Post: Need some assistants with GSC
10-06-2015, 05:42 AM #1
Convive
Bounty hunter
(adsbygoogle = window.adsbygoogle || []).push({}); 1:So im trying to call blood splatter near player death so if you shoot with eb it will looks semi real real because blood splatter will go off in the person.

2: Trying to make eb work with only one gunn so i can basically bind Prone and Aim in and whatever of my liking i may choose different at times.

3:Have to get my Hitmarker eb working
    else if(self.ebRange == "Everywhere")
{
self notify("NewRange");
self thread radiusShot(10);
self.ebRange = "Hitmarker";
}

Ive tryed doing this but i freeze.
    else if(self.ebRange == "Everywhere")
{
self notify("NewRange");
self thread radiusShot(10,500);
self.ebRange = "Hitmarker";
}
(adsbygoogle = window.adsbygoogle || []).push({});
10-06-2015, 10:32 PM #11
Convive
Bounty hunter
Originally posted by GentleSlugger View Post
Set a blood effect after the callback player damage.



Set the radius to 1


Okay with the blood splatter and i had the radius to 1. and it didn't so anything like it wouldn't give hitmarkers
10-07-2015, 12:21 AM #12
itsSorrow
In my man cave
Originally posted by Zaroff View Post
Okay with the blood splatter and i had the radius to 1. and it didn't so anything like it wouldn't give hitmarkers


Mhm weird eh when I get home i guess I will give you the code
10-07-2015, 12:23 AM #13
Convive
Bounty hunter
Originally posted by GentleSlugger View Post
Mhm weird eh when I get home i guess I will give you the code


alright thanks man, yah im not sure why... Ive tried a few ways now
10-07-2015, 12:43 AM #14
itsSorrow
In my man cave
    
EBBlabla(range)
{
if(range == 0)
{
self.Range = "Off";
self notify("NewRange");
self iPrintln("Explosive Bullets: Off");
}
else
if(range == 250)
{
self.Range = "On";
self notify ("NewRange");
self thread radiusShots(250);
self iPrintln("Explosive Bullets: Close");
}
else
if(range == 500)
{
self.Range = "On";
self notify ("NewRange");
self thread radiusShots(500);
self iPrintln("Explosive Bullets: Strong");
}
else
if(range == 800000)
{
self.Range = "On";
self notify ("NewRange");
self thread radiusShots(800000);
self iprintln("Explosive Bullets: Everywhere");
}
else
if(range == 2)
{
self.Range = "On";
self notify ("NewRange");
self thread hitTassus();
self iPrintln("Explosive Bullets: Hitmarker");
}
else
if(range == 1)
{
self.Range = "On";
self notify ("NewRange");
self thread Crosshairs();
self iPrintln("Explosive Bullets: Crosshair");
}
}

radiusShots(range)
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;Winky Winky
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_hip_le");
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(!self adsbuttonpressed())
{
if(distance( aimAt.origin, ExpLocation ) < range)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
aimAt thread bleedDeathHS();
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
aimAt thread bleedDeath();
}
}
}
wait 0.05;
}
wait 0.05;
}
}

Crosshairs()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon("NewRange");
for(;Winky Winky
{
aimAt = undefined;
self waittill ("weapon_fired");
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
aimAt = player;
}
else aimAt = player;
}
if(!self adsbuttonpressed())
{
if(isRealistic(aimAt))
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 173842069, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
aimAt thread bleedDeathHS();
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 173842069, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
aimAt thread bleedDeath();
}
}
}
}
}
wait 0.05;
}

hitTassus()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;Winky Winky
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_hip_le");
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))
{
aimAt = player;
}
else aimAt = player;
}
if(!self adsbuttonpressed())
{
if(distance( aimAt.origin, ExpLocation ) < 500)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 1, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 1, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}
}
wait 0.05;
}
wait 0.05;
}
}


isRealistic(greasyNerd)
{
self.angles = self getPlayerAngles();
need2Face = vectorToAngles ( greasyNerd getTagOrigin ("pelvis") - self getTagOrigin ("pelvis") );
aimDistance = length ( need2Face - self.angles );

if(aimDistance < 20)
return true;
else
return false;
}

bleedDeath()
{
playFx(level._effect["blood"], self getTagOrigin("pelvis"));
}

bleedDeathHS()
{
playFx(level._effect["blood"], self getTagOrigin("j_head"));
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


