Post: Working water fountain code.
08-14-2015, 01:04 AM #1
Trefad
I defeated!
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08-15-2015, 06:55 AM #11
Trefad
I defeated!
Originally posted by 7584
lol we all know this m9
but you need a fountain just look on managed code list part 3 i posted it and dynamic v3 isn't different coding m9 is just abbreviated like example n means self notify("blah")
p self i printin and his script are shorter and work same to obtain lines witch makes it a beast gsc in my option but enough of me

And b isn't not break lol b is another hud im guessing for his shaders.
this for me to help you on your question here bro

    Mw2Water()
{
if(self.watermane == 0)
{
self.watermane = 1;
self iPrintlnbold("Water Fountain Mw2 Style: ^2ENABLE");
self setclientthirdperson(true);
self thread waterfount();
}
else
{
self.watermane = 0;
self iPrintlnbold("Water Fountain Mw2 Style: ^1DISABLE");
self setclientthirdperson(false);
self notify("stop_thirstybitch");
}
}
waterfount()
{
self endon( "disconnect" );
self endon( "stop_thirstybitch" );
while(1)
{
playfx(level._effect["impacts/fx_xtreme_water_hit_mp"], self getTagOrigin("j_spine4"));
wait 0.2;
}
}


Just put the fx in your init() and call it in as ::Mw2Water
Hope This answers your question.


Yes thanks.

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