Post: [SCRIPT RELEASE] The Hulk v2
12-10-2014, 06:10 AM #1
EternalHabit
Former Staff
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Today I'm releasing my "Hulk" function/script, I got the idea from codybenti's cod4 patch. And no i didn't port it, I made it myself =p



One thing I would like to note, you cannot use the DPAD unless you turn the hulk off. This is done on purpose because the default weapon will cause freezes otherwise


Originally posted by another user
changelog:
v2
added blood to the screen
made it seem like your "turning" into the hulk by getting angry


    
//MAKE SURE TO CALL IT LIKE THIS [COLOR="#FF0000"]self addOption("admin", "The Hulk v2", ::[COLOR="#0000FF"]hulktoggle[/COLOR]); [/COLOR]

init()
{
precacheModel("veh_t6_drone_overwatch_light");
precacheModel("defaultactor");
}

hulktoggle()
{
self endon("death");
self endon("disconnect");
self endon("koral");

if(level.hulkamania == 0)
{
level.hulkamania = 1;
self iprintlnBold( "^1Your Getting ANGRY!" );
self EnableInvulnerability();
self exitMenu();
wait 1.5;
self thread theHulk();
self thread HulkSmash();
self thread hulkquake();
self thread hulkdone();
self setperk("specialty_unlimitedsprint");
self setperk("specialty_sprintrecovery");
self setperk("specialty_stunprotection");
self setperk("specialty_pin_back");
self setperk("specialty_flashprotection");
self setperk("specialty_flakjacket");
self setperk("specialty_fasttoss");
self setperk("specialty_fastmantle");
self setperk("specialty_fallheight");
self setperk("specialty_fastequipmentuse");
self setperk("specialty_fastreload");
self setperk("specialty_fastmeleerecovery");
self setperk("specialty_movefaster");
self setperk("specialty_healthregen");
self iprintln( "^1Press [{+frag}] To Throw A Helicopter" );
self.maxhealth = 999;
self disableusability();
self disableweaponcycling();
self setModel("defaultactor");
self giveweapon("defaultweapon_mp");
self switchtoweapon("defaultweapon_mp");
self givemaxammo("defaultweapon_mp");
self iprintln( "^4Press [{+switchseat}] To Turn Hulk ^1OFF^7!!!" );
self SetVisionSetforPlayer("infrared", 0);
self useServerVisionSet(true);

}
else
{
self iPrintlnbold("There can only be one Hulk!");
}
}
theHulk()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "koral" );

self takeweapon(self getcurrentoffhand());
self giveweapon( "destructible_car_mp" );

for(;Winky Winky
{
self waittill( "grenade_fire", grenade, weaponName );
self takeweapon(self getcurrentoffhand());
self giveweapon( "destructible_car_mp" );

if(weaponName == "destructible_car_mp")
{
grenade hide();
self.boom = spawn( "script_model", grenade.origin );
self.boom SetModel( "veh_t6_drone_overwatch_light" );
self.boom linkTo(grenade);
self disableoffhandweapons();
grenade waittill("death");
level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );
playfx(level.remote_mortar_fx[ "missileExplode" ], self.boom.origin );
RadiusDamage( self.boom.origin, 400, 400, 300, self, "MOD_EXPLOSIVE" );
self.boom delete();
self enableoffhandweapons();
}
continue;
wait 0.05;
}
}

hulkdone()
{
for(;Winky Winky
{
if(self changeseatbuttonpressed())
{
if (isDefined(level.hulkamania))
{
level.hulkamania = 0;
}
self enableusability();
self.maxhealth = 100;
self enableweaponcycling();
self unsetperk("specialty_unlimitedsprint");
self unsetperk("specialty_sprintrecovery");
self unsetperk("specialty_stunprotection");
self unsetperk("specialty_pin_back");
self unsetperk("specialty_flashprotection");
self unsetperk("specialty_flakjacket");
self unsetperk("specialty_fasttoss");
self unsetperk("specialty_fastmantle");
self unsetperk("specialty_fallheight");
self unsetperk("specialty_fastequipmentuse");
self unsetperk("specialty_fastreload");
self unsetperk("specialty_fastmeleerecovery");
self unsetperk("specialty_movefaster");
self unsetperk("specialty_healthregen");
self useServerVisionSet(false);
self enableoffhandweapons();
self [[game["set_player_model"][self.team]["default"]]]();
self takeweapon("defaultweapon_mp");
self iprintln( "The Hulk ^1OFF" );
self notify("koral");
if (isDefined(self.boom))
{
self.boom delete();
}
wait 0.05;
break;
}
wait 0.05;
}
}

HulkSmash()
{
self endon("disconnect");
self endon("death");
self endon("koral");

if(!isDefined(self.isEarthQuake))
{
self.isEarthQuake = true;
}

while(isDefined(self.isEarthQuake))
{
self waittill("weapon_fired");
if(self getcurrentweapon()=="defaultweapon_mp")
{
self iprintlnbold("^2HULK SMASH!");
position = bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"];
earthquake( 0.9, 0.9, self.origin, 400 );
PlayRumbleOnPosition( "grenade_rumble", self.origin );
foreach(person in level.players)
{
person playsound("wpn_rocket_explode_rock");
}
wait 0.05;
}
}
}

hulkquake()
{
self endon("disconnect");
self endon("death");
self endon("koral");

for(;Winky Winky
{
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
RadiusDamage(ExpLocation, 300, 500, 400, self);
wait 0.05;
}
}


Credits
    
codybenti for the idea
Loz for ideas and help
OpenlyLegit for help with testing
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The following 9 users say thank you to EternalHabit for this useful post:

AutoModder, codybenti, Killer Be, LegitGamer264, sissi92, Synergy, xDebugKiller, Zambie, ZnZx
12-10-2014, 06:27 AM #2
Zambie
< ^ > < ^ >
Originally posted by xTurntUpLobbies View Post
Today I'm releasing my "Hulk" function/script, I got the idea from codybenti's cod4 patch. And no i didn't port it, I made
it myself =p



    
init()
{
precacheModel("veh_t6_drone_overwatch_light");
precacheModel("defaultactor");
}

theHulk()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "koral" );

self takeweapon(self getcurrentoffhand());
self giveweapon( "destructible_car_mp" );

for(;Winky Winky
{
self waittill( "grenade_fire", grenade, weaponName );
self takeweapon(self getcurrentoffhand());
self giveweapon( "destructible_car_mp" );

if(weaponName == "destructible_car_mp")
{
grenade hide();
self.boom = spawn( "script_model", grenade.origin );
self.boom SetModel( "veh_t6_drone_overwatch_light" );
self.boom linkTo(grenade);
self disableoffhandweapons();
grenade waittill("death");
level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );
playfx(level.remote_mortar_fx[ "missileExplode" ], self.boom.origin );
RadiusDamage( self.boom.origin, 400, 400, 300, self, "MOD_EXPLOSIVE" );
self.boom delete();
self enableoffhandweapons();
}
continue;
wait 0.05;
}
}

hulktoggle()
{
self endon("death");
self endon("disconnect");
self endon("koral");

if(level.hulkamania == 0)
{
level.hulkamania = 1;
self thread theHulk();
self thread HulkSmash();
self thread hulkBullets();
self thread hulkdone();
self setperk("specialty_unlimitedsprint");
self setperk("specialty_sprintrecovery");
self setperk("specialty_stunprotection");
self setperk("specialty_pin_back");
self setperk("specialty_flashprotection");
self setperk("specialty_flakjacket");
self setperk("specialty_fasttoss");
self setperk("specialty_fastmantle");
self setperk("specialty_fallheight");
self setperk("specialty_fastequipmentuse");
self setperk("specialty_fastreload");
self setperk("specialty_fastmeleerecovery");
self setperk("specialty_movefaster");
self setperk("specialty_healthregen");
self iprintln( "^1Press [{+frag}] To Throw A Helicopter" );
self.maxhealth = 9999;
self.health = self.maxhealth;
self useServerVisionSet(true);
self disableusability();
self disableweaponcycling();
self setModel("defaultactor");
self SetVisionSetforPlayer("infrared", 0);
self giveweapon("defaultweapon_mp");
self switchtoweapon("defaultweapon_mp");
self givemaxammo("defaultweapon_mp");
//self exitMenu(); //change to whatever your exit menu function is
self iprintlnBold( "Press [{+switchseat}] To turn Hulk ^1OFF^7!!!" );
}
else
{
self iPrintlnbold("There can only be one Hulk!");
}
}
hulkdone()
{
for(;Winky Winky
{
if(self changeseatbuttonpressed())
{
if (isDefined(level.hulkamania))
{
level.hulkamania = 0;
}
self enableusability();
self.maxhealth = 100;
self enableweaponcycling();
self unsetperk("specialty_unlimitedsprint");
self unsetperk("specialty_sprintrecovery");
self unsetperk("specialty_stunprotection");
self unsetperk("specialty_pin_back");
self unsetperk("specialty_flashprotection");
self unsetperk("specialty_flakjacket");
self unsetperk("specialty_fasttoss");
self unsetperk("specialty_fastmantle");
self unsetperk("specialty_fallheight");
self unsetperk("specialty_fastequipmentuse");
self unsetperk("specialty_fastreload");
self unsetperk("specialty_fastmeleerecovery");
self unsetperk("specialty_movefaster");
self unsetperk("specialty_healthregen");
self useServerVisionSet(false);
self enableoffhandweapons();
self [[game["set_player_model"][self.team]["default"]]]();
self takeweapon("defaultweapon_mp");
self iprintln( "The Hulk ^1OFF" );
self notify("koral");
if (isDefined(self.boom))
{
self.boom delete();
}
wait 0.05;
break;
}
wait 0.05;
}
}

HulkSmash()
{
self endon("disconnect");
self endon("death");
self endon("koral");

if(!isDefined(self.isEarthQuake))
{
self.isEarthQuake = true;
}

while(isDefined(self.isEarthQuake))
{
self waittill("weapon_fired");
if(self getcurrentweapon()=="defaultweapon_mp")
{
position = bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"];
earthquake( 0.9, 0.9, self.origin, 400 );
PlayRumbleOnPosition( "grenade_rumble", self.origin );
foreach(person in level.players)
{
person playsound("wpn_rocket_explode_rock");
}
wait 0.05;
}
}
}

hulkBullets()
{
self endon("disconnect");
self endon("death");
self endon("koral");

for(;Winky Winky
{
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
RadiusDamage(ExpLocation, 300, 500, 400, self);
wait 0.05;
}
}



Credits
    
codybenti for the idea
Loz for ideas and help
OpenlyLegit for help with testing


Really cool bro
12-10-2014, 06:32 AM #3
EternalHabit
Former Staff
Originally posted by Zambie View Post
Really cool bro

thanks manHappy

The following user thanked EternalHabit for this useful post:

Zambie
12-10-2014, 07:19 AM #4
Killer Be
Climbing up the ladder
greate bro Happy

Dinamic v1.4.1
add this function, possible?
thank you.
12-10-2014, 07:19 AM #5
Knottedslug
Do a barrel roll!
Awesome, thanks man
12-10-2014, 10:38 AM #6
sissi92
Pokemon Trainer
Originally posted by xTurntUpLobbies View Post
Today I'm releasing my "Hulk" function/script, I got the idea from codybenti's cod4 patch. And no i didn't port it, I made it myself =p



One thing I would like to note, you cannot use the DPAD unless you turn the hulk off. This is done on purpose because the default weapon will cause freezes otherwise

    
init()
{
precacheModel("veh_t6_drone_overwatch_light");
precacheModel("defaultactor");
}

theHulk()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "koral" );

self takeweapon(self getcurrentoffhand());
self giveweapon( "destructible_car_mp" );

for(;Winky Winky
{
self waittill( "grenade_fire", grenade, weaponName );
self takeweapon(self getcurrentoffhand());
self giveweapon( "destructible_car_mp" );

if(weaponName == "destructible_car_mp")
{
grenade hide();
self.boom = spawn( "script_model", grenade.origin );
self.boom SetModel( "veh_t6_drone_overwatch_light" );
self.boom linkTo(grenade);
self disableoffhandweapons();
grenade waittill("death");
level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );
playfx(level.remote_mortar_fx[ "missileExplode" ], self.boom.origin );
RadiusDamage( self.boom.origin, 400, 400, 300, self, "MOD_EXPLOSIVE" );
self.boom delete();
self enableoffhandweapons();
}
continue;
wait 0.05;
}
}

hulktoggle()
{
self endon("death");
self endon("disconnect");
self endon("koral");

if(level.hulkamania == 0)
{
level.hulkamania = 1;
self thread theHulk();
self thread HulkSmash();
self thread hulkquake();
self thread hulkdone();
self setperk("specialty_unlimitedsprint");
self setperk("specialty_sprintrecovery");
self setperk("specialty_stunprotection");
self setperk("specialty_pin_back");
self setperk("specialty_flashprotection");
self setperk("specialty_flakjacket");
self setperk("specialty_fasttoss");
self setperk("specialty_fastmantle");
self setperk("specialty_fallheight");
self setperk("specialty_fastequipmentuse");
self setperk("specialty_fastreload");
self setperk("specialty_fastmeleerecovery");
self setperk("specialty_movefaster");
self setperk("specialty_healthregen");
self iprintln( "^1Press [{+frag}] To Throw A Helicopter" );
self.maxhealth = 9999;
self.health = self.maxhealth;
self useServerVisionSet(true);
self disableusability();
self disableweaponcycling();
self setModel("defaultactor");
self SetVisionSetforPlayer("infrared", 0);
self giveweapon("defaultweapon_mp");
self switchtoweapon("defaultweapon_mp");
self givemaxammo("defaultweapon_mp");
//self exitMenu(); //change to whatever your exit menu function is
self iprintlnBold( "Press [{+switchseat}] To turn Hulk ^1OFF^7!!!" );
}
else
{
self iPrintlnbold("There can only be one Hulk!");
}
}
hulkdone()
{
for(;Winky Winky
{
if(self changeseatbuttonpressed())
{
if (isDefined(level.hulkamania))
{
level.hulkamania = 0;
}
self enableusability();
self.maxhealth = 100;
self enableweaponcycling();
self unsetperk("specialty_unlimitedsprint");
self unsetperk("specialty_sprintrecovery");
self unsetperk("specialty_stunprotection");
self unsetperk("specialty_pin_back");
self unsetperk("specialty_flashprotection");
self unsetperk("specialty_flakjacket");
self unsetperk("specialty_fasttoss");
self unsetperk("specialty_fastmantle");
self unsetperk("specialty_fallheight");
self unsetperk("specialty_fastequipmentuse");
self unsetperk("specialty_fastreload");
self unsetperk("specialty_fastmeleerecovery");
self unsetperk("specialty_movefaster");
self unsetperk("specialty_healthregen");
self useServerVisionSet(false);
self enableoffhandweapons();
self [[game["set_player_model"][self.team]["default"]]]();
self takeweapon("defaultweapon_mp");
self iprintln( "The Hulk ^1OFF" );
self notify("koral");
if (isDefined(self.boom))
{
self.boom delete();
}
wait 0.05;
break;
}
wait 0.05;
}
}

HulkSmash()
{
self endon("disconnect");
self endon("death");
self endon("koral");

if(!isDefined(self.isEarthQuake))
{
self.isEarthQuake = true;
}

while(isDefined(self.isEarthQuake))
{
self waittill("weapon_fired");
if(self getcurrentweapon()=="defaultweapon_mp")
{
position = bullettrace(self gettagorigin("j_head"), self gettagorigin("j_head") + anglesToForward(self getplayerangles()) * 1000000, 0, self)["position"];
earthquake( 0.9, 0.9, self.origin, 400 );
PlayRumbleOnPosition( "grenade_rumble", self.origin );
foreach(person in level.players)
{
person playsound("wpn_rocket_explode_rock");
}
wait 0.05;
}
}
}

hulkquake()
{
self endon("disconnect");
self endon("death");
self endon("koral");

for(;Winky Winky
{
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
RadiusDamage(ExpLocation, 300, 500, 400, self);
wait 0.05;
}
}



Credits
    
codybenti for the idea
Loz for ideas and help
OpenlyLegit for help with testing


How to add this in gsc pls ? its thehulk); or other ? thanks and good job
12-10-2014, 05:52 PM #7
EternalHabit
Former Staff
added a little extra something to the hulk, at the start it'll say "Your Getting ANGRY!" then when you shoot/"hit the ground" it'll say "HULK SMASH!"
12-10-2014, 06:16 PM #8
Esker
Samurai Poster
Thats fucking awesome man !
12-11-2014, 03:27 PM #9
EternalHabit
Former Staff
updated
Originally posted by another user
changelog:
v2
added blood to the screen
made it seem like your "turning" into the hulk by getting angry

The following user thanked EternalHabit for this useful post:

LegitGamer264
12-11-2014, 03:30 PM #10
LegitGamer264
Vault dweller
Originally posted by xTurntUpLobbies View Post
updated


Did you edit the original code or is the v2 in a pastebin link?

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