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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Correy, INSAN3LY_D34TH, Jeremy, Karoolus, Oliver1556
03-23-2012, 01:55 PM #20
Originally posted by 247Yamato View Post
As you can see it uses the same command as the one I used on the chopper thing I sent you sometime back ago.


I don't remember... send it again please :wub:
03-23-2012, 02:11 PM #21
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
ive tryed this it only works on choppers :/ so how the fuck did you get it to fire RPG ? lol
03-23-2012, 03:51 PM #22
Originally posted by IELIITEMODZX View Post
ive tryed this it only works on choppers :/ so how the $#@! did you get it to fire RPG ? lol


    self setVehWeapon( weaponName );
? Maybe ?
03-23-2012, 04:25 PM #23
Originally posted by x. View Post
    self setVehWeapon( weaponName );
? Maybe ?


tryed that it dose not work with normal weapons only the weapons that the chopper has :( amanda must use a different function, i dont think its posible to use fireWeapon() for rpg's. im going to see if brax has done it in some of his mods :/

The following user groaned IELIITEMODZX for this awful post:

247Yamato
03-23-2012, 04:35 PM #24
Originally posted by IELIITEMODZX View Post
tryed that it dose not work with normal weapons only the weapons that the chopper has :( amanda must use a different function, i dont think its posible to use fireWeapon() for rpg's. im going to see if brax has done it in some of his mods :/


If you spawn the chopper from the _helicopter.gsc it will have the default weapons but you can spawn it directly without the default weapons check..

I've never tried but it should work..

Or you can just wait for Amanda to say how she did it Dancing
03-23-2012, 06:51 PM #25
Originally posted by IELIITEMODZX View Post
tryed that it dose not work with normal weapons only the weapons that the chopper has :( amanda must use a different function, i dont think its posible to use fireWeapon() for rpg's. im going to see if brax has done it in some of his mods :/


Groaned? XD

The following user thanked nZxMikeeeyx for this useful post:

247Yamato
03-23-2012, 06:54 PM #26
247Yamato
< ^ > < ^ >
Originally posted by nZxMikeeeyx View Post
Groaned? XD


Because of this: im going to see if brax has done it in some of his mods :/

The following user thanked 247Yamato for this useful post:

x_DaftVader_x
03-23-2012, 07:16 PM #27
Originally posted by 247Yamato View Post
Because of this: im going to see if brax has done it in some of his mods :/
you allways groan me even if im helping people. lmao
03-24-2012, 01:55 AM #28
Originally posted by IELIITEMODZX View Post
you allways groan me even if im helping people. lmao

I think the point is that you should maybe try and work it out yourself rather than just go and look at some one else's mods to find the answer.. :yuno:

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