Post: [SCRIPT] Valkyrie Rockets
06-02-2012, 09:25 PM #1
Choco
Respect my authoritah!!
(adsbygoogle = window.adsbygoogle || []).push({}); Hello everyone Smile

Since daftvader never released his Valkyrie Rocket script, I decided to write my own and it works pretty well.

BIG THANKS to DaftVader for releasing his magic bullets script, I used pieces of that to build this script. Also, credit goes to him for the Green Screen script. I used IELIITEMODZX's Reaper HUD's for the crosshairs, so credit to him as well.

Video: (sorry about the quality and lack of sound)


Simply call this thread from your menu:

    self thread Valkyrie();


And here is the script itself:

    Valkyrie()
{
self endon("death");
self.oldWeap=self GetCurrentWeapon();
self GiveWeapon("rpg_mp");
self switchToWeapon("rpg_mp");
self allowAds(false);
self iPrintln("Press [{+attack}] to Fire Valkyrie");
for(;Winky Winky{
if(self AttackButtonPressed()&&self GetCurrentWeapon()=="rpg_mp"){
self takeWeapon("rpg_mp");
self thread ValkFly();break;}
wait .01;
}
}
ValkFly()
{
self notify("stop_ufo");
self.ufo=false;
self.oldPos=self.origin;
self.oldAngles=self.angles;
self.maxhealth=9999999;
self.health=self.maxhealth;
rocket=spawn("script_model",self.origin);
rocket setModel("projectile_rpg7");
rocket.angles=self.angles;
self playLocalSound("weap_rpg_fire_plr");
rocket playloopsound("weap_rpg_loop");
self linkto(rocket);
self hide();
self disableWeapons();
self thread ValkHuds();
self thread greenscreen(0,0,840,900);
for(;Winky Winky
{
vec=anglestoforward(self getPlayerAngles());
speed=(vec[0]*100,vec[1]*100,vec[2]*100);
if(bullettracepassed(self.origin+(0,0,65),self.ori gin+speed+(0,0,65),false,undefined)){
rocket moveTo(self.origin+speed,0.1);
playfx(level.chopper_fx["smoke"]["trail"],self.origin);
rocket.angles=self.angles;}
else{
self playSound("hind_helicopter_secondary_exp");
radiusDamage(self.origin,1000,500,1,self);
playfx(loadfx("explosions/grenadeExp_concrete_1"),self.origin);
rocket delete();
rocket stopLoopSound();
for(r=0;r<self.r.size;r++)self.r[r] destroy();
self notify("boom");
self iPrintlnBold("\n\n\n\n\n");
wait 1;
self setOrigin(self.oldPos);
self.angles=self.oldAngles;
self enableWeapons();
self.maxhealth=100;
self.health=self.maxhealth;
self unlink();
self switchToWeapon(self.oldWeap);
self show();
self allowAds(true);
break;}
wait .01;
}
}
ValkHuds()
{
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]));
self.r[k].alpha=1;
}
}
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);
}
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();
}


Once again thanks to Daftvader for the magic bullets/greenscreen scripts and IELIITEMODZX for the HUDs :y:

Enjoy it everyone =D
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The following 13 users say thank you to Choco for this useful post:

forflah123, Harry, IamLewisModz-x, INSAN3LY_D34TH, IVI40A3Fusionz, KingcreekS, Newelly, Ninja, Cmd-X, Taylor, TOM DAINTY

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

247Yamato, x_DaftVader_x, zxz0O0
06-02-2012, 09:27 PM #2
Newelly
Can’t trickshot me!
This section never seems to die stare
Great work may be useful for some people very nice.

The following user thanked Newelly for this useful post:

Karoolus
06-02-2012, 09:41 PM #3
TOM DAINTY
Do a barrel roll!
Originally posted by Choco View Post
Hello everyone Smile

Since daftvader never released his Valkyrie Rocket script, I decided to write my own and it works pretty well.

BIG THANKS to DaftVader for releasing his magic bullets script, I used pieces of that to build this script. Also, credit goes to him for the Green Screen script. I used IELIITEMODZX's Reaper HUD's for the crosshairs, so credit to him as well.

Video: (sorry about the quality and lack of sound)


Simply call this thread from your menu:

    self thread Valkyrie();


And here is the script itself:

    Valkyrie()
{
self endon("death");
self.oldWeap=self GetCurrentWeapon();
self GiveWeapon("rpg_mp");
self switchToWeapon("rpg_mp");
self allowAds(false);
self iPrintln("Press [{+attack}] to Fire Valkyrie");
for(;Winky Winky{
if(self AttackButtonPressed()&&self GetCurrentWeapon()=="rpg_mp"){
self takeWeapon("rpg_mp");
self thread ValkFly();break;}
wait .01;
}
}
ValkFly()
{
self notify("stop_ufo");
self.ufo=false;
self.oldPos=self.origin;
self.oldAngles=self.angles;
self.maxhealth=9999999;
self.health=self.maxhealth;
rocket=spawn("script_model",self.origin);
rocket setModel("projectile_rpg7");
rocket.angles=self.angles;
self playLocalSound("weap_rpg_fire_plr");
rocket playloopsound("weap_rpg_loop");
self linkto(rocket);
self hide();
self disableWeapons();
self thread ValkHuds();
self thread greenscreen(0,0,840,900);
for(;Winky Winky
{
vec=anglestoforward(self getPlayerAngles());
speed=(vec[0]*100,vec[1]*100,vec[2]*100);
if(bullettracepassed(self.origin+(0,0,65),self.ori gin+speed+(0,0,65),false,undefined)){
rocket moveTo(self.origin+speed,0.1);
playfx(level.chopper_fx["smoke"]["trail"],self.origin);
rocket.angles=self.angles;}
else{
self playSound("hind_helicopter_secondary_exp");
radiusDamage(self.origin,1000,500,1,self);
playfx(loadfx("explosions/grenadeExp_concrete_1"),self.origin);
rocket delete();
rocket stopLoopSound();
for(r=0;r<self.r.size;r++)self.r[r] destroy();
self notify("boom");
self iPrintlnBold("\n\n\n\n\n");
wait 1;
self setOrigin(self.oldPos);
self.angles=self.oldAngles;
self enableWeapons();
self.maxhealth=100;
self.health=self.maxhealth;
self unlink();
self switchToWeapon(self.oldWeap);
self show();
self allowAds(true);
break;}
wait .01;
}
}
ValkHuds()
{
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]));
self.r[k].alpha=1;
}
}
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);
}


Once again thanks to Daftvader for the magic bullets/greenscreen scripts and IELIITEMODZX for the HUDs :y:

Enjoy it everyone =D


So much smaller and neater than daftvader's code! Great work Smile

The following 2 users groaned at TOM DAINTY for this awful post:

DlBSY993, x_DaftVader_x
06-02-2012, 10:09 PM #4
Jango
I love my kitteh
cool. I like your menu Happy
06-02-2012, 11:14 PM #5
Originally posted by Choco View Post
Hello everyone Smile

Since daftvader never released his Valkyrie Rocket script, I decided to write my own and it works pretty well.

BIG THANKS to DaftVader for releasing his magic bullets script, I used pieces of that to build this script. Also, credit goes to him for the Green Screen script. I used IELIITEMODZX's Reaper HUD's for the crosshairs, so credit to him as well.

Video: (sorry about the quality and lack of sound)


Simply call this thread from your menu:

    self thread Valkyrie();


And here is the script itself:

    Valkyrie()
{
self endon("death");
self.oldWeap=self GetCurrentWeapon();
self GiveWeapon("rpg_mp");
self switchToWeapon("rpg_mp");
self allowAds(false);
self iPrintln("Press [{+attack}] to Fire Valkyrie");
for(;Winky Winky{
if(self AttackButtonPressed()&&self GetCurrentWeapon()=="rpg_mp"){
self takeWeapon("rpg_mp");
self thread ValkFly();break;}
wait .01;
}
}
ValkFly()
{
self notify("stop_ufo");
self.ufo=false;
self.oldPos=self.origin;
self.oldAngles=self.angles;
self.maxhealth=9999999;
self.health=self.maxhealth;
rocket=spawn("script_model",self.origin);
rocket setModel("projectile_rpg7");
rocket.angles=self.angles;
self playLocalSound("weap_rpg_fire_plr");
rocket playloopsound("weap_rpg_loop");
self linkto(rocket);
self hide();
self disableWeapons();
self thread ValkHuds();
self thread greenscreen(0,0,840,900);
for(;Winky Winky
{
vec=anglestoforward(self getPlayerAngles());
speed=(vec[0]*100,vec[1]*100,vec[2]*100);
if(bullettracepassed(self.origin+(0,0,65),self.ori gin+speed+(0,0,65),false,undefined)){
rocket moveTo(self.origin+speed,0.1);
playfx(level.chopper_fx["smoke"]["trail"],self.origin);
rocket.angles=self.angles;}
else{
self playSound("hind_helicopter_secondary_exp");
radiusDamage(self.origin,1000,500,1,self);
playfx(loadfx("explosions/grenadeExp_concrete_1"),self.origin);
rocket delete();
rocket stopLoopSound();
for(r=0;r<self.r.size;r++)self.r[r] destroy();
self notify("boom");
self iPrintlnBold("\n\n\n\n\n");
wait 1;
self setOrigin(self.oldPos);
self.angles=self.oldAngles;
self enableWeapons();
self.maxhealth=100;
self.health=self.maxhealth;
self unlink();
self switchToWeapon(self.oldWeap);
self show();
self allowAds(true);
break;}
wait .01;
}
}
ValkHuds()
{
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]));
self.r[k].alpha=1;
}
}
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);
}


Once again thanks to Daftvader for the magic bullets/greenscreen scripts and IELIITEMODZX for the HUDs :y:

Enjoy it everyone =D



Choco you're a shit modder... No

:carling:

good job choco you have really improved.

The following 2 users say thank you to Jakes625 for this useful post:

INSAN3LY_D34TH, Karoolus
06-02-2012, 11:30 PM #6
Originally posted by Choco View Post
Hello everyone Smile

Since daftvader never released his Valkyrie Rocket script, I decided to write my own and it works pretty well.

BIG THANKS to DaftVader for releasing his magic bullets script, I used pieces of that to build this script. Also, credit goes to him for the Green Screen script. I used IELIITEMODZX's Reaper HUD's for the crosshairs, so credit to him as well.

Video: (sorry about the quality and lack of sound)


Simply call this thread from your menu:

    self thread Valkyrie();


And here is the script itself:

    Valkyrie()
{
self endon("death");
self.oldWeap=self GetCurrentWeapon();
self GiveWeapon("rpg_mp");
self switchToWeapon("rpg_mp");
self allowAds(false);
self iPrintln("Press [{+attack}] to Fire Valkyrie");
for(;Winky Winky{
if(self AttackButtonPressed()&&self GetCurrentWeapon()=="rpg_mp"){
self takeWeapon("rpg_mp");
self thread ValkFly();break;}
wait .01;
}
}
ValkFly()
{
self notify("stop_ufo");
self.ufo=false;
self.oldPos=self.origin;
self.oldAngles=self.angles;
self.maxhealth=9999999;
self.health=self.maxhealth;
rocket=spawn("script_model",self.origin);
rocket setModel("projectile_rpg7");
rocket.angles=self.angles;
self playLocalSound("weap_rpg_fire_plr");
rocket playloopsound("weap_rpg_loop");
self linkto(rocket);
self hide();
self disableWeapons();
self thread ValkHuds();
self thread greenscreen(0,0,840,900);
for(;Winky Winky
{
vec=anglestoforward(self getPlayerAngles());
speed=(vec[0]*100,vec[1]*100,vec[2]*100);
if(bullettracepassed(self.origin+(0,0,65),self.ori gin+speed+(0,0,65),false,undefined)){
rocket moveTo(self.origin+speed,0.1);
playfx(level.chopper_fx["smoke"]["trail"],self.origin);
rocket.angles=self.angles;}
else{
self playSound("hind_helicopter_secondary_exp");
radiusDamage(self.origin,1000,500,1,self);
playfx(loadfx("explosions/grenadeExp_concrete_1"),self.origin);
rocket delete();
rocket stopLoopSound();
for(r=0;r<self.r.size;r++)self.r[r] destroy();
self notify("boom");
self iPrintlnBold("\n\n\n\n\n");
wait 1;
self setOrigin(self.oldPos);
self.angles=self.oldAngles;
self enableWeapons();
self.maxhealth=100;
self.health=self.maxhealth;
self unlink();
self switchToWeapon(self.oldWeap);
self show();
self allowAds(true);
break;}
wait .01;
}
}
ValkHuds()
{
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]));
self.r[k].alpha=1;
}
}
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);
}


Once again thanks to Daftvader for the magic bullets/greenscreen scripts and IELIITEMODZX for the HUDs :y:

Enjoy it everyone =D
nice release mate, you are really improving. good job Winky Winky

you are missing the createHuds() function i made and why not use the same function that is used for my huds for the green hud Winky Winky
06-03-2012, 12:29 AM #7
Choco
Respect my authoritah!!
Originally posted by IELIITEMODZX View Post
nice release mate, you are really improving. good job Winky Winky

you are missing the createHuds() function i made and why not use the same function that is used for my huds for the green hud Winky Winky


Sorry I didn't notice I was missing it :p I'll update it when I get on my computer. And I use the two functions because I made this for my own use and I already had both in my patch :p
06-03-2012, 12:45 AM #8
Great job Choco, did you add a boost button? I'm not sure if the original ones had one though. Nonetheless, great work.
06-03-2012, 12:57 AM #9
Choco
Respect my authoritah!!
Originally posted by Ninja View Post
Great job Choco, did you add a boost button? I'm not sure if the original ones had one though. Nonetheless, great work.


I had one originally but I decided to take it out. Easy to add though :p

The following user groaned Choco for this awful post:

x_DaftVader_x
06-03-2012, 02:14 AM #10
KingcreekS
NOTHING IS IMPOSSIBL
What this do?

Originally posted by Choco View Post
for(;Winky Winky
****{
********vec=anglestoforward(self*getPlayerAngles());
********speed=(vec[0]*100,vec[1]*100,vec[2]*100);
********if(bullettracepassed(self.origin+(0,0,65),self.ori**gin+speed+(0,0,65),false,undefined)){
********rocket*moveTo(self.origin+speed,0.1);
********playfx(level.chopper_fx["smoke"]["trail"],self.origin);
********rocket.angles=self.angles;}
********else{
********self*playSound("hind_helicopter_secondary_exp");
********radiusDamage(self.origin,1000,500,1,self);
********playfx(loadfx("explosions/grenadeExp_concrete_1"),self.origin);
********rocket*delete();
********rocket*stopLoopSound();
********for(r=0;r<self.r.size;r++)self.r[r]*destroy();


and this : ?

Originally posted by Choco View Post
ValkHuds()
{
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]));
self.r[k].alpha=1;
}
}

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