12-17-2011, 23:24
Pages: 1 2
12-18-2011, 00:13
no
12-18-2011, 00:14
douche
derailed
derailed
12-18-2011, 01:28
Its a mod request section and i get told no ?
12-18-2011, 08:47
Maybe because you could've found this on google so easily
Made by @Yamato
Code:
giveRayGun()
{
self takeWeapon( self GetCurrentWeapon() );
self giveWeapon( "tmp_eotech_silencer_mp", 8, false );
self switchToWeapon("tmp_eotech_silencer_mp");
self thread doRaygunSync();
wait 1;
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_longersprint");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
wait 0.1;
}
doRaygunSync()
{
self endon("disconnect");
self endon("death");
self.textRayGunVal = spawnstruct();
self.textRayGunVal = self createFontString( "default", 2.0 );
self.textRayGunVal setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
for(self.ammoclipray = 120; self.ammoclipray > -1; self.ammoclipray--)
{
self waittill("weapon_fired");
iWeap = self GetCurrentWeapon();
if(iWeap == "tmp_eotech_silencer_mp")
{
startB = GetCursorPos();
RadiusDamage( startB, 101, 520, 507, self );
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
if(xD < 855)
{
pointe = roundUp(xD/13.5);
self.textRayGunVal setValue(self.ammoclipray);
self.textRayGunVal.color = (0,1,0);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];
XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;
self.argRGun = -1;
Temp = VectorToAngles(startA - startB);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
self.playingfxatm = playfx(level._effect[ "ac130_light_red_blink" ], startB);
for(b = pointe; b > -1; b--)
{
self.pointRGW[self.argRGun] = spawn( "script_model", (startB + ((XA, YA, ZA) * b)) );
self.pointRGW[self.argRGun] setModel("projectile_m67fraggrenade_bombsquad");
self.pointRGW[self.argRGun].angles = BA;
self thread removeRayGunShotEffect(self.pointRGW[self.argRGun]);
}
}
}
}
}
removeRayGunShotEffect(DObj)
{
wait 0.3;
DObj delete();
}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
12-18-2011, 12:05
(12-18-2011, 08:47)Pozzuh Wrote: [ -> ]Maybe because you could've found this on google so easily
Made by @YamatoCode:giveRayGun()
{
self takeWeapon( self GetCurrentWeapon() );
self giveWeapon( "tmp_eotech_silencer_mp", 8, false );
self switchToWeapon("tmp_eotech_silencer_mp");
self thread doRaygunSync();
wait 1;
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_longersprint");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
wait 0.1;
}
doRaygunSync()
{
self endon("disconnect");
self endon("death");
self.textRayGunVal = spawnstruct();
self.textRayGunVal = self createFontString( "default", 2.0 );
self.textRayGunVal setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
for(self.ammoclipray = 120; self.ammoclipray > -1; self.ammoclipray--)
{
self waittill("weapon_fired");
iWeap = self GetCurrentWeapon();
if(iWeap == "tmp_eotech_silencer_mp")
{
startB = GetCursorPos();
RadiusDamage( startB, 101, 520, 507, self );
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
if(xD < 855)
{
pointe = roundUp(xD/13.5);
self.textRayGunVal setValue(self.ammoclipray);
self.textRayGunVal.color = (0,1,0);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];
XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;
self.argRGun = -1;
Temp = VectorToAngles(startA - startB);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
self.playingfxatm = playfx(level._effect[ "ac130_light_red_blink" ], startB);
for(b = pointe; b > -1; b--)
{
self.pointRGW[self.argRGun] = spawn( "script_model", (startB + ((XA, YA, ZA) * b)) );
self.pointRGW[self.argRGun] setModel("projectile_m67fraggrenade_bombsquad");
self.pointRGW[self.argRGun].angles = BA;
self thread removeRayGunShotEffect(self.pointRGW[self.argRGun]);
}
}
}
}
}
removeRayGunShotEffect(DObj)
{
wait 0.3;
DObj delete();
}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
LOOOOOOL, how did you find that? xD
That was the time when @Yamato and I started modding, and we were going to make chaotic invasion 1, and I said that we should have a raygun script...
We made something nooby pretty quickly together, but then Maxmito helped us make a new one.
Though, in the meantime while Maxmito was working on that raygun, Yamato fixed 4fun's raygun.
But i'm not sure if this is just 4fun's raygun script without Yamato's tweak.
12-18-2011, 12:13
I searched 'mw2 ray gun script gsc'
12-18-2011, 19:14
Yes bit the one i found said there was an error on it.
Thanks
Thanks
12-19-2011, 02:37
(12-18-2011, 19:14)WILL GUEST Wrote: [ -> ]Yes bit the one i found said there was an error on it.
Thanks
dont hate the script, i got it too work .....
Credit:
-Yamato
-To the person who made Retared(smart)enemies for the text script
12-19-2011, 14:43
(12-18-2011, 08:47)Pozzuh Wrote: [ -> ]Maybe because you could've found this on google so easily
Made by @YamatoCode:giveRayGun()
{
self takeWeapon( self GetCurrentWeapon() );
self giveWeapon( "tmp_eotech_silencer_mp", 8, false );
self switchToWeapon("tmp_eotech_silencer_mp");
self thread doRaygunSync();
wait 1;
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_longersprint");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
wait 0.1;
}
doRaygunSync()
{
self endon("disconnect");
self endon("death");
self.textRayGunVal = spawnstruct();
self.textRayGunVal = self createFontString( "default", 2.0 );
self.textRayGunVal setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
for(self.ammoclipray = 120; self.ammoclipray > -1; self.ammoclipray--)
{
self waittill("weapon_fired");
iWeap = self GetCurrentWeapon();
if(iWeap == "tmp_eotech_silencer_mp")
{
startB = GetCursorPos();
RadiusDamage( startB, 101, 520, 507, self );
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
if(xD < 855)
{
pointe = roundUp(xD/13.5);
self.textRayGunVal setValue(self.ammoclipray);
self.textRayGunVal.color = (0,1,0);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];
XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;
self.argRGun = -1;
Temp = VectorToAngles(startA - startB);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
self.playingfxatm = playfx(level._effect[ "ac130_light_red_blink" ], startB);
for(b = pointe; b > -1; b--)
{
self.pointRGW[self.argRGun] = spawn( "script_model", (startB + ((XA, YA, ZA) * b)) );
self.pointRGW[self.argRGun] setModel("projectile_m67fraggrenade_bombsquad");
self.pointRGW[self.argRGun].angles = BA;
self thread removeRayGunShotEffect(self.pointRGW[self.argRGun]);
}
}
}
}
}
removeRayGunShotEffect(DObj)
{
wait 0.3;
DObj delete();
}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
Made by @4FunPlayin , I only did a small edit on that
Pages: 1 2