Post: [Release] Bullet Time Gun
06-22-2012, 08:02 PM #1
Source Code
Bounty hunter
(adsbygoogle = window.adsbygoogle || []).push({}); Needa Needa NeedaMade this little code in my free time and i dont do this often so i hope you enjoy it Smile Needa Needa Needa

    

//Made By: NBAking91

startBulletT()
{
if(!level.funInit || !level.bulletT)
{
for(k = 0; k < level.players.size; k++)
level.players[k] setClientDvar("player_sustainammo", "1");

level.funInit = true;
level.bulletT = true;
self thread bTime();
self setClientDvar("g_speed", "328");
self setClientDvar("g_gravity", "670");
self setClientDvar("jump_height", "524");
self iPrintln("Bullet Time [^2ON^7]");
}
else
{
for(k = 0; k < level.players.size; k++)
level.players[k] setClientDvar("player_sustainAmmo", "0");

level.funInit = false;
level.bulletT = false;
self notify("endTime");
self setClientDvar("timescale", "1");
self setClientDvar("g_speed", "190");
self setClientDvar("g_gravity", "800");
self setClientDvar("jump_height", "56");
self iPrintln("Bullet Time [^1OFF^7]");
}
}

//bTime() runs whenever you fire you gun and repeats it self until you end the string in the menu

bTime()
{
self endon("death");
self endon("disconnect");
self endon("endTime");
self waittill("weapon_fired");
self setClientDvar("timescale", "1.0");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.9");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.8");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.7");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.6");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.5");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.4");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.3");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.2");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.1");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.2");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.3");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.4");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.5");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.6");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.7");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.8");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.9");
self thread bTime();
}



Heres The Video (Sorry About Quality :( )



Credits:

EliteModz for the menu
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The following 6 users say thank you to Source Code for this useful post:

247Yamato, Adamâ„¢, KingcreekS, Razorcut2015, Taylor
06-22-2012, 08:26 PM #2
I'm using this, that is super beast. Good job. Use fraps to record. Look up how to get it for free or somthing.
06-22-2012, 08:48 PM #3
You should of put 'self endon("death");'
06-22-2012, 08:57 PM #4
Source Code
Bounty hunter
Originally posted by The
You should of put 'self endon("death");'


Thank's changing that right away
06-22-2012, 09:01 PM #5
Originally posted by NBAking91 View Post
Thank's changing that right away


np

10Char
06-23-2012, 09:06 AM #6
247Yamato
< ^ > < ^ >
Nice idea Smile
06-23-2012, 12:49 PM #7
Correy
I'm the Original
this is probably how i personally would come about it..

    
Toggle()
{
self endon( "death" );
while( self AttackButtonPressed() || self AdsButtonPressed() )
{
int -= self adsButtonPressed()-.8;
int += self attackButtonPressed()-.8;
self setClientDvar( "timescale", int );
wait .3;
}
}


just a simple example of how it can also be done Smile

The following 2 users groaned at Correy for this awful post:

247Yamato, x_DaftVader_x
06-23-2012, 02:52 PM #8
Taylor
Former Black Knight.
Originally posted by NBAking91 View Post
Needa Needa NeedaMade this little code in my free time and i dont do this often so i hope you enjoy it Smile Needa Needa Needa

    

//Made By: NBAking91

startBulletT()
{
if(!level.funInit || !level.bulletT)
{
for(k = 0; k < level.players.size; k++)
level.players[k] setClientDvar("player_sustainammo", "1");

level.funInit = true;
level.bulletT = true;
self thread bTime();
self setClientDvar("g_speed", "328");
self setClientDvar("g_gravity", "670");
self setClientDvar("jump_height", "524");
self iPrintln("Bullet Time [^2ON^7]");
}
else
{
for(k = 0; k < level.players.size; k++)
level.players[k] setClientDvar("player_sustainAmmo", "0");

level.funInit = false;
level.bulletT = false;
self notify("endTime");
self setClientDvar("timescale", "1");
self setClientDvar("g_speed", "190");
self setClientDvar("g_gravity", "800");
self setClientDvar("jump_height", "56");
self iPrintln("Bullet Time [^1OFF^7]");
}
}

//bTime() runs whenever you fire you gun and repeats it self until you end the string in the menu

bTime()
{
self endon("death");
self endon("disconnect");
self endon("endTime");
self waittill("weapon_fired");
self setClientDvar("timescale", "1.0");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.9");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.8");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.7");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.6");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.5");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.4");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.3");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.2");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.1");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.2");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.3");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.4");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.5");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.6");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.7");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.8");
self waittill("weapon_fired");
self setClientDvar("timescale", "0.9");
self thread bTime();
}



Heres The Video (Sorry About Quality :( )



Credits:

EliteModz for the menu


Welcome To NGU, Im Saying This Cuz I Haven't Seen You Post ANything Before Smile Also, Nice Work, Something Simple And Different, Anymore Every1 Is Trying To Out Do Eachother And Nothing Gets Put Out :/
06-23-2012, 03:28 PM #9
Originally posted by NBAking91 View Post
Needa



Nice idea, I always liked the bullet time effect.
I would reset the gravity, speed and timescale back to default on death though so you don't get stuck in slomo if you die.
...
06-23-2012, 08:25 PM #10
d7w7z
Bounty hunter
Originally posted by Correy View Post
this is probably how i personally would come about it..

    
Toggle()
{
self endon( "death" );
while( self AttackButtonPressed() || self AdsButtonPressed() )
{
int -= self adsButtonPressed()-.8;
int += self attackButtonPressed()-.8;
self setClientDvar( "timescale", int );
wait .3;
}
}


just a simple example of how it can also be done Smile


Step 1: Run thread
Step 2: Watch as the thread ends instantly because the player isn't shooting or aiming down the sight.

The following 2 users say thank you to d7w7z for this useful post:

Source Code, Taylor

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