}
trace = bulletTrace( startPos, pos, true, self );
if( !bulletTracePassed( startPos, pos, true, self ) )
{
impactFX = spawnFX( level.shakeFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );
level.FX_count ++;
triggerFX( impactFX );
wait( 0.2 );
impactFX delete();
level.FX_count --;
break;
}
laserFX = spawnFX( level.shakeFX["laser"], pos );
level.FX_count ++;
triggerFX( laserFX );
laserFX thread deleteAfterTime2( 0.1 );
if( level.FX_count < 200 )
{
for( j = 0;j < 3;j ++ )
{
laserFX = spawnFX( level.shakeFX["laser"], pos + (randomInt( 50 ) / 10, randomInt( 50 ) / 10, randomInt( 50 ) / 10) - vecscale2( direction, i * randomInt( 10 ) * 3 ) );
level.FX_count ++;
triggerFX( laserFX );
laserFX thread deleteAfterTime2( 0.05 + randomInt( 3 ) * 0.05 );
}
}
wait( 0.05 );
}
if( doDamage ) earthquake( endPos, 300, 150, 20, self );
}
vecscale2( vec, scalar )
{
return ( vec[0] * scalaxsr, vec[1] * scalar, vec[2] * scalar );
}
deleteAfterTime2( time )
{
wait time;
self delete();
}
{
self endon("death");
self.shaker = 1;
self giveWeapon("uzi_silencer_mp", 0, false);
self GiveMaxAmmo( "uzi_silencer_mp" );
self switchToWeapon("uzi_silencer_mp");
for(;
{
self waittill( "weapon_fired", weaponName );
if( self getCurrentWeapon() != "uzi_silencer_mp" ) continue;
start = self getTagOrigin( "tag_eye" );
end = self getTagOrigin( "tag_eye" ) + vecscale2( anglestoforward( self getPlayerAngles() ), 100000 );
trace = bulletTrace( start, end, true, self );
thread doLaserFX2( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );
if(self.shaker > 212)
{
self.shaker = 0;
self takeWeapon( "uzi_silencer_mp" );
break;
}
self.shaker++;
}
}
doLaserFX2( startPos, direction, endPos )
{
doDamage = 1;
for( i = 1;;i ++ )
{
pos = startPos + vecscale2( direction, i * 150 );
if( distance( startPos, pos ) > 9000 )
{
doDamage = 0;
break;
}
trace = bulletTrace( startPos, pos, true, self );
if( !bulletTracePassed( startPos, pos, true, self ) )
{
impactFX = spawnFX( level.shakeFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );
level.FX_count ++;
triggerFX( impactFX );
wait( 0.2 );
impactFX delete();
level.FX_count --;
break;
}
laserFX = spawnFX( level.shakeFX["laser"], pos );
level.FX_count ++;
triggerFX( laserFX );
laserFX thread deleteAfterTime2( 0.1 );
if( level.FX_count < 200 )
{
for( j = 0;j < 3;j ++ )
{
laserFX = spawnFX( level.shakeFX["laser"], pos + (randomInt( 50 ) / 10, randomInt( 50 ) / 10, randomInt( 50 ) / 10) - vecscale2( direction, i * randomInt( 10 ) * 3 ) );
level.FX_count ++;
triggerFX( laserFX );
laserFX thread deleteAfterTime2( 0.05 + randomInt( 3 ) * 0.05 );
}
}
wait( 0.05 );
}
if( doDamage ) earthquake( endPos, 300, 150, 20, self );
}
vecscale2( vec, scalar )
{
return ( vec[0] * scalaxsr, vec[1] * scalar, vec[2] * scalar );
}
deleteAfterTime2( time )
{
wait time;
self delete();
}
[C003] Flood Gun :
FloodGUN()
{
self endon("death");
self endon("disconnect");
self iPrintln("^2Flood Gun for UnderPass");
self iPrintln("^0Made by HepticOnline");
level._effect["rain_noise_splashes"] = loadfx( "weather/rain_noise_splashes" );
level._effect["rain_splash_lite_64x64"] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect["rain_splash_lite_128x128"] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect["river_splash_small"] = loadfx( "water/river_splash_small" );
level._effect["drips_fast"] = loadfx( "misc/drips_fast" );
self giveWeapon("beretta_silencer_mp",6);
self switchtoweapon("beretta_silencer_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "beretta_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["rain_noise_splashes"],trace);
playfx(level._effect["rain_splash_lite_64x64"],trace);
playfx(level._effect["rain_splash_lite_128x128"],trace);
playfx(level._effect["river_splash_small"],trace);
playfx(level._effect["drips_fast"],trace);
}
wait 0.1;
}
}
{
self endon("death");
self endon("disconnect");
self iPrintln("^2Flood Gun for UnderPass");
self iPrintln("^0Made by HepticOnline");
level._effect["rain_noise_splashes"] = loadfx( "weather/rain_noise_splashes" );
level._effect["rain_splash_lite_64x64"] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect["rain_splash_lite_128x128"] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect["river_splash_small"] = loadfx( "water/river_splash_small" );
level._effect["drips_fast"] = loadfx( "misc/drips_fast" );
self giveWeapon("beretta_silencer_mp",6);
self switchtoweapon("beretta_silencer_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "beretta_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["rain_noise_splashes"],trace);
playfx(level._effect["rain_splash_lite_64x64"],trace);
playfx(level._effect["rain_splash_lite_128x128"],trace);
playfx(level._effect["river_splash_small"],trace);
playfx(level._effect["drips_fast"],trace);
}
wait 0.1;
}
}
LightningGun()
{
self iPrintln("^2Lightning Gun ^4Ready^7!");
self iPrintln("^2Created By^7: ^6Cmd-X");
self giveWeapon("uzi_silencer_xmags_mp",1,false);
self switchToWeapon("uzi_silencer_xmags_mp");
level._effect["mine_explosion"]=loadfx("explosions/sentry_gun_explosion");
level._effect["tv_explosion"]=loadfx( "explosions/tv_flatscreen_explosion" );
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "uzi_silencer_xmags_mp")
{
vec2=anglestoforward(self getPlayerAngles());
e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);
SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"];
playfx(level._effect["mine_explosion"],SPLOSIONlocation1);
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,0,25));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,0,35));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,-5,15));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,5,15));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(-5,0,15));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(5,0,15));
playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,0,
);
playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,2,12));
playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,-2,4));
RadiusDamage(SPLOSIONlocation1,130,130,130,self);
earthquake(0.3,1,SPLOSIONlocation1,1000);
}
wait 0.001;
}
}
{
self iPrintln("^2Lightning Gun ^4Ready^7!");
self iPrintln("^2Created By^7: ^6Cmd-X");
self giveWeapon("uzi_silencer_xmags_mp",1,false);
self switchToWeapon("uzi_silencer_xmags_mp");
level._effect["mine_explosion"]=loadfx("explosions/sentry_gun_explosion");
level._effect["tv_explosion"]=loadfx( "explosions/tv_flatscreen_explosion" );
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "uzi_silencer_xmags_mp")
{
vec2=anglestoforward(self getPlayerAngles());
e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);
SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"];
playfx(level._effect["mine_explosion"],SPLOSIONlocation1);
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,0,25));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,0,35));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,-5,15));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(0,5,15));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(-5,0,15));
