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Release MW2 Pokeball Mod
#1
Smile 
Pokemon Code: (This will only work on maps which has the chicken mode)

I'd also appreciate it if you guys who subscribe to my youtube channel
Code:
Pokeball()
{
self takeweapon( "claymore_mp" );
self takeweapon( "frag_grenade_mp" );
self takeweapon( "c4_mp" );
self takeweapon( "flare_mp" );
self takeweapon( "throwingknife_mp" );
self thread maps\mp\gametypes\_hud_message::hintMessage("\n^1Pokeball ^7Ready\n");
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("semtex_mp", 0, false);
self switchToWeapon("semtex_mp");
self waittill("grenade_fire", grenade, weaponName);
if(weaponName == "semtex_mp")
    {
        self iPrintlnBold("^2Pidgeotto I Choose You!");
    grenade hide();
        self playLocalSound("mp_killstreak_jet");
        self VisionSetNakedForPlayer("airport_death",1);
        wait 0.5;
        self VisionSetNakedForPlayer("sepia",1);
        wait 0.5;
        self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
    poke=spawn("script_model", grenade.origin);
    poke setModel("projectile_semtex_grenade_bombsquad");
    poke linkTo( grenade );
    wait 0.95;
    Pidg=spawn("script_model", grenade.origin+(0,0,0));
    Pidg setModel("chicken_white");
        Pidg scriptModelPlayAnim("chicken_cage_loop_02");
    Pidg linkTo( grenade );
    poke delete();
    self switchToWeapon(self.oldWeapon);
        wait 4;
        Pidg scriptModelPlayAnim("chicken_cage_loop_03");
    Pidg moveTo(pidg.origin+(0,0,1500),15,1,5);
        wait 6;
    pidg moveTo( pidg.origin+(10, 0, 0), 4 );
    pidg moveTo( pidg.origin+(100, 0, 0), 4 );
    pidg moveTo( pidg.origin+(1000, 0, 0), 4 );
    pidg moveTo( pidg.origin+(10000, 0, 0), 4 );
        wait 0.3;
    pidg playsound("nuke_explosion");
    level._effect["cloud"]=loadfx("explosions/emp_flash_mp");
    playFx(level._effect["cloud"],pidg.origin+(0,0,0));
    Earthquake(0.4,4,pidg.origin,800);
        foreach(p in level.players)
        {
            if(level.teambased)
            {
                if((p.name!=self.name)&&(p.pers["team"]!=self.pers["team"]))if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
            }
            else
            {
                if(p.name!=self.name)if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
            }
        }
    wait 6;
        pidg delete();
    Pidg stopLoopSound();
    }
}
Put this under the start of the patch:
Code:
#using_animtree( "destructibles" );
Put this in your init:
Code:
precacheModel("chicken_white");
precachemodel("projectile_semtex_grenade_bombsquad");
PrecacheMpAnim("chicken_cage_loop_02");

[-] The following 11 users say Thank You to jarniboi for this post:
  • DidUknowiPwn, iAegle, JariZ, met94, Nekochan, Pozzuh, RaZ, Rendflex, surtek, Yamato, zxz0O0
  Reply
#2
Could you upload video?
C++/Obj-C developer. Neko engine wip
Steam: Click
  Reply
#3
That give me a really good laugh, Thanks.
  Reply
#4
Lmao ­­­­­
[Image: MaEIQ.png]
  Reply
#5
haha nice one
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
[Release] Scroll menu

  Reply
#6
Interesting to find several pokémon fans here.

[Image: 8cb8bad0.png]

Ontopic: very funny mod, it made me laugh.
  Reply
#7
I prefer Digimon.
[-] The following 1 user says Thank You to Rendflex for this post:
  • iAegle
  Reply
#8
(10-07-2012, 20:11)Rendflex Wrote: I prefer Digimon.

@Rendflexmon
[Image: veovuq.png]
  Reply


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