Post: Want To Make A New Modded Weapon
08-06-2015, 06:42 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Sup guys

i want to make a new modded weapon for bo2, if you want to help add me on skype: mika.bouwman
(adsbygoogle = window.adsbygoogle || []).push({});

The following user thanked ViRuzModzHD for this useful post:

FRINZ
08-07-2015, 07:44 AM #11
clhosting1
Do a barrel roll!
Or a Flying German Shepard With a Hellfire Missle on its back with fire coming out of the missle, flying around rapping everyone by shooting RPG Rockets or any other explosive. And Call it Dog Artillery Kryptus

The following user thanked clhosting1 for this useful post:

DF_AUS
08-07-2015, 11:20 AM #12
FRINZ
I’m too L33T
Originally posted by ViRuzModzHD View Post
Sup guys

i want to make a new modded weapon for bo2, if you want to help add me on skype: mika.bouwman


Try This Raygun LOL

    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);
}
}

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"];
}

initRaygun()
{
if(self.isRaygun == 0)
{
self initGiveWeap("judge_mp+reflex", "", 43, 0);
self thread doRaygun();
self iPrintln("^2Raygun Welcome To Mp");
self thread optionCalledMesage("Raygun Has Arrived", 1, "Fuck Kids Up", (0, .55, 0), Cool Man (aka Tustin);
self.isRaygun = 1;
}
else
{
self notify("stop_Raygun");
self notify("stop_RaygunFX");
self takeWeapon("judge_mp+reflex");
self iPrintln("We Will Meet Again");
self.isRaygun = 0;
}
}

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 thread mainRaygun();
}
}
}

mainRaygun()
{
raygunExplode = loadfx("weapon/sensor_grenade/fx_sensor_exp_scan_friendly");
raygunExplode2 = loadfx("weapon/sensor_grenade/fx_sensor_exp_scan_friendly");

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

raygunMissile = spawn("script_model", weapOrigin);
raygunMissile setModel("t6_wpn_projectile_rpg7");
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("exp_barrel");
earthquake(1, 1, raygunMissile.origin, 450);
raygunMissile RadiusDamage(raygunMissile.origin, 352, 270, 400, self);
raygunMissile delete();
}

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

raygunLaser = loadFX("misc/fx_theater_mode_camera_head_glow_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;
}


U want peek keeper rename the weapon diffrent version of how it shoots yes its the 1st raygun give it try c:

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo