Post: how could i make this code give all to someone
08-16-2015, 11:31 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); I want this so that when i click on it everyone has the bloodman effect, any help would be appreciated.

code:
    initBloodMan()
{
if (self.bloodmanOn == 0)
{
self.bloodmanOn = 1;
self thread bloodMan();
self iPrintln("Blood Man: [^2On^7] by ^2Pvpeon"); //no change leecher//
}
else
{
self.bloodmanOn = 0;
self notify("stop_bloodman");
self iprintln("Blood Man: [^1Off^7] by ^2Pvpeon"); //no change leecher//
}
}

bloodMan()
{
self endon ( "disconnect" );
self endon("stop_bloodman");
level._effect[ "impacts/fx_deathfx_dogbite" ] = loadfx( "impacts/fx_deathfx_dogbite" );
while(1)
{

level._effect[ "impacts/fx_deathfx_dogbite" ] = loadfx( "impacts/fx_deathfx_dogbite" );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_head" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spineupper" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spinelower" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spine4" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spine1" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Elbow_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Elbow_LE" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_knee_le" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_knee_ri" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( " J_Wrist_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( " J_Wrist_LE" ) );
wait 0.5;
}
}
(adsbygoogle = window.adsbygoogle || []).push({});
08-16-2015, 11:53 PM #2
Trefad
I defeated!
Originally posted by gdude999 View Post
I want this so that when i click on it everyone has the bloodman effect, any help would be appreciated.

code:
    initBloodMan()
{
if (self.bloodmanOn == 0)
{
self.bloodmanOn = 1;
self thread bloodMan();
self iPrintln("Blood Man: [^2On^7] by ^2Pvpeon"); //no change leecher//
}
else
{
self.bloodmanOn = 0;
self notify("stop_bloodman");
self iprintln("Blood Man: [^1Off^7] by ^2Pvpeon"); //no change leecher//
}
}

bloodMan()
{
self endon ( "disconnect" );
self endon("stop_bloodman");
level._effect[ "impacts/fx_deathfx_dogbite" ] = loadfx( "impacts/fx_deathfx_dogbite" );
while(1)
{

level._effect[ "impacts/fx_deathfx_dogbite" ] = loadfx( "impacts/fx_deathfx_dogbite" );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_head" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spineupper" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spinelower" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spine4" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spine1" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Elbow_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Elbow_LE" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_knee_le" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_knee_ri" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( " J_Wrist_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( " J_Wrist_LE" ) );
wait 0.5;
}
}


I think you are supposed to add this in the top foreach(player in level.players)

Then change everything that is self to player.
08-16-2015, 11:57 PM #3
Originally posted by Trefad View Post
I think you are supposed to add this in the top foreach(player in level.players)

Then change everything that is self to player.


i did that and it works for models but for effects it freezing my rgh

il try that later thanks dude
08-17-2015, 12:06 AM #4
itsSorrow
In my man cave
Here

    

initBloodMan()
{
foreach(player in level.players)
{
player thread initbloodman1();
}
}

initBloodMan1()
{
if (self.bloodmanOn == 0)
{
self.bloodmanOn = 1;
self thread bloodMan();
self iPrintln("Blood Man: [^2On^7] by ^2Pvpeon"); //no change leecher//
}
else
{
self.bloodmanOn = 0;
self notify("stop_bloodman");
self iprintln("Blood Man: [^1Off^7] by ^2Pvpeon"); //no change leecher//
}
}
bloodMan()
{
self endon ( "disconnect" );
self endon("stop_bloodman");
level._effect[ "impacts/fx_deathfx_dogbite" ] = loadfx( "impacts/fx_deathfx_dogbite" );
while(1)
{

level._effect[ "impacts/fx_deathfx_dogbite" ] = loadfx( "impacts/fx_deathfx_dogbite" );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_head" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spineupper" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spinelower" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spine4" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spine1" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Elbow_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Elbow_LE" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_knee_le" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_knee_ri" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( " J_Wrist_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( " J_Wrist_LE" ) );
wait 0.5;
}
}


I was 2 lazy so I did the edit on ngu and I wanted to make it quick so yas :P
08-17-2015, 12:11 AM #5
FRINZ
I’m too L33T
Originally posted by gdude999 View Post
I want this so that when i click on it everyone has the bloodman effect, any help would be appreciated.

code:
    initBloodMan()
{
if (self.bloodmanOn == 0)
{
self.bloodmanOn = 1;
self thread bloodMan();
self iPrintln("Blood Man: [^2On^7] by ^2Pvpeon"); //no change leecher//
}
else
{
self.bloodmanOn = 0;
self notify("stop_bloodman");
self iprintln("Blood Man: [^1Off^7] by ^2Pvpeon"); //no change leecher//
}
}

bloodMan()
{
self endon ( "disconnect" );
self endon("stop_bloodman");
level._effect[ "impacts/fx_deathfx_dogbite" ] = loadfx( "impacts/fx_deathfx_dogbite" );
while(1)
{

level._effect[ "impacts/fx_deathfx_dogbite" ] = loadfx( "impacts/fx_deathfx_dogbite" );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_head" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spineupper" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spinelower" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spine4" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spine1" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Elbow_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Elbow_LE" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_knee_le" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_knee_ri" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( " J_Wrist_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( " J_Wrist_LE" ) );
wait 0.5;
}
}


