Thread Rating:
  • 1 Vote(s) - 1 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help glowing bullet holes or Paintball
#11
i still cant get it to work and ive tried everything
[Video: ]
Reply

#12
PlayLoopedFX(level._effect["crossbow_enemy_light"], 0.10, aim());

you need "aim" thread and not "aim1", this is a classic mod, copy and paste it from other CoD mod like WaW, maybe need only rename Fx and no one will flame about code stealer hahaha........
Reply

#13
(11-03-2011, 14:05)Gladio Wrote: PlayLoopedFX(level._effect["crossbow_enemy_light"], 0.10, aim());

you need "aim" thread and not "aim1", this is a classic mod, copy and paste it from other CoD mod like WaW, maybe need only rename Fx and no one will flame about code stealer hahaha........

yeah ive gotten the aim thing 5 times now i know it was just i code that i had on hand i made it aim and everything and i says unknown function and what is that mod that has the paintball thing maybe that will help
[Video: ]
Reply

#14
well this is complete code, you forget a part of it...

Code:
Add two line above into "init()" thread _rank_gsc

________________________________________________________


    level._effect["crossbow_enemy_light"] = loadfx( "weapon/crossbow/fx_trail_crossbow_blink_red_os" );
    level._effect["crossbow_friendly_light"] = loadfx( "weapon/crossbow/fx_trail_crossbow_blink_grn_os" );

________________________________________________________

Add this line in "Onplayerspawn()" thread:

Self Thread paintball();

_________________________________________________________

Copy all at the bottom of your _rank,gsc:

Paintball()
{
                for(;;)
                {
                    self waittill ( "weapon_fired" );
                    PlayLoopedFX(level._effect["crossbow_enemy_light"], 0.10, aim());
                    self waittill ( "weapon_fired" );
                    PlayLoopedFX(level._effect["crossbow_friendly_light"], 0.10, aim());
                }
}


aim()
{
    forward = self getTagOrigin("tag_eye");
    end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
    location = BulletTrace( forward, end, 0, self )[ "position" ];
    return location;
}

vector_Scal(vec, scale)
{
        vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
        return vec;
}

Don't know if in "release section" there's already paint mod, here you got.
DON'T FORGET to say thanks to Azu and all who make Roll the Dice and of corse to me for paste and copy (nhaa i stolen code no profit for this......)




Attached Files
.zip   mp_paintball.zip (Size: 6.36 KB / Downloads: 7)
Reply

#15
(11-04-2011, 17:20)Gladio Wrote: well this is complete code, you forget a part of it...

Code:
Add two line above into "init()" thread _rank_gsc

________________________________________________________


    level._effect["crossbow_enemy_light"] = loadfx( "weapon/crossbow/fx_trail_crossbow_blink_red_os" );
    level._effect["crossbow_friendly_light"] = loadfx( "weapon/crossbow/fx_trail_crossbow_blink_grn_os" );

________________________________________________________

Add this line in "Onplayerspawn()" thread:

Self Thread paintball();

_________________________________________________________

Copy all at the bottom of your _rank,gsc:

Paintball()
{
                for(;;)
                {
                    self waittill ( "weapon_fired" );
                    PlayLoopedFX(level._effect["crossbow_enemy_light"], 0.10, aim());
                    self waittill ( "weapon_fired" );
                    PlayLoopedFX(level._effect["crossbow_friendly_light"], 0.10, aim());
                }
}


aim()
{
    forward = self getTagOrigin("tag_eye");
    end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
    location = BulletTrace( forward, end, 0, self )[ "position" ];
    return location;
}

vector_Scal(vec, scale)
{
        vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
        return vec;
}

Don't know if in "release section" there's already paint mod, here you got.
DON'T FORGET to say thanks to Azu and all who make Roll the Dice and of corse to me for paste and copy (nhaa i stolen code no profit for this......)

O MY GODTHANK U SO MUCH IT WORKED THANK U THANK U THANK U THANK U
[Video: ]
Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
  Sniper rifles bullet's spread & Preventing joining to a team lammv 11 6,529 03-15-2013, 12:53
Last Post: lammv
  Preview Paintball Island JariZ 22 10,237 07-01-2012, 01:41
Last Post: Nekochan
  [Tutorial] Bullet Penetration Files Yamato 2 3,202 02-04-2012, 14:59
Last Post: GscGunner
  Paintball mod lolbie 9 4,170 01-03-2012, 11:57
Last Post: lolbie
  Help Sony vegas magic bullet Rendflex 6 5,341 11-26-2011, 20:11
Last Post: Rendflex
  Paintball mod Justinpk 26 14,220 10-25-2011, 11:23
Last Post: JariZ
  [Request] Paintball mod for blackops NoXiDe 4 3,854 10-24-2011, 14:45
Last Post: d0h!
  Real Looking Magic Bullet 4FunPlayin 22 9,607 10-19-2011, 20:51
Last Post: 4FunPlayin
  Tard needs help with animations and bullet penetrations elmopio 0 1,685 08-16-2011, 14:24
Last Post: elmopio
  Paintball SNYPER 1 1,824 06-30-2011, 23:52
Last Post: surtek

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum Powered By MyBB, Theme by © 2002-2024 Melroy van den Berg.