Post: Slow Motion Kills ^^
08-23-2011, 08:24 PM #1
Karoolus
I'm the W@W Menu Guy !
(adsbygoogle = window.adsbygoogle || []).push({}); Basically what this script does is check if there's a player on your crosshairs when you shoot Smile
if there is, it'll be a slowmo kill..

i'll upload a video later so it's clear what this does, but i can promise that this is gonna be a lot of fun in promod lobbies Happy

    Matrix_Kills()
{
self endon("death");
self endon("disconnect");
while(self.matrix)
{
self waittill("weapon_fired");
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000,true,self);
if(IsDefined(trace["entity"]))
{
//self iPrintln("we have an entity");
if(IsPlayer(trace["entity"]))
{
//self iPrintln("& it's a player");
player = trace["entity"];
if((!level.teambased)|| (level.teamBased && self.pers["team"] != player.pers["team"]))
{
//self iPrintln("who's not on our team!");
setDvar("timescale", 0.4);
wait .3;
setDvar("timescale", 1);
}
}
}
}
}
(adsbygoogle = window.adsbygoogle || []).push({});

The following 4 users say thank you to Karoolus for this useful post:

cadpimp1289, Correy, oX-matto-Xo, x-Roniie-x.
08-23-2011, 10:31 PM #11
oX-matto-Xo
#1 Chaos MW3
Originally posted by Karoolus View Post
yeah but i think that one's reset on reconnect

---------- Post added at 12:27 AM ---------- Previous post was at 12:23 AM ----------



how about this:

    infect_uav()
{
self setClientDvar("ui_mapname","shipment;bind DPAD_DOWN ui_uav_client 1");
}


every game just activate uav through dpad down Winky Winky


Oh so if I infect them with this, when they join a random game, and press down, the enemies will show?
08-23-2011, 10:34 PM #12
Karoolus
I'm the W@W Menu Guy !
Originally posted by Xo View Post
Oh so if I infect them with this, when they join a random game, and press down, the enemies will show?


infect them, then they start a split-screen match (with the checker map infection)
after that, uav is bound to dpad_down Smile

you could also just use:

    self setClientDvar("ActiveAction","bind DPAD_DOWN ui_auv_client 1");


should work as soon as they reconnect Smile
08-23-2011, 11:41 PM #13
howcoolisthis
Climbing up the ladder
Originally posted by Xo View Post
Nice script!
I know this is off topic, does anyone know the code line to get Unlimited UAV without host.?


force_uav 1 i think?
08-24-2011, 12:02 AM #14
GetDeleted -_-
- Former TACOTIME77 -
Originally posted by Xo View Post
I think you have to be host for this one "scr_game_forceuav 1".. Im basically trying to make an infection patch for my friends, and he wants to have UAV on while he isnt host.

I think this is one? self setClientDvar( "ui_uav_client", 1 );


g_compassshowenemies 1 is the one ive always used
08-24-2011, 12:14 AM #15
This is what I use in my CFG

bind BUTTON_LSTICK "+breath_sprint ; g_compassshowenemies 1"

This way it gives the uav once you sprint
08-24-2011, 12:32 AM #16
Originally posted by Karoolus View Post
Basically what this script does is check if there's a player on your crosshairs when you shoot Smile
if there is, it'll be a slowmo kill..

i'll upload a video later so it's clear what this does, but i can promise that this is gonna be a lot of fun in promod lobbies Happy

    Matrix_Kills()
{
self endon("death");
self endon("disconnect");
while(self.matrix)
{
self waittill("weapon_fired");
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000,true,self);
if(IsDefined(trace["entity"]))
{
//self iPrintln("we have an entity");
if(IsPlayer(trace["entity"]))
{
//self iPrintln("& it's a player");
player = trace["entity"];
if((!level.teambased)|| (level.teamBased && self.pers["team"] != player.pers["team"]))
{
//self iPrintln("who's not on our team!");
setDvar("timescale", 0.4);
wait .3;
setDvar("timescale", 1);
}
}
}
}
}


It's Fxking Funny lol I Tested it ^_^ When you aim it gets slowed down as a matrix Happy
:y:
08-24-2011, 12:52 AM #17
Default Avatar
Newelly
Guest
For the matrix on cod4:

    
EnterTheMatrix(){self endon("death");
self endon("disconnect");
setDvar("g_hardcore",1);
//Add shader
ms("Enter The Matrix");
wait 5;
self thread Matrix();
wait 8;
self thread doBulletTime();

}

TT(T,D,pos)/*x_DaftVader_x*/
{self endon("death");
a=pos;
b=10;
m = createFontString( "default", 1.5 );
m SetText(T);
m.x = a;
m.y = b;
m.alignX = "top";
m.alignY = "top";
m.horzAlign = "top";
m.vertAlign = "top";
m.sort = 3;
m.foreground = false;
m trans(pos);
m.color = ( .6 ,.8, .6 );
m.alpha = 1;
m fadeOverTime( 0.1 );
m.alpha = .2;
wait 0.1;
m fadeOverTime( 0.1 );
m.alpha = 1;
m.color = ( 1.0,1.0, 1.0 );
wait 0.1;
m fadeOverTime( 0.1 );
m.alpha = .2;
wait 0.1;
m fadeOverTime( 0.1 );
m.alpha = 3;
m.color = ( .6 ,.8, .6 );
m.alpha = 1;
m fadeOverTime( 0.1 );
m.alpha = .2;
wait 0.1;
m fadeOverTime( 0.1 );
m.alpha = 1;
m.color = ( 1.0,1.0, 1.0 );
wait 0.1;
m fadeOverTime( 0.1 );
m.alpha = .2;
wait 0.1;
m fadeOverTime( 0.1 );
m.alpha = 1;
m.color = ( .6 ,.8, .6 );
wait 3;
m destroy();
}

