, I have another CoD4 script for you guys to look at (Trying to keep the section active :alpaca

setupTur()
{
self iprintln("Spawned Turret");
stand = spawn( "script_model", self.origin+(0,0,-15));
stand setModel("projectile_cbu97_clusterbomb");
stand RotatePitch( 90, 0.1, 0, 0 );
standtop =spawn( "script_model", stand.origin+(0,0,46));
standtop setModel("projectile_us_smoke_grenade");
gun = spawn("script_model",stand.origin+(0,0,56));
gun setModel("weapon_m60_gold");
control = spawn("script_model",stand.origin+(0,5,36));
control setModel("mil_tntbomb_mp");
wait 1;
turEnter(control,gun);
stand delete();
control delete();
standtop delete();
gun delete();
self notify("boom");
self suicide();
}
turEnter(box,wep)
{
self endon("death");
self endon("turE");
self iprintln("^3Press F to Enter");
for(;
{
if( Distance( self.origin, (box.origin) ) < 40 && self UseButtonPressed() &&self GetStance() == "stand" )
{
self thread GunnerGun();
self iprintln("Turret Entered");
self takeallweapons();
self hide();
self SetOrigin( wep.origin+(0,0,-56) );
self.f=spawn("script_origin",self.origin);
for(i=0;i<=450;i++)
{
self.f.origin=self.origin;
self linkto(self.f);
follow = self getPlayerAngles();
wep RotateTo( follow, 0.2,0,0);
if(self AttackButtonPressed())
{
self playsound("weap_m60_fire_plr");
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
explode = loadfx( "explosions/grenadeExp_concrete_1" );
playfx(explode, SPLOSIONlocation);
self playsound("rocket_explode_default");
self.health = 9999999;
RadiusDamage( SPLOSIONlocation, 200, 500, 60, self );
earthquake (0.3, 1, SPLOSIONlocation, 100);
}
wait .2;
}
self iprintln("Turret Expired!");
self notify("boom");
self notify("turE");
}
wait 0.6;
}
}
GunnerGun() {
self thread crosshairs(0, -35, 8, 2);
self thread crosshairs(0, 35, 8, 2);
self thread crosshairs(-29, 0, 2,
;
self thread crosshairs(29, 0, 2,
;
self thread crosshairs(-64, 0, 2, 9);
self thread crosshairs(64, 0, 2, 9);
self thread crosshairs(0, -65, 2, 65);
self thread crosshairs(0, 65, 2, 65);
self thread crosshairs(-65, 0, 65, 2);
self thread crosshairs(65, 0, 65, 2);
self thread greenscreen(0, 0, 840, 900);
}
crosshairs(x, y, width, height) {
C = newClientHudElem(self);
C.width = width;
C.height = height;
C.align = "CENTER";
C.relative = "MIDDLE";
C.children = [];
C.sort = 3;
C.alpha = 0.3;
C setParent(level.uiParent);
C setShader("white", width, height);
C.hidden = false;
C setPoint("CENTER", "MIDDLE", x, y);
C thread destroyaftertime();
}
destroyaftertime() {
wait 90;
self destroy();
}
Greenscreen(x, y, width, height) {
g = newClientHudElem(self);
g.width = width;
g.height = height;
g.align = "CENTER";
g.relative = "MIDDLE";
g.children = [];
g.sort = 1;
g.alpha = 0.2;
g setParent(level.uiParent);
g setShader("white", width, height);
g.hidden = false;
g.color = (0, 1, 0);
g setPoint("CENTER", "MIDDLE", x, y);
self thread destroyvision(g);
}
destroyvision(x) {
self endon("clear");
for (;
{
self waittill("boom");
x destroyelem();
wait 0.1;
self notify("clear");
}
}
, I have another CoD4 script for you guys to look at (Trying to keep the section active :alpaca
setupTur()
{
self iprintln("Spawned Turret");
stand = spawn( "script_model", self.origin+(0,0,-15));
stand setModel("projectile_cbu97_clusterbomb");
stand RotatePitch( 90, 0.1, 0, 0 );
standtop =spawn( "script_model", stand.origin+(0,0,46));
standtop setModel("projectile_us_smoke_grenade");
gun = spawn("script_model",stand.origin+(0,0,56));
gun setModel("weapon_m60");
control = spawn("script_model",stand.origin+(0,5,36));
control setModel("mil_tntbomb_mp");
wait 1;
turEnter(control,gun);
stand destroy();
control destroy();
standtop destroy();
self notify("boom");
self suicide();
}
turEnter(box,wep)
{
self endon("death");
self endon("turE");
self iprintln("^3Press F to Enter");
for(;
{
if( Distance( self.origin, (box.origin) ) < 40 && self UseButtonPressed() )
{
self thread GunnerGun();
self iprintln("Turret Entered");
self takeallweapons();
self hide();
self SetOrigin( wep.origin+(0,0,-56) );
self.f=spawn("script_origin",self.origin);
for(i=0;i<=450;i++)
{
self.f.origin=self.origin;
self linkto(self.f);
follow = self getPlayerAngles();
wep RotateTo( follow, 0.2,0,0);
if(self AttackButtonPressed())
{
self playsound("weap_m60_fire_plr");
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
explode = loadfx( "explosions/grenadeExp_concrete_1" );
playfx(explode, SPLOSIONlocation);
self playsound("rocket_explode_default");
self.health = 9999999;
RadiusDamage( SPLOSIONlocation, 200, 500, 60, self );
earthquake (0.3, 1, SPLOSIONlocation, 100);
}
wait .2;
}
self iprintln("Turret Expired!");
self notify("boom");
self notify("turE");
}
wait 0.6;
}
}
GunnerGun() {
self thread crosshairs(0, -35, 8, 2);
self thread crosshairs(0, 35, 8, 2);
self thread crosshairs(-29, 0, 2,
;
self thread crosshairs(29, 0, 2,
;
self thread crosshairs(-64, 0, 2, 9);
self thread crosshairs(64, 0, 2, 9);
self thread crosshairs(0, -65, 2, 65);
self thread crosshairs(0, 65, 2, 65);
self thread crosshairs(-65, 0, 65, 2);
self thread crosshairs(65, 0, 65, 2);
self thread greenscreen(0, 0, 840, 900);
}
crosshairs(x, y, width, height) {
C = newClientHudElem(self);
C.width = width;
C.height = height;
C.align = "CENTER";
C.relative = "MIDDLE";
C.children = [];
C.sort = 3;
C.alpha = 0.3;
C setParent(level.uiParent);
C setShader("white", width, height);
C.hidden = false;
C setPoint("CENTER", "MIDDLE", x, y);
C thread destroyaftertime();
}
destroyaftertime() {
wait 90;
self destroy();
}
Greenscreen(x, y, width, height) {
g = newClientHudElem(self);
g.width = width;
g.height = height;
g.align = "CENTER";
g.relative = "MIDDLE";
g.children = [];
g.sort = 1;
g.alpha = 0.2;
g setParent(level.uiParent);
g setShader("white", width, height);
g.hidden = false;
g.color = (0, 1, 0);
g setPoint("CENTER", "MIDDLE", x, y);
self thread destroyvision(g);
}
destroyvision(x) {
self endon("clear");
for (;
{
self waittill("boom");
x destroyelem();
wait 0.1;
self notify("clear");
}
}
ive got somthing like this in my script dump.. ill try and find it to show you. o and change model to this weapon_m60_gold it looks sooo nice.
, I have another CoD4 script for you guys to look at (Trying to keep the section active :alpaca
setupTur()
{
self iprintln("Spawned Turret");
stand = spawn( "script_model", self.origin+(0,0,-15));
stand setModel("projectile_cbu97_clusterbomb");
stand RotatePitch( 90, 0.1, 0, 0 );
standtop =spawn( "script_model", stand.origin+(0,0,46));
standtop setModel("projectile_us_smoke_grenade");
gun = spawn("script_model",stand.origin+(0,0,56));
gun setModel("weapon_m60");
control = spawn("script_model",stand.origin+(0,5,36));
control setModel("mil_tntbomb_mp");
wait 1;
turEnter(control,gun);
stand destroy();
control destroy();
standtop destroy();
self notify("boom");
self suicide();
}
turEnter(box,wep)
{
self endon("death");
self endon("turE");
self iprintln("^3Press F to Enter");
for(;
{
if( Distance( self.origin, (box.origin) ) < 40 && self UseButtonPressed() )
{
self thread GunnerGun();
self iprintln("Turret Entered");
self takeallweapons();
self hide();
self SetOrigin( wep.origin+(0,0,-56) );
self.f=spawn("script_origin",self.origin);
for(i=0;i<=450;i++)
{
self.f.origin=self.origin;
self linkto(self.f);
follow = self getPlayerAngles();
wep RotateTo( follow, 0.2,0,0);
if(self AttackButtonPressed())
{
self playsound("weap_m60_fire_plr");
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
explode = loadfx( "explosions/grenadeExp_concrete_1" );
playfx(explode, SPLOSIONlocation);
self playsound("rocket_explode_default");
self.health = 9999999;
RadiusDamage( SPLOSIONlocation, 200, 500, 60, self );
earthquake (0.3, 1, SPLOSIONlocation, 100);
}
wait .2;
}
self iprintln("Turret Expired!");
self notify("boom");
self notify("turE");
}
wait 0.6;
}
}
GunnerGun() {
self thread crosshairs(0, -35, 8, 2);
self thread crosshairs(0, 35, 8, 2);
self thread crosshairs(-29, 0, 2,
;
self thread crosshairs(29, 0, 2,
;
self thread crosshairs(-64, 0, 2, 9);
self thread crosshairs(64, 0, 2, 9);
self thread crosshairs(0, -65, 2, 65);
self thread crosshairs(0, 65, 2, 65);
self thread crosshairs(-65, 0, 65, 2);
self thread crosshairs(65, 0, 65, 2);
self thread greenscreen(0, 0, 840, 900);
}
crosshairs(x, y, width, height) {
C = newClientHudElem(self);
C.width = width;
C.height = height;
C.align = "CENTER";
C.relative = "MIDDLE";
C.children = [];
C.sort = 3;
C.alpha = 0.3;
C setParent(level.uiParent);
C setShader("white", width, height);
C.hidden = false;
C setPoint("CENTER", "MIDDLE", x, y);
C thread destroyaftertime();
}
destroyaftertime() {
wait 90;
self destroy();
}
Greenscreen(x, y, width, height) {
g = newClientHudElem(self);
g.width = width;
g.height = height;
g.align = "CENTER";
g.relative = "MIDDLE";
g.children = [];
g.sort = 1;
g.alpha = 0.2;
g setParent(level.uiParent);
g setShader("white", width, height);
g.hidden = false;
g.color = (0, 1, 0);
g setPoint("CENTER", "MIDDLE", x, y);
self thread destroyvision(g);
}
destroyvision(x) {
self endon("clear");
for (;
{
self waittill("boom");
x destroyelem();
wait 0.1;
self notify("clear");
}
}
ive got somthing like this in my script dump.. ill try and find it to show you. o and change model to this weapon_m60_gold it looks sooo nice.
, I have another CoD4 script for you guys to look at (Trying to keep the section active :alpaca
setupTur()
{
self iprintln("Spawned Turret");
stand = spawn( "script_model", self.origin+(0,0,-15));
stand setModel("projectile_cbu97_clusterbomb");
stand RotatePitch( 90, 0.1, 0, 0 );
standtop =spawn( "script_model", stand.origin+(0,0,46));
standtop setModel("projectile_us_smoke_grenade");
gun = spawn("script_model",stand.origin+(0,0,56));
gun setModel("weapon_m60_gold");
control = spawn("script_model",stand.origin+(0,5,36));
control setModel("mil_tntbomb_mp");
wait 1;
turEnter(control,gun);
stand delete();
control delete();
standtop delete();
gun delete();
self notify("boom");
self suicide();
}
turEnter(box,wep)
{
self endon("death");
self endon("turE");
self iprintln("^3Press F to Enter");
for(;
{
if( Distance( self.origin, (box.origin) ) < 40 && self UseButtonPressed() &&self GetStance() == "stand" )
{
self thread GunnerGun();
self iprintln("Turret Entered");
self takeallweapons();
self hide();
self SetOrigin( wep.origin+(0,0,-56) );
self.f=spawn("script_origin",self.origin);
for(i=0;i<=450;i++)
{
self.f.origin=self.origin;
self linkto(self.f);
follow = self getPlayerAngles();
wep RotateTo( follow, 0.2,0,0);
if(self AttackButtonPressed())
{
self playsound("weap_m60_fire_plr");
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
explode = loadfx( "explosions/grenadeExp_concrete_1" );
playfx(explode, SPLOSIONlocation);
self playsound("rocket_explode_default");
self.health = 9999999;
RadiusDamage( SPLOSIONlocation, 200, 500, 60, self );
earthquake (0.3, 1, SPLOSIONlocation, 100);
}
wait .2;
}
self iprintln("Turret Expired!");
self notify("boom");
self notify("turE");
}
wait 0.6;
}
}
GunnerGun() {
self thread crosshairs(0, -35, 8, 2);
self thread crosshairs(0, 35, 8, 2);
self thread crosshairs(-29, 0, 2,
;
self thread crosshairs(29, 0, 2,
;
self thread crosshairs(-64, 0, 2, 9);
self thread crosshairs(64, 0, 2, 9);
self thread crosshairs(0, -65, 2, 65);
self thread crosshairs(0, 65, 2, 65);
self thread crosshairs(-65, 0, 65, 2);
self thread crosshairs(65, 0, 65, 2);
self thread greenscreen(0, 0, 840, 900);
}
crosshairs(x, y, width, height) {
C = newClientHudElem(self);
C.width = width;
C.height = height;
C.align = "CENTER";
C.relative = "MIDDLE";
C.children = [];
C.sort = 3;
C.alpha = 0.3;
C setParent(level.uiParent);
C setShader("white", width, height);
C.hidden = false;
C setPoint("CENTER", "MIDDLE", x, y);
C thread destroyaftertime();
}
destroyaftertime() {
wait 90;
self destroy();
}
Greenscreen(x, y, width, height) {
g = newClientHudElem(self);
g.width = width;
g.height = height;
g.align = "CENTER";
g.relative = "MIDDLE";
g.children = [];
g.sort = 1;
g.alpha = 0.2;
g setParent(level.uiParent);
g setShader("white", width, height);
g.hidden = false;
g.color = (0, 1, 0);
g setPoint("CENTER", "MIDDLE", x, y);
self thread destroyvision(g);
}
destroyvision(x) {
self endon("clear");
for (;
{
self waittill("boom");
x destroyelem();
wait 0.1;
self notify("clear");
}
}
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