Post: Bo2/1.19 i need the inferno gun code
08-05-2015, 01:48 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Does anybody have the inferno gun code for BO2/1.19 ?? HMU
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08-05-2015, 02:10 PM #2
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Kas
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Originally posted by LordWZRRD View Post
Does anybody have the inferno gun code for BO2/1.19 ?? HMU


Thread moved to Call of Duty: Black Ops 2 GSC Mods and Scripts Questions. You'll receive a better response in the correct section Smile
08-05-2015, 02:16 PM #3
oh, hahah thanks :P
08-05-2015, 02:27 PM #4
FRINZ
I’m too L33T
yes m8 i posted here c: on ngu stickt managed code 3 there u will find it c:
08-05-2015, 02:30 PM #5
FRINZ
I’m too L33T
Originally posted by LordWZRRD View Post
Does anybody have the inferno gun code for BO2/1.19 ?? HMU


Originally posted by 7584
INFERNO

here the inferno modded weapon c:

I think elegance the only one who had it in a gsc bo2 was ight stinger with out lock on i figure out was not complicated c:


Works Same WayJust a tiny difrrent Enjoy

Script Weapon
    InfernoBitch()
{
if(self.infernohoe == 0)
{
self initGiveWeap("fhj18_mp","",39,0);
self thread doGOD();
self PlaySoundToPlayer("wpn_grenade_explode_glass",self);
self iPrintln("^0INFERNO^7[^1Activated^7]");
self thread optionCalledMesage("^6THE ^1INFERNO ^0ON", 1, "^3Hatez ^1EDITION", (.3671, .101, .432), Cool Man (aka Tustin);
self.infernohoe = 1;
}
else
{
self notify("stop_Inferno");
self notify("stop_InfernoFX");
self takeWeapon("fhj18_mp");
self PlaySoundToPlayer("wpn_remote_missile_fire_boost",self);
self iPrintln("^0INFERNO^7[^6Disactivated^7]");
self.infernohoe = 0;
}
}



doGOD()
{
self endon("disconnect");
self endon("stop_Inferno");

self thread LoUltimo();

for(;Winky Winky
{

if(self getCurrentWeapon()== "fhj18_mp")
{
self thread ActivateMe();
}
wait 0.01;
}
}

ActivateMe()
{
if( self attackbuttonpressed() )
{
InfernoExplode = loadfx( "vehicle/vexplosion/fx_vexplode_heli_killstreak_exp_sm" );
InfernoExplode2 = loadfx( "vehicle/vexplosion/fx_vexplode_heli_killstreak_exp_sm" );
weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();

InfernoFRINZ = spawn("script_model", weapOrigin);
InfernoFRINZ setModel("projectile_m203grenade");
InfernoFRINZ.killcament = InfernoFRINZ;
endLocation = BulletTrace(InfernoFRINZ.origin, target, false, self)["position"];
InfernoFRINZ.angles = VectorToAngles(endLocation - InfernoFRINZ.origin);
InfernoFRINZ rotateto(VectorToAngles(endLocation - InfernoFRINZ.origin), 0.001);

InfernoFRINZ moveto(endLocation, 0.45);
self thread MysEFFECT(InfernoFRINZ, endLocation);
wait 0.321;
self notify("stop_InfernoFX");
playfx(InfernoExplode, InfernoFRINZ.origin);
playfx(InfernoExplode2, InfernoFRINZ.origin);
InfernoFRINZ playsound("wpn_rocket_explode");
earthquake(1, 1, InfernoFRINZ.origin, 350);
InfernoFRINZ RadiusDamage(InfernoFRINZ.origin, 420, 420, 420, self);
InfernoFRINZ delete();
}
}

MysEFFECT(object, target)
{
self endon("disconnect");
self endon("stop_InfernoFX_Final");
self endon("stop_Inferno");

InfernoTrail = loadfx( "trail/fx_trail_heli_killstreak_tail_smoke" );
for(;Winky Winky
{
smokeMe = spawnFx(InfernoTrail, object.origin, VectorToAngles(target - object.origin));
triggerFx(smokeMe);
wait 0.0010;
smokeMe delete();
}

for(;Winky Winky
{
self waittill("stop_InfernoFX");
smokeMe delete();
self notify("stop_InfernoFX_Final");
}
}

LoUltimo()
{
self waittill("death");
self notify("stop_Inferno");
self notify("stop_InfernoFX");
self.infernohoe = 0;
}


Now The Shit You Will Need To Add So You Wont Freeze

    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("Give Weapon to " + name);
}
}

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);
}

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



InIt()
{
leve._effect["trail/fx_trail_heli_killstreak_tail_smoke" ]=loadfx( "trail/fx_trail_heli_killstreak_tail_smoke" );
leve._effect["vehicle/vexplosion/fx_vexplode_heli_killstreak_exp_sm" ]=loadfx( "vehicle/vexplosion/fx_vexplode_heli_killstreak_exp_sm" );
}

Put That InIt()
And Call The Function ::InfernoBitch

Credits asty
Elegance for idea
w@w section.


Enzo Dave from this you can make the haduken if u like


there you go m8

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