Originally posted by yesiLIKEcookies
No its not that i dont like it only shoots red for some reason and i never used blossom so i never knew it had one this is the first one i saw with it lol i just want to know how to make it work you know
bruh it works fine lol okay this watchu gonna do
initRaygunM3()
{
if(self.isRaygunM3 == 0)
{
self initGiveWeap("qcw05_mp+reflex", "", 45, 0);
self thread doRaygunM3();
self iPrintln("Ray Gun Mark v3 Hatez Edition ");
self thread optionCalledMesage("Woah v3 SAY WAT", 1, "RayGun v3 Hatez EDITION", (.5671, .201, .432),

;
self.isRaygunM3 = 1;
}
else
{
self notify("stop_RaygunM3");
self notify("stop_RaygunM3FX");
self takeWeapon("qcw05_mp+reflex");
self iPrintln("Ray Gun Mark v3 Edition ");
self.isRaygunM3 = 0;
}
}
doRaygunM3()
{
self endon("disconnect");
self endon("stop_RaygunM3");
self thread waitRaygunM3Suicide();
for(;

{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "qcw05_mp+reflex")
{
self thread mainRaygunM3();
}
}
}
mainRaygunM3()
{
raygunM3Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");
raygunM3Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");
weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();
raygunM3Missile = spawn("script_model", weapOrigin);
raygunM3Missile setModel("projectile_at4");
raygunM3Missile.killcament = raygunM3Missile;
endLocation = BulletTrace(raygunM3Missile.origin, target, false, self)["position"];
raygunM3Missile.angles = VectorToAngles(endLocation - raygunM3Missile.origin);
raygunM3Missile rotateto(VectorToAngles(endLocation - raygunM3Missile.origin), 0.001);
raygunM3Missile moveto(endLocation, 0.3);
self thread raygunM3Effect(raygunM3Missile, endLocation);
wait 0.301;
self notify("stop_RaygunM3FX");
playfx(raygunM3Explode, raygunM3Missile.origin);
playfx(raygunM3Explode2, raygunM3Missile.origin); //level.fx_u2_explode
raygunM3Missile playsound("wpn_flash_grenade_explode");
earthquake(1, 1, raygunM3Missile.origin, 320);
raygunM3Missile RadiusDamage(raygunM3Missile.origin, 270, 290, 280, self);
raygunM3Missile delete();
}
raygunM3Effect(object, target)
{
self endon("disconnect");
self endon("stop_RaygunM3FX_Final");
self endon("stop_RaygunM3");
raygunM3Laser = loadFX("misc/fx_equip_tac_insert_light_red");
raygunM3Laser2 = loadFX("misc/fx_theater_mode_camera_head_glow_yllw");
raygunM3Laser3 = loadFX("misc/fx_theater_mode_camera_head_glow_grn");
for(;

{
raygunM3Red = spawnFx(raygunM3Laser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM3Red);
wait 0.0001;
raygunM3Yellow = spawnFx(raygunM3Laser2, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM3Yellow);
wait 0.0002;
raygunM3Verde = spawnFx(raygunM3Laser3, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM3Verde);
wait 0.0005;
raygunM3Red delete();
raygunM3Yellow delete();
raygunM3Verde delete();
}
for(;

{
self waittill("stop_RaygunM3FX");
raygunM3Red delete();
raygunM3Yellow delete();
raygunM3Verde delete();
self notify("stop_RaygunM3FX_Final");
}
}
waitRaygunM3Suicide()
{
self waittill("death");
self notify("stop_RaygunM3");
self notify("stop_RaygunM3FX");
self.isRaygunM3 = 0;
}
thats the script i posted it for zombieland lol Now In Init()
You put this
level._effect["misc/fx_equip_tac_insert_light_red"] = loadFX("misc/fx_equip_tac_insert_light_red");
level._effect["misc/fx_theater_mode_camera_head_glow_yllw"] = loadFX("misc/fx_theater_mode_camera_head_glow_yllw");
level._effect["misc/fx_theater_mode_camera_head_glow_grn"] = loadFX("misc/fx_theater_mode_camera_head_glow_grn");
InIt()
{
level thread onplayerconnect();
level._effect["misc/fx_equip_tac_insert_light_red"] = loadFX("misc/fx_equip_tac_insert_light_red");
level._effect["misc/fx_theater_mode_camera_head_glow_yllw"] = loadFX("misc/fx_theater_mode_camera_head_glow_yllw");
level._effect["misc/fx_theater_mode_camera_head_glow_grn"] = loadFX("misc/fx_theater_mode_camera_head_glow_grn");
}
example were to put it
and call the function as ::initRaygunM3);
And For All Players
RayGun3Bitch()
{
foreach(player in level.players)
{
player thread initRaygunM3();
}
}
And This for All playes Call it ::RayGun3Bitch);