Post: Blood Gun
06-29-2015, 07:47 PM #1
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put this is init()

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

    
bloodgun()
{
self iprintln("test");
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
self waittill("weapon_fired");
vec=anglestoforward(self getPlayerAngles());
end =(vec[0] * 200000,vec[1] * 200000,vec[2] * 200000);
SPLOSIONlocation=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end,0,self)["position"];
level._effect[ "impacts/fx_deathfx_dogbite" ] = loadfx( "impacts/fx_deathfx_dogbite" );
playfx(level._effect["impacts/fx_deathfx_dogbite"],SPLOSIONlocation);

}
wait 0.005;
}


I take no credit for this just thought id put it out there just incase anyone wants
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The following 3 users say thank you to Breadboy981 for this useful post:

-Numb, TheCodModderHD, Vondy Supreme
06-29-2015, 07:48 PM #2
Nice this works Happy
06-29-2015, 07:49 PM #3
/SneakerStreet/
At least I can fight
why dont you post this here? ---> You must login or register to view this content.

The following user thanked /SneakerStreet/ for this useful post:

Breadboy981
06-29-2015, 08:31 PM #4
itsSorrow
In my man cave
lol this is taken straight from the blood man
06-30-2015, 03:27 PM #5
ishangiri2014
Ling Ling Ho
Originally posted by Matroix7 View Post
lol this is taken straight from the blood man


u dont sayDrack
06-30-2015, 03:47 PM #6
itsSorrow
In my man cave
Originally posted by ishangiri2014 View Post
u dont sayDrack


Drack

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