Post: BO2 All Of The RayGun Codes
07-24-2015, 09:24 AM #1
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doRaygunM2()
{
self endon("disconnect");
self endon("stop_RaygunM2");
self thread waitRaygunM2Suicide();
self iPrintln("Ray Gun MK2 [^2Given^7]");
self giveWeapon("beretta93r_mp+reflex",0,true(38,0,0,0,0));
self switchToWeapon("beretta93r_mp+reflex");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "beretta93r_mp+reflex")
{
self thread mainRaygunM2();
}
}
}

mainRaygunM2()
{
raygunM2Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");
raygunM2Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");
weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();

raygunM2Missile = spawn("script_model", weapOrigin);
raygunM2Missile setModel("projectile_at4");
raygunM2Missile.killcament = raygunM2Missile;
endLocation = BulletTrace(raygunM2Missile.origin, target, false, self)["position"];
raygunM2Missile.angles = VectorToAngles(endLocation - raygunM2Missile.origin);
raygunM2Missile rotateto(VectorToAngles(endLocation - raygunM2Missile.origin), 0.001);

raygunM2Missile moveto(endLocation, 0.3);
self thread raygunM2Effect(raygunM2Missile, endLocation);
wait 0.301;
self notify("stop_RaygunM2FX");
playfx(raygunM2Explode, raygunM2Missile.origin);
playfx(raygunM2Explode2, raygunM2Missile.origin); //level.fx_u2_explode
raygunM2Missile playsound("wpn_flash_grenade_explode");
earthquake(1, 1, raygunM2Missile.origin, 300);
raygunM2Missile RadiusDamage(raygunM2Missile.origin, 200, 200, 200, self);
raygunM2Missile delete();
}

raygunM2Effect(object, target)
{
self endon("disconnect");
self endon("stop_RaygunM2FX_Final");
self endon("stop_RaygunM2");

raygunM2Laser = loadFX("misc/fx_equip_tac_insert_light_red");

for(;Winky Winky
{
raygunM2Red = spawnFx(raygunM2Laser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM2Red);
wait 0.0005;
raygunM2Red delete();
}

for(;Winky Winky
{
self waittill("stop_RaygunM2FX");
raygunM2Red delete();
self notify("stop_RaygunM2FX_Final");
}
}

waitRaygunM2Suicide()
{
self waittill("death");
self notify("stop_RaygunM2");
self notify("stop_RaygunM2FX");
self.isRaygunM2 = 0;
}

doRaygunM3()
{
self endon("disconnect");
self endon("stop_RaygunM3");

self thread waitRaygunM3Suicide();
self iPrintLn("Shocket Gun [^2Given^7]");
self giveWeapon("870mcs_mp",0,true(44,0,0,0,0));
self switchToWeapon("870mcs_mp");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "870mcs_mp")
{
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_sa6_missile_desert_mp");
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, 300);
raygunM3Missile RadiusDamage(raygunM3Missile.origin, 200, 200, 200, 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_grn");

for(;Winky Winky
{
raygunM3Red = spawnFx(raygunM3Laser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM3Red);
wait 0.0005;
raygunM3Red delete();
}

for(;Winky Winky
{
self waittill("stop_RaygunM3FX");
raygunM3Red delete();
self notify("stop_RaygunM3FX_Final");
}
}

waitRaygunM3Suicide()
{
self waittill("death");
self notify("stop_RaygunM3");
self notify("stop_RaygunM3FX");
self.isRaygunM3 = 0;
}

doRaygunM4()
{
self endon("disconnect");
self endon("stop_RaygunM4");
self thread waitRaygunM4Suicide();
self iPrintLn("Dragons Protector [^2Given^7]");
self giveWeapon("ballista_mp",0,true(32,0,0,0,0));
self switchToWeapon("ballista_mp");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "ballista_mp")
{
self thread mainRaygunM4();
}
}
}

mainRaygunM4()
{
raygunM4Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");
raygunM4Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");
weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();

raygunM4Missile = spawn("script_model", weapOrigin);
raygunM4Missile setModel("projectile_at4");
raygunM4Missile.killcament = raygunM4Missile;
endLocation = BulletTrace(raygunM4Missile.origin, target, false, self)["position"];
raygunM4Missile.angles = VectorToAngles(endLocation - raygunM4Missile.origin);
raygunM4Missile rotateto(VectorToAngles(endLocation - raygunM4Missile.origin), 0.001);

raygunM4Missile moveto(endLocation, 0.3);
self thread raygunM4Effect(raygunM4Missile, endLocation);
wait 0.301;
self notify("stop_RaygunM4FX");
playfx(raygunM4Explode, raygunM4Missile.origin);
playfx(raygunM4Explode2, raygunM4Missile.origin); //level.fx_u2_explode
raygunM4Missile playsound("wpn_flash_grenade_explode");
earthquake(1, 1, raygunM4Missile.origin, 300);
raygunM4Missile RadiusDamage(raygunM4Missile.origin, 200, 200, 200, self);
raygunM4Missile delete();
}

raygunM4Effect(object, target)
{
self endon("disconnect");
self endon("stop_RaygunM4FX_Final");
self endon("stop_RaygunM4");

raygunM4Laser = loadFX("misc/fx_equip_tac_insert_light_red");

for(;Winky Winky
{
raygunM4Red = spawnFx(raygunM4Laser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM4Red);
wait 0.0005;
raygunM4Red delete();
}

for(;Winky Winky
{
self waittill("stop_RaygunM4FX");
raygunM4Red delete();
self notify("stop_RaygunM4FX_Final");
}
}

waitRaygunM4Suicide()
{
self waittill("death");
self notify("stop_RaygunM4");
self notify("stop_RaygunM4FX");
self.isRaygunM4 = 0;
}
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The following user thanked ecovibe for this useful post:

ksa_7ooo7

The following 6 users groaned at ecovibe for this awful post:

ItzSparkBoii, FRINZ, Exelo, HiddenHour, itsSorrow, Vondy Supreme
07-24-2015, 09:28 AM #2
ummm Smh lol jk
07-24-2015, 01:22 PM #3
FRINZ
I’m too L33T
dis defently not the raygun lol codes
07-24-2015, 01:29 PM #4
thahitcrew
Gym leader
umm the original creater of the Raygun and Raygun mark 2 (I believe its Atsy I may be incorrect tho) has both the Raygun, and the Rayguns mark 2 source already posted on NGU so I don't see the point in this thread :P
07-24-2015, 03:37 PM #5
itsSorrow
In my man cave
wheres mark 5? lmfao and straight from merks sources
07-24-2015, 06:43 PM #6
Sen
:usa: :usa:
07-24-2015, 08:10 PM #7
itsSorrow
In my man cave
Originally posted by thahitcrew View Post
umm the original creater of the Raygun and Raygun mark 2 (I believe its Atsy I may be incorrect tho) has both the Raygun, and the Rayguns mark 2 source already posted on NGU so I don't see the point in this thread :P


mark 3, 4, and 5 are out too
07-24-2015, 08:25 PM #8
Originally posted by Matroix7 View Post
mark 3, 4, and 5 are out too


there is the M3 and M4 and M1 In there
07-24-2015, 08:26 PM #9
Originally posted by thahitcrew View Post
umm the original creater of the Raygun and Raygun mark 2 (I believe its Atsy I may be incorrect tho) has both the Raygun, and the Rayguns mark 2 source already posted on NGU so I don't see the point in this thread :P


yeah ik i didn't see one for a long time posted so i posted it for people that are looking so it would be easyer
07-24-2015, 08:59 PM #10
thahitcrew
Gym leader
Originally posted by ecovibe View Post
yeah ik i didn't see one for a long time posted so i posted it for people that are looking so it would be easyer
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