Post: Real Dog Bullets Code ? On/OFF
02-06-2016, 04:58 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); hey guys i have a dog bullets code but it doesnt turn off so if anyone could find me a working on/off code for it thad be a great help thx <3
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02-06-2016, 05:22 PM #2
whats the code? we need to see the code to figure out a fix
02-06-2016, 05:35 PM #3
spawnDog( team )
{
self endon("disconnect");
self endon("death");

for(;Winky Winky
{
self waittill ("weapon_fired");

dog_spawner = GetEnt( "dog_spawner", "targetname" );
level.dog_abort = false;

if( !IsDefined( dog_spawner ) )
{
iprintln( "No dog spawners found in map" );
return;
}

direction = self GetPlayerAngles();
direction_vec = AnglesToForward( direction );
eye = self GetEye();

scale = 8000;
direction_vec = ( direction_vec[0] * scale, direction_vec[1] * scale, direction_vec[2] * scale );
trace = bullettrace( eye, eye + direction_vec, 0, undefined );

nodes = GetNodesInRadius( trace["position"], 256, 0, 128, "Path", 8 );

if ( !nodes.size )
{
iprintln( "No nodes found near crosshair position" );
return;
}
iprintln( "^5Dogs ^2Spawned" );
node = getclosest( trace["position"], nodes );

dog = dog_manager_spawn_dog( self, self.team, node, 5 );
}
}
02-06-2016, 06:09 PM #4
Originally posted by Surly View Post
spawnDog( team )
{
self endon("disconnect");
self endon("death");

for(;Winky Winky
{
self waittill ("weapon_fired");

dog_spawner = GetEnt( "dog_spawner", "targetname" );
level.dog_abort = false;

if( !IsDefined( dog_spawner ) )
{
iprintln( "No dog spawners found in map" );
return;
}

direction = self GetPlayerAngles();
direction_vec = AnglesToForward( direction );
eye = self GetEye();

scale = 8000;
direction_vec = ( direction_vec[0] * scale, direction_vec[1] * scale, direction_vec[2] * scale );
trace = bullettrace( eye, eye + direction_vec, 0, undefined );

nodes = GetNodesInRadius( trace["position"], 256, 0, 128, "Path", 8 );

if ( !nodes.size )
{
iprintln( "No nodes found near crosshair position" );
return;
}
iprintln( "^5Dogs ^2Spawned" );
node = getclosest( trace["position"], nodes );

dog = dog_manager_spawn_dog( self, self.team, node, 5 );
}
}


Try This Call it with ShootDogToggle();

ShootDogToggle()
{
if(self.ShootDogs == false)
{
self iPrintln("Shoot Dogs: ^2ON");
self.ShootDogs = true;
self spawnDog();
}
else
{
self iPrintln("Shoot Dogs: ^1OFF");
self.ShootDogs = false;
self notify("Stop_Shooting_Dogs");
}
}
spawnDog( team )
{
self endon("disconnect");
self endon("death");
self endon("Stop_Shooting_Dogs");

for(;
{
self waittill ("weapon_fired");

dog_spawner = GetEnt( "dog_spawner", "targetname" );
level.dog_abort = false;

if( !IsDefined( dog_spawner ) )
{
iprintln( "No dog spawners found in map" );
return;
}

direction = self GetPlayerAngles();
direction_vec = AnglesToForward( direction );
eye = self GetEye();

scale = 8000;
direction_vec = ( direction_vec[0] * scale, direction_vec[1] * scale, direction_vec[2] * scale );
trace = bullettrace( eye, eye + direction_vec, 0, undefined );

nodes = GetNodesInRadius( trace["position"], 256, 0, 128, "Path", 8 );

if ( !nodes.size )
{
iprintln( "No nodes found near crosshair position" );
return;
}
iprintln( "^5Dogs ^2Spawned" );
node = getclosest( trace["position"], nodes );

dog = dog_manager_spawn_dog( self, self.team, node, 5 );
}
}
02-06-2016, 06:48 PM #5
thx it works
11-22-2016, 11:21 PM #6
thx for the scripts ^-^ Happy

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