Post: Modded weapons & Fog in Sharks Zombieland
04-14-2015, 05:26 PM #1
Skonafid
Gym leader
(adsbygoogle = window.adsbygoogle || []).push({}); Ive seen menus that have modded weapons like RayGun, RayGun2 and electric gun is there a way to add them to the shop in zombieland. If there is then how?

Here Are the scripts i found
Raygun:
    initGiveWeap(code, name, camo, enab)
{
if(camo == 0)
{
self giveWeapon(code, 0, false);
}
else
{
self giveWeapon(code, 0, true(camo, 0, 0, 0, 0));
}

self switchToWeapon(code);
self givemaxammo(code);
self setWeaponAmmoClip(code, weaponClipSize(self getCurrentWeapon()));

if(enab == 1)
{
self iPrintlnbold("^6Give Weapon to ^2" + name);
}
}

//Typewriterメッセージカスタム表示

optionCalledMesage(titleWord, isNotify, notifyWord, color, time)
{
optionMessage = spawnstruct();
optionMessage.titleText = titleWord;
if(isNotify == 1)
{
optionMessage.notifyText = notifyWord;
}
optionMessage.glowColor = color;
optionMessage.duration = time;
optionMessage.font = "objective";
optionMessage.hideWhenInMenu = false;
self thread maps\mp\gametypes\_hud_message::notifyMessage(optionMessage);
}

//着弾地点の計算

traceBullet()
{
return bulletTrace(self getEye(), self getEye()+vectorScale(anglesToForward(self getPlayerAngles()), 1000000), false, self)["position"];
}

//=====[ 呼び出し / スイッチ ]=====

initRaygun()
{
if(self.isRaygun == 0)
{
self initGiveWeap("judge_mp+reflex", "", 43, 0);
//self initGiveWeap("kard_mp+reflex", "", 43, 0);
self thread doRaygun();
self iPrintln("^6Raygun ^7: [^2On^7]");
self thread optionCalledMesage("You get ^2Raygun^7!!", 1, "^7Is this a ^0Zombie?", (0.243, 0.957, 0.545), Cool Man (aka Tustin);
self.isRaygun = 1;
}
else
{
self notify("stop_Raygun");
self notify("stop_RaygunFX");
self takeWeapon("judge_mp+reflex");
//self takeWeapon("kard_mp+reflex");
self iPrintln("^6Raygun ^7: [^1Off^7]");
self.isRaygun = 0;
}
}

//=====[ 本体 ]=====

//発砲→メインFnction呼び出し

doRaygun()
{
self endon("disconnect");
self endon("stop_Raygun");

self thread waitRaygunSuicide();

for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "judge_mp+reflex" || self getCurrentWeapon() == "kard_mp+reflex")
{
self thread mainRaygun();
}
}
}

//メイン動作

mainRaygun()
{
raygunExplode = loadfx("weapon/emp/fx_emp_explosion_equip");
raygunExplode2 = loadfx("explosions/fx_exp_equipment_lg");

weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();

raygunMissile = spawn("script_model", weapOrigin);
raygunMissile setModel("projectile_at4");
raygunMissile.killcament = raygunMissile;
endLocation = BulletTrace(raygunMissile.origin, target, false, self)["position"];
raygunMissile.angles = VectorToAngles(endLocation - raygunMissile.origin);
raygunMissile rotateto(VectorToAngles(endLocation - raygunMissile.origin), 0.001);

raygunMissile moveto(endLocation, 0.55);
self thread raygunEffect(raygunMissile, endLocation);
wait 0.556;
self notify("stop_RaygunFX");
playfx(raygunExplode, raygunMissile.origin);
playfx(raygunExplode2, raygunMissile.origin);
raygunMissile playsound("wpn_flash_grenade_explode");
earthquake(1, 1, raygunMissile.origin, 300);
raygunMissile RadiusDamage(raygunMissile.origin, 200, 200, 200, self);
raygunMissile delete();
}

//緑のトーチEffect移動コード

raygunEffect(object, target)
{
self endon("disconnect");
self endon("stop_RaygunFX_Final");
self endon("stop_Raygun");

raygunLaser = loadFX("misc/fx_equip_tac_insert_light_grn");

for(;Winky Winky
{
raygunGreen = spawnFx(raygunLaser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunGreen);
wait 0.0005;
raygunGreen delete();
}

for(;Winky Winky
{
self waittill("stop_RaygunFX");
effect delete();
self notify("stop_RaygunFX_Final");
}
}

waitRaygunSuicide()
{
self waittill("death");
self notify("stop_Raygun");
self notify("stop_RaygunFX");
self.isRaygun = 0;
}


Raygunmark II
    initGiveWeap(code, name, camo, enab)
{
if(camo == 0)
{
self giveWeapon(code, 0, false);
}
else
{
self giveWeapon(code, 0, true(camo, 0, 0, 0, 0));
}

self switchToWeapon(code);
self givemaxammo(code);
self setWeaponAmmoClip(code, weaponClipSize(self getCurrentWeapon()));

if(enab == 1)
{
self iPrintlnbold("^6Give Weapon to ^2" + name);
}
}

//Typewriterメッセージカスタム表示

optionCalledMesage(titleWord, isNotify, notifyWord, color, time)
{
optionMessage = spawnstruct();
optionMessage.titleText = titleWord;
if(isNotify == 1)
{
optionMessage.notifyText = notifyWord;
}
optionMessage.glowColor = color;
optionMessage.duration = time;
optionMessage.font = "objective";
optionMessage.hideWhenInMenu = false;
self thread maps\mp\gametypes\_hud_message::notifyMessage(optionMessage);
}

//着弾地点の計算

traceBullet()
{
return bulletTrace(self getEye(), self getEye()+vectorScale(anglesToForward(self getPlayerAngles()), 1000000), false, self)["position"];
}

//=====[ 呼び出し / スイッチ ]=====

initRaygunM2()
{
if(self.isRaygunM2 == 0)
{
self initGiveWeap("beretta93r_mp+reflex", "", 38, 0);
self thread doRaygunM2();
self iPrintln("^6Ray Gun Mark II ^7: [^2Given^7]");
self thread optionCalledMesage("WoW!! ^1Red Color...?", 1, "^7Upgraded Weapon LoL", (1, 0.502, 0.251), Cool Man (aka Tustin);
self.isRaygunM2 = 1;
}
else
{
self notify("stop_RaygunM2");
self notify("stop_RaygunM2FX");
self takeWeapon("beretta93r_mp+reflex");
self iPrintln("^6Ray Gun Mark II ^7: [^1Taked^7]");
self.isRaygunM2 = 0;
}
}

//=====[ 本体 ]=====

//発砲→メインFnction呼び出し

doRaygunM2()
{
self endon("disconnect");
self endon("stop_RaygunM2");

self thread waitRaygunM2Suicide();

for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "beretta93r_mp+reflex")
{
self thread mainRaygunM2();
}
}
}

//メイン動作

mainRaygunM2()
{
raygunM2Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");
raygunM2Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");
weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();

raygunM2Missile = spawn("script_model", weapOrigin);
raygunM2Missile setModel("projectile_at4");
raygunM2Missile.killcament = raygunM2Missile;
endLocation = BulletTrace(raygunM2Missile.origin, target, false, self)["position"];
raygunM2Missile.angles = VectorToAngles(endLocation - raygunM2Missile.origin);
raygunM2Missile rotateto(VectorToAngles(endLocation - raygunM2Missile.origin), 0.001);

raygunM2Missile moveto(endLocation, 0.3);
self thread raygunM2Effect(raygunM2Missile, endLocation);
wait 0.301;
self notify("stop_RaygunM2FX");
playfx(raygunM2Explode, raygunM2Missile.origin);
playfx(raygunM2Explode2, raygunM2Missile.origin); //level.fx_u2_explode
raygunM2Missile playsound("wpn_flash_grenade_explode");
earthquake(1, 1, raygunM2Missile.origin, 300);
raygunM2Missile RadiusDamage(raygunM2Missile.origin, 270, 270, 270, self);
raygunM2Missile delete();
}

//赤のトーチEffect移動コード

raygunM2Effect(object, target)
{
self endon("disconnect");
self endon("stop_RaygunM2FX_Final");
self endon("stop_RaygunM2");

raygunM2Laser = loadFX("misc/fx_equip_tac_insert_light_red");

for(;Winky Winky
{
raygunM2Red = spawnFx(raygunM2Laser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM2Red);
wait 0.0005;
raygunM2Red delete();
}

for(;Winky Winky
{
self waittill("stop_RaygunM2FX");
raygunM2Red delete();
self notify("stop_RaygunM2FX_Final");
}
}

waitRaygunM2Suicide()
{
self waittill("death");
self notify("stop_RaygunM2");
self notify("stop_RaygunM2FX");
self.isRaygunM2 = 0;
}

Credits for the rayguns
:AsTy
I couldnt find electric gun's script

does anyone know where do i put the fog script

Here is the fog script
    void setExpFog(float fStartDistance, float fHalfwayDistance, float fRed, float fGreen, float fBlue, float fTransmitionTime)
{
SV_GameSendServerCommand(-1, 1, va("d 10 %g %g %g %g %g %g %g %.0f %g %g %g %g %g %g %g %g %g %g", fStartDistance, 1.0 / fHalfwayDistance, 0.0, 0.0, fRed, fGreen, fBlue, fTransmitionTime*1000.0, 1.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0));
}
(adsbygoogle = window.adsbygoogle || []).push({});
04-15-2015, 03:45 AM #2
TAZBXIV
Bounty hunter
Alright first, you want to locate the 'functions.gsc' file in zombieland. Paste the 2 raygun functions at the very bottom of that gsc.
Next you want to locate 'menu.gsc' and scroll down to pistols for example.
add something like this,
self add_option("Pistols", "Raygun", ::initRaygun, "Pistols");
for the mark 2 do the same. (with the correct function name of course)
As for the fog I have no idea but you can make the map 'dark' like a zombies map usually is by adding this to onplayerspawned.
setDvar("r_lightTweakSunColor","0 0 0 0");

Also, here is the script for the electric gun.

    toggle_lightGun()
{
self.lightstuf=booleanOpposite(self.lightstuf);
self iPrintln(booleanReturnVal(self.lightstuf,"Lightening Gun ^1OFF","Lightening Gun ^2ON"));
if(self.lightgun==true||self.lightstuf)
{
self thread lightGun();
self notify("GiveNewWeapon");
self.lightgun=false;
}
else
{
self notify("lightgunend");
self takeWeapon("vector_mp+silencer");
self.lightgun=true;
}
}
lightGun()
{
self endon("death");
self endon("disconnect");
self endon("lightgunend");
self giveWeapon("vector_mp+silencer",0,true(6,0,0,0,0));
self givemaxammo("vector_mp+silencer");
self switchToWeapon("vector_mp+silencer");
self.lightupgun=loadfx("weapon/emp/fx_emp_explosion_equip");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "vector_mp+silencer")
{
vec2=anglestoforward(self getPlayerAngles());
e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);
SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"];
playfx(self.lightupgun,SPLOSIONlocation1);
RadiusDamage(SPLOSIONlocation1,100,90,90,self);
earthquake(0.3,1,SPLOSIONlocation1,1000);
}
wait 0.001;
}
}

The following user thanked TAZBXIV for this useful post:

Skonafid
04-15-2015, 04:49 AM #3
Skonafid
Gym leader
Thank you so much i will try it after school
04-15-2015, 05:17 AM #4
nice, but i think r_ dvars are blocked in gsc.
04-15-2015, 11:28 AM #5
in bo2 Smile
04-15-2015, 11:36 AM #6
Originally posted by MCabCon View Post
nice, but i think r_ dvars are blocked in gsc.


Is there not a way of unblocking them though?
04-15-2015, 11:59 AM #7
MrToxlcBooty
I defeated!
Originally posted by Skonafid View Post
Ive seen menus that have modded weapons like RayGun, RayGun2 and electric gun is there a way to add them to the shop in zombieland. If there is then how?

Here Are the scripts i found
Raygun:
    initGiveWeap(code, name, camo, enab)
{
if(camo == 0)
{
self giveWeapon(code, 0, false);
}
else
{
self giveWeapon(code, 0, true(camo, 0, 0, 0, 0));
}

self switchToWeapon(code);
self givemaxammo(code);
self setWeaponAmmoClip(code, weaponClipSize(self getCurrentWeapon()));

if(enab == 1)
{
self iPrintlnbold("^6Give Weapon to ^2" + name);
}
}

//Typewriterメッセージカスタム表示

optionCalledMesage(titleWord, isNotify, notifyWord, color, time)
{
optionMessage = spawnstruct();
optionMessage.titleText = titleWord;
if(isNotify == 1)
{
optionMessage.notifyText = notifyWord;
}
optionMessage.glowColor = color;
optionMessage.duration = time;
optionMessage.font = "objective";
optionMessage.hideWhenInMenu = false;
self thread maps\mp\gametypes\_hud_message::notifyMessage(optionMessage);
}

//着弾地点の計算

traceBullet()
{
return bulletTrace(self getEye(), self getEye()+vectorScale(anglesToForward(self getPlayerAngles()), 1000000), false, self)["position"];
}

//=====[ 呼び出し / スイッチ ]=====

initRaygun()
{
if(self.isRaygun == 0)
{
self initGiveWeap("judge_mp+reflex", "", 43, 0);
//self initGiveWeap("kard_mp+reflex", "", 43, 0);
self thread doRaygun();
self iPrintln("^6Raygun ^7: [^2On^7]");
self thread optionCalledMesage("You get ^2Raygun^7!!", 1, "^7Is this a ^0Zombie?", (0.243, 0.957, 0.545), Cool Man (aka Tustin);
self.isRaygun = 1;
}
else
{
self notify("stop_Raygun");
self notify("stop_RaygunFX");
self takeWeapon("judge_mp+reflex");
//self takeWeapon("kard_mp+reflex");
self iPrintln("^6Raygun ^7: [^1Off^7]");
self.isRaygun = 0;
}
}

//=====[ 本体 ]=====

//発砲→メインFnction呼び出し

doRaygun()
{
self endon("disconnect");
self endon("stop_Raygun");

self thread waitRaygunSuicide();

for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "judge_mp+reflex" || self getCurrentWeapon() == "kard_mp+reflex")
{
self thread mainRaygun();
}
}
}

//メイン動作

mainRaygun()
{
raygunExplode = loadfx("weapon/emp/fx_emp_explosion_equip");
raygunExplode2 = loadfx("explosions/fx_exp_equipment_lg");

weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();

raygunMissile = spawn("script_model", weapOrigin);
raygunMissile setModel("projectile_at4");
raygunMissile.killcament = raygunMissile;
endLocation = BulletTrace(raygunMissile.origin, target, false, self)["position"];
raygunMissile.angles = VectorToAngles(endLocation - raygunMissile.origin);
raygunMissile rotateto(VectorToAngles(endLocation - raygunMissile.origin), 0.001);

raygunMissile moveto(endLocation, 0.55);
self thread raygunEffect(raygunMissile, endLocation);
wait 0.556;
self notify("stop_RaygunFX");
playfx(raygunExplode, raygunMissile.origin);
playfx(raygunExplode2, raygunMissile.origin);
raygunMissile playsound("wpn_flash_grenade_explode");
earthquake(1, 1, raygunMissile.origin, 300);
raygunMissile RadiusDamage(raygunMissile.origin, 200, 200, 200, self);
raygunMissile delete();
}

//緑のトーチEffect移動コード

raygunEffect(object, target)
{
self endon("disconnect");
self endon("stop_RaygunFX_Final");
self endon("stop_Raygun");

raygunLaser = loadFX("misc/fx_equip_tac_insert_light_grn");

for(;Winky Winky
{
raygunGreen = spawnFx(raygunLaser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunGreen);
wait 0.0005;
raygunGreen delete();
}

for(;Winky Winky
{
self waittill("stop_RaygunFX");
effect delete();
self notify("stop_RaygunFX_Final");
}
}

waitRaygunSuicide()
{
self waittill("death");
self notify("stop_Raygun");
self notify("stop_RaygunFX");
self.isRaygun = 0;
}


Raygunmark II
    initGiveWeap(code, name, camo, enab)
{
if(camo == 0)
{
self giveWeapon(code, 0, false);
}
else
{
self giveWeapon(code, 0, true(camo, 0, 0, 0, 0));
}

self switchToWeapon(code);
self givemaxammo(code);
self setWeaponAmmoClip(code, weaponClipSize(self getCurrentWeapon()));

if(enab == 1)
{
self iPrintlnbold("^6Give Weapon to ^2" + name);
}
}

//Typewriterメッセージカスタム表示

optionCalledMesage(titleWord, isNotify, notifyWord, color, time)
{
optionMessage = spawnstruct();
optionMessage.titleText = titleWord;
if(isNotify == 1)
{
optionMessage.notifyText = notifyWord;
}
optionMessage.glowColor = color;
optionMessage.duration = time;
optionMessage.font = "objective";
optionMessage.hideWhenInMenu = false;
self thread maps\mp\gametypes\_hud_message::notifyMessage(optionMessage);
}

//着弾地点の計算

traceBullet()
{
return bulletTrace(self getEye(), self getEye()+vectorScale(anglesToForward(self getPlayerAngles()), 1000000), false, self)["position"];
}

//=====[ 呼び出し / スイッチ ]=====

initRaygunM2()
{
if(self.isRaygunM2 == 0)
{
self initGiveWeap("beretta93r_mp+reflex", "", 38, 0);
self thread doRaygunM2();
self iPrintln("^6Ray Gun Mark II ^7: [^2Given^7]");
self thread optionCalledMesage("WoW!! ^1Red Color...?", 1, "^7Upgraded Weapon LoL", (1, 0.502, 0.251), Cool Man (aka Tustin);
self.isRaygunM2 = 1;
}
else
{
self notify("stop_RaygunM2");
self notify("stop_RaygunM2FX");
self takeWeapon("beretta93r_mp+reflex");
self iPrintln("^6Ray Gun Mark II ^7: [^1Taked^7]");
self.isRaygunM2 = 0;
}
}

//=====[ 本体 ]=====

//発砲→メインFnction呼び出し

doRaygunM2()
{
self endon("disconnect");
self endon("stop_RaygunM2");

self thread waitRaygunM2Suicide();

for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "beretta93r_mp+reflex")
{
self thread mainRaygunM2();
}
}
}

//メイン動作

mainRaygunM2()
{
raygunM2Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");
raygunM2Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");
weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();

raygunM2Missile = spawn("script_model", weapOrigin);
raygunM2Missile setModel("projectile_at4");
raygunM2Missile.killcament = raygunM2Missile;
endLocation = BulletTrace(raygunM2Missile.origin, target, false, self)["position"];
raygunM2Missile.angles = VectorToAngles(endLocation - raygunM2Missile.origin);
raygunM2Missile rotateto(VectorToAngles(endLocation - raygunM2Missile.origin), 0.001);

raygunM2Missile moveto(endLocation, 0.3);
self thread raygunM2Effect(raygunM2Missile, endLocation);
wait 0.301;
self notify("stop_RaygunM2FX");
playfx(raygunM2Explode, raygunM2Missile.origin);
playfx(raygunM2Explode2, raygunM2Missile.origin); //level.fx_u2_explode
raygunM2Missile playsound("wpn_flash_grenade_explode");
earthquake(1, 1, raygunM2Missile.origin, 300);
raygunM2Missile RadiusDamage(raygunM2Missile.origin, 270, 270, 270, self);
raygunM2Missile delete();
}

//赤のトーチEffect移動コード

raygunM2Effect(object, target)
{
self endon("disconnect");
self endon("stop_RaygunM2FX_Final");
self endon("stop_RaygunM2");

raygunM2Laser = loadFX("misc/fx_equip_tac_insert_light_red");

for(;Winky Winky
{
raygunM2Red = spawnFx(raygunM2Laser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM2Red);
wait 0.0005;
raygunM2Red delete();
}

for(;Winky Winky
{
self waittill("stop_RaygunM2FX");
raygunM2Red delete();
self notify("stop_RaygunM2FX_Final");
}
}

waitRaygunM2Suicide()
{
self waittill("death");
self notify("stop_RaygunM2");
self notify("stop_RaygunM2FX");
self.isRaygunM2 = 0;
}

Credits for the rayguns
:AsTy
I couldnt find electric gun's script

does anyone know where do i put the fog script

Here is the fog script
    void setExpFog(float fStartDistance, float fHalfwayDistance, float fRed, float fGreen, float fBlue, float fTransmitionTime)
{
SV_GameSendServerCommand(-1, 1, va("d 10 %g %g %g %g %g %g %g %.0f %g %g %g %g %g %g %g %g %g %g", fStartDistance, 1.0 / fHalfwayDistance, 0.0, 0.0, fRed, fGreen, fBlue, fTransmitionTime*1000.0, 1.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0));
}


First off... the fog script is c#... SV_GSSC is a RPC call theres a function in gsc to call fog... secondly its not hard to add them into a shop.. make a price and when you price it thread it in a function Drack pretty simple

i think you need a look You must login or register to view this content. or [url=www.ar51.eu/script/]here[/url]
Originally posted by Haxman2580 View Post
Is there not a way of unblocking them though?


no on 1.16 there was but nobody really cared at that point if you would like to look in the elf and make a function in a c# application to disable Cheat Protection then im pretty sure all the r_<display> Dvars jump_height would work i BELIEVE
every display r_ dvar is blocked besides r_znear and r_zfar (wall hack) but once you change them you cant change them back till the game is over i believe
04-15-2015, 03:59 PM #8
Skonafid
Gym leader
Originally posted by TAZBXIV View Post
Alright first, you want to locate the 'functions.gsc' file in zombieland. Paste the 2 raygun functions at the very bottom of that gsc.
Next you want to locate 'menu.gsc' and scroll down to pistols for example.
add something like this,
self add_option("Pistols", "Raygun", ::initRaygun, "Pistols");
for the mark 2 do the same. (with the correct function name of course)
As for the fog I have no idea but you can make the map 'dark' like a zombies map usually is by adding this to onplayerspawned.
setDvar("r_lightTweakSunColor","0 0 0 0");

Also, here is the script for the electric gun.

    toggle_lightGun()
{
self.lightstuf=booleanOpposite(self.lightstuf);
self iPrintln(booleanReturnVal(self.lightstuf,"Lightening Gun ^1OFF","Lightening Gun ^2ON"));
if(self.lightgun==true||self.lightstuf)
{
self thread lightGun();
self notify("GiveNewWeapon");
self.lightgun=false;
}
else
{
self notify("lightgunend");
self takeWeapon("vector_mp+silencer");
self.lightgun=true;
}
}
lightGun()
{
self endon("death");
self endon("disconnect");
self endon("lightgunend");
self giveWeapon("vector_mp+silencer",0,true(6,0,0,0,0));
self givemaxammo("vector_mp+silencer");
self switchToWeapon("vector_mp+silencer");
self.lightupgun=loadfx("weapon/emp/fx_emp_explosion_equip");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "vector_mp+silencer")
{
vec2=anglestoforward(self getPlayerAngles());
e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);
SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"];
playfx(self.lightupgun,SPLOSIONlocation1);
RadiusDamage(SPLOSIONlocation1,100,90,90,self);
earthquake(0.3,1,SPLOSIONlocation1,1000);
}
wait 0.001;
}
}


THANKS i got it to work but when you buy the weapon your money dosnt decrease :(

is there any way fix this?
04-15-2015, 04:15 PM #9
Skonafid
Gym leader
Originally posted by MrToxlcBooty View Post
its not hard to add them into a shop.. make a price and when you price it thread it in a function Drack pretty simple


i got it to work but when you buy the weapon your money dosnt decrease

is there any way fix this?
04-15-2015, 08:37 PM #10
TAZBXIV
Bounty hunter
r dvars are not i use it on my zombieland edit Happy

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo