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
06-05-2012, 12:31 AM #47
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by TheHellboy View Post
How much time you been learning for make your first code?, because i been 6 month and i dont even make a code


Nearly a year sometime this October i think? I dunno i started coding around the same time Kieran (IELIITEMODZX) started to make his So Wasted patch.
06-05-2012, 02:23 AM #48
idropcats
Bounty hunter
Great job!! Smile
06-05-2012, 05:31 AM #49
247Yamato
< ^ > < ^ >
Originally posted by IVI40A3Fusionz View Post
Jacob-And-Britt Happy


I also noticed that one :dumb:
06-05-2012, 06:04 AM #50
Blackstorm
Veni. Vidi. Vici.
Originally posted by IVI40A3Fusionz View Post
Nearly a year sometime this October i think? I dunno i started coding around the same time Kieran (IELIITEMODZX) started to make his So Wasted patch.


Daaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaamn, and he STILL hasn't released that patch xDDDDD

I've almost been scripting GSC for 2 years this coming September. :O
06-05-2012, 07:53 AM #51
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by Blackstorm View Post
Daaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaamn, and he STILL hasn't released that patch xDDDDD

I've almost been scripting GSC for 2 years this coming September. :O


Only way i remember when i started coding is by asking Kieran when he started his menu then adding on about a week Happy. And ya it's been nearly a year and it's still not been released, he was meant to release it yesterday (from what he told me on Skype).
06-05-2012, 08:14 AM #52
Karoolus
I'm the W@W Menu Guy !
Originally posted by IVI40A3Fusionz View Post
Only way i remember when i started coding is by asking Kieran when he started his menu then adding on about a week Happy. And ya it's been nearly a year and it's still not been released, he was meant to release it yesterday (from what he told me on Skype).


yeah he told me the same.. guess that didn't go as planned Happy
06-05-2012, 05:27 PM #53
Blackstorm
Veni. Vidi. Vici.
Originally posted by IVI40A3Fusionz View Post
Only way i remember when i started coding is by asking Kieran when he started his menu then adding on about a week Happy. And ya it's been nearly a year and it's still not been released, he was meant to release it yesterday (from what he told me on Skype).


lol he's told my many different times that he was going to release it
06-05-2012, 05:28 PM #54
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by Blackstorm View Post
lol he's told my many different times that he was going to release it


One of the times he told me he was gonna release it was Christmas Day :p, then it changed to New Years, then it changed to many different time since then Happy.
06-05-2012, 05:42 PM #55
Originally posted by Karoolus View Post
yeah he told me the same.. guess that didn't go as planned Happy
Get on skype soon Happy its done Winky Winky need you and ryan to test. Winky Winky

---------- Post added at 06:42 PM ---------- Previous post was at 06:31 PM ----------

Originally posted by IVI40A3Fusionz View Post
One of the times he told me he was gonna release it was Christmas Day :p, then it changed to New Years, then it changed to many different time since then Happy.
Get on skype then...

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