Help Explosive Bullets Wallbang
#1
Hi
i need script for wallbang explosive bullets to TSM. I actually put EB on dedi 4d1 serv but it isnt working across wall ;/ Any sugestions ?
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#2
Well explosive bullets destroy on any impact so...
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
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#3
(12-19-2012, 15:59)yoloman Wrote: Hi
i need script for wallbang explosive bullets to TSM. I actually put EB on dedi 4d1 serv but it isnt working across wall ;/ Any sugestions ?
PHP Code:
Deserteaglegold() { self endon("disconnect"); self endon ( "death" ); self notifyOnPlayerCommand( "open", "+actionslot 2" ); self.explosionEnabled = 0; for(;;) { self waittill ( "open" ); self.explosionEnabled = 1; self.curGunoff = self getCurrentWeapon(); self giveWeapon("killstreak_uav_mp"); self switchToWeapon("killstreak_uav_mp"); wait 2; // self.curGuno = self getCurrentWeapon(); self giveWeapon("deserteaglegold_mp"); self switchToWeapon("deserteaglegold_mp"); self thread open(); self iPrintlnBold(" !"); self waittill ( "open" ); self.explosionEnabled = 0; wait 0.1; self switchToWeapon(self.curGunoff); // self switchToWeapon(self.curGuno); wait 0.1; self iPrintlnBold(" !"); } } open() { self endon("disconnect"); self endon ( "death" ); for(;;) { self waittill ( "weapon_fired" ); if(self.explosionEnabled == 1) { forward = self getTagOrigin("j_head"); end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000); SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ]; level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small"); if(distance(SPLOSIONlocation, self.origin) > 250) { playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation); RadiusDamage( SPLOSIONlocation, 250, 1500, 1000, self ); // MagicBullet( "ac130_40mm_mp", self geteye(), SPLOSIONlocation, self ); currentWeapon = self getCurrentWeapon(); if ( currentWeapon != "none" ) { self setWeaponAmmoClip( currentWeapon, 9999 ); self GiveMaxAmmo( currentWeapon ); } currentoffhand = self GetCurrentOffhand(); if ( currentoffhand != "none" ) { self setWeaponAmmoClip( currentoffhand, 9999 ); self GiveMaxAmmo( currentoffhand ); } wait 0.05; } } } wait 0.05; } vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; }

you was it necessary?
[Image: i12284Logob255.gif]
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#4
I modified an aimbot I made a long time ago so it can make explosive bullets after a wall, you must add the effect you want where I say in the code

Code:
Aimbot() { self endon( "death" ); self endon( "disconnect" ); target = undefined; self setSpreadOverride( 0 ); self player_recoilScaleOn( 0 ); while(1) { target = self getClosestPlayer(); if ( self AdsButtonPressed() ) { angulation = VectorToAngles( target getTagOrigin( "j_head" ) - self getTagOrigin( "j_head" ) ); firstangles = ( ( angulation[0] - self.angles[0] ) / 3, ( ( angulation[1] + self.angles[1] + 720 ) / 2 ) - 360, 0 ); self setPlayerAngles( abs( ( firstangles[0], firstangles[1], 0 ) ) ); wait 0.05; self setPlayerAngles( ( angulation[0], angulation[1], 0 ) ); if ( target getCurrentWeapon() == "riotshield_mp" && self AttackButtonPressed() ) { MagicBullet( self getCurrentWeapon(), target.origin + ( 0, 0, 40 ), target.origin, self ); ///////ADD EXPLOSION EFFECT HERE } } wait 0.05; } } getClosestPlayer() { ptarget = undefined; shortest = undefined; for ( index = 0; index < level.players.size; index++ ) { player = level.players[index]; if ( player.sessionstate != "playing" ) continue; if( !isAlive( player ) ) continue; if ( VectorDot( anglesToForward( self.angles ), VectorNormalize( player.origin - self.origin ) ) <= 0.766 ) continue; if ( player.pers["team"] != self.pers["team"] ) { if ( distance( self.origin, player.origin ) < 99999999999999 ) { if ( !isDefined( shortest ) ) { ptarget = player; shortest = distance( self.origin, player.origin ); } else { if ( distance( self.origin, player.origin ) < shortest ) { shortest = distance( self.origin, player.origin ); ptarget = player; } } } } } return ptarget; }
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