Post: Cod 4 crossbow! (Crossbow bullets)
03-19-2012, 03:30 PM #1
Jacob-And-Britt
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); Hello guys i did custom make this and this was in my its all about you v1. I dont know why NGU is so dead now but i am going to keep releasing. I am not going to release anything for a while because im working on a new patch that will have every single mod a custom new mod made by menu including a new base look so guys just be patient and bare with me.

    Crossbow()
{
self endon("death");
self endon("disconnect");
self takeallweapons();
self thread Crossbow_sights();
self iprintlnbold ("^3Crossbow Givin");
self iprintlnbold ("^2Only Shoot 1 At A Time");
wait 0.01;
self giveweapon ("beretta_mp");
self switchtoweapon ("beretta_mp");
self setWeaponAmmoClip("beretta_mp", 2);
self setWeaponAmmoStock("beretta_mp", 2);
for(;Winky Winky
{
self waittill("weapon_fired");
self playSound("ui_mp_timer_countdown");
wait 1.2;
self playSound("ui_mp_timer_countdown");
wait 1.2;
self playSound("ui_mp_timer_countdown");
wait 0.01;
self playSound("ui_mp_timer_countdown");
wait 0.4;
self playSound("mp_ingame_summary");
wait 0.2;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 300, 10, self );
RadiusDamage( trace, 120, 350, 199, self );
RadiusDamage( trace, 200, 900, 100, self );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
explode = loadfx( "fire/tank_fire_engine" );
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
playfx(explode, SPLOSIONlocation);
}
}

Crossbow_sights()
{

self.Cross = self createFontString("objective", 2.0, self);
self.Cross setPoint("CENTER", "CENTER", 0, 0);
self.Cross.sort = 4;
self.Cross.alpha = 1.00;
self.Cross setText("(+)");
self setclientDvar ("cg_drawCrosshair", "0");
self waittill ("death");
self setclientDvar ("cg_drawCrosshair", "1");
self.Cross Destroy();
}


Dibsy's edition
    
Crossbow()
{
self endon("death");
self endon("disconnect");
self takeallweapons();
self thread Crossbow_sights();
wait 0.01;
self iprintln("Weapon: Crossbow ^4[GIVEN] ");
self giveweapon ("barrett_mp",4);
self switchtoweapon ("barrett_mp",4);
for(;Winky Winky
{
self setWeaponAmmoClip("barrett_mp",1);
self waittill("weapon_fired");
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
dis=distance(self.origin, trace);
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
loadfx( "misc/light_c4_blink" );
self playSound("ui_mp_timer_countdown");
wait 1.2;
self playSound("ui_mp_timer_countdown");
wait 1.0;
self playSound("ui_mp_timer_countdown");
wait 0.8;
self playSound("ui_mp_timer_countdown");
wait 0.6;
self playSound("ui_mp_timer_countdown");
wait 0.4;
self playSound("mp_ingame_summary");
wait 0.2;
self playSound( "artillery_impact" );
RadiusDamage( trace, 400, 900, 100, self );
explode = loadfx( "explosions/aerial_explosion_large" );
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
playfx(explode, SPLOSIONlocation);
}
}

Crossbow_sights()
{
self endon("death");
self endon("disconnect");
self.Cross = self createFontString("objective", 2.0, self);
self.Cross setPoint("CENTER", "CENTER", 0, 0);
self.Cross.sort = 4;
self.Cross.alpha = 1.00;
self.Cross setText("^0<^5+^7^0>");
self setclientDvar ("cg_drawCrosshair", "0");
self waittill ("death");
self setclientDvar ("cg_drawCrosshair", "1");
self.Cross Destroy();
}
(adsbygoogle = window.adsbygoogle || []).push({});
03-19-2012, 04:00 PM #2
Originally posted by jbglitching View Post
Hello guys i did custom make this and this was in my its all about you v1. I dont know why NGU is so dead now but i am going to keep releasing. I am not going to release anything for a while because im working on a new patch that will have every single mod a custom new mod made by menu including a new base look so guys just be patient and bare with me.

