Post: Black Ops 2 GSC EB ONLINE Blood Fx
08-19-2016, 03:41 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Can someone add the blood fx to this patch ? Would be very nice Smile or what do i have to add to this script and where Smile


/*
Explosive Bullets Patch by: Matrix
**********************************
Features:
FFA is Host Only
SnD is Everyone on the HOST's team
Explosive Bullets works for Snipers ONLY
Dpad Down for Explosive Bullets - Kill
Dpad Up for Explosive Bullets - Hitmarkers
HOST ONLY: Prone and Knife for Force Host
*/
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
init()
{
* * level thread onPlayerConnect();
}
onPlayerConnect()
{
* * for(;Winky Winky
* * {
* * * * level waittill("connected", player);
* * * * player thread onPlayerSpawned();
* * * * if(player isHost() && level.teamBased)
* * * * {
* * * * player checkHostTeam();
* * * * player thread monitorFH();
* * * * }
* * }
}
onPlayerSpawned()
{
* * self endon("disconnect");
level endon("game_ended");
* * for(;Winky Winky
* * {
* * * * self waittill("spawned_player");

if(getDvar("g_gametype") == "dm")
{
if(self isHost() || isSubStr(self.name, "Surf_"))
{
self thread monitorKill();
self thread monitorHM();
if( getDvar("mapname") == "mp_raid" )
self thread monitorTele();
}
}
* * * * if(getDvar("g_gametype") != "dm")
* * * * {
if(self.pers["team"] == level.hostTeam)
{
self thread monitorKill();
self thread monitorHM();
if( getDvar("mapname") == "mp_raid" )
self thread monitorTele();
}
}
* * }
}
checkHostTeam()
{
if(self.pers["team"] == "allies")
level.hostTeam = "allies";
else
level.hostTeam = "axis";
}
radiusShot(type,loc,dam,range)
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "death" );
self endon( "NewLoc" );
for(;Winky Winky
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(ExpLocation, player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else aimAt = player;*
}
if(distance( aimAt.origin, ExpLocation ) < range)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
if(isSubstr(self getCurrentWeapon(), "svu") && dam == 2147483600)
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0, 0 );
else aimAt thread [[level.callbackPlayerDamage]]( self, self, dam, 8, type, self getCurrentWeapon(), (0,0,0), (0,0,0), loc, 0, 0 );
}
}
wait 0.05;
}
}
monitorKill()
{
self endon("disconnect");
self endon("death");
self.buttonReleased = true;
for(;Winky Winky
{
wait 0.01;
if( self actionSlotTwoButtonPressed() == false)
{
self.buttonReleased = true;
}
else if( self actionSlotTwoButtonPressed() == true && self.buttonReleased == true )
{
self notify("NewLoc");
self thread radiusShot("MOD_RIFLE_BULLET","pelvis",2147483600,300);
self.buttonReleased = false;
}
}
}
monitorHM()
{
self endon("disconnect");
self endon("death");
self.buttonReleased = true;
for(;Winky Winky
{
wait 0.01;
if( self actionSlotOneButtonPressed() == false)
{
self.buttonReleased = true;
}
else if( self actionSlotOneButtonPressed() == true && self.buttonReleased == true )
{
self notify("NewLoc");
self thread radiusShot("MOD_PISTOL_BULLET","toe",10,600);
self.buttonReleased = false;
}
}
}
monitorFH()
{
self endon("disconnect");
self.buttonReleased = true;
for(;Winky Winky
{
wait 0.01;
if( self meleeButtonPressed() == false && self GetStance() == "prone")
{
self.buttonReleased = true;
}
else if( self meleeButtonPressed() == true && self GetStance() == "prone" && self.buttonReleased == true )
{
self forceHost();
self.buttonReleased = false;
}
}
}
forceHost()
{
* * if(self.fhost == false)
* * {
* * * * self.fhost = true;
* * * * setDvar("party_connectToOthers" , "0");
* * * * setDvar("partyMigrate_disabled" , "1");
* * * * setDvar("party_mergingEnabled" , "0");
* * * * self iPrintln("Force Host: [^2ON^7]");
* * * * wait 1;
* * }
* * else
* * {
* * * * self.fhost = false;
* * * * setDvar("party_connectToOthers" , "1");
* * * * setDvar("partyMigrate_disabled" , "0");
* * * * setDvar("party_mergingEnabled" , "1");
* * * * self iPrintln("Force Host: [^1OFF^7]");
* * * * wait 1;
* * }
}
monitorTele()
{
self endon("disconnect");
self.buttonReleased = true;
for(;Winky Winky
{
wait 0.01;
if( self fragButtonPressed() == false && self secondaryOffHandButtonPressed() == false && self GetStance() == "prone")
{
self.buttonReleased = true;
}
else if( self fragButtonPressed() == true && self secondaryOffHandButtonPressed() == true && self GetStance() == "prone" && self.buttonReleased == true )
{
self thread goToSpot();
self.buttonReleased = false;
}
}
}
goToSpot()
{
wait 0.2;
self setOrigin( (2716,4760,190) );
}
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The following 3 users groaned at adrianderking for this awful post:

HiddenHour, itsSorrow, Nothingbutbread
08-19-2016, 09:37 PM #2
TotalModzHD
Bounty hunter
Well first it's a good idea to precache the blood fx, you can do this in the init. Then you can just use playfx at any point to play the blood effect at the origin you want.
A good resource is You must login or register to view this content. if you are learning GSC.

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