Post: [RELEASE] My ac130 mod
01-01-2012, 08:13 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); this is my version of the ac130 mod.
its got very nice looking huds
bullet counters
dose not use guns
fly's around in the sky (not like all the other ac130s )
has good effects on the bullets
gun sounds when shooting
alot smaller then the old one (still big tho)



Hope you like


precache these:
    precacheModel( "projectile_m203grenade" );
precacheModel( "projectile_cbu97_clusterbomb" );
precacheModel( "projectile_hellfire_missile" );


thread this:
    self thread doac130();


Put this in the .gsc
    doac130()
{
if( getdvar("mapname") == "mp_bloc" )
self.Ac130Loc = (1100, -5836, 1800);

else if( getdvar("mapname") == "mp_crossfire" )
self.Ac130Loc = (4566, -3162, 1800);

else if( getdvar("mapname") == "mp_citystreets" )
self.Ac130Loc = (4384, -469, 1500);

else if( getdvar("mapname") == "mp_creek" )
self.Ac130Loc = (-1595, 6528, 2000);

else
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
self.Ac130Loc = getAboveBuildings( level.mapCenter );
}
self.Ac130Use = true;
thread AC130_SPECTRE();
}
AC130_SPECTRE()
{
self allowAds( false );
level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
thread initAC130();
self.OldOrigin = self getOrigin();
thread playerLinkAC130( self.Ac130Loc );
self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.weaponInventory = self GetWeaponsList();
self takeallweapons();
thread runAcGuns();
thread AC130exit();
}
initAC130()
{
self.initAC130[0] = ::weapon105mm;
self.initAC130[1] = ::weapon40mm;
self.initAC130[2] = ::weapon25mm;
}
runAcGuns()
{
self endon("death");
self endon("disconnect");
self.HudNum = 0;
thread [[self.initAC130[self.HudNum]]]();
while( self.Ac130Use )
{
if( self fragButtonPressed() )
{
ClearPrint();
self notify("WeaponChange");
for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self.HudNum ++;
if( self.HudNum >= self.initAC130.size )
self.HudNum = 0;

thread [[self.initAC130[self.HudNum]]]();
wait 0.5;
}
wait 0.05;
}
}
initAcWeapons( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
if( !isDefined( self.BulletCount[Hud] ) )
self.BulletCount[Hud] = 0;

resetBullet( Hud, Num );
for(;Winky Winky
{
if( self attackButtonPressed() )
{
SoundFade();
self playSound( Sound );
thread CreateAc130Bullet( Model, Radius, Effect );
self.BulletCount[Hud] ++;
if( self.BulletCount[Hud] <= Num )
Earthquake( Scale, 0.2, self.origin, 200 );

resetBullet( Hud, Num );
wait Time;
}
wait 0.05;
}
}
weapon105mm()
{
self.ACHud[0][0] = createHuds(21,0,2,24);
self.ACHud[0][1] = createHuds(-20,0,2,24);
self.ACHud[0][2] = createHuds(0,-11,40,2);
self.ACHud[0][3] = createHuds(0,11,40,2);
self.ACHud[0][4] = createHuds(0,-39,2,57);
self.ACHud[0][5] = createHuds(0,39,2,57);
self.ACHud[0][6] = createHuds(-48,0,57,2);
self.ACHud[0][7] = createHuds(49,0,57,2);
self.ACHud[0][8] = createHuds(-155,-122,2,21);
self.ACHud[0][9] = createHuds(-154,122,2,21);
self.ACHud[0][10] = createHuds(155,122,2,21);
self.ACHud[0][11] = createHuds(155,-122,2,21);
self.ACHud[0][12] = createHuds(-145,132,21,2);
self.ACHud[0][13] = createHuds(145,-132,21,2);
self.ACHud[0][14] = createHuds(-145,-132,21,2);
self.ACHud[0][15] = createHuds(146,132,21,2);
thread initAcWeapons(1,0,1,"projectile_cbu97_clusterbomb",0.4,350,level.ac["105mm"],"weap_barrett_fire_plr");
}
weapon40mm()
{
self.ACHud[1][0] = createHuds(0,-70,2,115);
self.ACHud[1][1] = createHuds(0,70,2,115);
self.ACHud[1][2] = createHuds(-70,0,115,2);
self.ACHud[1][3] = createHuds(70,0,115,2);
self.ACHud[1][4] = createHuds(0,-128,14,2);
self.ACHud[1][5] = createHuds(0,128,14,2);
self.ACHud[1][6] = createHuds(-128,0,2,14);
self.ACHud[1][7] = createHuds(128,0,2,14);
self.ACHud[1][8] = createHuds(0,-35,8,2);
self.ACHud[1][9] = createHuds(0,35,8,2);
self.ACHud[1][10] = createHuds(-29,0,2,Cool Man (aka Tustin);
self.ACHud[1][11] = createHuds(29,0,2,Cool Man (aka Tustin);
self.ACHud[1][12] = createHuds(-64,0,2,9);
self.ACHud[1][13] = createHuds(64,0,2,9);
self.ACHud[1][14] = createHuds(0,-85,10,2);
self.ACHud[1][15] = createHuds(0,85,10,2);
self.ACHud[1][16] = createHuds(-99,0,2,10);
self.ACHud[1][17] = createHuds(99,0,2,10);
thread initAcWeapons(0.2,1,5,"projectile_hellfire_missile",0.3,80,level.ac["40mm"],"weap_deserteagle_fire_plr");
}
weapon25mm()
{
self.ACHud[2][0] = createHuds(21,0,35,2);
self.ACHud[2][1] = createHuds(-21,0,35,2);
self.ACHud[2][2] = createHuds(0,25,2,46);
self.ACHud[2][3] = createHuds(-60,-57,2,22);
self.ACHud[2][4] = createHuds(-60,57,2,22);
self.ACHud[2][5] = createHuds(60,57,2,22);
self.ACHud[2][6] = createHuds(60,-57,2,22);
self.ACHud[2][7] = createHuds(-50,68,22,2);
self.ACHud[2][8] = createHuds(50,-68,22,2);
self.ACHud[2][9] = createHuds(-50,-68,22,2);
self.ACHud[2][10] = createHuds(50,68,22,2);
self.ACHud[2][11] = createHuds(6,9,1,7);
self.ACHud[2][12] = createHuds(9,6,7,1);
self.ACHud[2][13] = createHuds(11,14,1,7);
self.ACHud[2][14] = createHuds(14,11,7,1);
self.ACHud[2][15] = createHuds(16,19,1,7);
self.ACHud[2][16] = createHuds(19,16,7,1);
self.ACHud[2][17] = createHuds(21,24,1,7);
self.ACHud[2][18] = createHuds(24,21,7,1);
self.ACHud[2][19] = createHuds(26,29,1,7);
self.ACHud[2][20] = createHuds(29,26,7,1);
self.ACHud[2][21] = createHuds(36,33,6,1);
thread initAcWeapons(0.08,2,30,"projectile_m203grenade",0.2,25,level.ac["25mm"],"weap_g3_fire_plr");
}
AC130exit()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
if( self meleeButtonPressed() )
{
ClearPrint();
for( k = 0; k < 3; k++ )
self.BulletCount[k] = undefined;

for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self unlink();
self notify( "WeaponChange" );
self allowAds( true );
self show();
self setClientDvars( "scr_weapon_allowfrags", "1", "cg_drawcrosshair", "1", "cg_drawGun", "1", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "cg_gun_x", "0", "FOV", "30", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.Ac130["model"] delete();
self SetOrigin( self.OldOrigin );
for( i = 0; i < self.weaponInventory.size; i++ )
{
weapon = self.weaponInventory[i];
self giveWeapon( weapon );
}
self.Ac130Use = false;
}
wait 0.05;
}
}
resetBullet( Hud, Num )
{
if( self.BulletCount[Hud] >= Num )
{
self iPrintln( "Reloading" );
wait 2;
self.BulletCount[Hud] = 0;
if( isDefined( self.ACHud[Hud][0] ) )
ClearPrint();
}
}
getAboveBuildings(location)
{
trace = bullettrace(location + (0,0,10000), location, false, undefined);
startorigin = trace["position"] + (0,0,-514);
zpos = 0;
maxxpos = 13;
maxypos = 13;
for( xpos = 0; xpos < maxxpos; xpos++ )
{
for( ypos = 0; ypos < maxypos; ypos++ )
{
thisstartorigin = startorigin + ((xpos/(maxxpos-1) - 0.5) * 1024, (ypos/(maxypos-1) - 0.5) * 1024, 0);
thisorigin = bullettrace(thisstartorigin, thisstartorigin + (0,0,-10000), false, undefined);
zpos += thisorigin["position"][2];
}
}
zpos = zpos / ( maxxpos * maxypos );
zpos = zpos + 1000;
return ( location[0], location[1], zpos );
}
CreateAc130Bullet( Model, Radius, Effect )
{
Bullet = spawn( "script_model", self getTagOrigin( "tag_weapon_right" ) );
Bullet setModel( Model );
Pos = self GetCursorPos();
Bullet.angles = self getPlayerAngles();
Bullet moveTo( Pos, 0.5 );
wait 0.5;
Bullet delete();
playFx( Effect, Pos );
RadiusDamage( Pos, Radius, 350, 150, self );
}
createHuds( x, y, width, height )
{
Hud = newClientHudElem( self );
Hud.width = width;
Hud.height = height;
Hud.align = "CENTER";
Hud.relative = "MIDDLE";
Hud.children = [];
Hud.sort = 3;
Hud.alpha = 1;
Hud setParent(level.uiParent);
Hud setShader("white",width,height);
Hud.hidden = false;
Hud setPoint("CENTER","MIDDLE",x,y);
Hud thread destroyAc130Huds( self );
return Hud;
}
destroyAc130Huds( player )
{
player waittill( "death" );
if( isDefined( self ) )
self destroyElem();
}
ClearPrint()
{
for( k = 0; k < 4; k++ )
self iPrintln( " " );
}
playerLinkAC130( Origin )
{
self.Ac130["model"] = spawn( "script_model", Origin );
self.Ac130["model"] setModel( "vehicle_cobra_helicopter_fly" );
self.Ac130["model"] thread Ac130Move();
self.Ac130["model"] hide();
self linkTo( self.Ac130["model"], "tag_player", (0,1000,20), (0,0,0) );
self hide();
}
Ac130Move()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
self rotateYaw( 360, 25 );
wait 25;
}
}
GetCursorPos()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000),false,self)["position"];
}
(adsbygoogle = window.adsbygoogle || []).push({});

The following 17 users say thank you to IELIITEMODZX for this useful post:

1337HaXaLoT, Amanda, Baby-panama, BlazingDope, Correy, drive4567, FAKA_ELITE, iPROFamily, iReset Nigga, IVI40A3Fusionz, Karoolus, KingcreekS, Uk_ViiPeR, Vampytwistッ, Vultra, xRaW
01-01-2012, 09:22 PM #11
Jacob-And-Britt
I’m too L33T
Originally posted by IELIITEMODZX View Post
this is my version of the ac130 mod.
its got very nice looking huds
bullet counters
dose not use guns
fly's around in the sky (not like all the other ac130s )
has good effects on the bullets
gun sounds when shooting
alot smaller then the old one (still big tho)



Hope you like


precache these:
    precacheModel( "projectile_m203grenade" );
precacheModel( "projectile_cbu97_clusterbomb" );
precacheModel( "projectile_hellfire_missile" );


thread this:
    self thread doac130();


Put this in the .gsc
    doac130()
{
if( getdvar("mapname") == "mp_bloc" )
self.Ac130Loc = (1100, -5836, 1800);

else if( getdvar("mapname") == "mp_crossfire" )
self.Ac130Loc = (4566, -3162, 1800);

else if( getdvar("mapname") == "mp_citystreets" )
self.Ac130Loc = (4384, -469, 1500);

else if( getdvar("mapname") == "mp_creek" )
self.Ac130Loc = (-1595, 6528, 2000);

else
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
self.Ac130Loc = getAboveBuildings( level.mapCenter );
}
self.Ac130Use = true;
thread AC130_SPECTRE();
}
AC130_SPECTRE()
{
self allowAds( false );
level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
thread initAC130();
self.OldOrigin = self getOrigin();
thread playerLinkAC130( self.Ac130Loc );
self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.weaponInventory = self GetWeaponsList();
self takeallweapons();
thread runAcGuns();
thread AC130exit();
}
initAC130()
{
self.initAC130[0] = ::weapon105mm;
self.initAC130[1] = ::weapon40mm;
self.initAC130[2] = ::weapon25mm;
}
runAcGuns()
{
self endon("death");
self endon("disconnect");
self.HudNum = 0;
thread [[self.initAC130[self.HudNum]]]();
while( self.Ac130Use )
{
if( self fragButtonPressed() )
{
ClearPrint();
self notify("WeaponChange");
for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self.HudNum ++;
if( self.HudNum >= self.initAC130.size )
self.HudNum = 0;

thread [[self.initAC130[self.HudNum]]]();
wait 0.5;
}
wait 0.05;
}
}
initAcWeapons( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
if( !isDefined( self.BulletCount[Hud] ) )
self.BulletCount[Hud] = 0;

resetBullet( Hud, Num );
for(;Winky Winky
{
if( self attackButtonPressed() )
{
SoundFade();
self playSound( Sound );
thread CreateAc130Bullet( Model, Radius, Effect );
self.BulletCount[Hud] ++;
if( self.BulletCount[Hud] <= Num )
Earthquake( Scale, 0.2, self.origin, 200 );

