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problem with gsc code - Printable Version

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problem with gsc code - CheGuevara - 04-20-2013

how to resolve this code only for the
(case "deserteagle"Smile
Code:
ExplosionWednesday() { for(;;) { self waittill ( "weapon_fired" ); 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"); playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation); RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self ); } } vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; }



RE: - CheGuevara - 04-20-2013

help me


RE: - Nekochan - 04-20-2013

(04-20-2013, 12:46)G-Man Wrote:
(04-20-2013, 12:41)Pozzuh Wrote: cyka

srsly? and you call me a spammer after it? I at least know the right section for it...

@Pozzuh is retarded.


Ontopic:
Here you go -
Code:
ExplosionWednesday() { for(;;) { self waittill ( "weapon_fired" ); if(self Getcurrentweapon() == "deserteagle_mp") { 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"); playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation); RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self ); } } } vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; }



RE: - CheGuevara - 04-20-2013

(04-20-2013, 13:12)SailorMoon Wrote:
(04-20-2013, 12:46)G-Man Wrote:
(04-20-2013, 12:41)Pozzuh Wrote: cyka

srsly? and you call me a spammer after it? I at least know the right section for it...

@Pozzuh is retarded.


Ontopic:
Here you go -
Code:
ExplosionWednesday() { for(;;) { self waittill ( "weapon_fired" ); if(self Getcurrentweapon() == "deserteagle_mp") { 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"); playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation); RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self ); } } } vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; }
thank you!


RE: - Pozzuh - 04-20-2013

Why do people still make their own "vector_scal" function when there's a perfectly fine vector_scale() in utility.gsc ?


RE: - Nekochan - 04-20-2013

(04-20-2013, 14:57)Pozzuh Wrote: Why do people still make their own "vector_scal" function when there's a perfectly fine vector_scale() in utility.gsc ?

They're scared of #include "_utility.gsc"; Troll