That goes in functions.

    
level._effect["blood"] = loadfx("impacts/fx_flesh_hit_body_fatal_exit");

that goes in the init Smile

The following user thanked itsSorrow for this useful post:

Convive
10-07-2015, 01:12 AM #15
Convive
Bounty hunter
Originally posted by GentleSlugger View Post
    
EBBlabla(range)
{
if(range == 0)
{
self.Range = "Off";
self notify("NewRange");
self iPrintln("Explosive Bullets: Off");
}
else
if(range == 250)
{
self.Range = "On";
self notify ("NewRange");
self thread radiusShots(250);
self iPrintln("Explosive Bullets: Close");
}
else
if(range == 500)
{
self.Range = "On";
self notify ("NewRange");
self thread radiusShots(500);
self iPrintln("Explosive Bullets: Strong");
}
else
if(range == 800000)
{
self.Range = "On";
self notify ("NewRange");
self thread radiusShots(800000);
self iprintln("Explosive Bullets: Everywhere");
}
else
if(range == 2)
{
self.Range = "On";
self notify ("NewRange");
self thread hitTassus();
self iPrintln("Explosive Bullets: Hitmarker");
}
else
if(range == 1)
{
self.Range = "On";
self notify ("NewRange");
self thread Crosshairs();
self iPrintln("Explosive Bullets: Crosshair");
}
}

radiusShots(range)
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;Winky Winky
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_hip_le");
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(!self adsbuttonpressed())
{
if(distance( aimAt.origin, ExpLocation ) < range)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
aimAt thread bleedDeathHS();
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
aimAt thread bleedDeath();
}
}
}
wait 0.05;
}
wait 0.05;
}
}

Crosshairs()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon("NewRange");
for(;Winky Winky
{
aimAt = undefined;
self waittill ("weapon_fired");
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
aimAt = player;
}
else aimAt = player;
}
if(!self adsbuttonpressed())
{
if(isRealistic(aimAt))
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 173842069, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
aimAt thread bleedDeathHS();
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 173842069, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
aimAt thread bleedDeath();
}
}
}
}
}
wait 0.05;
}

hitTassus()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;Winky Winky
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_hip_le");
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))
{
aimAt = player;
}
else aimAt = player;
}
if(!self adsbuttonpressed())
{
if(distance( aimAt.origin, ExpLocation ) < 500)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 1, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 1, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}
}
wait 0.05;
}
wait 0.05;
}
}


isRealistic(greasyNerd)
{
self.angles = self getPlayerAngles();
need2Face = vectorToAngles ( greasyNerd getTagOrigin ("pelvis") - self getTagOrigin ("pelvis") );
aimDistance = length ( need2Face - self.angles );

if(aimDistance < 20)
return true;
else
return false;
}

bleedDeath()
{
playFx(level._effect["blood"], self getTagOrigin("pelvis"));
}

bleedDeathHS()
{
playFx(level._effect["blood"], self getTagOrigin("j_head"));
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


That goes in functions.

    
level._effect["blood"] = loadfx("impacts/fx_flesh_hit_body_fatal_exit");

that goes in the init Smile


Thanks man you wouldnt happen to know how to make the eb work with only the selected sniper so icoculd bind it to one sniper? or gun? and also make it so insted of iprints being the things that notify me that its on i want it to notify me by basically having to crouch and knife and then it makes me stand up?
12-20-2015, 05:17 PM #16
how do u even use it.. its just saying OFF
12-20-2015, 05:30 PM #17
itsSorrow
In my man cave
Originally posted by Al
how do u even use it.. its just saying OFF


Stop commenting on old threads ffs
12-20-2015, 05:36 PM #18
But i neeeeeeeed tooooooooooooooooo knoooooooooooooooooooooow

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