resetBullet( Hud, Num );
wait Time;
}
wait 0.05;
}
}
weapon105mm()
{
self.ACHud[0][0] = createHuds(21,0,2,24);
self.ACHud[0][1] = createHuds(-20,0,2,24);
self.ACHud[0][2] = createHuds(0,-11,40,2);
self.ACHud[0][3] = createHuds(0,11,40,2);
self.ACHud[0][4] = createHuds(0,-39,2,57);
self.ACHud[0][5] = createHuds(0,39,2,57);
self.ACHud[0][6] = createHuds(-48,0,57,2);
self.ACHud[0][7] = createHuds(49,0,57,2);
self.ACHud[0][8] = createHuds(-155,-122,2,21);
self.ACHud[0][9] = createHuds(-154,122,2,21);
self.ACHud[0][10] = createHuds(155,122,2,21);
self.ACHud[0][11] = createHuds(155,-122,2,21);
self.ACHud[0][12] = createHuds(-145,132,21,2);
self.ACHud[0][13] = createHuds(145,-132,21,2);
self.ACHud[0][14] = createHuds(-145,-132,21,2);
self.ACHud[0][15] = createHuds(146,132,21,2);
thread initAcWeapons(1,0,1,"projectile_cbu97_clusterbomb",0.4,350,level.ac["105mm"],"weap_barrett_fire_plr");
}
weapon40mm()
{
self.ACHud[1][0] = createHuds(0,-70,2,115);
self.ACHud[1][1] = createHuds(0,70,2,115);
self.ACHud[1][2] = createHuds(-70,0,115,2);
self.ACHud[1][3] = createHuds(70,0,115,2);
self.ACHud[1][4] = createHuds(0,-128,14,2);
self.ACHud[1][5] = createHuds(0,128,14,2);
self.ACHud[1][6] = createHuds(-128,0,2,14);
self.ACHud[1][7] = createHuds(128,0,2,14);
self.ACHud[1][8] = createHuds(0,-35,8,2);
self.ACHud[1][9] = createHuds(0,35,8,2);
self.ACHud[1][10] = createHuds(-29,0,2,Cool Man (aka Tustin);
self.ACHud[1][11] = createHuds(29,0,2,Cool Man (aka Tustin);
self.ACHud[1][12] = createHuds(-64,0,2,9);
self.ACHud[1][13] = createHuds(64,0,2,9);
self.ACHud[1][14] = createHuds(0,-85,10,2);
self.ACHud[1][15] = createHuds(0,85,10,2);
self.ACHud[1][16] = createHuds(-99,0,2,10);
self.ACHud[1][17] = createHuds(99,0,2,10);
thread initAcWeapons(0.2,1,5,"projectile_hellfire_missile",0.3,80,level.ac["40mm"],"weap_deserteagle_fire_plr");
}
weapon25mm()
{
self.ACHud[2][0] = createHuds(21,0,35,2);
self.ACHud[2][1] = createHuds(-21,0,35,2);
self.ACHud[2][2] = createHuds(0,25,2,46);
self.ACHud[2][3] = createHuds(-60,-57,2,22);
self.ACHud[2][4] = createHuds(-60,57,2,22);
self.ACHud[2][5] = createHuds(60,57,2,22);
self.ACHud[2][6] = createHuds(60,-57,2,22);
self.ACHud[2][7] = createHuds(-50,68,22,2);
self.ACHud[2][8] = createHuds(50,-68,22,2);
self.ACHud[2][9] = createHuds(-50,-68,22,2);
self.ACHud[2][10] = createHuds(50,68,22,2);
self.ACHud[2][11] = createHuds(6,9,1,7);
self.ACHud[2][12] = createHuds(9,6,7,1);
self.ACHud[2][13] = createHuds(11,14,1,7);
self.ACHud[2][14] = createHuds(14,11,7,1);
self.ACHud[2][15] = createHuds(16,19,1,7);
self.ACHud[2][16] = createHuds(19,16,7,1);
self.ACHud[2][17] = createHuds(21,24,1,7);
self.ACHud[2][18] = createHuds(24,21,7,1);
self.ACHud[2][19] = createHuds(26,29,1,7);
self.ACHud[2][20] = createHuds(29,26,7,1);
self.ACHud[2][21] = createHuds(36,33,6,1);
thread initAcWeapons(0.08,2,30,"projectile_m203grenade",0.2,25,level.ac["25mm"],"weap_g3_fire_plr");
}
AC130exit()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
if( self meleeButtonPressed() )
{
ClearPrint();
for( k = 0; k < 3; k++ )
self.BulletCount[k] = undefined;

for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self unlink();
self notify( "WeaponChange" );
self allowAds( true );
self show();
self setClientDvars( "scr_weapon_allowfrags", "1", "cg_drawcrosshair", "1", "cg_drawGun", "1", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "cg_gun_x", "0", "FOV", "30", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.Ac130["model"] delete();
self SetOrigin( self.OldOrigin );
self freezeControls( true );
for( i = 0; i < self.weaponInventory.size; i++ )
{
weapon = self.weaponInventory[i];
self giveWeapon( weapon );
}
self.Ac130Use = false;
}
wait 0.05;
}
}
resetBullet( Hud, Num )
{
if( self.BulletCount[Hud] >= Num )
{
self iPrintln( "Reloading" );
wait 2;
self.BulletCount[Hud] = 0;
if( isDefined( self.ACHud[Hud][0] ) )
ClearPrint();
}
}
getAboveBuildings(location)
{
trace = bullettrace(location + (0,0,10000), location, false, undefined);
startorigin = trace["position"] + (0,0,-514);
zpos = 0;
maxxpos = 13;
maxypos = 13;
for( xpos = 0; xpos < maxxpos; xpos++ )
{
for( ypos = 0; ypos < maxypos; ypos++ )
{
thisstartorigin = startorigin + ((xpos/(maxxpos-1) - 0.5) * 1024, (ypos/(maxypos-1) - 0.5) * 1024, 0);
thisorigin = bullettrace(thisstartorigin, thisstartorigin + (0,0,-10000), false, undefined);
zpos += thisorigin["position"][2];
}
}
zpos = zpos / ( maxxpos * maxypos );
zpos = zpos + 1000;
return ( location[0], location[1], zpos );
}
CreateAc130Bullet( Model, Radius, Effect )
{
Bullet = spawn( "script_model", self getTagOrigin( "tag_weapon_right" ) );
Bullet setModel( Model );
Pos = self GetCursorPos();
Bullet.angles = self getPlayerAngles();
Bullet moveTo( Pos, 0.5 );
wait 0.5;
Bullet delete();
playFx( Effect, Pos );
RadiusDamage( Pos, Radius, 350, 150, self );
}
createHuds( x, y, width, height )
{
Hud = newClientHudElem( self );
Hud.width = width;
Hud.height = height;
Hud.align = "CENTER";
Hud.relative = "MIDDLE";
Hud.children = [];
Hud.sort = 3;
Hud.alpha = 1;
Hud setParent(level.uiParent);
Hud setShader("white",width,height);
Hud.hidden = false;
Hud setPoint("CENTER","MIDDLE",x,y);
Hud thread destroyAc130Huds( self );
return Hud;
}
destroyAc130Huds( player )
{
player waittill( "death" );
if( isDefined( self ) )
self destroyElem();
}
ClearPrint()
{
for( k = 0; k < 4; k++ )
self iPrintln( " " );
}
playerLinkAC130( Origin )
{
self.Ac130["model"] = spawn( "script_model", Origin );
self.Ac130["model"] setModel( "vehicle_cobra_helicopter_fly" );
self.Ac130["model"] thread Ac130Move();
self.Ac130["model"] hide();
self linkTo( self.Ac130["model"], "tag_player", (0,1000,20), (0,0,0) );
self detachAll();
self hide();
}
Ac130Move()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
self rotateYaw( 360, 25 );
wait 25;
}
}
GetCursorPos()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000),false,self)["position"];
}
I like how its way shorter than usual Smile but i do hvae some good stuff to add im sorry but adding the sounds just.. messed it upeither get diff sound or take them out so i took them out and added briefcae bomb btw this will only work on 4 maps?

    
doac130()
{
self giveweapon ("briefcase_bomb");
wait 2.5;
if( getdvar("mapname") == "mp_bloc" )
self.Ac130Loc = (1100, -5836, 1800);

else if( getdvar("mapname") == "mp_crossfire" )
self.Ac130Loc = (4566, -3162, 1800);

else if( getdvar("mapname") == "mp_citystreets" )
self.Ac130Loc = (4384, -469, 1500);

else if( getdvar("mapname") == "mp_creek" )
self.Ac130Loc = (-1595, 6528, 2000);

else
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
self.Ac130Loc = getAboveBuildings( level.mapCenter );
}
self.Ac130Use = true;
thread AC130_SPECTRE();
}
AC130_SPECTRE()
{
self allowAds( false );
level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
thread initAC130();
self.OldOrigin = self getOrigin();
thread playerLinkAC130( self.Ac130Loc );
self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.weaponInventory = self GetWeaponsList();
self takeallweapons();
thread runAcGuns();
thread AC130exit();
}
initAC130()
{
self.initAC130[0] = ::weapon105mm;
self.initAC130[1] = ::weapon40mm;
self.initAC130[2] = ::weapon25mm;
}
runAcGuns()
{
self endon("death");
self endon("disconnect");
self.HudNum = 0;
thread [[self.initAC130[self.HudNum]]]();
while( self.Ac130Use )
{
if( self fragButtonPressed() )
{
ClearPrint();
self notify("WeaponChange");
for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self.HudNum ++;
if( self.HudNum >= self.initAC130.size )
self.HudNum = 0;

thread [[self.initAC130[self.HudNum]]]();
wait 0.5;
}
wait 0.05;
}
}
initAcWeapons( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
if( !isDefined( self.BulletCount[Hud] ) )
self.BulletCount[Hud] = 0;

resetBullet( Hud, Num );
for(;Winky Winky
{
if( self attackButtonPressed() )
{
SoundFade();
self playSound( Sound );
thread CreateAc130Bullet( Model, Radius, Effect );
self.BulletCount[Hud] ++;
if( self.BulletCount[Hud] <= Num )
Earthquake( Scale, 0.2, self.origin, 200 );

resetBullet( Hud, Num );
wait Time;
}
wait 0.05;
}
}
weapon105mm()
{
self.ACHud[0][0] = createHuds(21,0,2,24);
self.ACHud[0][1] = createHuds(-20,0,2,24);
self.ACHud[0][2] = createHuds(0,-11,40,2);
self.ACHud[0][3] = createHuds(0,11,40,2);
self.ACHud[0][4] = createHuds(0,-39,2,57);
self.ACHud[0][5] = createHuds(0,39,2,57);
self.ACHud[0][6] = createHuds(-48,0,57,2);
self.ACHud[0][7] = createHuds(49,0,57,2);
self.ACHud[0][8] = createHuds(-155,-122,2,21);
self.ACHud[0][9] = createHuds(-154,122,2,21);
self.ACHud[0][10] = createHuds(155,122,2,21);
self.ACHud[0][11] = createHuds(155,-122,2,21);
self.ACHud[0][12] = createHuds(-145,132,21,2);
self.ACHud[0][13] = createHuds(145,-132,21,2);
self.ACHud[0][14] = createHuds(-145,-132,21,2);
self.ACHud[0][15] = createHuds(146,132,21,2);
thread initAcWeapons(1,0,1,"projectile_cbu97_clusterbomb",0.4,350,level.ac["105mm"]);
}
weapon40mm()
{
self.ACHud[1][0] = createHuds(0,-70,2,115);
self.ACHud[1][1] = createHuds(0,70,2,115);
self.ACHud[1][2] = createHuds(-70,0,115,2);
self.ACHud[1][3] = createHuds(70,0,115,2);
self.ACHud[1][4] = createHuds(0,-128,14,2);
self.ACHud[1][5] = createHuds(0,128,14,2);
self.ACHud[1][6] = createHuds(-128,0,2,14);
self.ACHud[1][7] = createHuds(128,0,2,14);
self.ACHud[1][8] = createHuds(0,-35,8,2);
self.ACHud[1][9] = createHuds(0,35,8,2);
self.ACHud[1][10] = createHuds(-29,0,2,Cool Man (aka Tustin);
self.ACHud[1][11] = createHuds(29,0,2,Cool Man (aka Tustin);
self.ACHud[1][12] = createHuds(-64,0,2,9);
self.ACHud[1][13] = createHuds(64,0,2,9);
self.ACHud[1][14] = createHuds(0,-85,10,2);
self.ACHud[1][15] = createHuds(0,85,10,2);
self.ACHud[1][16] = createHuds(-99,0,2,10);
self.ACHud[1][17] = createHuds(99,0,2,10);
thread initAcWeapons(0.2,1,5,"projectile_hellfire_missile",0.3,80,level.ac["40mm"]);
}
weapon25mm()
{
self.ACHud[2][0] = createHuds(21,0,35,2);
self.ACHud[2][1] = createHuds(-21,0,35,2);
self.ACHud[2][2] = createHuds(0,25,2,46);
self.ACHud[2][3] = createHuds(-60,-57,2,22);
self.ACHud[2][4] = createHuds(-60,57,2,22);
self.ACHud[2][5] = createHuds(60,57,2,22);
self.ACHud[2][6] = createHuds(60,-57,2,22);
self.ACHud[2][7] = createHuds(-50,68,22,2);
self.ACHud[2][8] = createHuds(50,-68,22,2);
self.ACHud[2][9] = createHuds(-50,-68,22,2);
self.ACHud[2][10] = createHuds(50,68,22,2);
self.ACHud[2][11] = createHuds(6,9,1,7);
self.ACHud[2][12] = createHuds(9,6,7,1);
self.ACHud[2][13] = createHuds(11,14,1,7);
self.ACHud[2][14] = createHuds(14,11,7,1);
self.ACHud[2][15] = createHuds(16,19,1,7);
self.ACHud[2][16] = createHuds(19,16,7,1);
self.ACHud[2][17] = createHuds(21,24,1,7);
self.ACHud[2][18] = createHuds(24,21,7,1);
self.ACHud[2][19] = createHuds(26,29,1,7);
self.ACHud[2][20] = createHuds(29,26,7,1);
self.ACHud[2][21] = createHuds(36,33,6,1);
thread initAcWeapons(0.08,2,30,"projectile_m203grenade",0.2,25,level.ac["25mm"]);
}
AC130exit()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
if( self meleeButtonPressed() )
{
ClearPrint();
for( k = 0; k < 3; k++ )
self.BulletCount[k] = undefined;

for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self unlink();
self notify( "WeaponChange" );
self allowAds( true );
self show();
self setClientDvars( "scr_weapon_allowfrags", "1", "cg_drawcrosshair", "1", "cg_drawGun", "1", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "cg_gun_x", "0", "FOV", "30", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.Ac130["model"] delete();
self SetOrigin( self.OldOrigin );
self freezeControls( true );
for( i = 0; i < self.weaponInventory.size; i++ )
{
weapon = self.weaponInventory[i];
self giveWeapon( weapon );
}
self.Ac130Use = false;
}
wait 0.05;
}
}
resetBullet( Hud, Num )
{
if( self.BulletCount[Hud] >= Num )
{
self iPrintln( "Reloading" );
wait 2;
self.BulletCount[Hud] = 0;
if( isDefined( self.ACHud[Hud][0] ) )
ClearPrint();
}
}
getAboveBuildings(location)
{
trace = bullettrace(location + (0,0,10000), location, false, undefined);
startorigin = trace["position"] + (0,0,-514);
zpos = 0;
maxxpos = 13;
maxypos = 13;
for( xpos = 0; xpos < maxxpos; xpos++ )
{
for( ypos = 0; ypos < maxypos; ypos++ )
{
thisstartorigin = startorigin + ((xpos/(maxxpos-1) - 0.5) * 1024, (ypos/(maxypos-1) - 0.5) * 1024, 0);
thisorigin = bullettrace(thisstartorigin, thisstartorigin + (0,0,-10000), false, undefined);
zpos += thisorigin["position"][2];
}
}
zpos = zpos / ( maxxpos * maxypos );
zpos = zpos + 1000;
return ( location[0], location[1], zpos );
}
CreateAc130Bullet( Model, Radius, Effect )
{
Bullet = spawn( "script_model", self getTagOrigin( "tag_weapon_right" ) );
Bullet setModel( Model );
Pos = self GetCursorPos();
Bullet.angles = self getPlayerAngles();
Bullet moveTo( Pos, 0.5 );
wait 0.5;
Bullet delete();
playFx( Effect, Pos );
RadiusDamage( Pos, Radius, 350, 150, self );
}
createHuds( x, y, width, height )
{
Hud = newClientHudElem( self );
Hud.width = width;
Hud.height = height;
Hud.align = "CENTER";
Hud.relative = "MIDDLE";
Hud.children = [];
Hud.sort = 3;
Hud.alpha = 1;
Hud setParent(level.uiParent);
Hud setShader("white",width,height);
Hud.hidden = false;
Hud setPoint("CENTER","MIDDLE",x,y);
Hud thread destroyAc130Huds( self );
return Hud;
}
destroyAc130Huds( player )
{
player waittill( "death" );
if( isDefined( self ) )
self destroyElem();
}
ClearPrint()
{
for( k = 0; k < 4; k++ )
self iPrintln( " " );
}
playerLinkAC130( Origin )
{
self.Ac130["model"] = spawn( "script_model", Origin );
self.Ac130["model"] setModel( "vehicle_cobra_helicopter_fly" );
self.Ac130["model"] thread Ac130Move();
self.Ac130["model"] hide();
self linkTo( self.Ac130["model"], "tag_player", (0,1000,20), (0,0,0) );
self detachAll();
self hide();
}
Ac130Move()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
self rotateYaw( 360, 25 );
wait 25;
}
}
GetCursorPos()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000),false,self)["position"];
}

The following user groaned Jacob-And-Britt for this awful post:

IELIITEMODZX
01-01-2012, 09:23 PM #12
Jacob-And-Britt
I’m too L33T
Originally posted by IELIITEMODZX View Post
this is my version of the ac130 mod.
its got very nice looking huds
bullet counters
dose not use guns
fly's around in the sky (not like all the other ac130s )
has good effects on the bullets
gun sounds when shooting
alot smaller then the old one (still big tho)



Hope you like


precache these:
    precacheModel( "projectile_m203grenade" );
precacheModel( "projectile_cbu97_clusterbomb" );
precacheModel( "projectile_hellfire_missile" );


thread this:
    self thread doac130();


Put this in the .gsc
    doac130()
{
if( getdvar("mapname") == "mp_bloc" )
self.Ac130Loc = (1100, -5836, 1800);

else if( getdvar("mapname") == "mp_crossfire" )
self.Ac130Loc = (4566, -3162, 1800);

else if( getdvar("mapname") == "mp_citystreets" )
self.Ac130Loc = (4384, -469, 1500);

else if( getdvar("mapname") == "mp_creek" )
self.Ac130Loc = (-1595, 6528, 2000);

else
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
self.Ac130Loc = getAboveBuildings( level.mapCenter );
}
self.Ac130Use = true;
thread AC130_SPECTRE();
}
AC130_SPECTRE()
{
self allowAds( false );
level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
thread initAC130();
self.OldOrigin = self getOrigin();
thread playerLinkAC130( self.Ac130Loc );
self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.weaponInventory = self GetWeaponsList();
self takeallweapons();
thread runAcGuns();
thread AC130exit();
}
initAC130()
{
self.initAC130[0] = ::weapon105mm;
self.initAC130[1] = ::weapon40mm;
self.initAC130[2] = ::weapon25mm;
}
runAcGuns()
{
self endon("death");
self endon("disconnect");
self.HudNum = 0;
thread [[self.initAC130[self.HudNum]]]();
while( self.Ac130Use )
{
if( self fragButtonPressed() )
{
ClearPrint();
self notify("WeaponChange");
for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self.HudNum ++;
if( self.HudNum >= self.initAC130.size )
self.HudNum = 0;

thread [[self.initAC130[self.HudNum]]]();
wait 0.5;
}
wait 0.05;
}
}
initAcWeapons( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
if( !isDefined( self.BulletCount[Hud] ) )
self.BulletCount[Hud] = 0;

resetBullet( Hud, Num );
for(;Winky Winky
{
if( self attackButtonPressed() )
{
SoundFade();
self playSound( Sound );
thread CreateAc130Bullet( Model, Radius, Effect );
self.BulletCount[Hud] ++;
if( self.BulletCount[Hud] <= Num )
Earthquake( Scale, 0.2, self.origin, 200 );

resetBullet( Hud, Num );
wait Time;
}
wait 0.05;
}
}
weapon105mm()
{
self.ACHud[0][0] = createHuds(21,0,2,24);
self.ACHud[0][1] = createHuds(-20,0,2,24);
self.ACHud[0][2] = createHuds(0,-11,40,2);
self.ACHud[0][3] = createHuds(0,11,40,2);
self.ACHud[0][4] = createHuds(0,-39,2,57);
self.ACHud[0][5] = createHuds(0,39,2,57);
self.ACHud[0][6] = createHuds(-48,0,57,2);
self.ACHud[0][7] = createHuds(49,0,57,2);
self.ACHud[0][8] = createHuds(-155,-122,2,21);
self.ACHud[0][9] = createHuds(-154,122,2,21);
self.ACHud[0][10] = createHuds(155,122,2,21);
self.ACHud[0][11] = createHuds(155,-122,2,21);
self.ACHud[0][12] = createHuds(-145,132,21,2);
self.ACHud[0][13] = createHuds(145,-132,21,2);
self.ACHud[0][14] = createHuds(-145,-132,21,2);
self.ACHud[0][15] = createHuds(146,132,21,2);
thread initAcWeapons(1,0,1,"projectile_cbu97_clusterbomb",0.4,350,level.ac["105mm"],"weap_barrett_fire_plr");
}
weapon40mm()
{
self.ACHud[1][0] = createHuds(0,-70,2,115);
self.ACHud[1][1] = createHuds(0,70,2,115);
self.ACHud[1][2] = createHuds(-70,0,115,2);
self.ACHud[1][3] = createHuds(70,0,115,2);
self.ACHud[1][4] = createHuds(0,-128,14,2);
self.ACHud[1][5] = createHuds(0,128,14,2);
self.ACHud[1][6] = createHuds(-128,0,2,14);
self.ACHud[1][7] = createHuds(128,0,2,14);
self.ACHud[1][8] = createHuds(0,-35,8,2);
self.ACHud[1][9] = createHuds(0,35,8,2);
self.ACHud[1][10] = createHuds(-29,0,2,Cool Man (aka Tustin);
self.ACHud[1][11] = createHuds(29,0,2,Cool Man (aka Tustin);
self.ACHud[1][12] = createHuds(-64,0,2,9);
self.ACHud[1][13] = createHuds(64,0,2,9);
self.ACHud[1][14] = createHuds(0,-85,10,2);
self.ACHud[1][15] = createHuds(0,85,10,2);
self.ACHud[1][16] = createHuds(-99,0,2,10);
self.ACHud[1][17] = createHuds(99,0,2,10);
thread initAcWeapons(0.2,1,5,"projectile_hellfire_missile",0.3,80,level.ac["40mm"],"weap_deserteagle_fire_plr");
}
weapon25mm()
{
self.ACHud[2][0] = createHuds(21,0,35,2);
self.ACHud[2][1] = createHuds(-21,0,35,2);
self.ACHud[2][2] = createHuds(0,25,2,46);
self.ACHud[2][3] = createHuds(-60,-57,2,22);
self.ACHud[2][4] = createHuds(-60,57,2,22);
self.ACHud[2][5] = createHuds(60,57,2,22);
self.ACHud[2][6] = createHuds(60,-57,2,22);
self.ACHud[2][7] = createHuds(-50,68,22,2);
self.ACHud[2][8] = createHuds(50,-68,22,2);
self.ACHud[2][9] = createHuds(-50,-68,22,2);
self.ACHud[2][10] = createHuds(50,68,22,2);
self.ACHud[2][11] = createHuds(6,9,1,7);
self.ACHud[2][12] = createHuds(9,6,7,1);
self.ACHud[2][13] = createHuds(11,14,1,7);
self.ACHud[2][14] = createHuds(14,11,7,1);
self.ACHud[2][15] = createHuds(16,19,1,7);
self.ACHud[2][16] = createHuds(19,16,7,1);
self.ACHud[2][17] = createHuds(21,24,1,7);
self.ACHud[2][18] = createHuds(24,21,7,1);
self.ACHud[2][19] = createHuds(26,29,1,7);
self.ACHud[2][20] = createHuds(29,26,7,1);
self.ACHud[2][21] = createHuds(36,33,6,1);
thread initAcWeapons(0.08,2,30,"projectile_m203grenade",0.2,25,level.ac["25mm"],"weap_g3_fire_plr");
}
AC130exit()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
if( self meleeButtonPressed() )
{
ClearPrint();
for( k = 0; k < 3; k++ )
self.BulletCount[k] = undefined;

for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self unlink();
self notify( "WeaponChange" );
self allowAds( true );
self show();
self setClientDvars( "scr_weapon_allowfrags", "1", "cg_drawcrosshair", "1", "cg_drawGun", "1", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "cg_gun_x", "0", "FOV", "30", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.Ac130["model"] delete();
self SetOrigin( self.OldOrigin );
self freezeControls( true );
for( i = 0; i < self.weaponInventory.size; i++ )
{
weapon = self.weaponInventory[i];
self giveWeapon( weapon );
}
self.Ac130Use = false;
}
wait 0.05;
}
}
resetBullet( Hud, Num )
{
if( self.BulletCount[Hud] >= Num )
{
self iPrintln( "Reloading" );
wait 2;
self.BulletCount[Hud] = 0;
if( isDefined( self.ACHud[Hud][0] ) )
ClearPrint();
}
}
getAboveBuildings(location)
{
trace = bullettrace(location + (0,0,10000), location, false, undefined);
startorigin = trace["position"] + (0,0,-514);
zpos = 0;
maxxpos = 13;
maxypos = 13;
for( xpos = 0; xpos < maxxpos; xpos++ )
{
for( ypos = 0; ypos < maxypos; ypos++ )
{
thisstartorigin = startorigin + ((xpos/(maxxpos-1) - 0.5) * 1024, (ypos/(maxypos-1) - 0.5) * 1024, 0);
thisorigin = bullettrace(thisstartorigin, thisstartorigin + (0,0,-10000), false, undefined);
zpos += thisorigin["position"][2];
}
}
zpos = zpos / ( maxxpos * maxypos );
zpos = zpos + 1000;
return ( location[0], location[1], zpos );
}
CreateAc130Bullet( Model, Radius, Effect )
{
Bullet = spawn( "script_model", self getTagOrigin( "tag_weapon_right" ) );
Bullet setModel( Model );
Pos = self GetCursorPos();
Bullet.angles = self getPlayerAngles();
Bullet moveTo( Pos, 0.5 );
wait 0.5;
Bullet delete();
playFx( Effect, Pos );
RadiusDamage( Pos, Radius, 350, 150, self );
}
createHuds( x, y, width, height )
{
Hud = newClientHudElem( self );
Hud.width = width;
Hud.height = height;
Hud.align = "CENTER";
Hud.relative = "MIDDLE";
Hud.children = [];
Hud.sort = 3;
Hud.alpha = 1;
Hud setParent(level.uiParent);
Hud setShader("white",width,height);
Hud.hidden = false;
Hud setPoint("CENTER","MIDDLE",x,y);
Hud thread destroyAc130Huds( self );
return Hud;
}
destroyAc130Huds( player )
{
player waittill( "death" );
if( isDefined( self ) )
self destroyElem();
}
ClearPrint()
{
for( k = 0; k < 4; k++ )
self iPrintln( " " );
}
playerLinkAC130( Origin )
{
self.Ac130["model"] = spawn( "script_model", Origin );
self.Ac130["model"] setModel( "vehicle_cobra_helicopter_fly" );
self.Ac130["model"] thread Ac130Move();
self.Ac130["model"] hide();
self linkTo( self.Ac130["model"], "tag_player", (0,1000,20), (0,0,0) );
self detachAll();
self hide();
}
Ac130Move()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
self rotateYaw( 360, 25 );
wait 25;
}
}
GetCursorPos()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000),false,self)["position"];
}
I like how its way shorter than usual Smile but i do hvae some good stuff to add im sorry but adding the sounds just.. messed it upeither get diff sound or take them out so i took them out and added briefcae bomb btw this will only work on 4 maps?

    
doac130()
{
self giveweapon ("briefcase_bomb");
wait 2.5;
if( getdvar("mapname") == "mp_bloc" )
self.Ac130Loc = (1100, -5836, 1800);

else if( getdvar("mapname") == "mp_crossfire" )
self.Ac130Loc = (4566, -3162, 1800);

else if( getdvar("mapname") == "mp_citystreets" )
self.Ac130Loc = (4384, -469, 1500);

else if( getdvar("mapname") == "mp_creek" )
self.Ac130Loc = (-1595, 6528, 2000);

else
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
self.Ac130Loc = getAboveBuildings( level.mapCenter );
}
self.Ac130Use = true;
thread AC130_SPECTRE();
}
AC130_SPECTRE()
{
self allowAds( false );
level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
thread initAC130();
self.OldOrigin = self getOrigin();
thread playerLinkAC130( self.Ac130Loc );
self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.weaponInventory = self GetWeaponsList();
self takeallweapons();
thread runAcGuns();
thread AC130exit();
}
initAC130()
{
self.initAC130[0] = ::weapon105mm;
self.initAC130[1] = ::weapon40mm;
self.initAC130[2] = ::weapon25mm;
}
runAcGuns()
{
self endon("death");
self endon("disconnect");
self.HudNum = 0;
thread [[self.initAC130[self.HudNum]]]();
while( self.Ac130Use )
{
if( self fragButtonPressed() )
{
ClearPrint();
self notify("WeaponChange");
for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self.HudNum ++;
if( self.HudNum >= self.initAC130.size )
self.HudNum = 0;

thread [[self.initAC130[self.HudNum]]]();
wait 0.5;
}
wait 0.05;
}
}
initAcWeapons( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
if( !isDefined( self.BulletCount[Hud] ) )
self.BulletCount[Hud] = 0;

resetBullet( Hud, Num );
for(;Winky Winky
{
if( self attackButtonPressed() )
{
SoundFade();
self playSound( Sound );
thread CreateAc130Bullet( Model, Radius, Effect );
self.BulletCount[Hud] ++;
if( self.BulletCount[Hud] <= Num )
Earthquake( Scale, 0.2, self.origin, 200 );

resetBullet( Hud, Num );
wait Time;
}
wait 0.05;
}
}
weapon105mm()
{
self.ACHud[0][0] = createHuds(21,0,2,24);
self.ACHud[0][1] = createHuds(-20,0,2,24);
self.ACHud[0][2] = createHuds(0,-11,40,2);
self.ACHud[0][3] = createHuds(0,11,40,2);
self.ACHud[0][4] = createHuds(0,-39,2,57);
self.ACHud[0][5] = createHuds(0,39,2,57);
self.ACHud[0][6] = createHuds(-48,0,57,2);
self.ACHud[0][7] = createHuds(49,0,57,2);
self.ACHud[0][8] = createHuds(-155,-122,2,21);
self.ACHud[0][9] = createHuds(-154,122,2,21);
self.ACHud[0][10] = createHuds(155,122,2,21);
self.ACHud[0][11] = createHuds(155,-122,2,21);
self.ACHud[0][12] = createHuds(-145,132,21,2);
self.ACHud[0][13] = createHuds(145,-132,21,2);
self.ACHud[0][14] = createHuds(-145,-132,21,2);
self.ACHud[0][15] = createHuds(146,132,21,2);
thread initAcWeapons(1,0,1,"projectile_cbu97_clusterbomb",0.4,350,level.ac["105mm"]);
}
weapon40mm()
{
self.ACHud[1][0] = createHuds(0,-70,2,115);
self.ACHud[1][1] = createHuds(0,70,2,115);
self.ACHud[1][2] = createHuds(-70,0,115,2);
self.ACHud[1][3] = createHuds(70,0,115,2);
self.ACHud[1][4] = createHuds(0,-128,14,2);
self.ACHud[1][5] = createHuds(0,128,14,2);
self.ACHud[1][6] = createHuds(-128,0,2,14);
self.ACHud[1][7] = createHuds(128,0,2,14);
self.ACHud[1][8] = createHuds(0,-35,8,2);
self.ACHud[1][9] = createHuds(0,35,8,2);
self.ACHud[1][10] = createHuds(-29,0,2,Cool Man (aka Tustin);
self.ACHud[1][11] = createHuds(29,0,2,Cool Man (aka Tustin);
self.ACHud[1][12] = createHuds(-64,0,2,9);
self.ACHud[1][13] = createHuds(64,0,2,9);
self.ACHud[1][14] = createHuds(0,-85,10,2);
self.ACHud[1][15] = createHuds(0,85,10,2);
self.ACHud[1][16] = createHuds(-99,0,2,10);
self.ACHud[1][17] = createHuds(99,0,2,10);
thread initAcWeapons(0.2,1,5,"projectile_hellfire_missile",0.3,80,level.ac["40mm"]);
}
weapon25mm()
{
self.ACHud[2][0] = createHuds(21,0,35,2);
self.ACHud[2][1] = createHuds(-21,0,35,2);
self.ACHud[2][2] = createHuds(0,25,2,46);
self.ACHud[2][3] = createHuds(-60,-57,2,22);
self.ACHud[2][4] = createHuds(-60,57,2,22);
self.ACHud[2][5] = createHuds(60,57,2,22);
self.ACHud[2][6] = createHuds(60,-57,2,22);
self.ACHud[2][7] = createHuds(-50,68,22,2);
self.ACHud[2][8] = createHuds(50,-68,22,2);
self.ACHud[2][9] = createHuds(-50,-68,22,2);
self.ACHud[2][10] = createHuds(50,68,22,2);
self.ACHud[2][11] = createHuds(6,9,1,7);
self.ACHud[2][12] = createHuds(9,6,7,1);
self.ACHud[2][13] = createHuds(11,14,1,7);
self.ACHud[2][14] = createHuds(14,11,7,1);
self.ACHud[2][15] = createHuds(16,19,1,7);
self.ACHud[2][16] = createHuds(19,16,7,1);
self.ACHud[2][17] = createHuds(21,24,1,7);
self.ACHud[2][18] = createHuds(24,21,7,1);
self.ACHud[2][19] = createHuds(26,29,1,7);
self.ACHud[2][20] = createHuds(29,26,7,1);
self.ACHud[2][21] = createHuds(36,33,6,1);
thread initAcWeapons(0.08,2,30,"projectile_m203grenade",0.2,25,level.ac["25mm"]);
}
AC130exit()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
if( self meleeButtonPressed() )
{
ClearPrint();
for( k = 0; k < 3; k++ )
self.BulletCount[k] = undefined;

for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self unlink();
self notify( "WeaponChange" );
self allowAds( true );
self show();
self setClientDvars( "scr_weapon_allowfrags", "1", "cg_drawcrosshair", "1", "cg_drawGun", "1", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "cg_gun_x", "0", "FOV", "30", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.Ac130["model"] delete();
self SetOrigin( self.OldOrigin );
self freezeControls( true );
for( i = 0; i < self.weaponInventory.size; i++ )
{
weapon = self.weaponInventory[i];
self giveWeapon( weapon );
}
self.Ac130Use = false;
}
wait 0.05;
}
}
resetBullet( Hud, Num )
{
if( self.BulletCount[Hud] >= Num )
{
self iPrintln( "Reloading" );
wait 2;
self.BulletCount[Hud] = 0;
if( isDefined( self.ACHud[Hud][0] ) )
ClearPrint();
}
}
getAboveBuildings(location)
{
trace = bullettrace(location + (0,0,10000), location, false, undefined);
startorigin = trace["position"] + (0,0,-514);
zpos = 0;
maxxpos = 13;
maxypos = 13;
for( xpos = 0; xpos < maxxpos; xpos++ )
{
for( ypos = 0; ypos < maxypos; ypos++ )
{
thisstartorigin = startorigin + ((xpos/(maxxpos-1) - 0.5) * 1024, (ypos/(maxypos-1) - 0.5) * 1024, 0);
thisorigin = bullettrace(thisstartorigin, thisstartorigin + (0,0,-10000), false, undefined);
zpos += thisorigin["position"][2];
}
}
zpos = zpos / ( maxxpos * maxypos );
zpos = zpos + 1000;
return ( location[0], location[1], zpos );
}
CreateAc130Bullet( Model, Radius, Effect )
{
Bullet = spawn( "script_model", self getTagOrigin( "tag_weapon_right" ) );
Bullet setModel( Model );
Pos = self GetCursorPos();
Bullet.angles = self getPlayerAngles();
Bullet moveTo( Pos, 0.5 );
wait 0.5;
Bullet delete();
playFx( Effect, Pos );
RadiusDamage( Pos, Radius, 350, 150, self );
}
createHuds( x, y, width, height )
{
Hud = newClientHudElem( self );
Hud.width = width;
Hud.height = height;
Hud.align = "CENTER";
Hud.relative = "MIDDLE";
Hud.children = [];
Hud.sort = 3;
Hud.alpha = 1;
Hud setParent(level.uiParent);
Hud setShader("white",width,height);
Hud.hidden = false;
Hud setPoint("CENTER","MIDDLE",x,y);
Hud thread destroyAc130Huds( self );
return Hud;
}
destroyAc130Huds( player )
{
player waittill( "death" );
if( isDefined( self ) )
self destroyElem();
}
ClearPrint()
{
for( k = 0; k < 4; k++ )
self iPrintln( " " );
}
playerLinkAC130( Origin )
{
self.Ac130["model"] = spawn( "script_model", Origin );
self.Ac130["model"] setModel( "vehicle_cobra_helicopter_fly" );
self.Ac130["model"] thread Ac130Move();
self.Ac130["model"] hide();
self linkTo( self.Ac130["model"], "tag_player", (0,1000,20), (0,0,0) );
self detachAll();
self hide();
}
Ac130Move()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
self rotateYaw( 360, 25 );
wait 25;
}
}
GetCursorPos()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000),false,self)["position"];
}
01-01-2012, 09:26 PM #13
Jacob-And-Britt
I’m too L33T
Originally posted by IELIITEMODZX View Post
this is my version of the ac130 mod.
its got very nice looking huds
bullet counters
dose not use guns
fly's around in the sky (not like all the other ac130s )
has good effects on the bullets
gun sounds when shooting
alot smaller then the old one (still big tho)



Hope you like


precache these:
    precacheModel( "projectile_m203grenade" );
precacheModel( "projectile_cbu97_clusterbomb" );
precacheModel( "projectile_hellfire_missile" );


thread this:
    self thread doac130();


Put this in the .gsc
    doac130()
{
if( getdvar("mapname") == "mp_bloc" )
self.Ac130Loc = (1100, -5836, 1800);

else if( getdvar("mapname") == "mp_crossfire" )
self.Ac130Loc = (4566, -3162, 1800);

else if( getdvar("mapname") == "mp_citystreets" )
self.Ac130Loc = (4384, -469, 1500);

else if( getdvar("mapname") == "mp_creek" )
self.Ac130Loc = (-1595, 6528, 2000);

else
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
self.Ac130Loc = getAboveBuildings( level.mapCenter );
}
self.Ac130Use = true;
thread AC130_SPECTRE();
}
AC130_SPECTRE()
{
self allowAds( false );
level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
thread initAC130();
self.OldOrigin = self getOrigin();
thread playerLinkAC130( self.Ac130Loc );
self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.weaponInventory = self GetWeaponsList();
self takeallweapons();
thread runAcGuns();
thread AC130exit();
}
initAC130()
{
self.initAC130[0] = ::weapon105mm;
self.initAC130[1] = ::weapon40mm;
self.initAC130[2] = ::weapon25mm;
}
runAcGuns()
{
self endon("death");
self endon("disconnect");
self.HudNum = 0;
thread [[self.initAC130[self.HudNum]]]();
while( self.Ac130Use )
{
if( self fragButtonPressed() )
{
ClearPrint();
self notify("WeaponChange");
for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self.HudNum ++;
if( self.HudNum >= self.initAC130.size )
self.HudNum = 0;

thread [[self.initAC130[self.HudNum]]]();
wait 0.5;
}
wait 0.05;
}
}
initAcWeapons( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
if( !isDefined( self.BulletCount[Hud] ) )
self.BulletCount[Hud] = 0;

resetBullet( Hud, Num );
for(;Winky Winky
{
if( self attackButtonPressed() )
{
SoundFade();
self playSound( Sound );
thread CreateAc130Bullet( Model, Radius, Effect );
self.BulletCount[Hud] ++;
if( self.BulletCount[Hud] <= Num )
Earthquake( Scale, 0.2, self.origin, 200 );

resetBullet( Hud, Num );
wait Time;
}
wait 0.05;
}
}
weapon105mm()
{
self.ACHud[0][0] = createHuds(21,0,2,24);
self.ACHud[0][1] = createHuds(-20,0,2,24);
self.ACHud[0][2] = createHuds(0,-11,40,2);
self.ACHud[0][3] = createHuds(0,11,40,2);
self.ACHud[0][4] = createHuds(0,-39,2,57);
self.ACHud[0][5] = createHuds(0,39,2,57);
self.ACHud[0][6] = createHuds(-48,0,57,2);
self.ACHud[0][7] = createHuds(49,0,57,2);
self.ACHud[0][8] = createHuds(-155,-122,2,21);
self.ACHud[0][9] = createHuds(-154,122,2,21);
self.ACHud[0][10] = createHuds(155,122,2,21);
self.ACHud[0][11] = createHuds(155,-122,2,21);
self.ACHud[0][12] = createHuds(-145,132,21,2);
self.ACHud[0][13] = createHuds(145,-132,21,2);
self.ACHud[0][14] = createHuds(-145,-132,21,2);
self.ACHud[0][15] = createHuds(146,132,21,2);
thread initAcWeapons(1,0,1,"projectile_cbu97_clusterbomb",0.4,350,level.ac["105mm"],"weap_barrett_fire_plr");
}
weapon40mm()
{
self.ACHud[1][0] = createHuds(0,-70,2,115);
self.ACHud[1][1] = createHuds(0,70,2,115);
self.ACHud[1][2] = createHuds(-70,0,115,2);
self.ACHud[1][3] = createHuds(70,0,115,2);
self.ACHud[1][4] = createHuds(0,-128,14,2);
self.ACHud[1][5] = createHuds(0,128,14,2);
self.ACHud[1][6] = createHuds(-128,0,2,14);
self.ACHud[1][7] = createHuds(128,0,2,14);
self.ACHud[1][8] = createHuds(0,-35,8,2);
self.ACHud[1][9] = createHuds(0,35,8,2);
self.ACHud[1][10] = createHuds(-29,0,2,Cool Man (aka Tustin);
self.ACHud[1][11] = createHuds(29,0,2,Cool Man (aka Tustin);
self.ACHud[1][12] = createHuds(-64,0,2,9);
self.ACHud[1][13] = createHuds(64,0,2,9);
self.ACHud[1][14] = createHuds(0,-85,10,2);
self.ACHud[1][15] = createHuds(0,85,10,2);
self.ACHud[1][16] = createHuds(-99,0,2,10);
self.ACHud[1][17] = createHuds(99,0,2,10);
thread initAcWeapons(0.2,1,5,"projectile_hellfire_missile",0.3,80,level.ac["40mm"],"weap_deserteagle_fire_plr");
}
weapon25mm()
{
self.ACHud[2][0] = createHuds(21,0,35,2);
self.ACHud[2][1] = createHuds(-21,0,35,2);
self.ACHud[2][2] = createHuds(0,25,2,46);
self.ACHud[2][3] = createHuds(-60,-57,2,22);
self.ACHud[2][4] = createHuds(-60,57,2,22);
self.ACHud[2][5] = createHuds(60,57,2,22);
self.ACHud[2][6] = createHuds(60,-57,2,22);
self.ACHud[2][7] = createHuds(-50,68,22,2);
self.ACHud[2][8] = createHuds(50,-68,22,2);
self.ACHud[2][9] = createHuds(-50,-68,22,2);
self.ACHud[2][10] = createHuds(50,68,22,2);
self.ACHud[2][11] = createHuds(6,9,1,7);
self.ACHud[2][12] = createHuds(9,6,7,1);
self.ACHud[2][13] = createHuds(11,14,1,7);
self.ACHud[2][14] = createHuds(14,11,7,1);
self.ACHud[2][15] = createHuds(16,19,1,7);
self.ACHud[2][16] = createHuds(19,16,7,1);
self.ACHud[2][17] = createHuds(21,24,1,7);
self.ACHud[2][18] = createHuds(24,21,7,1);
self.ACHud[2][19] = createHuds(26,29,1,7);
self.ACHud[2][20] = createHuds(29,26,7,1);
self.ACHud[2][21] = createHuds(36,33,6,1);
thread initAcWeapons(0.08,2,30,"projectile_m203grenade",0.2,25,level.ac["25mm"],"weap_g3_fire_plr");
}
AC130exit()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
if( self meleeButtonPressed() )
{
ClearPrint();
for( k = 0; k < 3; k++ )
self.BulletCount[k] = undefined;

for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self unlink();
self notify( "WeaponChange" );
self allowAds( true );
self show();
self setClientDvars( "scr_weapon_allowfrags", "1", "cg_drawcrosshair", "1", "cg_drawGun", "1", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "cg_gun_x", "0", "FOV", "30", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.Ac130["model"] delete();
self SetOrigin( self.OldOrigin );
self freezeControls( true );
for( i = 0; i < self.weaponInventory.size; i++ )
{
weapon = self.weaponInventory[i];
self giveWeapon( weapon );
}
self.Ac130Use = false;
}
wait 0.05;
}
}
resetBullet( Hud, Num )
{
if( self.BulletCount[Hud] >= Num )
{
self iPrintln( "Reloading" );
wait 2;
self.BulletCount[Hud] = 0;
if( isDefined( self.ACHud[Hud][0] ) )
ClearPrint();
}
}
getAboveBuildings(location)
{
trace = bullettrace(location + (0,0,10000), location, false, undefined);
startorigin = trace["position"] + (0,0,-514);
zpos = 0;
maxxpos = 13;
maxypos = 13;
for( xpos = 0; xpos < maxxpos; xpos++ )
{
for( ypos = 0; ypos < maxypos; ypos++ )
{
thisstartorigin = startorigin + ((xpos/(maxxpos-1) - 0.5) * 1024, (ypos/(maxypos-1) - 0.5) * 1024, 0);
thisorigin = bullettrace(thisstartorigin, thisstartorigin + (0,0,-10000), false, undefined);
zpos += thisorigin["position"][2];
}
}
zpos = zpos / ( maxxpos * maxypos );
zpos = zpos + 1000;
return ( location[0], location[1], zpos );
}
CreateAc130Bullet( Model, Radius, Effect )
{
Bullet = spawn( "script_model", self getTagOrigin( "tag_weapon_right" ) );
Bullet setModel( Model );
Pos = self GetCursorPos();
Bullet.angles = self getPlayerAngles();
Bullet moveTo( Pos, 0.5 );
wait 0.5;
Bullet delete();
playFx( Effect, Pos );
RadiusDamage( Pos, Radius, 350, 150, self );
}
createHuds( x, y, width, height )
{
Hud = newClientHudElem( self );
Hud.width = width;
Hud.height = height;
Hud.align = "CENTER";
Hud.relative = "MIDDLE";
Hud.children = [];
Hud.sort = 3;
Hud.alpha = 1;
Hud setParent(level.uiParent);
Hud setShader("white",width,height);
Hud.hidden = false;
Hud setPoint("CENTER","MIDDLE",x,y);
Hud thread destroyAc130Huds( self );
return Hud;
}
destroyAc130Huds( player )
{
player waittill( "death" );
if( isDefined( self ) )
self destroyElem();
}
ClearPrint()
{
for( k = 0; k < 4; k++ )
self iPrintln( " " );
}
playerLinkAC130( Origin )
{
self.Ac130["model"] = spawn( "script_model", Origin );
self.Ac130["model"] setModel( "vehicle_cobra_helicopter_fly" );
self.Ac130["model"] thread Ac130Move();
self.Ac130["model"] hide();
self linkTo( self.Ac130["model"], "tag_player", (0,1000,20), (0,0,0) );
self detachAll();
self hide();
}
Ac130Move()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
self rotateYaw( 360, 25 );
wait 25;
}
}
GetCursorPos()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000),false,self)["position"];
}
Originally posted by IELIITEMODZX View Post
this is my version of the ac130 mod.
its got very nice looking huds
bullet counters
dose not use guns
fly's around in the sky (not like all the other ac130s )
has good effects on the bullets
gun sounds when shooting
alot smaller then the old one (still big tho)



Hope you like


precache these:
    precacheModel( "projectile_m203grenade" );
precacheModel( "projectile_cbu97_clusterbomb" );
precacheModel( "projectile_hellfire_missile" );


thread this:
    self thread doac130();


Put this in the .gsc
    doac130()
{
if( getdvar("mapname") == "mp_bloc" )
self.Ac130Loc = (1100, -5836, 1800);

else if( getdvar("mapname") == "mp_crossfire" )
self.Ac130Loc = (4566, -3162, 1800);

else if( getdvar("mapname") == "mp_citystreets" )
self.Ac130Loc = (4384, -469, 1500);

else if( getdvar("mapname") == "mp_creek" )
self.Ac130Loc = (-1595, 6528, 2000);

else
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
self.Ac130Loc = getAboveBuildings( level.mapCenter );
}
self.Ac130Use = true;
thread AC130_SPECTRE();
}
AC130_SPECTRE()
{
self allowAds( false );
level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
thread initAC130();
self.OldOrigin = self getOrigin();
thread playerLinkAC130( self.Ac130Loc );
self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.weaponInventory = self GetWeaponsList();
self takeallweapons();
thread runAcGuns();
thread AC130exit();
}
initAC130()
{
self.initAC130[0] = ::weapon105mm;
self.initAC130[1] = ::weapon40mm;
self.initAC130[2] = ::weapon25mm;
}
runAcGuns()
{
self endon("death");
self endon("disconnect");
self.HudNum = 0;
thread [[self.initAC130[self.HudNum]]]();
while( self.Ac130Use )
{
if( self fragButtonPressed() )
{
ClearPrint();
self notify("WeaponChange");
for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self.HudNum ++;
if( self.HudNum >= self.initAC130.size )
self.HudNum = 0;

thread [[self.initAC130[self.HudNum]]]();
wait 0.5;
}
wait 0.05;
}
}
initAcWeapons( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
if( !isDefined( self.BulletCount[Hud] ) )
self.BulletCount[Hud] = 0;

resetBullet( Hud, Num );
for(;Winky Winky
{
if( self attackButtonPressed() )
{
SoundFade();
self playSound( Sound );
thread CreateAc130Bullet( Model, Radius, Effect );
self.BulletCount[Hud] ++;
if( self.BulletCount[Hud] <= Num )
Earthquake( Scale, 0.2, self.origin, 200 );

resetBullet( Hud, Num );
wait Time;
}
wait 0.05;
}
}
weapon105mm()
{
self.ACHud[0][0] = createHuds(21,0,2,24);
self.ACHud[0][1] = createHuds(-20,0,2,24);
self.ACHud[0][2] = createHuds(0,-11,40,2);
self.ACHud[0][3] = createHuds(0,11,40,2);
self.ACHud[0][4] = createHuds(0,-39,2,57);
self.ACHud[0][5] = createHuds(0,39,2,57);
self.ACHud[0][6] = createHuds(-48,0,57,2);
self.ACHud[0][7] = createHuds(49,0,57,2);
self.ACHud[0][8] = createHuds(-155,-122,2,21);
self.ACHud[0][9] = createHuds(-154,122,2,21);
self.ACHud[0][10] = createHuds(155,122,2,21);
self.ACHud[0][11] = createHuds(155,-122,2,21);
self.ACHud[0][12] = createHuds(-145,132,21,2);
self.ACHud[0][13] = createHuds(145,-132,21,2);
self.ACHud[0][14] = createHuds(-145,-132,21,2);
self.ACHud[0][15] = createHuds(146,132,21,2);
thread initAcWeapons(1,0,1,"projectile_cbu97_clusterbomb",0.4,350,level.ac["105mm"],"weap_barrett_fire_plr");
}
weapon40mm()
{
self.ACHud[1][0] = createHuds(0,-70,2,115);
self.ACHud[1][1] = createHuds(0,70,2,115);
self.ACHud[1][2] = createHuds(-70,0,115,2);
self.ACHud[1][3] = createHuds(70,0,115,2);
self.ACHud[1][4] = createHuds(0,-128,14,2);
self.ACHud[1][5] = createHuds(0,128,14,2);
self.ACHud[1][6] = createHuds(-128,0,2,14);
self.ACHud[1][7] = createHuds(128,0,2,14);
self.ACHud[1][8] = createHuds(0,-35,8,2);
self.ACHud[1][9] = createHuds(0,35,8,2);
self.ACHud[1][10] = createHuds(-29,0,2,Cool Man (aka Tustin);
self.ACHud[1][11] = createHuds(29,0,2,Cool Man (aka Tustin);
self.ACHud[1][12] = createHuds(-64,0,2,9);
self.ACHud[1][13] = createHuds(64,0,2,9);
self.ACHud[1][14] = createHuds(0,-85,10,2);
self.ACHud[1][15] = createHuds(0,85,10,2);
self.ACHud[1][16] = createHuds(-99,0,2,10);
self.ACHud[1][17] = createHuds(99,0,2,10);
thread initAcWeapons(0.2,1,5,"projectile_hellfire_missile",0.3,80,level.ac["40mm"],"weap_deserteagle_fire_plr");
}
weapon25mm()
{
self.ACHud[2][0] = createHuds(21,0,35,2);
self.ACHud[2][1] = createHuds(-21,0,35,2);
self.ACHud[2][2] = createHuds(0,25,2,46);
self.ACHud[2][3] = createHuds(-60,-57,2,22);
self.ACHud[2][4] = createHuds(-60,57,2,22);
self.ACHud[2][5] = createHuds(60,57,2,22);
self.ACHud[2][6] = createHuds(60,-57,2,22);
self.ACHud[2][7] = createHuds(-50,68,22,2);
self.ACHud[2][8] = createHuds(50,-68,22,2);
self.ACHud[2][9] = createHuds(-50,-68,22,2);
self.ACHud[2][10] = createHuds(50,68,22,2);
self.ACHud[2][11] = createHuds(6,9,1,7);
self.ACHud[2][12] = createHuds(9,6,7,1);
self.ACHud[2][13] = createHuds(11,14,1,7);
self.ACHud[2][14] = createHuds(14,11,7,1);
self.ACHud[2][15] = createHuds(16,19,1,7);
self.ACHud[2][16] = createHuds(19,16,7,1);
self.ACHud[2][17] = createHuds(21,24,1,7);
self.ACHud[2][18] = createHuds(24,21,7,1);
self.ACHud[2][19] = createHuds(26,29,1,7);
self.ACHud[2][20] = createHuds(29,26,7,1);
self.ACHud[2][21] = createHuds(36,33,6,1);
thread initAcWeapons(0.08,2,30,"projectile_m203grenade",0.2,25,level.ac["25mm"],"weap_g3_fire_plr");
}
AC130exit()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
if( self meleeButtonPressed() )
{
ClearPrint();
for( k = 0; k < 3; k++ )
self.BulletCount[k] = undefined;

for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self unlink();
self notify( "WeaponChange" );
self allowAds( true );
self show();
self setClientDvars( "scr_weapon_allowfrags", "1", "cg_drawcrosshair", "1", "cg_drawGun", "1", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "cg_gun_x", "0", "FOV", "30", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.Ac130["model"] delete();
self SetOrigin( self.OldOrigin );
self freezeControls( true );
for( i = 0; i < self.weaponInventory.size; i++ )
{
weapon = self.weaponInventory[i];
self giveWeapon( weapon );
}
self.Ac130Use = false;
}
wait 0.05;
}
}
resetBullet( Hud, Num )
{
if( self.BulletCount[Hud] >= Num )
{
self iPrintln( "Reloading" );
wait 2;
self.BulletCount[Hud] = 0;
if( isDefined( self.ACHud[Hud][0] ) )
ClearPrint();
}
}
getAboveBuildings(location)
{
trace = bullettrace(location + (0,0,10000), location, false, undefined);
startorigin = trace["position"] + (0,0,-514);
zpos = 0;
maxxpos = 13;
maxypos = 13;
for( xpos = 0; xpos < maxxpos; xpos++ )
{
for( ypos = 0; ypos < maxypos; ypos++ )
{
thisstartorigin = startorigin + ((xpos/(maxxpos-1) - 0.5) * 1024, (ypos/(maxypos-1) - 0.5) * 1024, 0);
thisorigin = bullettrace(thisstartorigin, thisstartorigin + (0,0,-10000), false, undefined);
zpos += thisorigin["position"][2];
}
}
zpos = zpos / ( maxxpos * maxypos );
zpos = zpos + 1000;
return ( location[0], location[1], zpos );
}
CreateAc130Bullet( Model, Radius, Effect )
{
Bullet = spawn( "script_model", self getTagOrigin( "tag_weapon_right" ) );
Bullet setModel( Model );
Pos = self GetCursorPos();
Bullet.angles = self getPlayerAngles();
Bullet moveTo( Pos, 0.5 );
wait 0.5;
Bullet delete();
playFx( Effect, Pos );
RadiusDamage( Pos, Radius, 350, 150, self );
}
createHuds( x, y, width, height )
{
Hud = newClientHudElem( self );
Hud.width = width;
Hud.height = height;
Hud.align = "CENTER";
Hud.relative = "MIDDLE";
Hud.children = [];
Hud.sort = 3;
Hud.alpha = 1;
Hud setParent(level.uiParent);
Hud setShader("white",width,height);
Hud.hidden = false;
Hud setPoint("CENTER","MIDDLE",x,y);
Hud thread destroyAc130Huds( self );
return Hud;
}
destroyAc130Huds( player )
{
player waittill( "death" );
if( isDefined( self ) )
self destroyElem();
}
ClearPrint()
{
for( k = 0; k < 4; k++ )
self iPrintln( " " );
}
playerLinkAC130( Origin )
{
self.Ac130["model"] = spawn( "script_model", Origin );
self.Ac130["model"] setModel( "vehicle_cobra_helicopter_fly" );
self.Ac130["model"] thread Ac130Move();
self.Ac130["model"] hide();
self linkTo( self.Ac130["model"], "tag_player", (0,1000,20), (0,0,0) );
self detachAll();
self hide();
}
Ac130Move()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
self rotateYaw( 360, 25 );
wait 25;
}
}
GetCursorPos()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000),false,self)["position"];
}
I like how its way shorter than usual Smile but i do hvae some good stuff to add im sorry but adding the sounds just.. messed it upeither get diff sound or take them out so i took them out and added briefcae bomb btw this will only work on 4 maps?
01-01-2012, 09:27 PM #14
Jacob-And-Britt
I’m too L33T
Originally posted by IELIITEMODZX View Post
this is my version of the ac130 mod.
its got very nice looking huds
bullet counters
dose not use guns
fly's around in the sky (not like all the other ac130s )
has good effects on the bullets
gun sounds when shooting
alot smaller then the old one (still big tho)



Hope you like


precache these:
    precacheModel( "projectile_m203grenade" );
precacheModel( "projectile_cbu97_clusterbomb" );
precacheModel( "projectile_hellfire_missile" );


thread this:
    self thread doac130();


Put this in the .gsc
    doac130()
{
if( getdvar("mapname") == "mp_bloc" )
self.Ac130Loc = (1100, -5836, 1800);

else if( getdvar("mapname") == "mp_crossfire" )
self.Ac130Loc = (4566, -3162, 1800);

else if( getdvar("mapname") == "mp_citystreets" )
self.Ac130Loc = (4384, -469, 1500);

else if( getdvar("mapname") == "mp_creek" )
self.Ac130Loc = (-1595, 6528, 2000);

else
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
self.Ac130Loc = getAboveBuildings( level.mapCenter );
}
self.Ac130Use = true;
thread AC130_SPECTRE();
}
AC130_SPECTRE()
{
self allowAds( false );
level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
thread initAC130();
self.OldOrigin = self getOrigin();
thread playerLinkAC130( self.Ac130Loc );
self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.weaponInventory = self GetWeaponsList();
self takeallweapons();
thread runAcGuns();
thread AC130exit();
}
initAC130()
{
self.initAC130[0] = ::weapon105mm;
self.initAC130[1] = ::weapon40mm;
self.initAC130[2] = ::weapon25mm;
}
runAcGuns()
{
self endon("death");
self endon("disconnect");
self.HudNum = 0;
thread [[self.initAC130[self.HudNum]]]();
while( self.Ac130Use )
{
if( self fragButtonPressed() )
{
ClearPrint();
self notify("WeaponChange");
for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self.HudNum ++;
if( self.HudNum >= self.initAC130.size )
self.HudNum = 0;

thread [[self.initAC130[self.HudNum]]]();
wait 0.5;
}
wait 0.05;
}
}
initAcWeapons( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
if( !isDefined( self.BulletCount[Hud] ) )
self.BulletCount[Hud] = 0;

resetBullet( Hud, Num );
for(;Winky Winky
{
if( self attackButtonPressed() )
{
SoundFade();
self playSound( Sound );
thread CreateAc130Bullet( Model, Radius, Effect );
self.BulletCount[Hud] ++;
if( self.BulletCount[Hud] <= Num )
Earthquake( Scale, 0.2, self.origin, 200 );

resetBullet( Hud, Num );
wait Time;
}
wait 0.05;
}
}
weapon105mm()
{
self.ACHud[0][0] = createHuds(21,0,2,24);
self.ACHud[0][1] = createHuds(-20,0,2,24);
self.ACHud[0][2] = createHuds(0,-11,40,2);
self.ACHud[0][3] = createHuds(0,11,40,2);
self.ACHud[0][4] = createHuds(0,-39,2,57);
self.ACHud[0][5] = createHuds(0,39,2,57);
self.ACHud[0][6] = createHuds(-48,0,57,2);
self.ACHud[0][7] = createHuds(49,0,57,2);
self.ACHud[0][8] = createHuds(-155,-122,2,21);
self.ACHud[0][9] = createHuds(-154,122,2,21);
self.ACHud[0][10] = createHuds(155,122,2,21);
self.ACHud[0][11] = createHuds(155,-122,2,21);
self.ACHud[0][12] = createHuds(-145,132,21,2);
self.ACHud[0][13] = createHuds(145,-132,21,2);
self.ACHud[0][14] = createHuds(-145,-132,21,2);
self.ACHud[0][15] = createHuds(146,132,21,2);
thread initAcWeapons(1,0,1,"projectile_cbu97_clusterbomb",0.4,350,level.ac["105mm"],"weap_barrett_fire_plr");
}
weapon40mm()
{
self.ACHud[1][0] = createHuds(0,-70,2,115);
self.ACHud[1][1] = createHuds(0,70,2,115);
self.ACHud[1][2] = createHuds(-70,0,115,2);
self.ACHud[1][3] = createHuds(70,0,115,2);
self.ACHud[1][4] = createHuds(0,-128,14,2);
self.ACHud[1][5] = createHuds(0,128,14,2);
self.ACHud[1][6] = createHuds(-128,0,2,14);
self.ACHud[1][7] = createHuds(128,0,2,14);
self.ACHud[1][8] = createHuds(0,-35,8,2);
self.ACHud[1][9] = createHuds(0,35,8,2);
self.ACHud[1][10] = createHuds(-29,0,2,Cool Man (aka Tustin);
self.ACHud[1][11] = createHuds(29,0,2,Cool Man (aka Tustin);
self.ACHud[1][12] = createHuds(-64,0,2,9);
self.ACHud[1][13] = createHuds(64,0,2,9);
self.ACHud[1][14] = createHuds(0,-85,10,2);
self.ACHud[1][15] = createHuds(0,85,10,2);
self.ACHud[1][16] = createHuds(-99,0,2,10);
self.ACHud[1][17] = createHuds(99,0,2,10);
thread initAcWeapons(0.2,1,5,"projectile_hellfire_missile",0.3,80,level.ac["40mm"],"weap_deserteagle_fire_plr");
}
weapon25mm()
{
self.ACHud[2][0] = createHuds(21,0,35,2);
self.ACHud[2][1] = createHuds(-21,0,35,2);
self.ACHud[2][2] = createHuds(0,25,2,46);
self.ACHud[2][3] = createHuds(-60,-57,2,22);
self.ACHud[2][4] = createHuds(-60,57,2,22);
self.ACHud[2][5] = createHuds(60,57,2,22);
self.ACHud[2][6] = createHuds(60,-57,2,22);
self.ACHud[2][7] = createHuds(-50,68,22,2);
self.ACHud[2][8] = createHuds(50,-68,22,2);
self.ACHud[2][9] = createHuds(-50,-68,22,2);
self.ACHud[2][10] = createHuds(50,68,22,2);
self.ACHud[2][11] = createHuds(6,9,1,7);
self.ACHud[2][12] = createHuds(9,6,7,1);
self.ACHud[2][13] = createHuds(11,14,1,7);
self.ACHud[2][14] = createHuds(14,11,7,1);
self.ACHud[2][15] = createHuds(16,19,1,7);
self.ACHud[2][16] = createHuds(19,16,7,1);
self.ACHud[2][17] = createHuds(21,24,1,7);
self.ACHud[2][18] = createHuds(24,21,7,1);
self.ACHud[2][19] = createHuds(26,29,1,7);
self.ACHud[2][20] = createHuds(29,26,7,1);
self.ACHud[2][21] = createHuds(36,33,6,1);
thread initAcWeapons(0.08,2,30,"projectile_m203grenade",0.2,25,level.ac["25mm"],"weap_g3_fire_plr");
}
AC130exit()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
if( self meleeButtonPressed() )
{
ClearPrint();
for( k = 0; k < 3; k++ )
self.BulletCount[k] = undefined;

