If anything this was a small test for my up and coming mod.. But i thourght i would just post this it's pretty fun people shit themselves when you shoot and it causes a earthquake and a massive explosion :derp:
I had some problems when testing it... It was giving me a G_spawn : no free entities error. I think this is something to do with a overload.. (Game Cant handle that amount off stuff being used at once ) But you might be able to remove it, as i think it was something in my actual patch that wasnt helping .. the wait 1; seemed to help it .
Yes they're are explosive bullets mods for cod4.. But Cod4 hasn't had many specific weapon mods like (super models) (stinger spaz) so on... so i thought i would just start with a over powered deagle which causes a earthquake lol why not? as i said earlier on this post it was more of a test for something else but i liked it so i thought i would release it
Add this to INIT() :level.expbullit = loadfx("explosions/aerial_explosion_large");
ALL VERSIONS UPDATED : CRAP REMOVED!
Version 1 :
The Original Version of this Mod which is being used in my patch.
Dibzdeagle()
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
self takeallweapons();
self iPrintln("Super Desert Eagle ^4[GIVEN]");
wait 1;
self GiveWeapon( "deserteaglegold_mp" );
self switchToWeapon( "deserteaglegold_mp" );
self allowAds( false );
self iPrintlnBold("^1SERIOUSLY IT'S REALLY POWERFUL!");
while(1)
{
self waittill("weapon_fired");
self playsound ("weap_barrett_fire_plr");
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullit,trace);
self playSound( "artillery_impact" );
Earthquake( 0.6, 3, self.origin, 100 );
dis=distance(self.origin, trace);
RadiusDamage( trace, 800, 800, 800, self );
}
}
Version 2 :
This is more of a version for funner people (trolls) it gives you the weapon but doesnt let you use it for 5 seconds.. bla bla bla it's in the video...
Dibzdeagle2()
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
self takeallweapons();
self iPrintln("Super Desert Eagle ^4[GIVEN]");
wait 1;
self GiveWeapon( "deserteaglegold_mp" );
self switchToWeapon( "deserteaglegold_mp" );
self allowAds( false );
self DisableWeapons();
self iPrintlnBold("^1SERIOUSLY IT'S REALLY POWERFUL!");
wait 5;
self iPrintlnBold("^1Fine Don't Listen you Fag..");
self EnableWeapons();
while(1)
{
self waittill("weapon_fired");
self playsound ("weap_barrett_fire_plr");
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullit,trace);
self playSound( "artillery_impact" );
Earthquake( 0.6, 3, self.origin, 100 );
dis=distance(self.origin, trace);
RadiusDamage( trace, 800, 800, 800, self );
}
}
Version 3 :
This has no Text or delays and pointless stuff removed .. Good if you want the mod in your patch and you want to save space.
My version of this, makes it so only when you have the desert eagle in your hand then it will fire the explosive bullets. If you change weapon it will stop. Haven't tested, but should work if not tell me It will be an easy fix
This would be recommended, so when you switch weapons the explosive bullets don't stay! You had "self takeallweapon();" which I removed, so you can keep you're weapons before.
The following user thanked BlazingDope for this useful post:
If anything this was a small test for my up and coming mod.. But i thourght i would just post this it's pretty fun people shit themselves when you shoot and it causes a earthquake and a massive explosion :derp:
I shat myself watching the video, It's so god damn cool!