playfx(level._effect["mine_explosion"],SPLOSIONlocation1+(5,0,15));
playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,0,
playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,2,12));
playfx(level._effect["tv_explosion"],SPLOSIONlocation1+(0,-2,4));
RadiusDamage(SPLOSIONlocation1,130,130,130,self);
earthquake(0.3,1,SPLOSIONlocation1,1000);
}
wait 0.001;
}
}
BloodGun()
{
self iPrintln("^1Blood Gun : xGscModz");
self iPrintln("^2Look Out! ^0AIDS!");
self giveWeapon("mp5k_silencer_mp",1,false);
self switchToWeapon("mp5k_silencer_mp");
level._effect["blood"]=loadfx("impacts/flesh_hit_body_fatal_exit");
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "mp5k_silencer_mp")
{
vec2=anglestoforward(self getPlayerAngles());
e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);
SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"];
playfx(level._effect["blood"],SPLOSIONlocation1+(0,0,
);
playfx(level._effect["blood"],SPLOSIONlocation1+(0,2,12));
playfx(level._effect["blood"],SPLOSIONlocation1+(0,-2,4));
RadiusDamage(SPLOSIONlocation1,130,130,130,self);
}
wait 0.001;
}
}
{
self iPrintln("^1Blood Gun : xGscModz");
self iPrintln("^2Look Out! ^0AIDS!");
self giveWeapon("mp5k_silencer_mp",1,false);
self switchToWeapon("mp5k_silencer_mp");
level._effect["blood"]=loadfx("impacts/flesh_hit_body_fatal_exit");
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "mp5k_silencer_mp")
{
vec2=anglestoforward(self getPlayerAngles());
e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);
SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"];
playfx(level._effect["blood"],SPLOSIONlocation1+(0,0,
playfx(level._effect["blood"],SPLOSIONlocation1+(0,2,12));
playfx(level._effect["blood"],SPLOSIONlocation1+(0,-2,4));
RadiusDamage(SPLOSIONlocation1,130,130,130,self);
}
wait 0.001;
}
}
superF2000lol()
{
self endon("death");
self iPrintln("^3Atomic Gun Ready!");
self iPrintln("^2BEWARE OF RADIATION");
self giveWeapon("barrett_acog_silencer_mp",1,false);
wait 0.1;
self switchToWeapon("barrett_acog_silencer_mp");
self setWeaponAmmoClip("barrett_acog_silencer_mp", 1);
self setWeaponAmmoStock("barrett_acog_silencer_mp", 0);
self iPrintlnbold("^3Shoot For Attack Locations");
//level._effect["Cmd-X"]=loadfx("explosions/propane_large_exp");
level._effect["Dirt"] = loadfx("explosions/grenadeExp_dirt_1");
level.chopper_fx["light"]["left"] = loadfx( "misc/aircraft_light_wingtip_green" );
for(;
{
self waittill("weapon_fired");
if( self getCurrentWeapon() == "barrett_acog_silencer_mp" )
{
self player_recoilScaleOn(0);
self player_recoilScaleOn(0);
vec6=anglestoforward(self getPlayerAngles());
end3 =(vec6[0] * 200000,vec6[1] * 200000,vec6[2] * 200000);
ss=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end3,0,self)["position"];
playfx(level._effect["Dirt"],ss);
playfx(level.chopper_fx["light"]["left"],ss);
playfx(level.chopper_fx["light"]["left"],ss+(0,5,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,3,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,1,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,-3,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,-5,5));
playfx(level.chopper_fx["light"]["left"],ss+(5,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(3,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(1,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(-3,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(-5,0,5));
self thread OtherPartA(ss);
}
wait 0.01;
}
}
OtherPartA(Loc)
{
self endon("disconnect");
wait 2;
MagicBullet( "ac130_40mm_mp", (500,0,9000), Loc, self );
MagicBullet( "ac130_40mm_mp", (-500,0,8500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,500,8000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,7500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,7000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,6500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,6000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,5500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,5000), Loc, self );
foreach(player in level.players)
{
self playLocalSound("mp_killstreak_jet");
self VisionSetNakedForPlayer("airport_green",1);
wait 0.5;
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
//level._effect[ "FOW1" ]=loadfx("explosions/emp_flash_mp");
wait 1;
earthquake( 0.6, 5, Loc, 1000 );
//playfx(level._effect[ "FOW1" ],Loc+(0,0,-25));
}
}
v_sx(vec,scale)
{
vec=(vec[0]*scale,vec[1]*scale,vec[2]*scale);
return vec;
}
{
self endon("death");
self iPrintln("^3Atomic Gun Ready!");
self iPrintln("^2BEWARE OF RADIATION");
self giveWeapon("barrett_acog_silencer_mp",1,false);
wait 0.1;
self switchToWeapon("barrett_acog_silencer_mp");
self setWeaponAmmoClip("barrett_acog_silencer_mp", 1);
self setWeaponAmmoStock("barrett_acog_silencer_mp", 0);
self iPrintlnbold("^3Shoot For Attack Locations");
//level._effect["Cmd-X"]=loadfx("explosions/propane_large_exp");
level._effect["Dirt"] = loadfx("explosions/grenadeExp_dirt_1");
level.chopper_fx["light"]["left"] = loadfx( "misc/aircraft_light_wingtip_green" );
for(;
{
self waittill("weapon_fired");
if( self getCurrentWeapon() == "barrett_acog_silencer_mp" )
{
self player_recoilScaleOn(0);
self player_recoilScaleOn(0);
vec6=anglestoforward(self getPlayerAngles());
end3 =(vec6[0] * 200000,vec6[1] * 200000,vec6[2] * 200000);
ss=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end3,0,self)["position"];
playfx(level._effect["Dirt"],ss);
playfx(level.chopper_fx["light"]["left"],ss);
playfx(level.chopper_fx["light"]["left"],ss+(0,5,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,3,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,1,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,-3,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,-5,5));
playfx(level.chopper_fx["light"]["left"],ss+(5,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(3,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(1,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(-3,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(-5,0,5));
self thread OtherPartA(ss);
}
wait 0.01;
}
}
OtherPartA(Loc)
{
self endon("disconnect");
wait 2;
MagicBullet( "ac130_40mm_mp", (500,0,9000), Loc, self );
MagicBullet( "ac130_40mm_mp", (-500,0,8500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,500,8000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,7500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,7000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,6500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,6000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,5500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,5000), Loc, self );
foreach(player in level.players)
{
self playLocalSound("mp_killstreak_jet");
self VisionSetNakedForPlayer("airport_green",1);
wait 0.5;
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
//level._effect[ "FOW1" ]=loadfx("explosions/emp_flash_mp");
wait 1;
earthquake( 0.6, 5, Loc, 1000 );
//playfx(level._effect[ "FOW1" ],Loc+(0,0,-25));
}
}
v_sx(vec,scale)
{
vec=(vec[0]*scale,vec[1]*scale,vec[2]*scale);
return vec;
}
SnowGun()
{
self iPrintln("^5Snow Gun Ready!");
self iPrintln("^2Need a ^3Jumper? ^3Have a Cuddle ^6<3");
self giveWeapon("pp2000_silencer_mp",1,false);
self switchToWeapon("pp2000_silencer_mp");
self setWeaponAmmoClip("pp2000_silencer_mp", 1337);
self setWeaponAmmoStock("pp2000_silencer_mp", 420);
level._effect["Snow"] = loadfx("explosions/grenadeExp_snow");
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "pp2000_silencer_mp")
{
x44=self getTagOrigin("tag_eye");
xe=self v_sx(anglestoforward(self getPlayerAngles()),10000);
ss2x=BulletTrace(x44,xe,0,self)["position"];
playfx(level._effect["Snow"],ss2x);
}
wait 0.001;
}
}
{
self iPrintln("^5Snow Gun Ready!");
self iPrintln("^2Need a ^3Jumper? ^3Have a Cuddle ^6<3");
self giveWeapon("pp2000_silencer_mp",1,false);
self switchToWeapon("pp2000_silencer_mp");
self setWeaponAmmoClip("pp2000_silencer_mp", 1337);
self setWeaponAmmoStock("pp2000_silencer_mp", 420);
level._effect["Snow"] = loadfx("explosions/grenadeExp_snow");
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "pp2000_silencer_mp")
{
x44=self getTagOrigin("tag_eye");
xe=self v_sx(anglestoforward(self getPlayerAngles()),10000);
ss2x=BulletTrace(x44,xe,0,self)["position"];
playfx(level._effect["Snow"],ss2x);
}
wait 0.001;
}
}
DirtGun420()
{
self iPrintln("^2Nut Blaster ^4Ready^7!");
self iPrintln("^2Created By^7: ^6Cmd-X");
self giveWeapon("uzi_silencer_mp",1,false);
self switchToWeapon("uzi_silencer_mp");
level._effect["Dirt420"] = loadfx("explosions/grenadeExp_dirt_1");
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "uzi_silencer_mp")
{
vec2=anglestoforward(self getPlayerAngles());
e22=(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);
TheduckingT666=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+e22,0,self)["position"];
playfx(level._effect["Dirt420"],TheduckingT666);
RadiusDamage(TheduckingT666,130,130,130,self);
earthquake(0.15,1,TheduckingT666,1000);
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), TheduckingT666, self );
}
wait 0.001;
}
}
{
self iPrintln("^2Nut Blaster ^4Ready^7!");
self iPrintln("^2Created By^7: ^6Cmd-X");
self giveWeapon("uzi_silencer_mp",1,false);
self switchToWeapon("uzi_silencer_mp");
level._effect["Dirt420"] = loadfx("explosions/grenadeExp_dirt_1");
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "uzi_silencer_mp")
{
vec2=anglestoforward(self getPlayerAngles());
e22=(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);
TheduckingT666=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+e22,0,self)["position"];
playfx(level._effect["Dirt420"],TheduckingT666);
RadiusDamage(TheduckingT666,130,130,130,self);
earthquake(0.15,1,TheduckingT666,1000);
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), TheduckingT666, self );
}
wait 0.001;
}
}
[C009] Sonic Boom Gun :
HooblaJoobla2()
{
self endon("disconnect");
foreach(player in level.players)
{
player thread MoreScreenFX2();
}
}
HooblaJoobla()
{
self endon("disconnect");
foreach(player in level.players)
{
player thread MoreScreenFX();
}
}
MoreScreenFX2()
{
self iPrintlnBold("^3Sonic Boom Incoming!");
}
SonicBoom666()
{
self endon("disconnect");
self endon("WentBoom");
self iPrintln("^1Sonic Boom ^7Ready!");
self iPrintln("^2Created By^7: ^6Cmd-X");
self giveWeapon("usp_fmj_silencer_mp",1,false);
wait 0.1;
//level.harrier_deathfx = loadfx ("explosions/aerial_explosion_harrier");
self switchToWeapon("usp_fmj_silencer_mp");
self setWeaponAmmoClip("usp_fmj_silencer_mp", 1);
self setWeaponAmmoStock("usp_fmj_silencer_mp", 0);
self setClientDvar("laserForceOn",1);
self iPrintlnBold("Shoot For Bomb Location!");
for(;
{
self waittill("weapon_fired");
if( self getCurrentWeapon() == "usp_fmj_silencer_mp" )
{
self setClientDvar("laserForceOn",0);
self takeweapon( "usp_fmj_silencer_mp" );
fff2=self getTagOrigin("tag_eye");
eee2=self v_sx(anglestoforward(self getPlayerAngles()),10000);
ss2=BulletTrace(fff2,eee2,0,self)["position"];
self thread HooblaJoobla2();
SBcmdx = spawn("script_model",ss2);
SBcmdx setModel("projectile_cbu97_clusterbomb");
SBcmdx.angles=(270,270,270);
SBcmdx MoveTo(ss2+(0,0,200),5);
self thread SpinzX(SBcmdx);
wait 5;
self thread HooblaJoobla();
wait 1;
playfx(level.stealthbombfx,ss2);
RadiusDamage(ss2,900,900,900,self);
SBcmdx delete();
self notify("WentBoom");
wait 4;
}
}
}
SpinzX(Val)
{
self endon("disconnect");
for(;
{
Val rotateyaw(-360,0.3);
wait 0.3;
}
}
MoreScreenFX()
{
self playLocalSound("mp_killstreak_emp");
self VisionSetNakedForPlayer("cheat_contrast",1);
wait 1;
self playLocalSound("nuke_explosion");
self VisionSetNakedForPlayer("cargoship_blast",0.1);
wait 1;
self VisionSetNakedForPlayer("mpnuke_aftermath",2);
wait 3;
self VisionSetNakedForPlayer(getDvar("mapname"),1);
}
{
self endon("disconnect");
foreach(player in level.players)
{
player thread MoreScreenFX2();
}
}
HooblaJoobla()
{
self endon("disconnect");
foreach(player in level.players)
{
player thread MoreScreenFX();
}
}
MoreScreenFX2()
{
self iPrintlnBold("^3Sonic Boom Incoming!");
}
SonicBoom666()
{
self endon("disconnect");
self endon("WentBoom");
self iPrintln("^1Sonic Boom ^7Ready!");
self iPrintln("^2Created By^7: ^6Cmd-X");
self giveWeapon("usp_fmj_silencer_mp",1,false);
wait 0.1;
//level.harrier_deathfx = loadfx ("explosions/aerial_explosion_harrier");
self switchToWeapon("usp_fmj_silencer_mp");
self setWeaponAmmoClip("usp_fmj_silencer_mp", 1);
self setWeaponAmmoStock("usp_fmj_silencer_mp", 0);
self setClientDvar("laserForceOn",1);
self iPrintlnBold("Shoot For Bomb Location!");
for(;
{
self waittill("weapon_fired");
if( self getCurrentWeapon() == "usp_fmj_silencer_mp" )
{
self setClientDvar("laserForceOn",0);
self takeweapon( "usp_fmj_silencer_mp" );
fff2=self getTagOrigin("tag_eye");
eee2=self v_sx(anglestoforward(self getPlayerAngles()),10000);
ss2=BulletTrace(fff2,eee2,0,self)["position"];
self thread HooblaJoobla2();
SBcmdx = spawn("script_model",ss2);
SBcmdx setModel("projectile_cbu97_clusterbomb");
SBcmdx.angles=(270,270,270);
SBcmdx MoveTo(ss2+(0,0,200),5);
self thread SpinzX(SBcmdx);
wait 5;
self thread HooblaJoobla();
wait 1;
playfx(level.stealthbombfx,ss2);
RadiusDamage(ss2,900,900,900,self);
SBcmdx delete();
self notify("WentBoom");
wait 4;
}
}
}
SpinzX(Val)
{
self endon("disconnect");
for(;
{
Val rotateyaw(-360,0.3);
wait 0.3;
}
}
MoreScreenFX()
{
self playLocalSound("mp_killstreak_emp");
self VisionSetNakedForPlayer("cheat_contrast",1);
wait 1;
self playLocalSound("nuke_explosion");
self VisionSetNakedForPlayer("cargoship_blast",0.1);
wait 1;
self VisionSetNakedForPlayer("mpnuke_aftermath",2);
wait 3;
self VisionSetNakedForPlayer(getDvar("mapname"),1);
}
[C0010] Cluster bomb Gun :
ClusterbombGUN()
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Clusterbomb Gun Ready!");
self giveWeapon("fn2000_xmags_mp",6);
self switchtoweapon("fn2000_xmags_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "fn2000_xmags_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["CGun"],trace);
}
wait 0.1;
}
}
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Clusterbomb Gun Ready!");
self giveWeapon("fn2000_xmags_mp",6);
self switchtoweapon("fn2000_xmags_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "fn2000_xmags_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["CGun"],trace);
}
wait 0.1;
}
}
TankGUN()
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Tank Gun Ready!");
self giveWeapon("fal_silencer_mp",6);
self switchtoweapon("fal_silencer_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "fal_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["TGun"],trace);
}
wait 0.1;
}
}
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Tank Gun Ready!");
self giveWeapon("fal_silencer_mp",6);
self switchtoweapon("fal_silencer_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "fal_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["TGun"],trace);
}
wait 0.1;
}
}
EmpGUN()
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Emp Gun Ready!");
self giveWeapon("striker_xmags_mp",6);
self switchtoweapon("striker_xmags_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "striker_xmags_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["EGun"],trace);
}
wait 0.1;
}
}
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Emp Gun Ready!");
self giveWeapon("striker_xmags_mp",6);
self switchtoweapon("striker_xmags_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "striker_xmags_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["EGun"],trace);
}
wait 0.1;
}
}
[C0013] Green Dot Gun :
GreeenDotG()
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Green Dot Gun Ready!");
self giveWeapon("uzi_mp",6);
self switchtoweapon("uzi_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "uzi_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["MxdGun"],trace);
}
wait 0.1;
}
}
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Green Dot Gun Ready!");
self giveWeapon("uzi_mp",6);
self switchtoweapon("uzi_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "uzi_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["MxdGun"],trace);
}
wait 0.1;
}
}
FlashNukeGUN()
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Flash Nuke Gun Ready!");
self giveWeapon("deserteaglegold_mp",6);
self switchtoweapon("deserteaglegold_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "deserteaglegold_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["FNGun"],trace);
}
wait 0.1;
}
}
{
self endon("death");
self endon("disconnect");
self iPrintlnBold("^4Flash Nuke Gun Ready!");
self giveWeapon("deserteaglegold_mp",6);
self switchtoweapon("deserteaglegold_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "deserteaglegold_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["FNGun"],trace);
}
wait 0.1;
}
}
Thisknifegun()
{
self endon("death");
self takeAllWeapons();
self giveWeapon("tmp_silencer_mp",1,false);
wait 0.5;
self switchToWeapon("tmp_silencer_mp");
self player_recoilScaleOn(0);
for(;
{
self waittill( "weapon_fired" );
vecs = anglestoforward(self getPlayerAngles());
end = (vecs[0] * 200000, vecs[1] * 200000, vecs[2] * 200000);
Sloc = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
start = self gettagorigin("tag_eye");
sentry5 = spawn("script_model", start );
sentry5 setModel( "weapon_parabolic_knife");
sentry5 MoveTo(Sloc,0.9);
}
}
{
self endon("death");
self takeAllWeapons();
self giveWeapon("tmp_silencer_mp",1,false);
wait 0.5;
self switchToWeapon("tmp_silencer_mp");
self player_recoilScaleOn(0);
for(;
{
self waittill( "weapon_fired" );
vecs = anglestoforward(self getPlayerAngles());
end = (vecs[0] * 200000, vecs[1] * 200000, vecs[2] * 200000);
Sloc = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
start = self gettagorigin("tag_eye");
sentry5 = spawn("script_model", start );
sentry5 setModel( "weapon_parabolic_knife");
sentry5 MoveTo(Sloc,0.9);
}
}
MoneyFX()
{
self iPrintln("^3Money Maker ^2Ready");
self iPrintln("^5Created ^2By: ^8RaspberryRush");
self endon("death");
self endon("disconnect");
self giveWeapon("uzi_silencer_mp",0,false);
self switchToWeapon("uzi_silencer_mp");
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "uzi_silencer_mp")
{
raw = self gettagorigin("j_head");
tracer = bullettrace(raw,raw+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["MoneyFX"],tracer);
RadiusDamage(tracer,102,105,115,self);
}
wait 0.1;
}
}
{
self iPrintln("^3Money Maker ^2Ready");
self iPrintln("^5Created ^2By: ^8RaspberryRush");
self endon("death");
self endon("disconnect");
self giveWeapon("uzi_silencer_mp",0,false);
self switchToWeapon("uzi_silencer_mp");
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "uzi_silencer_mp")
{
raw = self gettagorigin("j_head");
tracer = bullettrace(raw,raw+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["MoneyFX"],tracer);
RadiusDamage(tracer,102,105,115,self);
}
wait 0.1;
}
}
ChangeMapGun()
{
self endon("death");
self iPrintlnBold("^4Change Map Gun!");
self iPrintlnBold("^4Made By: NBK, xCanadianModz, & werMODClan");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("model1887_mp", 8, false);
self switchToWeapon("model1887_mp", 8, false);
maps = strTok("mp_rust,mp_afghan,mp_derail", ",");
for(;; )
{
self waittill("weapon_fired");
map( maps[randomInt(maps.size)] );
}
}
{
self endon("death");
self iPrintlnBold("^4Change Map Gun!");
self iPrintlnBold("^4Made By: NBK, xCanadianModz, & werMODClan");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("model1887_mp", 8, false);
self switchToWeapon("model1887_mp", 8, false);
maps = strTok("mp_rust,mp_afghan,mp_derail", ",");
for(;; )
{
self waittill("weapon_fired");
map( maps[randomInt(maps.size)] );
}
}
[C0018] Jericho Missle System :
JerichoV2()
{
weap = "deserteaglegold_mp";
self GiveWeapon(weap);
visionSetNaked("blacktest");
wait 0.4;
self switchToWeapon(weap);
wait 0.4;
visionSetNaked(getDvar("mapname"));
wait 0.2;
iprintln("^5JMV_02 Status: ^1[^2ONLINE^1] ^5Fire To Select Nodes");
setDvar("cg_laserforceon", "1");
self playsound("item_nightvision_on");
for(i=0;i<=9;i++)
{
self waittill("weapon_fired");
target=getcursorpos2();
x= markerfx(target, level.oldSchoolCircleYellow );
self thread jericoMissile(target,x);
}
{
iprintln("^5All Missile Paths Initialized Sir ^5Fire Your Weapon To Launch");
self waittill("weapon_fired");
self notify("duckingBoom");
}
}
jericomissile(target,x)
{
self waittill("duckingBoom");
x delete();
x= markerfx(target, level.oldschoolcirclered );
location= target+(0,3500,5000);
bomb = spawn("script_model",location );
bomb playsound("mp_ingame_summary");
bomb setModel("projectile_rpg7");
//other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
bomb.angles = bomb.angles+(90,90,90);
self.killCamEnt=bomb;
ground=target;
target = VectorToAngles(ground - bomb.origin );
bomb rotateto(target,0.01);
wait 0.01;
speed = 3000;
time = calc(speed,bomb.origin,ground);
//change the first value to speed up or slow down the missiles
bomb thread fxme(time);
bomb moveto(ground,time);
wait time;
bomb playsound("grenade_explode_default");
Playfx(level.expbullt,bomb.origin+(0,0,1) );
// change this explosion effect to whatever you use!
RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
bomb delete(); x delete();
self playsound("item_nightvision_off");
setDvar("cg_laserForceOn", "0");
wait 0.4;
self takeWeapon("deserteaglegold_mp");
}
vectorScale( vector, scale ) //new
{
return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );
}
GetCursorPos()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}
MarkerFX( groundpoint, fx )
{
effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
triggerFx( effect );
return effect;
}
fxme(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.rpgeffect,self,"tag_origin");
wait 0.2;
}
}
calc(speed,origin,moveTo)
{
return (distance(origin,moveTo)/speed);
}
GetCursorPos2()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}
getnewPos(origin, radius)
{
pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
while(distanceSquared(pos, origin) > radius*radius)
pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);return pos;
}
{
weap = "deserteaglegold_mp";
self GiveWeapon(weap);
visionSetNaked("blacktest");
wait 0.4;
self switchToWeapon(weap);
wait 0.4;
visionSetNaked(getDvar("mapname"));
wait 0.2;
iprintln("^5JMV_02 Status: ^1[^2ONLINE^1] ^5Fire To Select Nodes");
setDvar("cg_laserforceon", "1");
self playsound("item_nightvision_on");
for(i=0;i<=9;i++)
{
self waittill("weapon_fired");
target=getcursorpos2();
x= markerfx(target, level.oldSchoolCircleYellow );
self thread jericoMissile(target,x);
}
{
iprintln("^5All Missile Paths Initialized Sir ^5Fire Your Weapon To Launch");
self waittill("weapon_fired");
self notify("duckingBoom");
}
}
jericomissile(target,x)
{
self waittill("duckingBoom");
x delete();
x= markerfx(target, level.oldschoolcirclered );
location= target+(0,3500,5000);
bomb = spawn("script_model",location );
bomb playsound("mp_ingame_summary");
bomb setModel("projectile_rpg7");
//other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
bomb.angles = bomb.angles+(90,90,90);
self.killCamEnt=bomb;
ground=target;
target = VectorToAngles(ground - bomb.origin );
bomb rotateto(target,0.01);
wait 0.01;
speed = 3000;
time = calc(speed,bomb.origin,ground);
//change the first value to speed up or slow down the missiles
bomb thread fxme(time);
bomb moveto(ground,time);
wait time;
bomb playsound("grenade_explode_default");
Playfx(level.expbullt,bomb.origin+(0,0,1) );
// change this explosion effect to whatever you use!
RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
bomb delete(); x delete();
self playsound("item_nightvision_off");
setDvar("cg_laserForceOn", "0");
wait 0.4;
self takeWeapon("deserteaglegold_mp");
}
vectorScale( vector, scale ) //new
{
return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );
}
GetCursorPos()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}
MarkerFX( groundpoint, fx )
{
effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
triggerFx( effect );
return effect;
}
fxme(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.rpgeffect,self,"tag_origin");
wait 0.2;
}
}
calc(speed,origin,moveTo)
{
return (distance(origin,moveTo)/speed);
}
GetCursorPos2()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}
getnewPos(origin, radius)
{
pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
while(distanceSquared(pos, origin) > radius*radius)
pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);return pos;
}
//End Of Gun Section.
[C0019] Water Fountain :
WaterFountain()
{
self endon("death");
self setClientDvar("cg_thirdperson",1);
while(1)
{
level._effect["Fount"]=loadfx("explosions/grenadeExp_water");
playFx(level._effect["Fount"],self getTagOrigin("j_spine4"));
wait .001;
}
wait .001;
}
{
self endon("death");
self setClientDvar("cg_thirdperson",1);
while(1)
{
level._effect["Fount"]=loadfx("explosions/grenadeExp_water");
playFx(level._effect["Fount"],self getTagOrigin("j_spine4"));
wait .001;
}
wait .001;
}
[C0020] Blood Fountain :
BloodFountain()
{
self endon("death");
if(!isDefined(self.BleedMothawacker))
{
self iPrintln("^7Blood Fountain: ^2ON");
self.BleedMothawacker = true;
self setClientDvar("cg_thirdperson",1);
self thread BloodFountainExtra();
}
else
{
self iPrintln("^7Blood Fountain: ^1OFF");
self.BleedMothaduckerer = undefined;
self setClientDvar("cg_thirdperson",0);
self notify("KillFountain");
}
}
BloodFountainExtra()
{
self endon("KillFountain");
while(1)
{
playFx(level._effect["blood"],self getTagOrigin("j_spine4"));
wait .01;
}
wait .01;
}
{
self endon("death");
if(!isDefined(self.BleedMothawacker))
{
self iPrintln("^7Blood Fountain: ^2ON");
self.BleedMothawacker = true;
self setClientDvar("cg_thirdperson",1);
self thread BloodFountainExtra();
}
else
{
self iPrintln("^7Blood Fountain: ^1OFF");
self.BleedMothaduckerer = undefined;
self setClientDvar("cg_thirdperson",0);
self notify("KillFountain");
}
}
BloodFountainExtra()
{
self endon("KillFountain");
while(1)
{
playFx(level._effect["blood"],self getTagOrigin("j_spine4"));
wait .01;
}
wait .01;
}
[C0021] Ball Of Death :
startBigBall()
{
self beginLocationselection( "map_artillery_selector", false, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 10000 ), location - ( 0, 0, 10000 ) );
self endLocationselection();
self.selectingLocation = undefined;
plane = spawn("script_model", self.origin+(-10000, 0, 200));
plane setModel("vehicle_mig29_desert");
plane.angles = (0,0,0);
plane playLoopSound("veh_b2_dist_loop");
self thread planeEffects(plane);
plane moveTo( newLocation+(0, 0, 1300), 5 );
wait 6;
plane stopLoopSound();
ball = spawn("script_model", plane.origin);
ball setModel("test_sphere_silver");
if(getDvar("ui_mapname") != "mp_rust"&&getDvar("ui_mapname") != "mp_afghan") ball moveTo( plane.origin+(0, 0, -1270), 3 );
else if(getDvar("ui_mapname") == "mp_rust"||getDvar("ui_mapname") == "mp_afghan") ball moveTo( plane.origin+(0, 0, -2600), 3 );
wait 1.7;
plane moveTo( plane.origin+(10000, 0, 0), 4 );
plane playLoopSound("veh_b2_dist_loop");
wait 1.3;
self thread runBall(ball);
foreach(p in level.players) p thread getBallDis(ball,self);
self thread endBallDis();
wait 3.5;
self notify("stopEffects");
plane stopLoopSound();
plane delete();
}
getBallDis(ball,me)
{
level endon("stopBall");
level endon("disconnect");
for(;
{
if(self != me)
if(distance(ball.origin,self.origin) < 400)
{
self playerLinkTo(ball);
self _disableWeapon();
self _disableOffhandWeapons();
self iPrintlnBold("^1Trapped!");
self.isTrapped = 1;
}
else self.isTrapped = 0;
wait 3.5; //You got to put this, or else the game will lag.
}
}
runBall(ball)
{
wait 3.5; //Wait 'til the ball effects stop
Earthquake(0.2,1,ball.origin,900000); //The earthquake effect
MagicBullet("ac130_40mm_mp", ball.origin+(0,0,1), ball.origin, self); //AC130 bullet kills the trapped players
level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], ball.origin); //The ball effect when it destroys
ball delete(); //When it destroys/delete
wait .1; //Give a break
foreach(p in level.players)
{
if(p.isTrapped) //If the player didnt die.
{
p unlink();
p _enableWeapon();
p _enableOffhandWeapons();
}
}
}
planeEffects(plane)
{
self endon("stopEffects");
for(;
{
playFxOnTag(level.fx_airstrike_contrail,plane,"tag _left_wingtip"); //The plane/harrier effects
playFxOnTag(level.fx_airstrike_contrail,plane,"tag _right_wingtip");
playFxOnTag(level.harrier_smoke,plane,"tag_engine_ right");
playFxOnTag(level.harrier_smoke,plane,"tag_engine_ left");
wait .05;
}
}
endBallDis()
{
wait 3.6;
level notify("stopBall"); //End the ball effects (trapping effect)
wait .1;
foreach(p in level.players) p.isTrapped = undefined;
}
{
self beginLocationselection( "map_artillery_selector", false, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 10000 ), location - ( 0, 0, 10000 ) );
self endLocationselection();
self.selectingLocation = undefined;
plane = spawn("script_model", self.origin+(-10000, 0, 200));
plane setModel("vehicle_mig29_desert");
plane.angles = (0,0,0);
plane playLoopSound("veh_b2_dist_loop");
self thread planeEffects(plane);
plane moveTo( newLocation+(0, 0, 1300), 5 );
wait 6;
plane stopLoopSound();
ball = spawn("script_model", plane.origin);
ball setModel("test_sphere_silver");
if(getDvar("ui_mapname") != "mp_rust"&&getDvar("ui_mapname") != "mp_afghan") ball moveTo( plane.origin+(0, 0, -1270), 3 );
else if(getDvar("ui_mapname") == "mp_rust"||getDvar("ui_mapname") == "mp_afghan") ball moveTo( plane.origin+(0, 0, -2600), 3 );
wait 1.7;
plane moveTo( plane.origin+(10000, 0, 0), 4 );
plane playLoopSound("veh_b2_dist_loop");
wait 1.3;
self thread runBall(ball);
foreach(p in level.players) p thread getBallDis(ball,self);
self thread endBallDis();
wait 3.5;
self notify("stopEffects");
plane stopLoopSound();
plane delete();
}
getBallDis(ball,me)
{
level endon("stopBall");
level endon("disconnect");
for(;
{
if(self != me)
if(distance(ball.origin,self.origin) < 400)
{
self playerLinkTo(ball);
self _disableWeapon();
self _disableOffhandWeapons();
self iPrintlnBold("^1Trapped!");
self.isTrapped = 1;
}
else self.isTrapped = 0;
wait 3.5; //You got to put this, or else the game will lag.
}
}
runBall(ball)
{
wait 3.5; //Wait 'til the ball effects stop
Earthquake(0.2,1,ball.origin,900000); //The earthquake effect
MagicBullet("ac130_40mm_mp", ball.origin+(0,0,1), ball.origin, self); //AC130 bullet kills the trapped players
level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], ball.origin); //The ball effect when it destroys
ball delete(); //When it destroys/delete
wait .1; //Give a break
foreach(p in level.players)
{
if(p.isTrapped) //If the player didnt die.
{
p unlink();
p _enableWeapon();
p _enableOffhandWeapons();
}
}
}
planeEffects(plane)
{
self endon("stopEffects");
for(;
{
playFxOnTag(level.fx_airstrike_contrail,plane,"tag _left_wingtip"); //The plane/harrier effects
playFxOnTag(level.fx_airstrike_contrail,plane,"tag _right_wingtip");
playFxOnTag(level.harrier_smoke,plane,"tag_engine_ right");
playFxOnTag(level.harrier_smoke,plane,"tag_engine_ left");
wait .05;
}
}
endBallDis()
{
wait 3.6;
level notify("stopBall"); //End the ball effects (trapping effect)
wait .1;
foreach(p in level.players) p.isTrapped = undefined;
}
[C0022] Human Centerpide :
HumanCenterpide()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
self setClientDvar("cg_thirdPerson", 1);
self iPrintln("Human Centerpide: ^2Activated");
while(1)
{
self cloneplayer(9999999);
wait .0001;
}
}
wait .01;
}
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
self setClientDvar("cg_thirdPerson", 1);
self iPrintln("Human Centerpide: ^2Activated");
while(1)
{
self cloneplayer(9999999);
wait .0001;
}
}
wait .01;
}
ThrowingFxwack()
{
self takeweapon("semtex_mp");
self takeweapon("claymore_mp");
self takeweapon("frag_grenade_mp");
self takeweapon("c4_mp");
self takeweapon("flare_mp");
self takeweapon("throwingknife_mp");
wait .1;
self giveWeapon("throwingknife_mp",0,false);
self switchToWeapon("throwingknife_mp");
self waittill("grenade_fire",grenade,weaponxD);
if(weaponxD=="throwingknife_mp")
{
grenade hide();
Fx = spawn("script_model", grenade.origin);
Fx setModel("Blalbalblal");
Fx linkTo(grenade);
wait .8;
self iPrintlnBold("^5Shoot To Destroy the Fx Thingy!!");
self waittill("weapon_fired");
Fx delete();
}
}
{
self takeweapon("semtex_mp");
self takeweapon("claymore_mp");
self takeweapon("frag_grenade_mp");
self takeweapon("c4_mp");
self takeweapon("flare_mp");
self takeweapon("throwingknife_mp");
wait .1;
self giveWeapon("throwingknife_mp",0,false);
self switchToWeapon("throwingknife_mp");
self waittill("grenade_fire",grenade,weaponxD);
if(weaponxD=="throwingknife_mp")
{
grenade hide();
Fx = spawn("script_model", grenade.origin);
Fx setModel("Blalbalblal");
Fx linkTo(grenade);
wait .8;
self iPrintlnBold("^5Shoot To Destroy the Fx Thingy!!");
self waittill("weapon_fired");
Fx delete();
}
}
CmdXPilotScriptTest()
{
self endon("disconnect");
self endon("death");
self endon("PilotsCrashed");
ElectricHaze = spawn("script_model",self.origin+(18000,0,2400));
ElectricHaze2 = spawn("script_model",self.origin+(-18000,0,2400));
ElectricHaze setModel("vehicle_ac130_low_mp");
ElectricHaze2 setModel("vehicle_ac130_low_mp");
ElectricHaze MoveTo(self.origin+(0,0,2400),10);
ElectricHaze2 MoveTo(self.origin+(0,0,2400),10);
ElectricHaze.angles=(0,180,0);
ElectricHaze2.angles=(0,0,0);
wait 10;
level._effect[ "FOW" ]=loadfx("explosions/emp_flash_mp");
PlayFX(level._effect[ "FOW" ],ElectricHaze.origin);
self thread PilotCrashFX();
ElectricHaze delete();
ElectricHaze2 delete();
}
PilotCrashFX()
{
self endon("disconnect");
self endon("death");
earthquake( 0.6, 4, self.origin, 100000 );
foreach(player in level.players)
{
player playlocalsound("nuke_explosion");
player playlocalsound("nuke_wave");
}
}
{
self endon("disconnect");
self endon("death");
self endon("PilotsCrashed");
ElectricHaze = spawn("script_model",self.origin+(18000,0,2400));
ElectricHaze2 = spawn("script_model",self.origin+(-18000,0,2400));
ElectricHaze setModel("vehicle_ac130_low_mp");
ElectricHaze2 setModel("vehicle_ac130_low_mp");
ElectricHaze MoveTo(self.origin+(0,0,2400),10);
ElectricHaze2 MoveTo(self.origin+(0,0,2400),10);
ElectricHaze.angles=(0,180,0);
ElectricHaze2.angles=(0,0,0);
wait 10;
level._effect[ "FOW" ]=loadfx("explosions/emp_flash_mp");
PlayFX(level._effect[ "FOW" ],ElectricHaze.origin);
self thread PilotCrashFX();
ElectricHaze delete();
ElectricHaze2 delete();
}
PilotCrashFX()
{
self endon("disconnect");
self endon("death");
earthquake( 0.6, 4, self.origin, 100000 );
foreach(player in level.players)
{
player playlocalsound("nuke_explosion");
player playlocalsound("nuke_wave");
}
}
TogglePrestige()
{
if(self.tgp==0)
{
self.tgp=1;
self setPlayerData("prestige",11);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 11th!");
}
else if(self.tgp==1)
{
self.tgp=2;
self setPlayerData("prestige",10);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 10th!");
}
else if(self.tgp==2)
{
self.tgp
;
self setPlayerData("prestige",9);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 9th!");
}
else if(self.tgp=
)
{
self.tgp=4;
self setPlayerData("prestige",
;
self setPlayerData("experience",2516000);
self iPrintln("Your Now 8th!");
}
else if(self.tgp==4)
{
self.tgp=5;
self setPlayerData("prestige",7);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 7th!");
}
else if(self.tgp==5)
{
self.tgp=6;
self setPlayerData("prestige",6);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 6th!");
}
else if(self.tgp==6)
{
self.tgp=7;
self setPlayerData("prestige",5);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 5th!");
}
else if(self.tgp==7)
{
self.tgp=8;
self setPlayerData("prestige",4);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 4th!");
}
else if(self.tgp==
{
self.tgp=9;
self setPlayerData("prestige",3);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 3rd!");
}
else if(self.tgp==9)
{
self.tgp=10;
self setPlayerData("prestige",2);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 2nd!");
}
else if(self.tgp==10)
{
self.tgp=11;
self setPlayerData("prestige",1);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 1st!");
}
else if(self.tgp==11)
{
self.tgp=12;
self setPlayerData("prestige",0);
self setPlayerData("experience",2516000);
self iPrintln("Prestige Zero");
}
else
{
self.tgp=0;
}
}
{
if(self.tgp==0)
{
self.tgp=1;
self setPlayerData("prestige",11);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 11th!");
}
else if(self.tgp==1)
{
self.tgp=2;
self setPlayerData("prestige",10);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 10th!");
}
else if(self.tgp==2)
{
self.tgp
self setPlayerData("prestige",9);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 9th!");
}
else if(self.tgp=
{
self.tgp=4;
self setPlayerData("prestige",
self setPlayerData("experience",2516000);
self iPrintln("Your Now 8th!");
}
else if(self.tgp==4)
{
self.tgp=5;
self setPlayerData("prestige",7);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 7th!");
}
else if(self.tgp==5)
{
self.tgp=6;
self setPlayerData("prestige",6);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 6th!");
}
else if(self.tgp==6)
{
self.tgp=7;
self setPlayerData("prestige",5);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 5th!");
}
else if(self.tgp==7)
{
self.tgp=8;
self setPlayerData("prestige",4);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 4th!");
}
else if(self.tgp==
{
self.tgp=9;
self setPlayerData("prestige",3);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 3rd!");
}
else if(self.tgp==9)
{
self.tgp=10;
self setPlayerData("prestige",2);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 2nd!");
}
else if(self.tgp==10)
{
self.tgp=11;
self setPlayerData("prestige",1);
self setPlayerData("experience",2516000);
self iPrintln("Your Now 1st!");
}
else if(self.tgp==11)
{
self.tgp=12;
self setPlayerData("prestige",0);
self setPlayerData("experience",2516000);
self iPrintln("Prestige Zero");
}
else
{
self.tgp=0;
}
}
Coming Soon
[C0027] Fireballs :
Fireballs()
{
self endon("disconnect");
self giveWeapon("frag_grenade_mp",1,false);
self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+Frag}] To Use Fireballs");
while(true)
{
self waittill("grenade_fire",grenade,weapname);
if(weapname=="frag_grenade_mp")
{
Bawz = spawn("script_model",grenade.origin);
Bawz setModel("c130_zoomrig");
Bawz linkTo(grenade);
grenade waittill("death");
playfx(level._effect["Fire"],Bawz.origin);
playfx(level._effect["Smoke"],Bawz.origin);
RadiusDamage(Bawz.origin,500,500,500,self);
Bawz delete();
}
wait .001;
}
}
{
self endon("disconnect");
self giveWeapon("frag_grenade_mp",1,false);
self thread maps\mp\gametypes\_hud_message::hintMessage("Press [{+Frag}] To Use Fireballs");
while(true)
{
self waittill("grenade_fire",grenade,weapname);
if(weapname=="frag_grenade_mp")
{
Bawz = spawn("script_model",grenade.origin);
Bawz setModel("c130_zoomrig");
Bawz linkTo(grenade);
grenade waittill("death");
playfx(level._effect["Fire"],Bawz.origin);
playfx(level._effect["Smoke"],Bawz.origin);
RadiusDamage(Bawz.origin,500,500,500,self);
Bawz delete();
}
wait .001;
}
}
Water_Balloonz_m8()
{
self endon("death");
self endon("disconnect");
/*self endon("End_Balloon");
DC23 = self GetCurrentOffhand();
self takeWeapon(DC23);wait 1;
self giveWeapon("frag_grenade_mp",1,false);
self setWeaponAmmoClip("frag_grenade_mp", 3);
self setWeaponAmmoStock("frag_grenade_mp", 3);*/
self iPrintln("^9Press [{+frag}] / [{+smoke}] To Throw Water Balloons");
for( ;; )
{
self waittill("grenade_fire",grenade,weapname);
if(weapname=="frag_grenade_mp"||weapname=="concuss ion_grenade_mp"||weapname=="flash_grenade_mp")
{
balloon = spawn("script_model",grenade.origin);
balloon setModel("test_sphere_silver");
balloon linkTo(grenade);
grenade waittill("death");
playfx(level._effect["yellowwater1"],balloon.origin);
playfx(level._effect["yellowwater2"],balloon.origin);
playfx(level._effect["yellowwater3"],balloon.origin);
playfx(level._effect["Snow"],balloon.origin);
playfx(level._effect["Boomerz"],balloon.origin);
balloon delete();
wait 0.01;
}
}
}
{
self endon("death");
self endon("disconnect");
/*self endon("End_Balloon");
DC23 = self GetCurrentOffhand();
self takeWeapon(DC23);wait 1;
self giveWeapon("frag_grenade_mp",1,false);
self setWeaponAmmoClip("frag_grenade_mp", 3);
self setWeaponAmmoStock("frag_grenade_mp", 3);*/
self iPrintln("^9Press [{+frag}] / [{+smoke}] To Throw Water Balloons");
for( ;; )
{
self waittill("grenade_fire",grenade,weapname);
if(weapname=="frag_grenade_mp"||weapname=="concuss ion_grenade_mp"||weapname=="flash_grenade_mp")
{
balloon = spawn("script_model",grenade.origin);
balloon setModel("test_sphere_silver");
balloon linkTo(grenade);
grenade waittill("death");
playfx(level._effect["yellowwater1"],balloon.origin);
playfx(level._effect["yellowwater2"],balloon.origin);
playfx(level._effect["yellowwater3"],balloon.origin);
playfx(level._effect["Snow"],balloon.origin);
playfx(level._effect["Boomerz"],balloon.origin);
balloon delete();
wait 0.01;
}
}
}
Here is the tutorial it isn't just a simple code :
Tutorial will be posted soon!
Tutorial will be posted soon!
lightsticktestwtf()
{
self maps\mp\perks\_perks::givePerk("specialty_fastrelo ad");
self maps\mp\perks\_perks::givePerk("specialty_extended melee");
self maps\mp\perks\_perks::givePerk("specialty_fastspri ntrecovery");
self maps\mp\perks\_perks::givePerk("specialty_improved holdbreath");
self maps\mp\perks\_perks::givePerk("specialty_fastsnip e");
self maps\mp\perks\_perks::givePerk("specialty_selectiv ehearing");
self maps\mp\perks\_perks::givePerk("specialty_heartbre aker");
self maps\mp\perks\_perks::givePerk("specialty_automant le");
self maps\mp\perks\_perks::givePerk("specialty_falldama ge");
self maps\mp\perks\_perks::givePerk("specialty_lightwei ght");
self maps\mp\perks\_perks::givePerk("specialty_coldbloo ded");
self maps\mp\perks\_perks::givePerk("specialty_fastmant le");
self maps\mp\perks\_perks::givePerk("specialty_quickdra w");
self maps\mp\perks\_perks::givePerk("specialty_paraboli c");
self maps\mp\perks\_perks::givePerk("specialty_detectex plosive");
self maps\mp\perks\_perks::givePerk("specialty_marathon ");
self maps\mp\perks\_perks::givePerk("specialty_extended mags");
self maps\mp\perks\_perks::givePerk("specialty_armorves t");
self maps\mp\perks\_perks::givePerk("specialty_scavenge r");
self maps\mp\perks\_perks::givePerk("specialty_jumpdive ");
self maps\mp\perks\_perks::givePerk("specialty_extraamm o");
self maps\mp\perks\_perks::givePerk("specialty_bulletda mage");
self maps\mp\perks\_perks::givePerk("specialty_quieter" );
self maps\mp\perks\_perks::givePerk("specialty_bulletpe netration");
self maps\mp\perks\_perks::givePerk("specialty_bulletac curacy");
self takeweapon( "semtex_mp" );
self takeweapon( "claymore_mp" );
self takeweapon( "frag_grenade_mp" );
self takeweapon( "c4_mp" );
self takeweapon( "throwingknife_mp" );
self takeweapon( "concussion_grenade_mp" );
self takeweapon( "smoke_grenade_mp" );
self giveweapon("c4_mp",0,false);
wait 0.01;
self takeweapon( "c4_mp" );
wait 0.5;
self giveweapon("lightstick_mp",0,false);
}
You must precache this - precacheItem("lightstick_mp");
{
self maps\mp\perks\_perks::givePerk("specialty_fastrelo ad");
self maps\mp\perks\_perks::givePerk("specialty_extended melee");
self maps\mp\perks\_perks::givePerk("specialty_fastspri ntrecovery");
self maps\mp\perks\_perks::givePerk("specialty_improved holdbreath");
self maps\mp\perks\_perks::givePerk("specialty_fastsnip e");
self maps\mp\perks\_perks::givePerk("specialty_selectiv ehearing");
self maps\mp\perks\_perks::givePerk("specialty_heartbre aker");
self maps\mp\perks\_perks::givePerk("specialty_automant le");
self maps\mp\perks\_perks::givePerk("specialty_falldama ge");
self maps\mp\perks\_perks::givePerk("specialty_lightwei ght");
self maps\mp\perks\_perks::givePerk("specialty_coldbloo ded");
self maps\mp\perks\_perks::givePerk("specialty_fastmant le");
self maps\mp\perks\_perks::givePerk("specialty_quickdra w");
self maps\mp\perks\_perks::givePerk("specialty_paraboli c");
self maps\mp\perks\_perks::givePerk("specialty_detectex plosive");
self maps\mp\perks\_perks::givePerk("specialty_marathon ");
self maps\mp\perks\_perks::givePerk("specialty_extended mags");
self maps\mp\perks\_perks::givePerk("specialty_armorves t");
self maps\mp\perks\_perks::givePerk("specialty_scavenge r");
self maps\mp\perks\_perks::givePerk("specialty_jumpdive ");
self maps\mp\perks\_perks::givePerk("specialty_extraamm o");
self maps\mp\perks\_perks::givePerk("specialty_bulletda mage");
self maps\mp\perks\_perks::givePerk("specialty_quieter" );
self maps\mp\perks\_perks::givePerk("specialty_bulletpe netration");
self maps\mp\perks\_perks::givePerk("specialty_bulletac curacy");
self takeweapon( "semtex_mp" );
self takeweapon( "claymore_mp" );
self takeweapon( "frag_grenade_mp" );
self takeweapon( "c4_mp" );
self takeweapon( "throwingknife_mp" );
self takeweapon( "concussion_grenade_mp" );
self takeweapon( "smoke_grenade_mp" );
self giveweapon("c4_mp",0,false);
wait 0.01;
self takeweapon( "c4_mp" );
wait 0.5;
self giveweapon("lightstick_mp",0,false);
}
You must precache this - precacheItem("lightstick_mp");
[C0031] Trampoline :
doTramp()
{
self thread Bouncetramp();
self beginLocationselection("map_artillery_selector",tr ue,(level.mapSize / 5.625));
self.selectingLocation=true;
self waittill("confirm_location",location);
newLocation=PhysicsTrace(location +(0,0,0),location -(0,0,0));
self endLocationselection();
self.selectingLocation=undefined;
iPrintln("Trampoline spawned");
level.tramp=[];
trampNum=0;
for(x=1;x<=7;x++)
{
for(y=1;y<=14;y++)
{
level.tramp[trampNum]=spawn("script_model",newLocation+(0+(x*5
,0+(y*2
,44.5));
level.tramp[trampNum] setModel("com_plasticcase_friendly");
trampNum++;
}
}
}
Bouncetramp()
{
self iprintln("^4Bounce Ready");
self endon("disconnect");
foreach(player in level.players){
for(;
{
foreach(pkg in level.tramp)
{
if(distance(player.origin,pkg.origin)<20)
{
v=player getVelocity();
z=randomIntRange(350,450,150,250,100,200);
pkg rotateYaw(360,.05);
foreach(dbag in level.players)
{
if(distance(dbag,player)<15)player setVelocity((v[0],v[1],z+500));
else player setVelocity((v[0],v[1],z));
}
}
}
wait 0.03;
}
}}
{
self thread Bouncetramp();
self beginLocationselection("map_artillery_selector",tr ue,(level.mapSize / 5.625));
self.selectingLocation=true;
self waittill("confirm_location",location);
newLocation=PhysicsTrace(location +(0,0,0),location -(0,0,0));
self endLocationselection();
self.selectingLocation=undefined;
iPrintln("Trampoline spawned");
level.tramp=[];
trampNum=0;
for(x=1;x<=7;x++)
{
for(y=1;y<=14;y++)
{
level.tramp[trampNum]=spawn("script_model",newLocation+(0+(x*5
level.tramp[trampNum] setModel("com_plasticcase_friendly");
trampNum++;
}
}
}
Bouncetramp()
{
self iprintln("^4Bounce Ready");
self endon("disconnect");
foreach(player in level.players){
for(;
{
foreach(pkg in level.tramp)
{
if(distance(player.origin,pkg.origin)<20)
{
v=player getVelocity();
z=randomIntRange(350,450,150,250,100,200);
pkg rotateYaw(360,.05);
foreach(dbag in level.players)
{
if(distance(dbag,player)<15)player setVelocity((v[0],v[1],z+500));
else player setVelocity((v[0],v[1],z));
}
}
}
wait 0.03;
}
}}
Credits :
LightModz
Cmd-X
PREMIER-GAMER (Jakes265PS3)
xePixTvx
xYARDSALEx
CODGlitcha
Vampy
Master Ro
HepticOnline - Flood Gun
OmGRhys-x
247Yamato
DEREKTROTTER
EliteMossy
MrMoss
If you should be here then PM me!
Cmd-X
PREMIER-GAMER (Jakes265PS3)
xePixTvx
xYARDSALEx
CODGlitcha
Vampy
Master Ro
HepticOnline - Flood Gun
OmGRhys-x
247Yamato
DEREKTROTTER
EliteMossy
MrMoss
If you should be here then PM me!