Post: Sneak Preview: Magic Bullets!
03-22-2012, 01:28 AM #1
Amanda
Can’t trickshot me!
(adsbygoogle = window.adsbygoogle || []).push({}); So, here it is Smile
There is a way to have real Magic Bullets for COD4!
Here is a video proof that MagicBullets for COD4 really work:



I used these MagicBullets for my Ultimate Pave Low, ( similar to Elitemossy's Super AC130 / Attack LittleBird ).
The Magic Bullets are fully functional:

  • We can set their spawn point
  • We can set their target origin
  • We can have RPG or GLs as Magic Bullets, since there are no other launchers in COD4
  • We can set any other weapon as Magic Bullet ( excluding equipment ) and they do damage the enemy, but unfortunatelly you cannot see or hear them.
  • We can shoot Magic Bullets from the sky directly to the chosen enemies or any other position in map!


I believe some of you will easily guess, or already know how this method works, but if you don't and you really want to know I may post the code if you like it Smile
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The following 5 users say thank you to Amanda for this useful post:

Correy, INSAN3LY_D34TH, Jeremy, Karoolus, Oliver1556
03-22-2012, 04:24 PM #11
IVI40A3Fusionz
Former Gaming Squad Member
Most of the time previews are only made to show off stuff other people don't have to try and make them jealous, i just don't see the point in previews in mods tbh patches eh maybe. I mean you've found something new, the games what 4/5 years old so why not release something instead of releasing a preview just showing it off? Should really rename the Exploits and Hacks section to something with Previews in it, well that's what this section has ended up being over the last few months.

The following 6 users say thank you to IVI40A3Fusionz for this useful post:

247Yamato, Amanda, Blackstorm, morgan8088, x_DaftVader_x, xKtF
03-22-2012, 08:15 PM #12
Taylor
Former Black Knight.
Originally posted by Amanda View Post
So, here it is Smile
There is a way to have real Magic Bullets for COD4!
Here is a video proof that MagicBullets for COD4 really work:



I used these MagicBullets for my Ultimate Pave Low, ( similar to Elitemossy's Super AC130 / Attack LittleBird ).
The Magic Bullets are fully functional:

  • We can set their spawn point
  • We can set their target origin
  • We can have RPG or GLs as Magic Bullets, since there are no other launchers in COD4
  • We can set any other weapon as Magic Bullet ( excluding equipment ) and they do damage the enemy, but unfortunatelly you cannot see or hear them.
  • We can shoot Magic Bullets from the sky directly to the chosen enemies or any other position in map!


I believe some of you will easily guess, or already know how this method works, but if you don't and you really want to know I may post the code if you like it Smile


Is It Just For The Helicopter Thing? Or Does It Work For Say A Player Like Yourself, etc?
03-22-2012, 08:48 PM #13
xKtF
In my man cave
thats one bad ass patch hope to get released
03-22-2012, 08:57 PM #14
Amanda
Can’t trickshot me!
Originally posted by xYARDSALEx View Post
Is It Just For The Helicopter Thing? Or Does It Work For Say A Player Like Yourself, etc?


It works exactly like Magic Bullets from MW2! You can set their spawn point and their target. You can even code an AimBot to fire them directly onto the enemies. As you can see in the video I spawn them in random locations in the sky. I also added magic bullets spawning at level helicopter origin, in a similar way EliteMossy did with the Attack Littlebird :wub:
03-23-2012, 12:03 AM #15
Blackstorm
Veni. Vidi. Vici.
Originally posted by Amanda View Post
It works exactly like Magic Bullets from MW2! You can set their spawn point and their target. You can even code an AimBot to fire them directly onto the enemies. As you can see in the video I spawn them in random locations in the sky. I also added magic bullets spawning at level helicopter origin, in a similar way EliteMossy did with the Attack Littlebird :wub:


is this a built in function or did you make it?
03-23-2012, 12:52 AM #16
Originally posted by Blackstorm View Post
is this a built in function or did you make it?
i think its a built in function ive seen it befor but i cant find it :( amanda just tell me lol Winky Winky
03-23-2012, 07:32 AM #17
Amanda
Can’t trickshot me!
Magic Bullets for real are not supported in COD4 and there is not a way to "spawn" a missile somewhere in the sky, then guide it to the enemies.
But what if we use another entity to shoot the bullets from sky, for us, and have a way to monitor its targeting logic?
A cheap way to achive that is to have a player somewhere in the sky, give unlimited ammo, invisible and aimbot and have this player shooting at the enemies. This makes sense but
1st. This player could only be a Bot and it could not work in online matches if the server is allready full.
2nd. As you can see in the video all the kills were registered for me! so there was not a hidden player shooting the bullets.

But there is a Built in function that works for multiplayer and follows this exact same idea.

    FireWeapon( <barrel tag>, <target ent>, <target offset> )
Module: Vehicles
SP Only // Works for MultiPlayer too!

Summary:
Fire the vehicle's weapon


Call this on:
a vehicle


Example:
nFlak FireWeapon();


Optional Args
1 : <barrel tag> The tag name of the barrel to fire from. Passing in nothing or an empty string will default to use the vehicle's main turret.
2 : <target ent> A target entity for guided missiles
3 : <target offset>


I believe you now know how to make this work Winky Winky
03-23-2012, 08:03 AM #18
Originally posted by Amanda View Post
Magic Bullets for real are not supported in COD4 and there is not a way to "spawn" a missile somewhere in the sky, then guide it to the enemies.
But what if we use another entity to shoot the bullets from sky, for us, and have a way to monitor its targeting logic?
A cheap way to achive that is to have a player somewhere in the sky, give unlimited ammo, invisible and aimbot and have this player shooting at the enemies. This makes sense but
1st. This player could only be a Bot and it could not work in online matches if the server is allready full.
2nd. As you can see in the video all the kills were registered for me! so there was not a hidden player shooting the bullets.

But there is a Built in function that works for multiplayer and follows this exact same idea.

    FireWeapon( <barrel tag>, <target ent>, <target offset> )
Module: Vehicles
SP Only // Works for MultiPlayer too!

Summary:
Fire the vehicle's weapon


Call this on:
a vehicle


Example:
nFlak FireWeapon();


Optional Args
1 : <barrel tag> The tag name of the barrel to fire from. Passing in nothing or an empty string will default to use the vehicle's main turret.
2 : <target ent> A target entity for guided missiles
3 : <target offset>


I believe you now know how to make this work Winky Winky


That's how the helicopter fires it's weapons..

    eMissile = self fireWeapon( tags[ nextMissileTag ], eTarget );


So I guess you spawned an invisible chopper or just spawned a "script_origin" and fired from there..
03-23-2012, 01:52 PM #19
247Yamato
< ^ > < ^ >
Originally posted by x. View Post
That's how the helicopter fires it's weapons..

    eMissile = self fireWeapon( tags[ nextMissileTag ], eTarget );


So I guess you spawned an invisible chopper or just spawned a "script_origin" and fired from there..


As you can see it uses the same command as the one I used on the chopper thing I sent you sometime back ago.

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