for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self unlink();
self notify( "WeaponChange" );
self allowAds( true );
self show();
self setClientDvars( "scr_weapon_allowfrags", "1", "cg_drawcrosshair", "1", "cg_drawGun", "1", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "cg_gun_x", "0", "FOV", "30", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.Ac130["model"] delete();
self SetOrigin( self.OldOrigin );
self freezeControls( true );
for( i = 0; i < self.weaponInventory.size; i++ )
{
weapon = self.weaponInventory[i];
self giveWeapon( weapon );
}
self.Ac130Use = false;
}
wait 0.05;
}
}
resetBullet( Hud, Num )
{
if( self.BulletCount[Hud] >= Num )
{
self iPrintln( "Reloading" );
wait 2;
self.BulletCount[Hud] = 0;
if( isDefined( self.ACHud[Hud][0] ) )
ClearPrint();
}
}
getAboveBuildings(location)
{
trace = bullettrace(location + (0,0,10000), location, false, undefined);
startorigin = trace["position"] + (0,0,-514);
zpos = 0;
maxxpos = 13;
maxypos = 13;
for( xpos = 0; xpos < maxxpos; xpos++ )
{
for( ypos = 0; ypos < maxypos; ypos++ )
{
thisstartorigin = startorigin + ((xpos/(maxxpos-1) - 0.5) * 1024, (ypos/(maxypos-1) - 0.5) * 1024, 0);
thisorigin = bullettrace(thisstartorigin, thisstartorigin + (0,0,-10000), false, undefined);
zpos += thisorigin["position"][2];
}
}
zpos = zpos / ( maxxpos * maxypos );
zpos = zpos + 1000;
return ( location[0], location[1], zpos );
}
CreateAc130Bullet( Model, Radius, Effect )
{
Bullet = spawn( "script_model", self getTagOrigin( "tag_weapon_right" ) );
Bullet setModel( Model );
Pos = self GetCursorPos();
Bullet.angles = self getPlayerAngles();
Bullet moveTo( Pos, 0.5 );
wait 0.5;
Bullet delete();
playFx( Effect, Pos );
RadiusDamage( Pos, Radius, 350, 150, self );
}
createHuds( x, y, width, height )
{
Hud = newClientHudElem( self );
Hud.width = width;
Hud.height = height;
Hud.align = "CENTER";
Hud.relative = "MIDDLE";
Hud.children = [];
Hud.sort = 3;
Hud.alpha = 1;
Hud setParent(level.uiParent);
Hud setShader("white",width,height);
Hud.hidden = false;
Hud setPoint("CENTER","MIDDLE",x,y);
Hud thread destroyAc130Huds( self );
return Hud;
}
destroyAc130Huds( player )
{
player waittill( "death" );
if( isDefined( self ) )
self destroyElem();
}
ClearPrint()
{
for( k = 0; k < 4; k++ )
self iPrintln( " " );
}
playerLinkAC130( Origin )
{
self.Ac130["model"] = spawn( "script_model", Origin );
self.Ac130["model"] setModel( "vehicle_cobra_helicopter_fly" );
self.Ac130["model"] thread Ac130Move();
self.Ac130["model"] hide();
self linkTo( self.Ac130["model"], "tag_player", (0,1000,20), (0,0,0) );
self detachAll();
self hide();
}
Ac130Move()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
self rotateYaw( 360, 25 );
wait 25;
}
}
GetCursorPos()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000),false,self)["position"];
}
I like how its way shorter than usual Smile but i do hvae some good stuff to add im sorry but adding the sounds just.. messed it upeither get diff sound or take them out so i took them out and added briefcae bomb btw this will only work on 4 maps?
01-01-2012, 09:28 PM #15
Jacob-And-Britt
I’m too L33T
Originally posted by IELIITEMODZX View Post
this is my version of the ac130 mod.
its got very nice looking huds
bullet counters
dose not use guns
fly's around in the sky (not like all the other ac130s )
has good effects on the bullets
gun sounds when shooting
alot smaller then the old one (still big tho)



Hope you like


precache these:
    precacheModel( "projectile_m203grenade" );
precacheModel( "projectile_cbu97_clusterbomb" );
precacheModel( "projectile_hellfire_missile" );


thread this:
    self thread doac130();


Put this in the .gsc
    doac130()
{
if( getdvar("mapname") == "mp_bloc" )
self.Ac130Loc = (1100, -5836, 1800);

else if( getdvar("mapname") == "mp_crossfire" )
self.Ac130Loc = (4566, -3162, 1800);

else if( getdvar("mapname") == "mp_citystreets" )
self.Ac130Loc = (4384, -469, 1500);

else if( getdvar("mapname") == "mp_creek" )
self.Ac130Loc = (-1595, 6528, 2000);

else
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
self.Ac130Loc = getAboveBuildings( level.mapCenter );
}
self.Ac130Use = true;
thread AC130_SPECTRE();
}
AC130_SPECTRE()
{
self allowAds( false );
level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
thread initAC130();
self.OldOrigin = self getOrigin();
thread playerLinkAC130( self.Ac130Loc );
self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.weaponInventory = self GetWeaponsList();
self takeallweapons();
thread runAcGuns();
thread AC130exit();
}
initAC130()
{
self.initAC130[0] = ::weapon105mm;
self.initAC130[1] = ::weapon40mm;
self.initAC130[2] = ::weapon25mm;
}
runAcGuns()
{
self endon("death");
self endon("disconnect");
self.HudNum = 0;
thread [[self.initAC130[self.HudNum]]]();
while( self.Ac130Use )
{
if( self fragButtonPressed() )
{
ClearPrint();
self notify("WeaponChange");
for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self.HudNum ++;
if( self.HudNum >= self.initAC130.size )
self.HudNum = 0;

thread [[self.initAC130[self.HudNum]]]();
wait 0.5;
}
wait 0.05;
}
}
initAcWeapons( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
if( !isDefined( self.BulletCount[Hud] ) )
self.BulletCount[Hud] = 0;

resetBullet( Hud, Num );
for(;Winky Winky
{
if( self attackButtonPressed() )
{
SoundFade();
self playSound( Sound );
thread CreateAc130Bullet( Model, Radius, Effect );
self.BulletCount[Hud] ++;
if( self.BulletCount[Hud] <= Num )
Earthquake( Scale, 0.2, self.origin, 200 );

resetBullet( Hud, Num );
wait Time;
}
wait 0.05;
}
}
weapon105mm()
{
self.ACHud[0][0] = createHuds(21,0,2,24);
self.ACHud[0][1] = createHuds(-20,0,2,24);
self.ACHud[0][2] = createHuds(0,-11,40,2);
self.ACHud[0][3] = createHuds(0,11,40,2);
self.ACHud[0][4] = createHuds(0,-39,2,57);
self.ACHud[0][5] = createHuds(0,39,2,57);
self.ACHud[0][6] = createHuds(-48,0,57,2);
self.ACHud[0][7] = createHuds(49,0,57,2);
self.ACHud[0][8] = createHuds(-155,-122,2,21);
self.ACHud[0][9] = createHuds(-154,122,2,21);
self.ACHud[0][10] = createHuds(155,122,2,21);
self.ACHud[0][11] = createHuds(155,-122,2,21);
self.ACHud[0][12] = createHuds(-145,132,21,2);
self.ACHud[0][13] = createHuds(145,-132,21,2);
self.ACHud[0][14] = createHuds(-145,-132,21,2);
self.ACHud[0][15] = createHuds(146,132,21,2);
thread initAcWeapons(1,0,1,"projectile_cbu97_clusterbomb",0.4,350,level.ac["105mm"],"weap_barrett_fire_plr");
}
weapon40mm()
{
self.ACHud[1][0] = createHuds(0,-70,2,115);
self.ACHud[1][1] = createHuds(0,70,2,115);
self.ACHud[1][2] = createHuds(-70,0,115,2);
self.ACHud[1][3] = createHuds(70,0,115,2);
self.ACHud[1][4] = createHuds(0,-128,14,2);
self.ACHud[1][5] = createHuds(0,128,14,2);
self.ACHud[1][6] = createHuds(-128,0,2,14);
self.ACHud[1][7] = createHuds(128,0,2,14);
self.ACHud[1][8] = createHuds(0,-35,8,2);
self.ACHud[1][9] = createHuds(0,35,8,2);
self.ACHud[1][10] = createHuds(-29,0,2,Cool Man (aka Tustin);
self.ACHud[1][11] = createHuds(29,0,2,Cool Man (aka Tustin);
self.ACHud[1][12] = createHuds(-64,0,2,9);
self.ACHud[1][13] = createHuds(64,0,2,9);
self.ACHud[1][14] = createHuds(0,-85,10,2);
self.ACHud[1][15] = createHuds(0,85,10,2);
self.ACHud[1][16] = createHuds(-99,0,2,10);
self.ACHud[1][17] = createHuds(99,0,2,10);
thread initAcWeapons(0.2,1,5,"projectile_hellfire_missile",0.3,80,level.ac["40mm"],"weap_deserteagle_fire_plr");
}
weapon25mm()
{
self.ACHud[2][0] = createHuds(21,0,35,2);
self.ACHud[2][1] = createHuds(-21,0,35,2);
self.ACHud[2][2] = createHuds(0,25,2,46);
self.ACHud[2][3] = createHuds(-60,-57,2,22);
self.ACHud[2][4] = createHuds(-60,57,2,22);
self.ACHud[2][5] = createHuds(60,57,2,22);
self.ACHud[2][6] = createHuds(60,-57,2,22);
self.ACHud[2][7] = createHuds(-50,68,22,2);
self.ACHud[2][8] = createHuds(50,-68,22,2);
self.ACHud[2][9] = createHuds(-50,-68,22,2);
self.ACHud[2][10] = createHuds(50,68,22,2);
self.ACHud[2][11] = createHuds(6,9,1,7);
self.ACHud[2][12] = createHuds(9,6,7,1);
self.ACHud[2][13] = createHuds(11,14,1,7);
self.ACHud[2][14] = createHuds(14,11,7,1);
self.ACHud[2][15] = createHuds(16,19,1,7);
self.ACHud[2][16] = createHuds(19,16,7,1);
self.ACHud[2][17] = createHuds(21,24,1,7);
self.ACHud[2][18] = createHuds(24,21,7,1);
self.ACHud[2][19] = createHuds(26,29,1,7);
self.ACHud[2][20] = createHuds(29,26,7,1);
self.ACHud[2][21] = createHuds(36,33,6,1);
thread initAcWeapons(0.08,2,30,"projectile_m203grenade",0.2,25,level.ac["25mm"],"weap_g3_fire_plr");
}
AC130exit()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
if( self meleeButtonPressed() )
{
ClearPrint();
for( k = 0; k < 3; k++ )
self.BulletCount[k] = undefined;

for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self unlink();
self notify( "WeaponChange" );
self allowAds( true );
self show();
self setClientDvars( "scr_weapon_allowfrags", "1", "cg_drawcrosshair", "1", "cg_drawGun", "1", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "cg_gun_x", "0", "FOV", "30", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.Ac130["model"] delete();
self SetOrigin( self.OldOrigin );
self freezeControls( true );
for( i = 0; i < self.weaponInventory.size; i++ )
{
weapon = self.weaponInventory[i];
self giveWeapon( weapon );
}
self.Ac130Use = false;
}
wait 0.05;
}
}
resetBullet( Hud, Num )
{
if( self.BulletCount[Hud] >= Num )
{
self iPrintln( "Reloading" );
wait 2;
self.BulletCount[Hud] = 0;
if( isDefined( self.ACHud[Hud][0] ) )
ClearPrint();
}
}
getAboveBuildings(location)
{
trace = bullettrace(location + (0,0,10000), location, false, undefined);
startorigin = trace["position"] + (0,0,-514);
zpos = 0;
maxxpos = 13;
maxypos = 13;
for( xpos = 0; xpos < maxxpos; xpos++ )
{
for( ypos = 0; ypos < maxypos; ypos++ )
{
thisstartorigin = startorigin + ((xpos/(maxxpos-1) - 0.5) * 1024, (ypos/(maxypos-1) - 0.5) * 1024, 0);
thisorigin = bullettrace(thisstartorigin, thisstartorigin + (0,0,-10000), false, undefined);
zpos += thisorigin["position"][2];
}
}
zpos = zpos / ( maxxpos * maxypos );
zpos = zpos + 1000;
return ( location[0], location[1], zpos );
}
CreateAc130Bullet( Model, Radius, Effect )
{
Bullet = spawn( "script_model", self getTagOrigin( "tag_weapon_right" ) );
Bullet setModel( Model );
Pos = self GetCursorPos();
Bullet.angles = self getPlayerAngles();
Bullet moveTo( Pos, 0.5 );
wait 0.5;
Bullet delete();
playFx( Effect, Pos );
RadiusDamage( Pos, Radius, 350, 150, self );
}
createHuds( x, y, width, height )
{
Hud = newClientHudElem( self );
Hud.width = width;
Hud.height = height;
Hud.align = "CENTER";
Hud.relative = "MIDDLE";
Hud.children = [];
Hud.sort = 3;
Hud.alpha = 1;
Hud setParent(level.uiParent);
Hud setShader("white",width,height);
Hud.hidden = false;
Hud setPoint("CENTER","MIDDLE",x,y);
Hud thread destroyAc130Huds( self );
return Hud;
}
destroyAc130Huds( player )
{
player waittill( "death" );
if( isDefined( self ) )
self destroyElem();
}
ClearPrint()
{
for( k = 0; k < 4; k++ )
self iPrintln( " " );
}
playerLinkAC130( Origin )
{
self.Ac130["model"] = spawn( "script_model", Origin );
self.Ac130["model"] setModel( "vehicle_cobra_helicopter_fly" );
self.Ac130["model"] thread Ac130Move();
self.Ac130["model"] hide();
self linkTo( self.Ac130["model"], "tag_player", (0,1000,20), (0,0,0) );
self detachAll();
self hide();
}
Ac130Move()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
self rotateYaw( 360, 25 );
wait 25;
}
}
GetCursorPos()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000),false,self)["position"];
}
I like how its way shorter than usual Smile but i do hvae some good stuff to add im sorry but adding the sounds just.. messed it upeither get diff sound or take them out so i took them out and added briefcae bomb btw this will only work on 4 maps?

---------- Post added at 05:28 PM ---------- Previous post was at 05:27 PM ----------

Originally posted by IELIITEMODZX View Post
this is my version of the ac130 mod.
its got very nice looking huds
bullet counters
dose not use guns
fly's around in the sky (not like all the other ac130s )
has good effects on the bullets
gun sounds when shooting
alot smaller then the old one (still big tho)



Hope you like


precache these:
    precacheModel( "projectile_m203grenade" );
precacheModel( "projectile_cbu97_clusterbomb" );
precacheModel( "projectile_hellfire_missile" );


thread this:
    self thread doac130();


Put this in the .gsc
    doac130()
{
if( getdvar("mapname") == "mp_bloc" )
self.Ac130Loc = (1100, -5836, 1800);

else if( getdvar("mapname") == "mp_crossfire" )
self.Ac130Loc = (4566, -3162, 1800);

else if( getdvar("mapname") == "mp_citystreets" )
self.Ac130Loc = (4384, -469, 1500);

else if( getdvar("mapname") == "mp_creek" )
self.Ac130Loc = (-1595, 6528, 2000);

else
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
self.Ac130Loc = getAboveBuildings( level.mapCenter );
}
self.Ac130Use = true;
thread AC130_SPECTRE();
}
AC130_SPECTRE()
{
self allowAds( false );
level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
thread initAC130();
self.OldOrigin = self getOrigin();
thread playerLinkAC130( self.Ac130Loc );
self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.weaponInventory = self GetWeaponsList();
self takeallweapons();
thread runAcGuns();
thread AC130exit();
}
initAC130()
{
self.initAC130[0] = ::weapon105mm;
self.initAC130[1] = ::weapon40mm;
self.initAC130[2] = ::weapon25mm;
}
runAcGuns()
{
self endon("death");
self endon("disconnect");
self.HudNum = 0;
thread [[self.initAC130[self.HudNum]]]();
while( self.Ac130Use )
{
if( self fragButtonPressed() )
{
ClearPrint();
self notify("WeaponChange");
for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self.HudNum ++;
if( self.HudNum >= self.initAC130.size )
self.HudNum = 0;

thread [[self.initAC130[self.HudNum]]]();
wait 0.5;
}
wait 0.05;
}
}
initAcWeapons( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
if( !isDefined( self.BulletCount[Hud] ) )
self.BulletCount[Hud] = 0;

resetBullet( Hud, Num );
for(;Winky Winky
{
if( self attackButtonPressed() )
{
}
I like how its way shorter than usual Smile but i do hvae some good stuff to add im sorry but adding the sounds just.. messed it upeither get diff sound or take them out so i took them out and added briefcae bomb btw this will only work on 4 maps?
01-01-2012, 09:29 PM #16
Originally posted by jbglitching View Post
I like how its way shorter than usual Smile but i do hvae some good stuff to add im sorry but adding the sounds just.. messed it upeither get diff sound or take them out so i took them out and added briefcae bomb btw this will only work on 4 maps?

    
doac130()
{
self giveweapon ("briefcase_bomb");
wait 2.5;
if( getdvar("mapname") == "mp_bloc" )
self.Ac130Loc = (1100, -5836, 1800);

else if( getdvar("mapname") == "mp_crossfire" )
self.Ac130Loc = (4566, -3162, 1800);

else if( getdvar("mapname") == "mp_citystreets" )
self.Ac130Loc = (4384, -469, 1500);

else if( getdvar("mapname") == "mp_creek" )
self.Ac130Loc = (-1595, 6528, 2000);

else
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level.spawnMins, level.spawnMaxs );
self.Ac130Loc = getAboveBuildings( level.mapCenter );
}
self.Ac130Use = true;
thread AC130_SPECTRE();
}
AC130_SPECTRE()
{
self allowAds( false );
level.ac["105mm"] = loadfx("explosions/aerial_explosion_large");
level.ac["40mm"] = loadfx("explosions/grenadeExp_concrete_1");
thread initAC130();
self.OldOrigin = self getOrigin();
thread playerLinkAC130( self.Ac130Loc );
self setClientDvars( "scr_weapon_allowfrags", "0", "cg_drawcrosshair", "0", "cg_drawGun", "0", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "1", "r_filmUseTweaks", "1", "cg_gun_x", "0", "r_filmTweakInvert", "1", "r_filmTweakbrightness", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.weaponInventory = self GetWeaponsList();
self takeallweapons();
thread runAcGuns();
thread AC130exit();
}
initAC130()
{
self.initAC130[0] = ::weapon105mm;
self.initAC130[1] = ::weapon40mm;
self.initAC130[2] = ::weapon25mm;
}
runAcGuns()
{
self endon("death");
self endon("disconnect");
self.HudNum = 0;
thread [[self.initAC130[self.HudNum]]]();
while( self.Ac130Use )
{
if( self fragButtonPressed() )
{
ClearPrint();
self notify("WeaponChange");
for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self.HudNum ++;
if( self.HudNum >= self.initAC130.size )
self.HudNum = 0;

thread [[self.initAC130[self.HudNum]]]();
wait 0.5;
}
wait 0.05;
}
}
initAcWeapons( Time, Hud, Num, Model, Scale, Radius, Effect, Sound )
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
if( !isDefined( self.BulletCount[Hud] ) )
self.BulletCount[Hud] = 0;

resetBullet( Hud, Num );
for(;Winky Winky
{
if( self attackButtonPressed() )
{
SoundFade();
self playSound( Sound );
thread CreateAc130Bullet( Model, Radius, Effect );
self.BulletCount[Hud] ++;
if( self.BulletCount[Hud] <= Num )
Earthquake( Scale, 0.2, self.origin, 200 );

resetBullet( Hud, Num );
wait Time;
}
wait 0.05;
}
}
weapon105mm()
{
self.ACHud[0][0] = createHuds(21,0,2,24);
self.ACHud[0][1] = createHuds(-20,0,2,24);
self.ACHud[0][2] = createHuds(0,-11,40,2);
self.ACHud[0][3] = createHuds(0,11,40,2);
self.ACHud[0][4] = createHuds(0,-39,2,57);
self.ACHud[0][5] = createHuds(0,39,2,57);
self.ACHud[0][6] = createHuds(-48,0,57,2);
self.ACHud[0][7] = createHuds(49,0,57,2);
self.ACHud[0][8] = createHuds(-155,-122,2,21);
self.ACHud[0][9] = createHuds(-154,122,2,21);
self.ACHud[0][10] = createHuds(155,122,2,21);
self.ACHud[0][11] = createHuds(155,-122,2,21);
self.ACHud[0][12] = createHuds(-145,132,21,2);
self.ACHud[0][13] = createHuds(145,-132,21,2);
self.ACHud[0][14] = createHuds(-145,-132,21,2);
self.ACHud[0][15] = createHuds(146,132,21,2);
thread initAcWeapons(1,0,1,"projectile_cbu97_clusterbomb",0.4,350,level.ac["105mm"]);
}
weapon40mm()
{
self.ACHud[1][0] = createHuds(0,-70,2,115);
self.ACHud[1][1] = createHuds(0,70,2,115);
self.ACHud[1][2] = createHuds(-70,0,115,2);
self.ACHud[1][3] = createHuds(70,0,115,2);
self.ACHud[1][4] = createHuds(0,-128,14,2);
self.ACHud[1][5] = createHuds(0,128,14,2);
self.ACHud[1][6] = createHuds(-128,0,2,14);
self.ACHud[1][7] = createHuds(128,0,2,14);
self.ACHud[1][8] = createHuds(0,-35,8,2);
self.ACHud[1][9] = createHuds(0,35,8,2);
self.ACHud[1][10] = createHuds(-29,0,2,Cool Man (aka Tustin);
self.ACHud[1][11] = createHuds(29,0,2,Cool Man (aka Tustin);
self.ACHud[1][12] = createHuds(-64,0,2,9);
self.ACHud[1][13] = createHuds(64,0,2,9);
self.ACHud[1][14] = createHuds(0,-85,10,2);
self.ACHud[1][15] = createHuds(0,85,10,2);
self.ACHud[1][16] = createHuds(-99,0,2,10);
self.ACHud[1][17] = createHuds(99,0,2,10);
thread initAcWeapons(0.2,1,5,"projectile_hellfire_missile",0.3,80,level.ac["40mm"]);
}
weapon25mm()
{
self.ACHud[2][0] = createHuds(21,0,35,2);
self.ACHud[2][1] = createHuds(-21,0,35,2);
self.ACHud[2][2] = createHuds(0,25,2,46);
self.ACHud[2][3] = createHuds(-60,-57,2,22);
self.ACHud[2][4] = createHuds(-60,57,2,22);
self.ACHud[2][5] = createHuds(60,57,2,22);
self.ACHud[2][6] = createHuds(60,-57,2,22);
self.ACHud[2][7] = createHuds(-50,68,22,2);
self.ACHud[2][8] = createHuds(50,-68,22,2);
self.ACHud[2][9] = createHuds(-50,-68,22,2);
self.ACHud[2][10] = createHuds(50,68,22,2);
self.ACHud[2][11] = createHuds(6,9,1,7);
self.ACHud[2][12] = createHuds(9,6,7,1);
self.ACHud[2][13] = createHuds(11,14,1,7);
self.ACHud[2][14] = createHuds(14,11,7,1);
self.ACHud[2][15] = createHuds(16,19,1,7);
self.ACHud[2][16] = createHuds(19,16,7,1);
self.ACHud[2][17] = createHuds(21,24,1,7);
self.ACHud[2][18] = createHuds(24,21,7,1);
self.ACHud[2][19] = createHuds(26,29,1,7);
self.ACHud[2][20] = createHuds(29,26,7,1);
self.ACHud[2][21] = createHuds(36,33,6,1);
thread initAcWeapons(0.08,2,30,"projectile_m203grenade",0.2,25,level.ac["25mm"]);
}
AC130exit()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
if( self meleeButtonPressed() )
{
ClearPrint();
for( k = 0; k < 3; k++ )
self.BulletCount[k] = undefined;

for( k = 0; k < self.ACHud[self.HudNum].size; k++ )
self.ACHud[self.HudNum][k] destroyElem();

self unlink();
self notify( "WeaponChange" );
self allowAds( true );
self show();
self setClientDvars( "scr_weapon_allowfrags", "1", "cg_drawcrosshair", "1", "cg_drawGun", "1", "r_colormap", "1", "r_fullbright", "0", "r_specularmap", "0", "r_debugShader", "0", "r_filmTweakEnable", "0", "r_filmUseTweaks", "0", "cg_gun_x", "0", "FOV", "30", "r_filmTweakInvert", "0", "r_filmtweakLighttint", "1.1 1.05 0.85", "r_filmtweakdarktint", "0.7 0.85 1" );
self.Ac130["model"] delete();
self SetOrigin( self.OldOrigin );
self freezeControls( true );
for( i = 0; i < self.weaponInventory.size; i++ )
{
weapon = self.weaponInventory[i];
self giveWeapon( weapon );
}
self.Ac130Use = false;
}
wait 0.05;
}
}
resetBullet( Hud, Num )
{
if( self.BulletCount[Hud] >= Num )
{
self iPrintln( "Reloading" );
wait 2;
self.BulletCount[Hud] = 0;
if( isDefined( self.ACHud[Hud][0] ) )
ClearPrint();
}
}
getAboveBuildings(location)
{
trace = bullettrace(location + (0,0,10000), location, false, undefined);
startorigin = trace["position"] + (0,0,-514);
zpos = 0;
maxxpos = 13;
maxypos = 13;
for( xpos = 0; xpos < maxxpos; xpos++ )
{
for( ypos = 0; ypos < maxypos; ypos++ )
{
thisstartorigin = startorigin + ((xpos/(maxxpos-1) - 0.5) * 1024, (ypos/(maxypos-1) - 0.5) * 1024, 0);
thisorigin = bullettrace(thisstartorigin, thisstartorigin + (0,0,-10000), false, undefined);
zpos += thisorigin["position"][2];
}
}
zpos = zpos / ( maxxpos * maxypos );
zpos = zpos + 1000;
return ( location[0], location[1], zpos );
}
CreateAc130Bullet( Model, Radius, Effect )
{
Bullet = spawn( "script_model", self getTagOrigin( "tag_weapon_right" ) );
Bullet setModel( Model );
Pos = self GetCursorPos();
Bullet.angles = self getPlayerAngles();
Bullet moveTo( Pos, 0.5 );
wait 0.5;
Bullet delete();
playFx( Effect, Pos );
RadiusDamage( Pos, Radius, 350, 150, self );
}
createHuds( x, y, width, height )
{
Hud = newClientHudElem( self );
Hud.width = width;
Hud.height = height;
Hud.align = "CENTER";
Hud.relative = "MIDDLE";
Hud.children = [];
Hud.sort = 3;
Hud.alpha = 1;
Hud setParent(level.uiParent);
Hud setShader("white",width,height);
Hud.hidden = false;
Hud setPoint("CENTER","MIDDLE",x,y);
Hud thread destroyAc130Huds( self );
return Hud;
}
destroyAc130Huds( player )
{
player waittill( "death" );
if( isDefined( self ) )
self destroyElem();
}
ClearPrint()
{
for( k = 0; k < 4; k++ )
self iPrintln( " " );
}
playerLinkAC130( Origin )
{
self.Ac130["model"] = spawn( "script_model", Origin );
self.Ac130["model"] setModel( "vehicle_cobra_helicopter_fly" );
self.Ac130["model"] thread Ac130Move();
self.Ac130["model"] hide();
self linkTo( self.Ac130["model"], "tag_player", (0,1000,20), (0,0,0) );
self detachAll();
self hide();
}
Ac130Move()
{
self endon("death");
self endon("disconnect");
while( self.Ac130Use )
{
self rotateYaw( 360, 25 );
wait 25;
}
}
GetCursorPos()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(self getPlayerAngles()),1000000),false,self)["position"];
}


no it will work on all maps and take the sounds out if you dont like them.
edit: plus i dident add it becouse people will be adding it to there menu and there is no need for a laptop
01-01-2012, 09:54 PM #17
Originally posted by jbglitching View Post
I like how its way shorter than usual Smile but i do hvae some good stuff to add im sorry but adding the sounds just.. messed it upeither get diff sound or take them out so i took them out and added briefcae bomb btw this will only work on 4 maps?

---------- Post added at 05:28 PM ---------- Previous post was at 05:27 PM ----------

I like how its way shorter than usual Smile but i do hvae some good stuff to add im sorry but adding the sounds just.. messed it upeither get diff sound or take them out so i took them out and added briefcae bomb btw this will only work on 4 maps?


Straighten your shit out. Quad poster No
01-01-2012, 09:55 PM #18
Very awesome! I can't wait to try this Smile
01-01-2012, 09:56 PM #19
Jacob-And-Britt
I’m too L33T
Originally posted by Stoodman97 View Post
Straighten your shit out. Quad poster No

it kept saying it diddnt post so i kept trying and damn

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo