Post: [RELEASE] Reaper Mod
05-26-2012, 05:59 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); This is based of the reaper from mw3, but it has a AI detection system aswell...
it has 0 bugs that i know of, but if it dose have some bugs please tell me and ill fix them.



Thread this:
    self thread reaper();


and add this to the gsc
    reaper()
{
if(!self.reaper)
{
self iPrintln("Press [{+frag}] To Exit Reaper");
self.reaper = true;
self.oldPos = self getOrigin();
thread reaperHud();
self.rLoc = getPosition();
self.maxhealth = 99999999999;
self.health = self.maxhealth;
thread reaperLink();
thread reaperWeapon();
self playLocalSound("item_nightvision_on");
}
}
reaperLink()
{
thread reaperDeath();
self.reap["veh"] = spawn("script_model",(self.rLoc[0]+(1150*cos(0)),self.rLoc[1]+(1150*sin(0)),self.rLoc[2]));
self.reap["veh"] setModel("vehicle_mi24p_hind_desert");
thread reaperMove();
self linkTo(self.reap["veh"],"tag_player",(0,100,-120),(0,0,0));
self hide();
thread reaperExit();
self disableWeapons();
}
reaperExit()
{
self endon("death");
self endon("disconnect");
while(self.reaper)
{
angles = self getPlayerAngles();
if(angles[0] <= 30)
self setPlayerAngles((30,angles[1],angles[2]));

if(self fragButtonPressed())
{
self playLocalSound("item_nightvision_off");
self unlink();
self setOrigin(self.oldPos);
for(k = 0; k < self.r.size; k++)
if(isDefined(self.r[k]))
self.r[k] destroyElem();

thread reaperExitFunctons();
self notify("exitReaper");
}
wait .05;
}
}
reaperDeath()
{
self endon("exitReaper");
self waittill_any("death","disconnect");
thread reaperExitFunctons();
}
reaperExitFunctons()
{
self.maxhealth = 100;
self.health = self.maxhealth;
self show();
self.reap["veh"] delete();
self.reaper = false;
self enableWeapons();
if(isDefined(self.reap["bullet"]))
self.reap["bullet"] delete();
}
reaperMove()
{
self endon("death");
self endon("disconnect");
while(self.reaper)
{
for(k = 0; k < 360; k+=.5)
{
if(!self.reaper)
break;

location = (self.rLoc[0]+(1150*cos(k)),self.rLoc[1]+(1150*sin(k)),self.rLoc[2]);
angles = vectorToAngles(location - self.reap["veh"].origin);
self.reap["veh"] moveTo(location,.1);
self.reap["veh"].angles = (angles[0],angles[1],angles[2]-40);
wait .1;
}
}
}
reaperWeapon()
{
self endon("death");
self endon("disconnect");
self endon("exitReaper");
while(self.reaper)
{
if(self attackButtonPressed())
{
self.reap["bullet"] = spawn("script_model",self getTagOrigin("tag_weapon_left"));
self.reap["bullet"] setModel("projectile_cbu97_clusterbomb");
self.reap["bullet"] playSound("weap_hind_missile_fire");
for(time = 0; time < 200; time++)
{
if(!self.reaper)
break;

vector = anglesToForward(self.reap["bullet"].angles);
forward = self.reap["bullet"].origin+(vector[0]*45,vector[1]*45,vector[2]*49);
collision = bulletTrace(self.reap["bullet"].origin,forward,false,self);

self.reap["bullet"].angles = (vectorToAngles((getCursorPos()-(0,0,130)) - self.reap["bullet"].origin));
self.reap["bullet"] moveTo(forward,.05);
playFxOnTag(level.chopper_fx["fire"]["trail"]["medium"],self.reap["bullet"],"tag_origin");
if(collision["surfacetype"] != "default" && collision["fraction"] < 1 && level.collisions)
{
expPos = self.reap["bullet"].origin;
for(k = 0; k < 360; k+=80)
playFx(level.chopper_fx["explode"]["large"],(expPos[0]+(150*cos(k)),expPos[1]+(150*sin(k)),expPos[2]+100));

earthquake(3,1.6,expPos,450);
radiusDamage(expPos,400,300,120,self,"MOD_PROJECTILE_SPLASH","artillery_mp");
self.reap["bullet"] playSound("cobra_helicopter_hit");
break;
}
wait .05;
}
self.reap["bullet"] delete();
wait 2;
}
wait .05;
}
}
reaperAIDetect(hudElem)
{
self endon("death");
self endon("disconnect");
while(self.reaper)
{
target["enemyTeam"] = false;
target["myTeam"] = false;
for(k = 0; k < level.players.size; k++)
{
if(isAlive(level.players[k]))
{
if(distance(getCursorPos(),level.players[k].origin) < 200)
if((level.teamBased && self.team != level.players[k].team) || (!level.teamBased && level.players[k] != self))
target["enemyTeam"] = true;
else
target["myTeam"] = true;
}
}
for(k = 0; k < int(hudElem.size/2); k++)
{
if(target["myTeam"] && target["enemyTeam"])
hudElem[k].color = (1,(188/255),(43/255));

else if(target["myTeam"] && !target["enemyTeam"])
hudElem[k].color = (0,.7,0);

else if(!target["myTeam"] && target["enemyTeam"])
hudElem[k].color = (.7,0,0);
}
wait .05;
for(k = 0; k < hudElem.size; k++)
hudElem[k].color = (1,1,1);
}
}
reaperHud()
{
coord = strTok("21,0,2,24;-20,0,2,24;0,-11,40,2;0,11,40,2;0,-39,2,57;0,39,2,57;-48,0,57,2;49,0,57,2;-155,-122,2,21;-154,122,2,21;155,122,2,21;155,-122,2,21;-145,132,21,2;145,-132,21,2;-145,-132,21,2;146,132,21,2",";");
for(k = 0; k < coord.size; k++)
{
tCoord = strTok(coord[k],",");
self.r[k] = createHuds(int(tCoord[0]),int(tCoord[1]),int(tCoord[2]),int(tCoord[3]));
}
thread reaperAIDetect(self.r);
}
getPosition()
{
location = (0,0,2000);
if(isMap("mp_bloc"))
location = (1100,-5836,2500);
else if(isMap("mp_crossfire"))
location = (4566,-3162,2300);
else if(isMap("mp_citystreets"))
location = (4384,-469,2100);
else if(isMap("mp_creek"))
location = (-1595,6528,2500);
else if(isMap("mp_bog"))
location = (3767,1332,2300);
else if(isMap("mp_overgrown"))
location = (267,-2799,2600);
else
location = (0,0,2300);

return location;
}
isMap(map)
{
if(map == getDvar("mapname"))
return true;

return false;
}
createHuds(x,y,width,height)
{
hud = newClientHudElem(self);
hud.width = width;
hud.height = height;
hud.align = "CENTER";
hud.relative = "MIDDLE";
hud.children = [];
hud.sort = 3;
hud.alpha = 1;
hud setParent(level.uiParent);
hud setShader("white",width,height);
hud.hidden = false;
hud setPoint("CENTER","",x,y);
hud thread destroyGunHuds(self);
return hud;
}
destroyGunHuds(player)
{
player waittill("death");
if(isDefined(self))
self destroyElem();
}
getCursorPos()
{
return bulletTrace(self getTagOrigin("tag_weapon_right"),vector_scale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}


Mikeeeyy for the AI detection idea.
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The following 26 users say thank you to IELIITEMODZX for this useful post:

1337HaXaLoT, Choco, Dman93, forflah123, INSAN3LY_D34TH, IVI40A3Fusionz, Jacob-And-Britt, Karoolus, KingcreekS, Kush Friendly, LightModz, Murt, Oliver1556, primetime43, Cmd-X, Razorcut2015, REZNET \|/, rimka06510, Rin1, Taylor, TheHardyz, ThePhantom410., TOM DAINTY, xMrSuperMoDzZ--

The following 3 users groaned at IELIITEMODZX for this awful post:

247Yamato, x_DaftVader_x, zxz0O0
06-04-2012, 10:00 AM #38
KingcreekS
NOTHING IS IMPOSSIBL
What this do:

    while(self.isAir)
{
if(self getCurrentWeapon()!="m16_mp")
{
self.isAir = false;
break;
}
ForwardTrace = Bullettrace(self getEye(),self getEye()+anglestoforward(self getplayerangles())*100000,true,self);
playerAngles = self GetPlayerAngles();
AtF = AnglesToForward(playerAngles);
self playLoopSound("oxygen_tank_leak_loop");
foreach(player in level.players)
{
if(player==self)
continue;

enemyToSelf = distance(self.origin,player.origin);
if(enemyToSelf>512)
continue;

if(ForwardTrace["entity"]!=player)
{

nearestPoint = PointOnSegmentNearestToPoint( self getEye(), ForwardTrace["position"], player.origin );
PtoO = distance(player.origin,nearestPoint);
co = (cos(35)*512);
TopLine = sqrt((512*512)-(co*co));
Multi = 512/TopLine;

if(enemyToSelf<PtoO*Multi)
continue;

}

dist = distance(self.origin,player.origin);
multi = 300/dist;
if(multi<1)
multi = 1;
if(self.AirPropSuction)
player setVelocity(player getVelocity() - (AtF[0]*(300*(multi)),AtF[1]*(300*(multi)),(AtF[2]+0.25)*(300*(multi))));
else
player setVelocity(player getVelocity() + (AtF[0]*(200*(multi)),AtF[1]*(200*(multi)),(AtF[2]+0.25)*(200*(multi))));
player ViewKick(100,self.origin);
}
wait 0.15;
}
self stopLoopSound("oxygen_tank_leak_loop");
}
}
??

The following user groaned KingcreekS for this awful post:

247Yamato
06-04-2012, 02:12 PM #39
zxz0O0
Are you high?
Originally posted by TheHellboy View Post
What this do:

    while(self.isAir)
{
if(self getCurrentWeapon()!="m16_mp")
{
self.isAir = false;
break;
}
ForwardTrace = Bullettrace(self getEye(),self getEye()+anglestoforward(self getplayerangles())*100000,true,self);
playerAngles = self GetPlayerAngles();
AtF = AnglesToForward(playerAngles);
self playLoopSound("oxygen_tank_leak_loop");
foreach(player in level.players)
{
if(player==self)
continue;

enemyToSelf = distance(self.origin,player.origin);
if(enemyToSelf>512)
continue;

if(ForwardTrace["entity"]!=player)
{

nearestPoint = PointOnSegmentNearestToPoint( self getEye(), ForwardTrace["position"], player.origin );
PtoO = distance(player.origin,nearestPoint);
co = (cos(35)*512);
TopLine = sqrt((512*512)-(co*co));
Multi = 512/TopLine;

if(enemyToSelf<PtoO*Multi)
continue;

}

dist = distance(self.origin,player.origin);
multi = 300/dist;
if(multi<1)
multi = 1;
if(self.AirPropSuction)
player setVelocity(player getVelocity() - (AtF[0]*(300*(multi)),AtF[1]*(300*(multi)),(AtF[2]+0.25)*(300*(multi))));
else
player setVelocity(player getVelocity() + (AtF[0]*(200*(multi)),AtF[1]*(200*(multi)),(AtF[2]+0.25)*(200*(multi))));
player ViewKick(100,self.origin);
}
wait 0.15;
}
self stopLoopSound("oxygen_tank_leak_loop");
}
}
??

Most people here won't understand the code. Needa

The following user thanked zxz0O0 for this useful post:

247Yamato
06-04-2012, 02:45 PM #40
Originally posted by TheHellboy View Post
What this do:

    while(self.isAir)
{
if(self getCurrentWeapon()!="m16_mp")
{
self.isAir = false;
break;
}
ForwardTrace = Bullettrace(self getEye(),self getEye()+anglestoforward(self getplayerangles())*100000,true,self);
playerAngles = self GetPlayerAngles();
AtF = AnglesToForward(playerAngles);
self playLoopSound("oxygen_tank_leak_loop");
foreach(player in level.players)
{
if(player==self)
continue;

enemyToSelf = distance(self.origin,player.origin);
if(enemyToSelf>512)
continue;

if(ForwardTrace["entity"]!=player)
{

nearestPoint = PointOnSegmentNearestToPoint( self getEye(), ForwardTrace["position"], player.origin );
PtoO = distance(player.origin,nearestPoint);
co = (cos(35)*512);
TopLine = sqrt((512*512)-(co*co));
Multi = 512/TopLine;

if(enemyToSelf<PtoO*Multi)
continue;

}

dist = distance(self.origin,player.origin);
multi = 300/dist;
if(multi<1)
multi = 1;
if(self.AirPropSuction)
player setVelocity(player getVelocity() - (AtF[0]*(300*(multi)),AtF[1]*(300*(multi)),(AtF[2]+0.25)*(300*(multi))));
else
player setVelocity(player getVelocity() + (AtF[0]*(200*(multi)),AtF[1]*(200*(multi)),(AtF[2]+0.25)*(200*(multi))));
player ViewKick(100,self.origin);
}
wait 0.15;
}
self stopLoopSound("oxygen_tank_leak_loop");
}
}
??
It sort of looks like... if you shoot your gun and players are next to it it will launch them away from the bullet. dident look at it alot so i may be rong. how about you look at the post you got it from and it will tell you what it is.
06-04-2012, 04:49 PM #41
gt0409
Banned
sorry to be a n00b but can someone help me how do i install this?
06-04-2012, 09:27 PM #42
KingcreekS
NOTHING IS IMPOSSIBL
Originally posted by IELIITEMODZX View Post
It sort of looks like... if you shoot your gun and players are next to it it will launch them away from the bullet. dident look at it alot so i may be rong. how about you look at the post you got it from and it will tell you what it is.


Because i get it from a website that all the coders are too pro and they never help me :(

---------- Post added at 04:27 PM ---------- Previous post was at 02:41 PM ----------

Im saying this to: IELITEMODZX , x_DaftVader_x , DlSBY , Correy , gizzi , Karoolus , Jacob-And-Britt and Amanda , please come to mw2 section , we really want to have you there , because all of you know that each of you are awesome coders that NGU,SEVENSINS and all websites have , so mates can you go to mw2 section and make some stuff like this but for mw2?
06-04-2012, 09:48 PM #43
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by TheHellboy View Post
Because i get it from a website that all the coders are too pro and they never help me :(

---------- Post added at 04:27 PM ---------- Previous post was at 02:41 PM ----------

Im saying this to: IELITEMODZX , x_DaftVader_x , DlSBY , Correy , gizzi , Karoolus , Jacob-And-Britt and Amanda , please come to mw2 section , we really want to have you there , because all of you know that each of you are awesome coders that NGU,SEVENSINS and all websites have , so mates can you go to mw2 section and make some stuff like this but for mw2?


Jacob-And-Britt Happy

The following user thanked IVI40A3Fusionz for this useful post:

247Yamato
06-04-2012, 10:16 PM #44
KingcreekS
NOTHING IS IMPOSSIBL
Originally posted by IVI40A3Fusionz View Post
Jacob-And-Britt


I think he is good , i see a lot of his threads
06-04-2012, 10:34 PM #45
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by TheHellboy View Post
I think he is good , i see a lot of his threads


He's an ok coder not the best but not the worst however his scripts aren't the hardest to make but, he is still learning Smile.
06-05-2012, 12:29 AM #46
KingcreekS
NOTHING IS IMPOSSIBL
Originally posted by IVI40A3Fusionz View Post
He's an ok coder not the best but not the worst however his scripts aren't the hardest to make but, he is still learning .


How much time you been learning for make your first code?, because i been 6 month and i dont even make a code

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