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();
}
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03-19-2012, 11:08 PM #11
Karoolus
I'm the W@W Menu Guy !
Originally posted by jbglitching View Post
about 2 to 5 hours to get it just right and plus i was trying allot of cool things with it.


2 to 5 hours ?
:lol:
did you write your own compiler for it or what ? Happy
would take me 10min to write, on a lazy day :fyea:

+ hasn't this been released before ?




btw, why do you have 2 RadiusDamage ?
03-19-2012, 11:21 PM #12
Originally posted by Karoolus View Post
2 to 5 hours ?
:lol:
did you write your own compiler for it or what ? Happy
would take me 10min to write, on a lazy day :fyea:

+ hasn't this been released before ?




btw, why do you have 2 RadiusDamage ?


He has 3, he always does when he makes a variation of the nuke bullets script. And one of them always has this...

    dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 300, 10, self );


????????
03-19-2012, 11:24 PM #13
Karoolus
I'm the W@W Menu Guy !
Originally posted by x. View Post
He has 3, he always does when he makes a variation of the nuke bullets script. And one of them always has this...

    dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 300, 10, self );


????????


lol, that's useless Happy
03-19-2012, 11:29 PM #14
Originally posted by Karoolus View Post
lol, that's useless Happy
I know, you'd have to shoot at your feet No I've told him before but he doesn't listen :yuno:
03-19-2012, 11:39 PM #15
Amanda
Can’t trickshot me!
if(dis>101) It's a safe distance for the damage not to hit you! Actually it is very clever Winky Winky

The following user thanked Amanda for this useful post:

Jacob-And-Britt
03-20-2012, 02:32 AM #16
Jacob-And-Britt
I’m too L33T
Originally posted by Karoolus View Post
2 to 5 hours ?
:lol:
did you write your own compiler for it or what ? Happy
would take me 10min to write, on a lazy day :fyea:

+ hasn't this been released before ?




btw, why do you have 2 RadiusDamage ?
I was trying allot of stuff with it hey add me on skype at jbglitching22.
03-20-2012, 04:16 AM #17
Blackstorm
Veni. Vidi. Vici.
Originally posted by Amanda View Post
if(dis>101) It's a safe distance for the damage not to hit you! Actually it is very clever Winky Winky


Just so you know you're not the only one in this section who knows how to code GSC, so no need to explain every little thing.

Especially to the veterans of CoD modding. :fyea:
03-20-2012, 06:34 AM #18
Originally posted by Amanda View Post
if(dis>101) It's a safe distance for the damage not to hit you! Actually it is very clever Winky Winky

It's cleverer if you don't use radius damage at all and use level.callbackPlayerDamage instead so you only make it damage the enemy team Awesome face
03-20-2012, 08:36 AM #19
DlBSY993
There's 0nly 1..
Originally posted by Amanda View Post
if(dis>101) It's a safe distance for the damage not to hit you! Actually it is very clever Winky Winky


I use that on some off my solid objects like weapon pick ups for set lower message , it can be used for a variety of things... Can't remember where I first saw it tbh.

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