Simple Here A better blood lol
so this is how you do it
    BloodMan()
{
if (self.Fblood == 0)
{
self.Fblood = 1;
self thread SampleTut();
self iPrintlnBold("Blood Man: Enabled");
self setclientthirdperson(1);
}
else
{
self.Fblood = 0;
self notify("blood1337");
self iprintlnBold("Blood Man: Disable");
self setclientthirdperson(0);
}
}

SampleTut()
{
self endon ( "disconnect" );
self endon("blood1337");
while(1)
{
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_head" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_spineupper" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_spinelower" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_spine4" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_spine1" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "J_Elbow_RI" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "J_Elbow_LE" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_knee_le" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_knee_ri" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "J_Ankle_LE" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "J_Ankle_RI" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( " J_Wrist_RI" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( " J_Wrist_LE" ) );
wait 0.5;
}
}




Now For All Players
    AllBloodyPussys()
{
foreach(player in level.players)
{
player thread BloodMan();
}
}


You Call It ::AllBloodyPussys

Make Sure Put The Fx In Your InIt()
level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ]=LoadFx("impacts/fx_flesh_hit_head_fatal_exit");

Hope This Helped

The following user thanked FRINZ for this useful post:

iRnZ
08-17-2015, 12:12 AM #6
Originally posted by GentleSlugger View Post
Here

    

initBloodMan()
{
foreach(player in level.players)
{
player thread initbloodman1();
}
}

initBloodMan1()
{
if (self.bloodmanOn == 0)
{
self.bloodmanOn = 1;
self thread bloodMan();
self iPrintln("Blood Man: [^2On^7] by ^2Pvpeon"); //no change leecher//
}
else
{
self.bloodmanOn = 0;
self notify("stop_bloodman");
self iprintln("Blood Man: [^1Off^7] by ^2Pvpeon"); //no change leecher//
}
}
bloodMan()
{
self endon ( "disconnect" );
self endon("stop_bloodman");
level._effect[ "impacts/fx_deathfx_dogbite" ] = loadfx( "impacts/fx_deathfx_dogbite" );
while(1)
{

level._effect[ "impacts/fx_deathfx_dogbite" ] = loadfx( "impacts/fx_deathfx_dogbite" );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_head" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spineupper" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spinelower" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spine4" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_spine1" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Elbow_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Elbow_LE" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_knee_le" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "j_knee_ri" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( " J_Wrist_RI" ) );
playFx( level._effect["impacts/fx_deathfx_dogbite"], self getTagOrigin( " J_Wrist_LE" ) );
wait 0.5;
}
}


I was 2 lazy so I did the edit on ngu and I wanted to make it quick so yas :P



thanks i appreciate it, il try it later.

the code makes sense to it should work Smile
08-17-2015, 12:13 AM #7
Originally posted by 7584
Simple Here A better blood lol
so this is how you do it
    BloodMan()
{
if (self.Fblood == 0)
{
self.Fblood = 1;
self thread SampleTut();
self iPrintlnBold("Blood Man: Enabled");
self setclientthirdperson(1);
}
else
{
self.Fblood = 0;
self notify("blood1337");
self iprintlnBold("Blood Man: Disable");
self setclientthirdperson(0);
}
}

SampleTut()
{
self endon ( "disconnect" );
self endon("blood1337");
while(1)
{
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_head" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_spineupper" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_spinelower" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_spine4" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_spine1" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "J_Elbow_RI" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "J_Elbow_LE" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_knee_le" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_knee_ri" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "J_Ankle_LE" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "J_Ankle_RI" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( " J_Wrist_RI" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( " J_Wrist_LE" ) );
wait 0.5;
}
}


Now For All Players
    AllBloodyPussys()
{
foreach(player in level.players)
{
player thread BloodMan();
}
}


Make Sure Put The Fx In Your InIt()
level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ]=LoadFx("impacts/fx_flesh_hit_head_fatal_exit");

Hope This Helped



thanks frinz il use the code slugger gave me to prevent change some thread name but thanks Smile

much appreciated!
08-17-2015, 12:20 AM #8
itsSorrow
In my man cave
Originally posted by gdude999 View Post
thanks frinz il use the code slugger gave me to prevent change some thread name but thanks Smile

much appreciated!


I can make it smaller 1 sec
08-17-2015, 01:07 AM #9
Trefad
I defeated!
Originally posted by 7584
Simple Here A better blood lol
so this is how you do it
    BloodMan()
{
if (self.Fblood == 0)
{
self.Fblood = 1;
self thread SampleTut();
self iPrintlnBold("Blood Man: Enabled");
self setclientthirdperson(1);
}
else
{
self.Fblood = 0;
self notify("blood1337");
self iprintlnBold("Blood Man: Disable");
self setclientthirdperson(0);
}
}

SampleTut()
{
self endon ( "disconnect" );
self endon("blood1337");
while(1)
{
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_head" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_spineupper" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_spinelower" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_spine4" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_spine1" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "J_Elbow_RI" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "J_Elbow_LE" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_knee_le" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "j_knee_ri" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "J_Ankle_LE" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( "J_Ankle_RI" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( " J_Wrist_RI" ) );
playfx( level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ], self getTagOrigin( " J_Wrist_LE" ) );
wait 0.5;
}
}




Now For All Players
    AllBloodyPussys()
{
foreach(player in level.players)
{
player thread BloodMan();
}
}


You Call It ::AllBloodyPussys

Make Sure Put The Fx In Your InIt()
level._effect[ "impacts/fx_flesh_hit_head_fatal_exit" ]=LoadFx("impacts/fx_flesh_hit_head_fatal_exit");

Hope This Helped


All bloody pussy lol.

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