level._effect["blood"] = loadfx("impacts/fx_flesh_hit_body_fatal_exit");
MonitorEB()
{
self endon("game_ended");
self endon("disconnect");
for(;
{
if (self meleebuttonpressed() && self actionslotthreebuttonpressed())//Melee(R3) + Dpad Left = Change EB Range
{
if(self.EBRange == "^0Off")
{
self notify("NewRange");
self thread radiusShot(250);
self.EBRange = "^3Low";
}
else if(self.EBRange == "^3Low")
{
self notify("NewRange");
self thread radiusShot(480);
self.EBRange = "^2Medium";
}
else if(self.EBRange == "^2Medium")
{
self notify("NewRange");
self thread radiusShot(750);
self.EBRange = "^1High";
}
else if(self.EBRange == "^1High")
{
self notify("NewRange");
self thread radiusShot(0);
self.EBRange = "^0Off";
}
self iPrintln("Explosive Bullets: " + self.EBRange);
}
wait .1;
}
}
radiusShot(range)
{
self endon("disconnect");
self endon("game_ended");
self endon("NewRange");
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(ExpLocation, player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else aimAt = player;
}
if(distance( aimAt.origin, ExpLocation ) < range)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
if(isSubstr(self getCurrentWeapon(), "svu") && self.EBRange)
{
aimAt thread bleedDeathHead();
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2000000, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0, 0 );
}
else
{
aimAt thread bleedDeathBody();
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2000000, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}
}
wait .05;
}
}
//Blood Effect in Body
bleedDeathBody()
{
playFx(level._effect["blood"], self getTagOrigin("pelvis"));
}
//Blood effect in Head
bleedDeathHead()
{
playFx(level._effect["blood"], self getTagOrigin("head"));
}
Copyright © 2026, NextGenUpdate.
All Rights Reserved.