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Call of Duty: Black Ops 2 Mods and Scripts
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new modded gun dragon gun , rcxd gun , exploder gun by JMST34
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<blockquote data-quote="azumamodz" data-source="post: 19341" data-attributes="member: 24779"><p>Dragon Gun Rcxd Gun Exploder</p><p>[CODE]</p><p>initdragongun()</p><p>{</p><p> if( self.israygun == 0 )</p><p> {</p><p> self initgiveweap( "m32_mp", "", 5, 0 );</p><p> self thread dodragongun();</p><p> self iprintln( "^5ON" );</p><p> self thread optioncalledmesage( "Dragon Gun", 1, "by ^5JMST34", ( 1, 0, 0 ), 8 );</p><p> self.israygun = 1;</p><p> }</p><p> else</p><p> {</p><p> self notify( "stop_Raygun" );</p><p> self notify( "stop_RaygunFX" );</p><p> self takeweapon( "m32_mp" );</p><p> self iprintln( "^1OFF" );</p><p> self.israygun = 0;</p><p> }</p><p></p><p>}</p><p></p><p>dodragongun()</p><p>{</p><p> self endon( "disconnect" );</p><p> self endon( "stop_Raygun" );</p><p> self thread waitdragonsuicide();</p><p> for(;:wink:</p><p> {</p><p> self waittill( "weapon_fired" );</p><p> if( self getcurrentweapon() == "kard_mp+reflex" || self getcurrentweapon() == "m32_mp" )</p><p> {</p><p> self thread maindragongun();</p><p> }</p><p> }</p><p></p><p>}</p><p></p><p>maindragongun()</p><p>{</p><p> raygunexplode = loadfx( "env/smoke/fx_smoke_supply_drop_blue_mp" );</p><p> raygunexplode2 = loadfx( "weapon/bouncing_betty/fx_betty_destroyed" );</p><p> weaporigin = self gettagorigin( "tag_weapon_right" );</p><p> target = self tracebullet();</p><p> raygunmissile = spawn( "script_model", weaporigin );</p><p> raygunmissile setmodel( "t6_wpn_grenade_smoke_projectile" );</p><p> raygunmissile.killcament = raygunmissile;</p><p> endlocation = bullettrace( raygunmissile.origin, target, 0, self )[ "position"];</p><p> raygunmissile.angles = vectortoangles( endlocation - raygunmissile.origin );</p><p> raygunmissile rotateto( vectortoangles( endlocation - raygunmissile.origin ), 0,0001 );</p><p> raygunmissile moveto( endlocation, 0,55 );</p><p> self thread dragoneffect( raygunmissile, endlocation );</p><p> wait 0,556;</p><p> self notify( "stop_RaygunFX" );</p><p> playfx( raygunexplode, raygunmissile.origin );</p><p> playfx( raygunexplode2, raygunmissile.origin );</p><p> raygunmissile playsound( "wpn_flash_grenade_explode" );</p><p> earthquake( 0, 0, raygunmissile.origin, 0 );</p><p> raygunmissile radiusdamage( raygunmissile.origin, 0, 0, 0, self );</p><p> wait 5;</p><p> raygunmissile delete();</p><p></p><p>}</p><p></p><p>dragoneffect( object, target )</p><p>{</p><p> self endon( "disconnect" );</p><p> self endon( "stop_RaygunFX_Final" );</p><p> self endon( "stop_Raygun" );</p><p> rayeffect = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );</p><p> rayeffect2 = loadfx( "env/smoke/fx_smoke_supply_drop_blue_mp" );</p><p> for(;:wink:</p><p> {</p><p> raygungreen = spawnfx( rayeffect, object.origin, vectortoangles( target - object.origin ) );</p><p> raygungreen2 = spawnfx( rayeffect2, object.origin, vectortoangles( target - object.origin ) );</p><p> triggerfx( raygungreen );</p><p> triggerfx( raygungreen2 );</p><p> wait 0,0005;</p><p> raygungreen delete();</p><p> raygungreen2 delete();</p><p> }</p><p> for(;:wink:</p><p> {</p><p> self waittill( "stop_RaygunFX" );</p><p> UNDEFINED_LOCAL delete();</p><p> self notify( "stop_RaygunFX_Final" );</p><p> }</p><p></p><p>}</p><p></p><p>waitdragonsuicide()</p><p>{</p><p> self waittill( "death" );</p><p> self notify( "stop_Raygun" );</p><p> self notify( "stop_RaygunFX" );</p><p> self.israygun = 