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Full Version: glowing bullet holes or Paintball
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i still cant get it to work and ive tried everything
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........
(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
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......)


(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
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