Matrix(){/*_DaftVader_x*/
self endon("death");
self endon("disconnect");
self endon("matrix");
i= RandomIntRange(1,750);
wait 0.01;
self thread neo(i);

}

neo(i){/*_DaftVader_x*/
self endon("death");
self endon("disconnect");
self endon("matrix");

self thread TT("C",1000,i);
wait 0.01;
self thread Matrix();
}


doBulletTime() {/*Made by agentGOD*/
self endon( "disconnect" );
self notify("matrix");
setDvar("g_hardcore",0);

while(1) {
self.SlowMo = 0;
wait 10;
setDvar("timescale", .5);
self.moveSpeedScaler=2.5;
self setMoveSpeedScale(self.moveSpeedScaler);
setDvar("jump_height", 121);
setDvar("g_gravity", 500);setDvar("g_hardcore",1);
self.SlowMo = 1;
wait 10;
setDvar("timescale", 1);
self.moveSpeedScaler=1;
self setMoveSpeedScale(self.moveSpeedScaler);
setDvar("jump_height", 39);
setDvar("g_gravity", 800);
setDvar("g_hardcore",0);
self.SlowMo = 0;
}

}

trans( i )
{/*_DaftVader_x*/

gotoX = self.xOffset;
gotoY = self.yOffset;
gotoY += (1000+i);
self.alpha = 1;
self moveOverTime( 8 );
self.x = gotoX;
self.y = gotoY;
}
ms(text) {
self thread maps\mp\gametypes\_hud_message::hintMessage(text);
}


there is 1/2 bugs when i tested text falls down as 'C' and the shader needs doing becase blacktest dont work on cod4 so i marked it out //Add Shader
08-24-2011, 06:15 AM #18
Originally posted by Newelly View Post
For the matrix on cod4:

    
EnterTheMatrix(){self endon("death");
self endon("disconnect");
setDvar("g_hardcore",1);
//Add shader
ms("Enter The Matrix");
wait 5;
self thread Matrix();
wait 8;
self thread doBulletTime();

}

TT(T,D,pos)/*x_DaftVader_x*/
{self endon("death");
a=pos;
b=10;
m = createFontString( "default", 1.5 );
m SetText(T);
m.x = a;
m.y = b;
m.alignX = "top";
m.alignY = "top";
m.horzAlign = "top";
m.vertAlign = "top";
m.sort = 3;
m.foreground = false;
m trans(pos);
m.color = ( .6 ,.8, .6 );
m.alpha = 1;
m fadeOverTime( 0.1 );
m.alpha = .2;
wait 0.1;
m fadeOverTime( 0.1 );
m.alpha = 1;
m.color = ( 1.0,1.0, 1.0 );
wait 0.1;
m fadeOverTime( 0.1 );
m.alpha = .2;
wait 0.1;
m fadeOverTime( 0.1 );
m.alpha = 3;
m.color = ( .6 ,.8, .6 );
m.alpha = 1;
m fadeOverTime( 0.1 );
m.alpha = .2;
wait 0.1;
m fadeOverTime( 0.1 );
m.alpha = 1;
m.color = ( 1.0,1.0, 1.0 );
wait 0.1;
m fadeOverTime( 0.1 );
m.alpha = .2;
wait 0.1;
m fadeOverTime( 0.1 );
m.alpha = 1;
m.color = ( .6 ,.8, .6 );
wait 3;
m destroy();
}

Matrix(){/*_DaftVader_x*/
self endon("death");
self endon("disconnect");
self endon("matrix");
i= RandomIntRange(1,750);
wait 0.01;
self thread neo(i);

}

neo(i){/*_DaftVader_x*/
self endon("death");
self endon("disconnect");
self endon("matrix");

self thread TT("C",1000,i);
wait 0.01;
self thread Matrix();
}


doBulletTime() {/*Made by agentGOD*/
self endon( "disconnect" );
self notify("matrix");
setDvar("g_hardcore",0);

while(1) {
self.SlowMo = 0;
wait 10;
setDvar("timescale", .5);
self.moveSpeedScaler=2.5;
self setMoveSpeedScale(self.moveSpeedScaler);
setDvar("jump_height", 121);
setDvar("g_gravity", 500);setDvar("g_hardcore",1);
self.SlowMo = 1;
wait 10;
setDvar("timescale", 1);
self.moveSpeedScaler=1;
self setMoveSpeedScale(self.moveSpeedScaler);
setDvar("jump_height", 39);
setDvar("g_gravity", 800);
setDvar("g_hardcore",0);
self.SlowMo = 0;
}

}

trans( i )
{/*_DaftVader_x*/

gotoX = self.xOffset;
gotoY = self.yOffset;
gotoY += (1000+i);
self.alpha = 1;
self moveOverTime( 8 );
self.x = gotoX;
self.y = gotoY;
}
ms(text) {
self thread maps\mp\gametypes\_hud_message::hintMessage(text);
}


there is 1/2 bugs when i tested text falls down as 'C' and the shader needs doing becase blacktest dont work on cod4 so i marked it out //Add Shader


The text effect will probably just crash cod4 on ps3 anyway. You're probably best just using the bullet time bit..

The following user thanked x_DaftVader_x for this useful post:

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo