Post: Correct my Water FX bullet.
06-26-2015, 05:42 AM #1
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So I made a water FX bullet and it's not working


Also have this in the
init()
{
level._effect[ "fx_water_pipe_broken_gush" ] = loadfx( "water/fx_water_pipe_broken_gush" );
}

    WaterFX()
{
self endon("disconnect");
self endon("stop_fxw");
for(;Winky Winky
{
self waittill("weapon_fired");
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = vectorscale(forward, 9999);
magicbullet("water/fx_water_pipe_broken_gush", start, bullettrace(start, start + end, false, undefined)["position"], self);
}
}
WaterFXToggle()
{
if(self.SG == true)
{
self thread WaterFX();
self iPrintln("Shooting Water: ^2ON");
self.SG = false;
}
else
{
self notify("stop_fxw");
self iPrintln("Shooting Water: ^1OFF");
self.SG = true;
}
}
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06-27-2015, 05:56 PM #2
FRINZ
I’m too L33T
because the FX U Using


Originally posted by another user
AguaPuto()
{
if (self.AguaOn == 0)
{
self.AguaOn = 1;
self thread AguaGun();
self iPrintlnbold("Water Bullets Enable");
}
else
{
self.AguaOn = 0;
self notify("stop_Agua");
self iprintlnbold("Water Bullets Disable");
}
}
AguaGun()
{
self endon("disconnect");
self endon("stop_Agua");
level._effect[ "fx_footstep_water" ]=loadfx( "bio/player/fx_footstep_water" );
for(;Winky Winky
{
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
playfx(level._effect["fx_footstep_water"], ExpLocation);
RadiusDamage(ExpLocation, 3000, 3000, 3000, self);
foreach(p in level.players)
{
p playsound("");////// add your sound you want
}
wait 0.05;
}
}
06-27-2015, 06:03 PM #3
oCmKs_4_LiFe
< ^ > < ^ >
Originally posted by FRlNZ View Post
because the FX U Using


l33t c0d3 m9
06-28-2015, 08:36 AM #4
kaymarie123
Do a barrel roll!
smh stare

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