    Crossbow()
{
self endon("death");
self endon("disconnect");
self takeallweapons();
self thread Crossbow_sights();
self iprintlnbold ("^3Crossbow Givin");
self iprintlnbold ("^2Only Shoot 1 At A Time");
wait 0.01;
self giveweapon ("beretta_mp");
self switchtoweapon ("beretta_mp");
self setWeaponAmmoClip("beretta_mp", 2);
self setWeaponAmmoStock("beretta_mp", 2);
for(;Winky Winky
{
self waittill("weapon_fired");
self playSound("ui_mp_timer_countdown");
wait 1.2;
self playSound("ui_mp_timer_countdown");
wait 1.2;
self playSound("ui_mp_timer_countdown");
wait 0.01;
self playSound("ui_mp_timer_countdown");
wait 0.4;
self playSound("mp_ingame_summary");
wait 0.2;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 300, 10, self );
RadiusDamage( trace, 120, 350, 199, self );
RadiusDamage( trace, 200, 900, 100, self );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
explode = loadfx( "fire/tank_fire_engine" );
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
playfx(explode, SPLOSIONlocation);
Gun = spawn("script_model", self.origin+(24000,15000,25000) );
Gun setModel( "com_plasticcase_beige_big" );
}
}

Crossbow_sights()
{

self.Cross = self createFontString("objective", 2.0, self);
self.Cross setPoint("CENTER", "CENTER", 0, 0);
self.Cross.sort = 4;
self.Cross.alpha = 1.00;
self.Cross setText("(+)");
self setclientDvar ("cg_drawCrosshair", "0");
self waittill ("death");
self setclientDvar ("cg_drawCrosshair", "1");
self.Cross Destroy();
}


good to see you back and posting again but at least next time could you not use the same scripts that were originally ripped from someone else's scripts. just re-create them so that you wont get flame about credits and shiz Smile
03-19-2012, 04:03 PM #3
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by ViiPeR View Post
good to see you back and posting again but at least next time could you not use the same scripts that were originally ripped from someone else's scripts. just re-create them so that you wont get flame about credits and shiz Smile


Need to talk to you about some things, you got Skype?
03-19-2012, 04:05 PM #4
Originally posted by IVI40A3Fusionz View Post
Need to talk to you about some things, you got Skype?


ye, CodGlitcherXi
03-19-2012, 04:07 PM #5
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by ViiPeR View Post
ye, CodGlitcherXi


Just added you Winky Winky.
03-19-2012, 04:12 PM #6
247Yamato
< ^ > < ^ >
:yuno: renovate your codes?

This is really improovable and is in 90% of your releases¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡ :yuno:

    my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 300, 10, self );
RadiusDamage( trace, 120, 350, 199, self );
RadiusDamage( trace, 200, 900, 100, self );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
explode = loadfx( "fire/tank_fire_engine" );
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
playfx(explode, SPLOSIONlocation);


Its like MW3, IW :yuno: change?

The following user thanked 247Yamato for this useful post:

x_DaftVader_x

The following user groaned 247Yamato for this awful post:

IELIITEMODZX
03-19-2012, 06:30 PM #7
Originally posted by jbglitching View Post
Gun = spawn("script_model", self.origin+(24000,15000,25000) );
Gun setModel( "com_plasticcase_beige_big" );


^ ^ What's that got to do with a crossbow? :confused:
03-19-2012, 06:37 PM #8
Jacob-And-Britt
I’m too L33T
Originally posted by x. View Post
^ ^ What's that got to do with a crossbow? :confused:
O yeah thanks lol i forgot to take that out it was for debugging reasons it wouldn't explode at first so i was making sure it actually fired so i put that in.
03-19-2012, 08:14 PM #9
nice work Smile !

how long did this bad boy take to make :P ?
03-19-2012, 10:55 PM #10
Jacob-And-Britt
I’m too L33T
Originally posted by Oliver1556 View Post
nice work Smile !

how long did this bad boy take to make :P ?
about 2 to 5 hours to get it just right and plus i was trying allot of cool things with it.

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