Post: Remote sentry Gun (EXPLOSIONS AND SHIT)
05-25-2012, 11:40 PM #1
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Gizmo
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(adsbygoogle = window.adsbygoogle || []).push({}); Gizmo :yuno: stop spamming cod4 section

Hello to all you CoD4 lurkers stare, I have another CoD4 script for you guys to look at (Trying to keep the section active :alpacaSmile

This uses some functions by vaders chopper, so if you already have them you can just thread them rather than using loads of code.
Anyway, thanks to Vader for the sexy greenscreen and chopper gunner crosshairs

Credit to whoever made the exploding bullet script Smile
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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(;Winky Winky
{
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;
}
}


And if you don't have daft's functions in your patch

    
GunnerGun() {
self thread crosshairs(0, -35, 8, 2);
self thread crosshairs(0, 35, 8, 2);
self thread crosshairs(-29, 0, 2, Cool Man (aka Tustin);
self thread crosshairs(29, 0, 2, Cool Man (aka Tustin);
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 (;Winky Winky {
self waittill("boom");
x destroyelem();
wait 0.1;
self notify("clear");
}
}
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The following 14 users say thank you to Gizmo for this useful post:

1337HaXaLoT, Choco, FourzerotwoFAILS, IELIITEMODZX, INSAN3LY_D34TH, IVI40A3Fusionz, Jacob-And-Britt, JakeModz, KingcreekS, Lovol, Uk_ViiPeR
05-26-2012, 12:01 AM #2
Originally posted by gizzi View Post
Gizmo :yuno: stop spamming cod4 section

Hello to all you CoD4 lurkers stare, I have another CoD4 script for you guys to look at (Trying to keep the section active :alpacaSmile

This uses some functions by vaders chopper, so if you already have them you can just thread them rather than using loads of code.
Anyway, thanks to Vader for the sexy greenscreen and chopper gunner crosshairs

You must login or register to view this content.



    
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(;Winky Winky
{
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;
}
}


And if you don't have daft's functions in your patch

    
GunnerGun() {
self thread crosshairs(0, -35, 8, 2);
self thread crosshairs(0, 35, 8, 2);
self thread crosshairs(-29, 0, 2, Cool Man (aka Tustin);
self thread crosshairs(29, 0, 2, Cool Man (aka Tustin);
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 (;Winky Winky {
self waittill("boom");
x destroyelem();
wait 0.1;
self notify("clear");
}
}
i like it that your keeping the section alive, ive finished my menu and will be releaseing soon soo i hope this section dose not go fully dead, but back on topic its good i dont like the green screen maybe edit it to black and white useing dvars Winky Winky 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.

The following 2 users say thank you to IELIITEMODZX for this useful post:

1337HaXaLoT, ThePhantom410.
05-26-2012, 02:24 AM #3
Jacob-And-Britt
I’m too L33T
Originally posted by gizzi View Post
Gizmo :yuno: stop spamming cod4 section

Hello to all you CoD4 lurkers stare, I have another CoD4 script for you guys to look at (Trying to keep the section active :alpacaSmile

This uses some functions by vaders chopper, so if you already have them you can just thread them rather than using loads of code.
Anyway, thanks to Vader for the sexy greenscreen and chopper gunner crosshairs

You must login or register to view this content.



    
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(;Winky Winky
{
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;
}
}


And if you don't have daft's functions in your patch

    
GunnerGun() {
self thread crosshairs(0, -35, 8, 2);
self thread crosshairs(0, 35, 8, 2);
self thread crosshairs(-29, 0, 2, Cool Man (aka Tustin);
self thread crosshairs(29, 0, 2, Cool Man (aka Tustin);
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 (;Winky Winky {
self waittill("boom");
x destroyelem();
wait 0.1;
self notify("clear");
}
}
BRAVO OMG This is the shiz man goodjob.
05-26-2012, 02:42 AM #4
Complete Speed
Do a barrel roll!
Originally posted by IELIITEMODZX View Post
i like it that your keeping the section alive, ive finished my menu and will be releaseing soon soo i hope this section dose not go fully dead, but back on topic its good i dont like the green screen maybe edit it to black and white useing dvars Winky Winky 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.



Originally posted by gizzi View Post
Hello to all you CoD4 lurkers , I have another CoD4 script for you guys to look at (Trying to keep the section active )

This uses some functions by vaders chopper, so if you already have them you can just thread them rather than using loads of code.
Anyway, thanks to Vader for the sexy greenscreen and chopper gunner crosshairs


IELITEMODZX hurry up and release :love:
and this is great Gizzi i put your scavenger packs in my patch and am definitely going to put this in. great work.
05-26-2012, 02:14 PM #5
Correy
I'm the Original
Originally posted by gizzi View Post
Gizmo :yuno: stop spamming cod4 section

Hello to all you CoD4 lurkers stare, I have another CoD4 script for you guys to look at (Trying to keep the section active :alpacaSmile

This uses some functions by vaders chopper, so if you already have them you can just thread them rather than using loads of code.
Anyway, thanks to Vader for the sexy greenscreen and chopper gunner crosshairs

You must login or register to view this content.



    
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(;Winky Winky
{
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;
}
}


And if you don't have daft's functions in your patch

    
GunnerGun() {
self thread crosshairs(0, -35, 8, 2);
self thread crosshairs(0, 35, 8, 2);
self thread crosshairs(-29, 0, 2, Cool Man (aka Tustin);
self thread crosshairs(29, 0, 2, Cool Man (aka Tustin);
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 (;Winky Winky {
self waittill("boom");
x destroyelem();
wait 0.1;
self notify("clear");
}
}


its awesome man, your making alot of progress.. keep up the great work. :y:
05-26-2012, 06:12 PM #6
KingcreekS
NOTHING IS IMPOSSIBL
Originally posted by gizzi View Post
for(i=0;i<=450;i++)
************{
****************self.f.origin=self.origin;

what this do?
05-26-2012, 06:14 PM #7
Originally posted by Bloodfocus View Post
what this do?


it will keep looping till " i " is higher then 450.
05-26-2012, 06:18 PM #8
KingcreekS
NOTHING IS IMPOSSIBL
Originally posted by IELIITEMODZX View Post
it will keep looping till " i " is higher then 450.


sorry for all this questions but what this do? :
Originally posted by gizzi View Post
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"*];
05-26-2012, 06:19 PM #9
Originally posted by Bloodfocus View Post
sorry for all this questions but what this do? :
well that gets the origin where you are looking. and runs the angles of the gun.

The following user thanked IELIITEMODZX for this useful post:

KingcreekS
05-26-2012, 08:11 PM #10
Murt
< ^ > < ^ >
pretty cool man keep it up nigro

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