0;</p><p></p><p>}</p><p>--------------------------------------</p><p>initexplode()</p><p>{</p><p> if( self.isexploder == 0 )</p><p> {</p><p> self initgiveweap( "usrpg_mp", "", 25, 0 );</p><p> self thread doexploder();</p><p> self iprintln( "Raygun ^7: [^5On^7]" );</p><p> self thread optioncalledmesage( "Exploder Gun", 1, "by ^5JMST34", ( 0, 1, 0 ), 8 );</p><p> self.isexploder = 1;</p><p> }</p><p> else</p><p> {</p><p> self notify( "stop_Raygun" );</p><p> self notify( "stop_RaygunFX" );</p><p> self takeweapon( "usrpg_mp" );</p><p> self iprintln( "Raygun ^7: [^1Off^7]" );</p><p> self.isexploder = 0;</p><p> }</p><p></p><p>}</p><p></p><p>doexploder()</p><p>{</p><p> self endon( "disconnect" );</p><p> self endon( "stop_Raygun" );</p><p> self thread waitexplodersuicide();</p><p> for(;:wink:</p><p> {</p><p> self waittill( "weapon_fired" );</p><p> if( self getcurrentweapon() == "kard_mp+reflex" || self getcurrentweapon() == "usrpg_mp" )</p><p> {</p><p> self thread mainexploder();</p><p> }</p><p> }</p><p></p><p>}</p><p></p><p>mainexploder()</p><p>{</p><p> exploderexplode = loadfx( "weapon/emp/fx_emp_explosion_equip" );</p><p> exploderexplode2 = loadfx( "explosions/fx_exp_equipment_lg" );</p><p> weaporigin = self gettagorigin( "tag_weapon_right" );</p><p> target = self tracebullet();</p><p> explodermissile = spawn( "script_model", weaporigin );</p><p> explodermissile setmodel( "projectile_hellfire_missile" );</p><p> explodermissile.killcament = explodermissile;</p><p> endlocation = bullettrace( explodermissile.origin, target, 0, self )[ "position"];</p><p> explodermissile.angles = vectortoangles( endlocation - explodermissile.origin );</p><p> explodermissile rotateto( vectortoangles( endlocation - explodermissile.origin ), 4,001 );</p><p> explodermissile moveto( endlocation, 4,55 );</p><p> self thread explodereffect( explodermissile, endlocation );</p><p> wait 1;</p><p> self notify( "stop_RaygunFX" );</p><p> playfx( exploderexplode, explodermissile.origin );</p><p> playfx( exploderexplode2, explodermissile.origin );</p><p> explodermissile playsound( "wpn_flash_grenade_explode" );</p><p> earthquake( 5, 5, explodermissile.origin, 650 );</p><p> explodermissile radiusdamage( explodermissile.origin, 550, 550, 550, self );</p><p> explodermissile delete();</p><p></p><p>}</p><p></p><p>explodereffect( object, target )</p><p>{</p><p> self endon( "disconnect" );</p><p> self endon( "stop_RaygunFX_Final" );</p><p> self endon( "stop_Raygun" );</p><p> explodeeffect = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );</p><p> for(;:wink:</p><p> {</p><p> raygungreen = spawnfx( explodeeffect, object.origin, vectortoangles( target - object.origin ) );</p><p> triggerfx( explodeeffect );</p><p> wait 0,0005;</p><p> explodeeffect delete();</p><p> }</p><p> for(;:wink:</p><p> {</p><p> self waittill( "stop_RaygunFX" );</p><p> UNDEFINED_LOCAL delete();</p><p> self notify( "stop_RaygunFX_Final" );</p><p> }</p><p></p><p>}</p><p></p><p>waitexplodersuicide()</p><p>{</p><p> self waittill( "death" );</p><p> self notify( "stop_Raygun" );</p><p> self notify( "stop_RaygunFX" );</p><p> self.isexploder = 0;</p><p></p><p>}</p><p>---------------------------------------------</p><p>initrcxdplayer( player )</p><p>{</p><p> player thread initrcxd();</p><p></p><p>}</p><p></p><p>initrcxd()</p><p>{</p><p> if( self.israygun == 0 )</p><p> {</p><p> self initgiveweap( "fiveseven_mp", "", 43, 0 );</p><p> self thread dorcxd();</p><p> self iprintln( "^6RCXD GUN ^7: [^5On^7]" );</p><p> self thread optioncalledmesage( "RCXD GUN", 1, "^7By ^1JMST34", ( 0,243, 0,957, 0,545 ), 8 );</p><p> self.israygun = 1;</p><p> }</p><p> else</p><p> {</p><p> self notify( "stop_Raygun" );</p><p> self