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"];
}
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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
01-07-2012, 03:53 PM #29
Originally posted by EddieMeduza View Post
wat??? wat did u say? i guess "ya i tok a old code and change it a littleSmile" ?
no look at the old script wow it was me and toxic who made the old waw script lmao. this is much better just look at them both
01-07-2012, 03:55 PM #30
Dreamcather
Call me Eddie Winky Winky
Originally posted by IELIITEMODZX View Post
no look at the old script wow it was me and toxic who made the old waw script lmao. this is much better just look at them both


if that is true then why not give credits Toxic too?
01-07-2012, 04:04 PM #31
Originally posted by EddieMeduza View Post
if that is true then why not give credits Toxic too?
becouse this is not that script. ill find the waw script now and then you look at them both kk

---------- Post added at 04:04 PM ---------- Previous post was at 03:56 PM ----------

Originally posted by EddieMeduza View Post
if that is true then why not give credits Toxic too?


there look at them both.

waw one
    AC130_SPECTRE()
{
self TakeAllWeapons();
self thread FadeToBlack();
wait .1;
self.editingstats = 1;wait .1;self.reopen = 0;
wait .1;
self EnableHealthShield( true );self EnableInvulnerability();
self SetStance( "stand" );
self.bigblast = 1;
wait .1;
self AllowProne( false );
self AllowCrouch( false );
wait .1;
self AllowAds( false );
self.nightviz = false;
wait .3;
self setClientDvar( "player_sustainAmmo", "1" );
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
wait .1;
self thread AC130exit();
self SetPerk("specialty_fastreload");
self thread ac130_visions();
wait .1;
self SetPerk("specialty_bulletaccuracy");
self setClientDvar( "perk_weapSpreadMultiplier", "0.15");
wait .1;
self setClientDvar( "cg_drawcrosshair", "0" );
self setClientDvar( "cg_drawGun", "0" );
self setClientDvar( "ui_hud_hardcore", "1" );
self setClientDvar( "cg_fov", "100" );
if (self.realac != 0 && self.walkac !=1)
{
self thread acpath();
}
self thread maps\_status::AC130_105mm();
self VisionSetNaked( "cheat_bw_invert_contrast", 1);
wait .2;
if(getdvar("mapname") == "nazi_zombie_sumpf" || getdvar("mapname") == "nazi_zombie_factory"){
self thread FixACFireRate("zombie_shotgun","panzerschrek_zombie");
self giveWeapon( "zombie_shotgun" );wait .2;
self switchToWeapon( "zombie_shotgun" );wait .1;
self giveWeapon( "colt_dirty_harry" );wait .2;
self giveWeapon( "zombie_mp40" );
}else if(getdvar("mapname") == "nazi_zombie_prototype" || getdvar("mapname") == "nazi_zombie_asylum"){
self thread FixACFireRate("shotgun","colt_dirty_harry");
self giveWeapon( "shotgun" );wait .2;
self switchToWeapon( "shotgun" );wait .1;
self giveWeapon( "colt_dirty_harry" );wait .2;
self giveWeapon( "mp40" );
}
self thread AC130CH("^2[^7105mm^2] ^740mm 20mm L514 ^2RDY ^7FF30 AC-130 SPECTRE");
wait .1;
self thread SwitchACWeaps();
self thread ac_instruct();
wait .1;
self thread Rumble();
self hide();
}
acpath()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );

if(getdvar("mapname") == "nazi_zombie_prototype" || getdvar("mapname") == "nazi_zombie_factory")
{
origin = (166,-940, 300);
}else if(getdvar("mapname") == "nazi_zombie_sumpf"){
origin = (10366,545,-193);
}else{
origin = (186,0,141);
}
wait .1;
center = spawn("script_origin", origin);

// 640 = far
// 860 high
link = spawn("script_origin", origin+(0,640,860));
link linkto(center);

self playerlinktodelta(link);
center thread ac130_spin();
}
ac130_spin()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );
for(;Winky Winky
{
self rotateyaw(360, 1Cool Man (aka Tustin);
wait 0.01;
}
}
ac_instruct()
{
self notify("new_structs");
self.instructz = "Exit - [{+melee}] :: Change Vision - [{+speed_throw}]";
wait .2;
self thread maps\_art::doInstruct();
}
FadeToBlack()
{
self setClientDvar( "r_brightness", "-.5" );
wait .2;
self setClientDvar( "r_brightness", "-1" );
wait .2;
self setClientDvar( "r_brightness", "-.8" );
wait .4;
self setClientDvar( "r_brightness", "-.6" );
wait .4;
self setClientDvar( "r_brightness", "-.4" );
wait .4;
self setClientDvar( "r_brightness", "-.2" );
wait .4;
self setClientDvar( "r_brightness", "0" );
}
AC130CH(AC_Text)
{
self endon("disconnect");
self endon("death");
self endon("stop_ch");

ACinfo = self createFontString( "smallfixed", 1.5, self );
ACinfo setPoint( "Center", "Center",0,200);
ACinfo.foreground = true;
ACinfo.sort = 1;
ACinfo.hidewheninmenu = false;
ACinfo.alpha = 1;
for(;Winky Winky
{
if (self.ac130end != 1)
{
self thread ACchremove( ACinfo );
ACinfo setText(AC_Text);
self waittill( "AC_SHOT" );
ACinfo setText("^1CANNON FIRED ^7L514 ^2RDY ^7FF30 AC-130 SPECTRE");
//while (self IsFiring()) hoping this would update the text better, try again later
if (self.acmachine != 0)
{
wait 2;
}else{
wait .7;
}
}
wait .01;
}
wait .01;
}
ACchremove( ACinfo )
{
self endon("death");
self endon("disconnect");
self endon("ch_restart");
for( ;; )
{
self waittill_any("stop_ch","AC130Done","disconnect","death");
ACinfo destroy();
wait .1;
self notify("ch_restart");
}
wait .01;
}
SwitchACWeaps()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );
for(;Winky Winky
{
self waittill( "weapon_change" );
{
self thread weapchangewait();
self notify("bb_destroy");
self notify("stop_ch");
self.bigblast = 0;self.smallblast = 1;
self.acmachine = 0;self.ac130end = 0;
wait .1;
self thread AC130CH("105mm ^2[^740mm^2] ^720mm L514 ^2RDY ^7FF30 AC-130 SPECTRE"); wait .2;
self notify( "bigblast_done" );
self thread maps\_status::AC130_40mm();
}
self waittill( "weapon_change" );
{
self thread weapchangewait();
self notify("bb_destroy");
self notify("stop_ch");
self.bigblast = 0;self.smallblast = 0;
self.acmachine = 1;self.ac130end = 0;
wait .1;
self thread bigblast();
self thread AC130CH("105mm 40mm ^2[^720mm^2] ^7L514 ^2RDY ^7FF30 AC-130 SPECTRE");
self notify( "bigblast_done" );
self thread maps\_status::AC130_20mm();
}
self waittill( "weapon_change" );
{
self thread weapchangewait();
self notify("bb_destroy");
self notify("stop_ch");
self.bigblast = 1;self.smallblast = 0;
self.acmachine = 0;self.ac130end = 0;
self notify("20mm_done");
wait .1;
self thread AC130CH("^2[^7105mm^2] ^740mm 20mm L514 ^2RDY ^7FF30 AC-130 SPECTRE");
self thread maps\_status::AC130_105mm(); }
wait .1;
}
wait .1;
}
weapchangewait()//debugs swithcing weapons faster than the hud can change
{
self DisableWeaponCycling();
wait 1;
self EnableWeaponCycling();
}
Rumble()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );
for(;Winky Winky
{
if(self attackbuttonpressed())
{
self notify( "AC_SHOT" );
earthquake (.27, 1, self.origin, 1000);
wait .5;
}
wait .1;
}
}
FixACFireRate(gun,shot)
{
self endon("death");
self endon("disconnect");
self endon ("AC130Done");

wait .1;
for(;Winky Winky
{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == gun )
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal5(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( shot, forward, location, self );
}
}
}
vector_Scal5(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
ac130_visions()
{
self endon("disconnect");
self endon("death");
self endon("AC130Done");

for(;Winky Winky
{
if ( self adsbuttonpressed() )
{
self thread ac_change_vis();
wait .1;
}
wait .1;
}
wait .1;
}
ac_change_vis()
{
if( self.nightviz == false )
{
self VisionSetNaked( "default_night", 2 );
self.nightviz = true;
}else if( self.nightviz == true ){
self VisionSetNaked( "cheat_bw_contrast", 1 );//like this because switchin between bw contrast from night caused a purplish color between the transition
wait 1;
self VisionSetNaked( "cheat_bw_invert_contrast", 2 );//plus i like how it goes black & white then inverts =P
self.nightviz = false;
}
}
AC130exit()
{
self endon("death");
self endon("disconnect");
self endon("exitdone");
for(;Winky Winky
{
if(self meleebuttonpressed())
{
self AllowProne( true );
self AllowCrouch( true );
self AllowAds( true );
wait .1;
self EnableInvulnerability();
self EnableHealthShield( true );
self notify( "AC130Done" );
wait .3;
if (self.realac != 0 && self.walkac !=1)
{
self unlink();
self EnableInvulnerability();
self EnableHealthShield( true );
wait .2;
if(getdvar("mapname") == "nazi_zombie_factory"){
self setorigin ((-58.4114, 292.732, 103));
}else if(getdvar("mapname") == "nazi_zombie_sumpf"){
self setorigin ((10507,691,-479));
}else if (getdvar("mapname") == "nazi_zombie_prototype"){
self setorigin ((-67,401,61));
}else{
self setorigin ((-452,-384,286));
}
}
self notify("bb_destroy");
wait .1;
self thread reset_menu_ac130();
self setClientDvar( "cg_drawcrosshair", "1" );
self setClientDvar( "cg_drawGun", "1" );
self setClientDvar( "ui_hud_hardcore", "0" );
self setClientDvar( "cg_fov", "75" );
self VisionSetNaked( "default", 1);
self thread giveallweapz();
wait .1;
self thread FadeToBlack();
self show();
wait .2;
self.bigblast = 0;
wait .1;
self.smallblast = 0;
wait .1;
self.acmachine = 0;
wait .1;
self.ac130end = 1;
wait 1;
self notify("exitdone");
}
wait .1;
}
}
reset_menu_ac130()
{
self.editingstats = 0;self.reopen = 1;
}
bigblast()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );
self endon("ac130_bullets_done");
self endon("20mm_done");

while(1)
{
self notify("power_bullets_done");
self notify("nuke_bullets_done");
self notify("fire_bullets_done");
self notify( "beam_bullets_done" );
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal2(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect["1"] = loadfx( "explosions/default_explosion" );
RadiusDamage(SPLOSIONlocation,200,200,200,self);
playfx(level._effect["1"], SPLOSIONlocation);
}
}



mine

    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"];
}
01-07-2012, 04:10 PM #32
Dreamcather
Call me Eddie Winky Winky
Originally posted by IELIITEMODZX View Post
becouse this is not that script. ill find the waw script now and then you look at them both kk

---------- Post added at 04:04 PM ---------- Previous post was at 03:56 PM ----------



there look at them both.

waw one
    AC130_SPECTRE()
{
self TakeAllWeapons();
self thread FadeToBlack();
wait .1;
self.editingstats = 1;wait .1;self.reopen = 0;
wait .1;
self EnableHealthShield( true );self EnableInvulnerability();
self SetStance( "stand" );
self.bigblast = 1;
wait .1;
self AllowProne( false );
self AllowCrouch( false );
wait .1;
self AllowAds( false );
self.nightviz = false;
wait .3;
self setClientDvar( "player_sustainAmmo", "1" );
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
wait .1;
self thread AC130exit();
self SetPerk("specialty_fastreload");
self thread ac130_visions();
wait .1;
self SetPerk("specialty_bulletaccuracy");
self setClientDvar( "perk_weapSpreadMultiplier", "0.15");
wait .1;
self setClientDvar( "cg_drawcrosshair", "0" );
self setClientDvar( "cg_drawGun", "0" );
self setClientDvar( "ui_hud_hardcore", "1" );
self setClientDvar( "cg_fov", "100" );
if (self.realac != 0 && self.walkac !=1)
{
self thread acpath();
}
self thread maps\_status::AC130_105mm();
self VisionSetNaked( "cheat_bw_invert_contrast", 1);
wait .2;
if(getdvar("mapname") == "nazi_zombie_sumpf" || getdvar("mapname") == "nazi_zombie_factory"){
self thread FixACFireRate("zombie_shotgun","panzerschrek_zombie");
self giveWeapon( "zombie_shotgun" );wait .2;
self switchToWeapon( "zombie_shotgun" );wait .1;
self giveWeapon( "colt_dirty_harry" );wait .2;
self giveWeapon( "zombie_mp40" );
}else if(getdvar("mapname") == "nazi_zombie_prototype" || getdvar("mapname") == "nazi_zombie_asylum"){
self thread FixACFireRate("shotgun","colt_dirty_harry");
self giveWeapon( "shotgun" );wait .2;
self switchToWeapon( "shotgun" );wait .1;
self giveWeapon( "colt_dirty_harry" );wait .2;
self giveWeapon( "mp40" );
}
self thread AC130CH("^2[^7105mm^2] ^740mm 20mm L514 ^2RDY ^7FF30 AC-130 SPECTRE");
wait .1;
self thread SwitchACWeaps();
self thread ac_instruct();
wait .1;
self thread Rumble();
self hide();
}
acpath()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );

if(getdvar("mapname") == "nazi_zombie_prototype" || getdvar("mapname") == "nazi_zombie_factory")
{
origin = (166,-940, 300);
}else if(getdvar("mapname") == "nazi_zombie_sumpf"){
origin = (10366,545,-193);
}else{
origin = (186,0,141);
}
wait .1;
center = spawn("script_origin", origin);

// 640 = far
// 860 high
link = spawn("script_origin", origin+(0,640,860));
link linkto(center);

self playerlinktodelta(link);
center thread ac130_spin();
}
ac130_spin()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );
for(;Winky Winky
{
self rotateyaw(360, 1Cool Man (aka Tustin);
wait 0.01;
}
}
ac_instruct()
{
self notify("new_structs");
self.instructz = "Exit - [{+melee}] :: Change Vision - [{+speed_throw}]";
wait .2;
self thread maps\_art::doInstruct();
}
FadeToBlack()
{
self setClientDvar( "r_brightness", "-.5" );
wait .2;
self setClientDvar( "r_brightness", "-1" );
wait .2;
self setClientDvar( "r_brightness", "-.8" );
wait .4;
self setClientDvar( "r_brightness", "-.6" );
wait .4;
self setClientDvar( "r_brightness", "-.4" );
wait .4;
self setClientDvar( "r_brightness", "-.2" );
wait .4;
self setClientDvar( "r_brightness", "0" );
}
AC130CH(AC_Text)
{
self endon("disconnect");
self endon("death");
self endon("stop_ch");

ACinfo = self createFontString( "smallfixed", 1.5, self );
ACinfo setPoint( "Center", "Center",0,200);
ACinfo.foreground = true;
ACinfo.sort = 1;
ACinfo.hidewheninmenu = false;
ACinfo.alpha = 1;
for(;Winky Winky
{
if (self.ac130end != 1)
{
self thread ACchremove( ACinfo );
ACinfo setText(AC_Text);
self waittill( "AC_SHOT" );
ACinfo setText("^1CANNON FIRED ^7L514 ^2RDY ^7FF30 AC-130 SPECTRE");
//while (self IsFiring()) hoping this would update the text better, try again later
if (self.acmachine != 0)
{
wait 2;
}else{
wait .7;
}
}
wait .01;
}
wait .01;
}
ACchremove( ACinfo )
{
self endon("death");
self endon("disconnect");
self endon("ch_restart");
for( ;; )
{
self waittill_any("stop_ch","AC130Done","disconnect","death");
ACinfo destroy();
wait .1;
self notify("ch_restart");
}
wait .01;
}
SwitchACWeaps()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );
for(;Winky Winky
{
self waittill( "weapon_change" );
{
self thread weapchangewait();
self notify("bb_destroy");
self notify("stop_ch");
self.bigblast = 0;self.smallblast = 1;
self.acmachine = 0;self.ac130end = 0;
wait .1;
self thread AC130CH("105mm ^2[^740mm^2] ^720mm L514 ^2RDY ^7FF30 AC-130 SPECTRE"); wait .2;
self notify( "bigblast_done" );
self thread maps\_status::AC130_40mm();
}
self waittill( "weapon_change" );
{
self thread weapchangewait();
self notify("bb_destroy");
self notify("stop_ch");
self.bigblast = 0;self.smallblast = 0;
self.acmachine = 1;self.ac130end = 0;
wait .1;
self thread bigblast();
self thread AC130CH("105mm 40mm ^2[^720mm^2] ^7L514 ^2RDY ^7FF30 AC-130 SPECTRE");
self notify( "bigblast_done" );
self thread maps\_status::AC130_20mm();
}
self waittill( "weapon_change" );
{
self thread weapchangewait();
self notify("bb_destroy");
self notify("stop_ch");
self.bigblast = 1;self.smallblast = 0;
self.acmachine = 0;self.ac130end = 0;
self notify("20mm_done");
wait .1;
self thread AC130CH("^2[^7105mm^2] ^740mm 20mm L514 ^2RDY ^7FF30 AC-130 SPECTRE");
self thread maps\_status::AC130_105mm(); }
wait .1;
}
wait .1;
}
weapchangewait()//debugs swithcing weapons faster than the hud can change
{
self DisableWeaponCycling();
wait 1;
self EnableWeaponCycling();
}
Rumble()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );
for(;Winky Winky
{
if(self attackbuttonpressed())
{
self notify( "AC_SHOT" );
earthquake (.27, 1, self.origin, 1000);
wait .5;
}
wait .1;
}
}
FixACFireRate(gun,shot)
{
self endon("death");
self endon("disconnect");
self endon ("AC130Done");

wait .1;
for(;Winky Winky
{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == gun )
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal5(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( shot, forward, location, self );
}
}
}
vector_Scal5(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
ac130_visions()
{
self endon("disconnect");
self endon("death");
self endon("AC130Done");

for(;Winky Winky
{
if ( self adsbuttonpressed() )
{
self thread ac_change_vis();
wait .1;
}
wait .1;
}
wait .1;
}
ac_change_vis()
{
if( self.nightviz == false )
{
self VisionSetNaked( "default_night", 2 );
self.nightviz = true;
}else if( self.nightviz == true ){
self VisionSetNaked( "cheat_bw_contrast", 1 );//like this because switchin between bw contrast from night caused a purplish color between the transition
wait 1;
self VisionSetNaked( "cheat_bw_invert_contrast", 2 );//plus i like how it goes black & white then inverts =P
self.nightviz = false;
}
}
AC130exit()
{
self endon("death");
self endon("disconnect");
self endon("exitdone");
for(;Winky Winky
{
if(self meleebuttonpressed())
{
self AllowProne( true );
self AllowCrouch( true );
self AllowAds( true );
wait .1;
self EnableInvulnerability();
self EnableHealthShield( true );
self notify( "AC130Done" );
wait .3;
if (self.realac != 0 && self.walkac !=1)
{
self unlink();
self EnableInvulnerability();
self EnableHealthShield( true );
wait .2;
if(getdvar("mapname") == "nazi_zombie_factory"){
self setorigin ((-58.4114, 292.732, 103));
}else if(getdvar("mapname") == "nazi_zombie_sumpf"){
self setorigin ((10507,691,-479));
}else if (getdvar("mapname") == "nazi_zombie_prototype"){
self setorigin ((-67,401,61));
}else{
self setorigin ((-452,-384,286));
}
}
self notify("bb_destroy");
wait .1;
self thread reset_menu_ac130();
self setClientDvar( "cg_drawcrosshair", "1" );
self setClientDvar( "cg_drawGun", "1" );
self setClientDvar( "ui_hud_hardcore", "0" );
self setClientDvar( "cg_fov", "75" );
self VisionSetNaked( "default", 1);
self thread giveallweapz();
wait .1;
self thread FadeToBlack();
self show();
wait .2;
self.bigblast = 0;
wait .1;
self.smallblast = 0;
wait .1;
self.acmachine = 0;
wait .1;
self.ac130end = 1;
wait 1;
self notify("exitdone");
}
wait .1;
}
}
reset_menu_ac130()
{
self.editingstats = 0;self.reopen = 1;
}
bigblast()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );
self endon("ac130_bullets_done");
self endon("20mm_done");

while(1)
{
self notify("power_bullets_done");
self notify("nuke_bullets_done");
self notify("fire_bullets_done");
self notify( "beam_bullets_done" );
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal2(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect["1"] = loadfx( "explosions/default_explosion" );
RadiusDamage(SPLOSIONlocation,200,200,200,self);
playfx(level._effect["1"], SPLOSIONlocation);
}
}



mine

    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"];
}


there is an newer code for waw of that

The following user groaned Dreamcather for this awful post:

IELIITEMODZX
01-07-2012, 04:12 PM #33
Originally posted by EddieMeduza View Post
there is an newer code for waw of that
no there is not ive looked thats the only one with huds and all 3 guns

get on skype
01-07-2012, 04:54 PM #34
Dreamcather
Call me Eddie Winky Winky
Originally posted by IELIITEMODZX View Post
becouse this is not that script. ill find the waw script now and then you look at them both kk

---------- Post added at 04:04 PM ---------- Previous post was at 03:56 PM ----------



there look at them both.

waw one
    AC130_SPECTRE()
{
self TakeAllWeapons();
self thread FadeToBlack();
wait .1;
self.editingstats = 1;wait .1;self.reopen = 0;
wait .1;
self EnableHealthShield( true );self EnableInvulnerability();
self SetStance( "stand" );
self.bigblast = 1;
wait .1;
self AllowProne( false );
self AllowCrouch( false );
wait .1;
self AllowAds( false );
self.nightviz = false;
wait .3;
self setClientDvar( "player_sustainAmmo", "1" );
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
wait .1;
self thread AC130exit();
self SetPerk("specialty_fastreload");
self thread ac130_visions();
wait .1;
self SetPerk("specialty_bulletaccuracy");
self setClientDvar( "perk_weapSpreadMultiplier", "0.15");
wait .1;
self setClientDvar( "cg_drawcrosshair", "0" );
self setClientDvar( "cg_drawGun", "0" );
self setClientDvar( "ui_hud_hardcore", "1" );
self setClientDvar( "cg_fov", "100" );
if (self.realac != 0 && self.walkac !=1)
{
self thread acpath();
}
self thread maps\_status::AC130_105mm();
self VisionSetNaked( "cheat_bw_invert_contrast", 1);
wait .2;
if(getdvar("mapname") == "nazi_zombie_sumpf" || getdvar("mapname") == "nazi_zombie_factory"){
self thread FixACFireRate("zombie_shotgun","panzerschrek_zombie");
self giveWeapon( "zombie_shotgun" );wait .2;
self switchToWeapon( "zombie_shotgun" );wait .1;
self giveWeapon( "colt_dirty_harry" );wait .2;
self giveWeapon( "zombie_mp40" );
}else if(getdvar("mapname") == "nazi_zombie_prototype" || getdvar("mapname") == "nazi_zombie_asylum"){
self thread FixACFireRate("shotgun","colt_dirty_harry");
self giveWeapon( "shotgun" );wait .2;
self switchToWeapon( "shotgun" );wait .1;
self giveWeapon( "colt_dirty_harry" );wait .2;
self giveWeapon( "mp40" );
}
self thread AC130CH("^2[^7105mm^2] ^740mm 20mm L514 ^2RDY ^7FF30 AC-130 SPECTRE");
wait .1;
self thread SwitchACWeaps();
self thread ac_instruct();
wait .1;
self thread Rumble();
self hide();
}
acpath()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );

if(getdvar("mapname") == "nazi_zombie_prototype" || getdvar("mapname") == "nazi_zombie_factory")
{
origin = (166,-940, 300);
}else if(getdvar("mapname") == "nazi_zombie_sumpf"){
origin = (10366,545,-193);
}else{
origin = (186,0,141);
}
wait .1;
center = spawn("script_origin", origin);

// 640 = far
// 860 high
link = spawn("script_origin", origin+(0,640,860));
link linkto(center);

self playerlinktodelta(link);
center thread ac130_spin();
}
ac130_spin()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );
for(;Winky Winky
{
self rotateyaw(360, 1Cool Man (aka Tustin);
wait 0.01;
}
}
ac_instruct()
{
self notify("new_structs");
self.instructz = "Exit - [{+melee}] :: Change Vision - [{+speed_throw}]";
wait .2;
self thread maps\_art::doInstruct();
}
FadeToBlack()
{
self setClientDvar( "r_brightness", "-.5" );
wait .2;
self setClientDvar( "r_brightness", "-1" );
wait .2;
self setClientDvar( "r_brightness", "-.8" );
wait .4;
self setClientDvar( "r_brightness", "-.6" );
wait .4;
self setClientDvar( "r_brightness", "-.4" );
wait .4;
self setClientDvar( "r_brightness", "-.2" );
wait .4;
self setClientDvar( "r_brightness", "0" );
}
AC130CH(AC_Text)
{
self endon("disconnect");
self endon("death");
self endon("stop_ch");

ACinfo = self createFontString( "smallfixed", 1.5, self );
ACinfo setPoint( "Center", "Center",0,200);
ACinfo.foreground = true;
ACinfo.sort = 1;
ACinfo.hidewheninmenu = false;
ACinfo.alpha = 1;
for(;Winky Winky
{
if (self.ac130end != 1)
{
self thread ACchremove( ACinfo );
ACinfo setText(AC_Text);
self waittill( "AC_SHOT" );
ACinfo setText("^1CANNON FIRED ^7L514 ^2RDY ^7FF30 AC-130 SPECTRE");
//while (self IsFiring()) hoping this would update the text better, try again later
if (self.acmachine != 0)
{
wait 2;
}else{
wait .7;
}
}
wait .01;
}
wait .01;
}
ACchremove( ACinfo )
{
self endon("death");
self endon("disconnect");
self endon("ch_restart");
for( ;; )
{
self waittill_any("stop_ch","AC130Done","disconnect","death");
ACinfo destroy();
wait .1;
self notify("ch_restart");
}
wait .01;
}
SwitchACWeaps()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );
for(;Winky Winky
{
self waittill( "weapon_change" );
{
self thread weapchangewait();
self notify("bb_destroy");
self notify("stop_ch");
self.bigblast = 0;self.smallblast = 1;
self.acmachine = 0;self.ac130end = 0;
wait .1;
self thread AC130CH("105mm ^2[^740mm^2] ^720mm L514 ^2RDY ^7FF30 AC-130 SPECTRE"); wait .2;
self notify( "bigblast_done" );
self thread maps\_status::AC130_40mm();
}
self waittill( "weapon_change" );
{
self thread weapchangewait();
self notify("bb_destroy");
self notify("stop_ch");
self.bigblast = 0;self.smallblast = 0;
self.acmachine = 1;self.ac130end = 0;
wait .1;
self thread bigblast();
self thread AC130CH("105mm 40mm ^2[^720mm^2] ^7L514 ^2RDY ^7FF30 AC-130 SPECTRE");
self notify( "bigblast_done" );
self thread maps\_status::AC130_20mm();
}
self waittill( "weapon_change" );
{
self thread weapchangewait();
self notify("bb_destroy");
self notify("stop_ch");
self.bigblast = 1;self.smallblast = 0;
self.acmachine = 0;self.ac130end = 0;
self notify("20mm_done");
wait .1;
self thread AC130CH("^2[^7105mm^2] ^740mm 20mm L514 ^2RDY ^7FF30 AC-130 SPECTRE");
self thread maps\_status::AC130_105mm(); }
wait .1;
}
wait .1;
}
weapchangewait()//debugs swithcing weapons faster than the hud can change
{
self DisableWeaponCycling();
wait 1;
self EnableWeaponCycling();
}
Rumble()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );
for(;Winky Winky
{
if(self attackbuttonpressed())
{
self notify( "AC_SHOT" );
earthquake (.27, 1, self.origin, 1000);
wait .5;
}
wait .1;
}
}
FixACFireRate(gun,shot)
{
self endon("death");
self endon("disconnect");
self endon ("AC130Done");

wait .1;
for(;Winky Winky
{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == gun )
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal5(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( shot, forward, location, self );
}
}
}
vector_Scal5(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
ac130_visions()
{
self endon("disconnect");
self endon("death");
self endon("AC130Done");

for(;Winky Winky
{
if ( self adsbuttonpressed() )
{
self thread ac_change_vis();
wait .1;
}
wait .1;
}
wait .1;
}
ac_change_vis()
{
if( self.nightviz == false )
{
self VisionSetNaked( "default_night", 2 );
self.nightviz = true;
}else if( self.nightviz == true ){
self VisionSetNaked( "cheat_bw_contrast", 1 );//like this because switchin between bw contrast from night caused a purplish color between the transition
wait 1;
self VisionSetNaked( "cheat_bw_invert_contrast", 2 );//plus i like how it goes black & white then inverts =P
self.nightviz = false;
}
}
AC130exit()
{
self endon("death");
self endon("disconnect");
self endon("exitdone");
for(;Winky Winky
{
if(self meleebuttonpressed())
{
self AllowProne( true );
self AllowCrouch( true );
self AllowAds( true );
wait .1;
self EnableInvulnerability();
self EnableHealthShield( true );
self notify( "AC130Done" );
wait .3;
if (self.realac != 0 && self.walkac !=1)
{
self unlink();
self EnableInvulnerability();
self EnableHealthShield( true );
wait .2;
if(getdvar("mapname") == "nazi_zombie_factory"){
self setorigin ((-58.4114, 292.732, 103));
}else if(getdvar("mapname") == "nazi_zombie_sumpf"){
self setorigin ((10507,691,-479));
}else if (getdvar("mapname") == "nazi_zombie_prototype"){
self setorigin ((-67,401,61));
}else{
self setorigin ((-452,-384,286));
}
}
self notify("bb_destroy");
wait .1;
self thread reset_menu_ac130();
self setClientDvar( "cg_drawcrosshair", "1" );
self setClientDvar( "cg_drawGun", "1" );
self setClientDvar( "ui_hud_hardcore", "0" );
self setClientDvar( "cg_fov", "75" );
self VisionSetNaked( "default", 1);
self thread giveallweapz();
wait .1;
self thread FadeToBlack();
self show();
wait .2;
self.bigblast = 0;
wait .1;
self.smallblast = 0;
wait .1;
self.acmachine = 0;
wait .1;
self.ac130end = 1;
wait 1;
self notify("exitdone");
}
wait .1;
}
}
reset_menu_ac130()
{
self.editingstats = 0;self.reopen = 1;
}
bigblast()
{
self endon("death");
self endon("disconnect");
self endon( "AC130Done" );
self endon("ac130_bullets_done");
self endon("20mm_done");

while(1)
{
self notify("power_bullets_done");
self notify("nuke_bullets_done");
self notify("fire_bullets_done");
self notify( "beam_bullets_done" );
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal2(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect["1"] = loadfx( "explosions/default_explosion" );
RadiusDamage(SPLOSIONlocation,200,200,200,self);
playfx(level._effect["1"], SPLOSIONlocation);
}
}



mine

    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"];
}


there is an newer code for waw of that
01-07-2012, 05:01 PM #35
Originally posted by EddieMeduza View Post
there is an newer code for waw of that


no there is not this is the only waw ac130 that has huds.

if there is find it and show me but i bet you cant find and ac like mine it was made by me nothing was copyed.

try the code on cod4 and you will see its not like the old ones its much better and got more to it.

The following user groaned IELIITEMODZX for this awful post:

247Yamato
01-07-2012, 10:39 PM #36
Originally posted by IELIITEMODZX View Post
it was made by me nothing was copyed.
.
lol, you didn't make ALL of it...
01-07-2012, 11:57 PM #37
Originally posted by x. View Post
lol, you didn't make ALL of it...


please tell me whats not my script. ?
wait lolz the game script :p getAboveBuildings()

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