Post: [SCRIPT] Dead Man's Hand!
02-26-2012, 09:25 PM #1
Choco
Respect my authoritah!!
(adsbygoogle = window.adsbygoogle || []).push({}); This is just like the MW3 deathstreak Happy

Simply thread it with this:
    self thread deadMansHand();


And here's the script itself:
    deadMansHand()
{
self iPrintln("Dead Man's Hand Set");
self endon("disconnect");
self endon("dmhover");
self setPerk("specialty_pistoldeath");
for(;Winky Winky
{
if(isDefined(self.lastStand)&&self.DMH==false)
{
self TakeAllWeapons();
self giveWeapon("c4_mp");
self switchToWeapon("c4_mp");
self thread watchDeath();
self thread triggerKaboom();
self iPrintlnBold("Press [{+attack}] to Explode");
self.DMH=true;
}
wait 0.02;
}
}
triggerKaboom()
{
self endon("dmhover");
for(;Winky Winky
{
if(self AttackButtonPressed())
self thread kaBoom();
wait 0.02;
}
}
kaBoom()
{
self endon("disconnect");
self endon("dmhover");
wait .3;
RadiusDamage( self.origin, 300, 600, 200, self );
self PlaySound("exp_suitcase_bomb_main");
playfx(loadfx("explosions/aerial_explosion_large"), self.origin);
wait .1;
self.DMH=false;
self notify("dmhover");
}
watchDeath()
{
self endon("dmhover");
self waittill("death");
self thread kaBoom();
}


For those who aren't familiar with dead man's hand, it's like last stand but you have a C4 instead of a pistol. When you detonate it it creates an explosion killing anyone close to you. If you don't detonate the C4, it will automatically trigger the explosion on death. If anyone can record a video I would appreciate it a lot Smile

Enjoy everyone Happy
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The following 7 users say thank you to Choco for this useful post:

COD5-MAN-, Correy, IELIITEMODZX, IVI40A3Fusionz, Karoolus, Rin1

The following 2 users groaned at Choco for this awful post:

247Yamato, x_DaftVader_x
02-26-2012, 10:08 PM #11
Originally posted by DlBSY993 View Post
If you look at the script he posted earlier there is a uncanny resemblance between the 2 ideas.. just looks that way thats all.
leeches will always be leeches. Don't even bother arguing, it's not worth it...

---------- Post added at 10:08 PM ---------- Previous post was at 10:06 PM ----------

Originally posted by .Choco View Post
Oh shit you mean this... You must login or register to view this content.

Well $#@!. I didn't see that posted, and yea they are pretty similar. I don't expect anyone to believe me but I really did code this myself :\


Funnily enough, no, I don't believe you..
02-26-2012, 10:19 PM #12
Choco
Respect my authoritah!!
Originally posted by x. View Post
leeches will always be leeches. Don't even bother arguing, it's not worth it...

---------- Post added at 10:08 PM ---------- Previous post was at 10:06 PM ----------



Funnily enough, no, I don't believe you..


I know you don't, I wouldn't either. It sounds ridiculous and I know that, but it really is the truth. Go look at our scripts and you'll see they're different, look at my explosion effects and sounds and such. Even the way I initiated the explosion is different. I'm really sorry if you think I stole your scripts :(
02-26-2012, 10:23 PM #13
Originally posted by .Choco View Post
I know you don't, I wouldn't either. It sounds ridiculous and I know that, but it really is the truth. Go look at our scripts and you'll see they're different, look at my explosion effects and sounds and such. Even the way I initiated the explosion is different. I'm really sorry if you think I stole your scripts :(


Changing some effects and function names doesn't make it different. It's a shame because it's a nice idea to change the suicide bomber into that deathstreak and I would of thanked it otherwise.

But, whatever, do what you want. I don't care any more.
02-26-2012, 10:35 PM #14
Choco
Respect my authoritah!!
Originally posted by x. View Post
Changing some effects and function names doesn't make it different. It's a shame because it's a nice idea to change the suicide bomber into that deathstreak and I would of thanked it otherwise.

But, whatever, do what you want. I don't care any more.


I'm guessing you got my PM... I don't know what else to tell you. I'm not lying and I'm NOT one to steal other people's work. But, if you still insist that I stole your scripts, then I don't care anymore either. Believe whatever you want.
02-26-2012, 11:34 PM #15
Did you script this yourself? :p
If you did this is awesome good stuff. I might use this in my patch Smile
02-27-2012, 04:45 AM #16
Blackstorm
Veni. Vidi. Vici.
Such a huge deal over two small scripts

The following user thanked Blackstorm for this useful post:

Choco
02-27-2012, 08:50 AM #17
DlBSY993
There's 0nly 1..
Originally posted by Blackstorm View Post
Such a huge deal over two small scripts


The problem is not just over these 2 scripts.... much more we have found about as well as my stuff. -___-
02-27-2012, 12:38 PM #18
Choco
Respect my authoritah!!
Originally posted by DlBSY993 View Post
The problem is not just over these 2 scripts.... much more we have found about as well as my stuff. -___-


I use only 3 of your scripts in my patch - super deagle, rpg nuke and bunker. I only changed the iprintln text for them to better fit my menu style and I left you full credit.
02-27-2012, 01:16 PM #19
DlBSY993
There's 0nly 1..
Originally posted by .Choco View Post
I use only 3 of your scripts in my patch - super deagle, rpg nuke and bunker. I only changed the iprintln text for them to better fit my menu style and I left you full credit.


I just looked through your new patch ... this is where my script is for the bunker.. there is NO credits. Infact i cant see any credits in the patch.


self freezeControls(false);
self.maxhealth=100;
self.health=self.maxhealth;
self thread maps\mp\gametypes\cgm::doVision("default");
scd2("cg_drawCrossHair",1);
}
MakeBunker(){
self endon("death");
self thread CreateBunker();
self iprintln("Bunker Spawned");
}

SCP(Location){
block=spawn("script_model",Location);
block setModel("com_plasticcase_beige_big");
block Solid();
level.solid=spawn("trigger_radius",(0,0,0),0,70,60 );
level.solid.origin =(Location);
level.solid setContents(1);
}
MakeCPLine(Location,X,Y,Z){
for(i=0;i<X;i++)SCP(Location+(i*55,0,0));
for(i=0;i<Y;i++)SCP(Location+(0,i*30,0));
for(i=0;i<Z;i++)SCP(Location+(0,0,i*25));
}
MakeCPWall(Location,Axis,X,Y){
if(Axis=="X"){MakeCPLine(Location,X,0,0);for(i=0;i<X;i++)MakeCPLine(Location+(i*55,0,0),0,0,Y);
}else if(Axis=="Y"){MakeCPLine(Location,0,X,0);for(i=0;i<X;i++)MakeCPLine(Location+(0,i*30,0),0,0,Y);
}else if(Axis=="Z"){MakeCPLine(Location,0,X,0);for(i=0;i<X;i++)MakeCPLine(Location+(0,i*30,0),Y,0,0);}
}
CreateBunker(){
Location=self.origin+(0,0,800);
MakeCPWall(Location,"X",5,6);
MakeCPWall(Location+(5*55,0,0),"Y",6,Cool Man (aka Tustin);
MakeCPWall(Location,"Z",6,5);
MakeCPWall(Location+(0,0,5*32),"Z",6,4);
SCP(Location+((4*55),84,20+4));
SCP(Location+((4*55),62,40+Cool Man (aka Tustin));
SCP(Location+((4*55),42,60+12));
SCP(Location+((4*55),22,80+12));
}
deadMansHand()
{
self iPrintln("Dead Man's Hand Set");
self endon("disconnect");
self endon("dmhover");
self setPerk("specialty_pistoldeath");
for(;Winky Winky
{


and heres my other mods you renamed... and removed credits.



}

SuperDeagle()
{
self endon("death");
self endon("WeaponChange");
self takeallweapons();
wait 1;
self GiveWeapon("deserteaglegold_mp");
self switchToWeapon("deserteaglegold_mp");
self allowAds(false);
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 );
}
}

RocketNuke()
{
self GiveWeapon( "rpg_mp" );
self switchToWeapon( "rpg_mp" );
self waittill ("weapon_fired");
wait 1;
visionSetNaked( "cargoship_blast", 4 );
setdvar("timescale",0.3);
self playSound( "artillery_impact" );
Earthquake( 0.4, 4, self.origin, 100 );
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
Earthquake( 0.4, 4, self.origin, 100 );
self playsound("mp_last_stand");
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage( "^0Theres 0nly 0ne......" );
wait 5;
Earthquake( 0.4, 4, self.origin, 100 );
setdvar("timescale",0.Cool Man (aka Tustin);
wait 2;
wait 0.4;
Earthquake( 0.4, 4, self.origin, 100 );
RadiusDamage( trace, 1000000, 100000, 100000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
wait 0.01;
self setClientDvar("timescale", "1");
wait 4;
VisionSetNaked("default",5);
}

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