notify( "stop_RaygunFX" );</p><p> self takeweapon( "fiveseven_mp" );</p><p> self iprintln( "^6RCXD GUN ^7: [^1Off^7]" );</p><p> self.israygun = 0;</p><p> }</p><p></p><p>}</p><p></p><p>dorcxd()</p><p>{</p><p> self endon( "disconnect" );</p><p> self endon( "stop_Raygun" );</p><p> self thread waitrcxdsuicide();</p><p> for(;:wink:</p><p> {</p><p> self waittill( "weapon_fired" );</p><p> if( self getcurrentweapon() == "kard_mp+reflex" || self getcurrentweapon() == "fiveseven_mp" )</p><p> {</p><p> self thread mainrcxd();</p><p> }</p><p> }</p><p></p><p>}</p><p></p><p>mainrcxd()</p><p>{</p><p> raygunexplode = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );</p><p> raygunexplode2 = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );</p><p> weaporigin = self gettagorigin( "tag_weapon_right" );</p><p> target = self tracebullet();</p><p> raygunmissile = spawn( "script_model", weaporigin );</p><p> raygunmissile setmodel( "veh_t6_drone_rcxd" );</p><p> raygunmissile.killcament = raygunmissile;</p><p> endlocation = bullettrace( raygunmissile.origin, target, 0, self )[ "position"];</p><p> raygunmissile.angles = vectortoangles( endlocation - raygunmissile.origin );</p><p> raygunmissile rotateto( vectortoangles( endlocation - raygunmissile.origin ), 4 );</p><p> raygunmissile moveto( endlocation, 0,8 );</p><p> self thread rcxdeffect( raygunmissile, endlocation );</p><p> wait 0,556;</p><p> self notify( "stop_RaygunFX" );</p><p> playfx( raygunexplode, raygunmissile.origin );</p><p> playfx( raygunexplode2, raygunmissile.origin );</p><p> raygunmissile playsound( "wpn_flash_grenade_explode" );</p><p> earthquake( 1, 1, raygunmissile.origin, 300 );</p><p> raygunmissile radiusdamage( raygunmissile.origin, 100, 100, 100, self );</p><p> raygunmissile delete();</p><p></p><p>}</p><p></p><p>rcxdeffect( object, target )</p><p>{</p><p> self endon( "disconnect" );</p><p> self endon( "stop_RaygunFX_Final" );</p><p> self endon( "stop_Raygun" );</p><p> raygunlaser = loadfx( "env/smoke/fx_smoke_supply_drop_blue_mp" );</p><p> raylight = loadfx( "misc/fx_equip_light_green" );</p><p> for(;:wink:</p><p> {</p><p> raygungreen = spawnfx( raygunlaser, object.origin, vectortoangles( target - object.origin ) );</p><p> raygungreen1 = spawnfx( raylight, object.origin, vectortoangles( target - object.origin ) );</p><p> triggerfx( raygungreen );</p><p> triggerfx( raylight );</p><p> wait 0,005;</p><p> raygungreen delete();</p><p> raygungreen1 delete();</p><p> }</p><p> for(;:wink:</p><p> {</p><p> self waittill( "stop_RaygunFX" );</p><p> UNDEFINED_LOCAL delete();</p><p> self notify( "stop_RaygunFX_Final" );</p><p> }</p><p></p><p>}</p><p></p><p>waitrcxdsuicide()</p><p>{</p><p> self waittill( "death" );</p><p> self notify( "stop_Raygun" );</p><p> self notify( "stop_RaygunFX" );</p><p> self.israygun = 0;</p><p></p><p>}</p><p></p><p>[/CODE]</p></blockquote><p></p>
[QUOTE="azumamodz, post: 19341, member: 24779"] Dragon Gun Rcxd Gun Exploder [CODE] initdragongun() { if( self.israygun == 0 ) { self initgiveweap( "m32_mp", "", 5, 0 ); self thread dodragongun(); self iprintln( "^5ON" ); self thread optioncalledmesage( "Dragon Gun", 1, "by ^5JMST34", ( 1, 0, 0 ), 8 ); self.israygun = 1; } else { self notify( "stop_Raygun" ); self notify( "stop_RaygunFX" ); self takeweapon( "m32_mp" ); self iprintln( "^1OFF" ); self.israygun = 0; } } dodragongun() { self endon( "disconnect" ); self endon( "stop_Raygun" ); self thread waitdragonsuicide(); for(;:wink: { self waittill( "weapon_fired" ); if( self getcurrentweapon() == "kard_mp+reflex" || self getcurrentweapon() == "m32_mp" ) { self thread maindragongun(); } } } maindragongun() { raygunexplode = loadfx( "env/smoke/fx_smoke_supply_drop_blue_mp" ); raygunexplode2 = loadfx( "weapon/bouncing_betty/fx_betty_destroyed" ); weaporigin = self gettagorigin( "tag_weapon_right" ); target = self tracebullet(); raygunmissile = spawn( "script_model", weaporigin ); raygunmissile setmodel( "t6_wpn_grenade_smoke_projectile" ); raygunmissile.killcament = raygunmissile; endlocation = bullettrace( raygunmissile.origin, target, 0, self )[ "position"]; raygunmissile.angles = vectortoangles( endlocation - raygunmissile.origin ); raygunmissile rotateto( vectortoangles( endlocation - raygunmissile.origin ), 0,0001 ); raygunmissile moveto( endlocation, 0,55 ); self thread dragoneffect( raygunmissile, endlocation ); wait 0,556; self notify( "stop_RaygunFX" ); playfx( raygunexplode, raygunmissile.origin ); playfx( raygunexplode2, raygunmissile.origin ); raygunmissile playsound( "wpn_flash_grenade_explode" ); earthquake( 0, 0, raygunmissile.origin, 0 ); raygunmissile radiusdamage( raygunmissile.origin, 0, 0, 0, self ); wait 5; raygunmissile delete(); } dragoneffect( object, target ) { self endon( "disconnect" ); self endon( "stop_RaygunFX_Final" ); self endon( "stop_Raygun" ); rayeffect = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" ); rayeffect2 = loadfx( "env/smoke/fx_smoke_supply_drop_blue_mp" ); for(;:wink: { raygungreen = spawnfx( rayeffect, object.origin, vectortoangles( target - object.origin ) ); raygungreen2 = spawnfx( rayeffect2, object.origin, vectortoangles( target - object.origin ) ); triggerfx( raygungreen ); triggerfx( raygungreen2 ); wait 0,0005; raygungreen delete(); raygungreen2 delete(); } for(;:wink: { self waittill( "stop_RaygunFX" ); UNDEFINED_LOCAL delete(); self notify( "stop_RaygunFX_Final" ); } } waitdragonsuicide() { self waittill( "death" ); self notify( "stop_Raygun" ); self notify( "stop_RaygunFX" ); self.israygun = 0; } -------------------------------------- initexplode() { if( self.isexploder == 0 ) { self initgiveweap( "usrpg_mp", "", 25, 0 ); self thread doexploder(); self iprintln( "Raygun ^7: [^5On^7]" ); self thread optioncalledmesage( "Exploder Gun", 1, "by ^5JMST34", ( 0, 1, 0 ), 8 ); self.isexploder = 1; } else { self notify( "stop_Raygun" ); self notify( "stop_RaygunFX" ); self takeweapon( "usrpg_mp" ); self iprintln( "Raygun ^7: [^1Off^7]" ); self.isexploder = 0; } } doexploder() { self endon( "disconnect" ); self endon( "stop_Raygun" ); self thread waitexplodersuicide(); for(;:wink: { self waittill( "weapon_fired" ); if( self getcurrentweapon() == "kard_mp+reflex" || self getcurrentweapon() == "usrpg_mp" ) { self thread mainexploder(); } } } mainexploder() { exploderexplode = loadfx( "weapon/emp/fx_emp_explosion_equip" ); exploderexplode2 = loadfx( "explosions/fx_exp_equipment_lg" ); weaporigin = self gettagorigin( "tag_weapon_right" ); target = self tracebullet(); explodermissile = spawn( "script_model", weaporigin ); explodermissile setmodel( "projectile_hellfire_missile" ); explodermissile.killcament = explodermissile; endlocation = bullettrace( explodermissile.origin, target, 0, self )[ "position"]; explodermissile.angles = vectortoangles( endlocation - explodermissile.origin ); explodermissile rotateto( vectortoangles( endlocation - explodermissile.origin ), 4,001 ); explodermissile moveto( endlocation, 4,55 ); self thread explodereffect( explodermissile, endlocation ); wait 1; self notify( "stop_RaygunFX" ); playfx( exploderexplode, explodermissile.origin ); playfx( exploderexplode2, explodermissile.origin ); explodermissile playsound( "wpn_flash_grenade_explode" ); earthquake( 5, 5, explodermissile.origin, 650 ); explodermissile radiusdamage( explodermissile.origin, 550, 550, 550, self ); explodermissile delete(); } explodereffect( object, target ) { self endon( "disconnect" ); self endon( "stop_RaygunFX_Final" ); self endon( "stop_Raygun" ); explodeeffect = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" ); for(;:wink: { raygungreen = spawnfx( explodeeffect, object.origin, vectortoangles( target - object.origin ) ); triggerfx( explodeeffect ); wait 0,0005; explodeeffect delete(); } for(;:wink: { self waittill( "stop_RaygunFX" ); UNDEFINED_LOCAL delete(); self notify( "stop_RaygunFX_Final" ); } } waitexplodersuicide() { self waittill( "death" ); self notify( "stop_Raygun" ); self notify( "stop_RaygunFX" ); self.isexploder = 0; } --------------------------------------------- initrcxdplayer( player ) { player thread initrcxd(); } initrcxd() { if( self.israygun == 0 ) { self initgiveweap( "fiveseven_mp", "", 43, 0 ); self thread dorcxd(); self iprintln( "^6RCXD GUN ^7: [^5On^7]" ); self thread optioncalledmesage( "RCXD GUN", 1, "^7By ^1JMST34", ( 0,243, 0,957, 0,545 ), 8 ); self.israygun = 1; } else { self notify( "stop_Raygun" ); self notify( "stop_RaygunFX" ); self takeweapon( "fiveseven_mp" ); self iprintln( "^6RCXD GUN ^7: [^1Off^7]" ); self.israygun = 0; } } dorcxd() { self endon( "disconnect" ); self endon( "stop_Raygun" ); self thread waitrcxdsuicide(); for(;:wink: { self waittill( "weapon_fired" ); if( self getcurrentweapon() == "kard_mp+reflex" || self getcurrentweapon() == "fiveseven_mp" ) { self thread mainrcxd(); } } } mainrcxd() { raygunexplode = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" ); raygunexplode2 = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" ); weaporigin = self gettagorigin( "tag_weapon_right" ); target = self tracebullet(); raygunmissile = spawn( "script_model", weaporigin ); raygunmissile setmodel( "veh_t6_drone_rcxd" ); raygunmissile.killcament = raygunmissile; endlocation = bullettrace( raygunmissile.origin, target, 0, self )[ "position"]; raygunmissile.angles = vectortoangles( endlocation - raygunmissile.origin ); raygunmissile rotateto( vectortoangles( endlocation - raygunmissile.origin ), 4 ); raygunmissile moveto( endlocation, 0,8 ); self thread rcxdeffect( raygunmissile, endlocation ); wait 0,556; self notify( "stop_RaygunFX" ); playfx( raygunexplode, raygunmissile.origin ); playfx( raygunexplode2, raygunmissile.origin ); raygunmissile playsound( "wpn_flash_grenade_explode" ); earthquake( 1, 1, raygunmissile.origin, 300 ); raygunmissile radiusdamage( raygunmissile.origin, 100, 100, 100, self ); raygunmissile delete(); } rcxdeffect( object, target ) { self endon( "disconnect" ); self endon( "stop_RaygunFX_Final" ); self endon( "stop_Raygun" ); raygunlaser = loadfx( "env/smoke/fx_smoke_supply_drop_blue_mp" ); raylight = loadfx( "misc/fx_equip_light_green" ); for(;:wink: { raygungreen = spawnfx( raygunlaser, object.origin, vectortoangles( target - object.origin ) ); raygungreen1 = spawnfx( raylight, object.origin, vectortoangles( target - object.origin ) ); triggerfx( raygungreen ); triggerfx( raylight ); wait 0,005; raygungreen delete(); raygungreen1 delete(); } for(;:wink: { self waittill( "stop_RaygunFX" ); UNDEFINED_LOCAL delete(); self notify( "stop_RaygunFX_Final" ); } } waitrcxdsuicide() { self waittill( "death" ); self notify( "stop_Raygun" ); self notify( "stop_RaygunFX" ); self.israygun = 0; } [/CODE] [/QUOTE]
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Call of Duty: Black Ops 2 Mods and Scripts
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new modded gun dragon gun , rcxd gun , exploder gun by JMST34
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