Post: Hitmarker EB Code?
06-22-2016, 07:41 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hello NGU, I am currently making an azza menu and i would like to add hitmarker eb but i cant find the code for that, please help me Smile
(adsbygoogle = window.adsbygoogle || []).push({});
06-23-2016, 04:12 AM #2
    
Hm()
{
self notify( "NewRange" );
self thread radiusZzZ( 225, 10 );
wait 0.05;
}


    
radiusZzZ( range, damage )
{
self endon( "death" );
self endon( "NewRange" );
self endon( "disconnect" );
self endon( "game_ended" );

for(;Winky Winky
{
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" )
{
x = randomInt(10);
if ( x == 1 )
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, damage, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), ( 0, 0, 0 ), ( 0, 0, 0 ), "head", 0, 0 );
//playFx( level._effect[ "blood" ], aimAt getTagOrigin( "head" ) );
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, damage, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), ( 0, 0, 0 ), ( 0, 0, 0 ), "pelvis", 0, 0 );
//playFx( level._effect[ "blood" ], aimAt getTagOrigin( "pelvis" ) );
}
}
}
wait .05;
}
}

The following user thanked DrifterTheHomie for this useful post:

iRnZ
06-23-2016, 06:08 PM #3
Thank you! Moderators can close thread Smile

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo