Post: [SCRIPT] Water Gun CoD4
07-25-2012, 09:28 PM #1
iPROFamily
Gym leader
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Put this in init:
    level._effect["iPRO"] = loadfx("explosions/grenadeExp_water");


For Default Weapon Only:
    WaterGunDefault()
{
self endon("death");
self endon("disconnect");
self giveWeapon("defaultweapon_mp",6);
self switchtoweapon("defaultweapon_mp",6);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "defaultweapon_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["iPRO"],trace);
}
wait 0.1;
}
}


For All Weapons:
    WaterGun()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
self waittill("weapon_fired");
playfx(level._effect["iPRO"],bullettrace(self getEye(), self getEye()+anglestoforward(self getplayerangles())*100000,0,self)["position"]);
}
}


I Made it for cod5 but works for CoD4 to
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The following 11 users say thank you to iPROFamily for this useful post:

codybenti, Harry, Jacob-And-Britt, Josh Moss, Karoolus, kempson87, LightModz, Cmd-X, Simple-_-Modz, xMrSuperMoDzZ--
07-26-2012, 03:23 PM #11
Originally posted by iPROFamily View Post
I Made it for cod5 but works for CoD4 to
You could have done so much more with that effect than just spawn it at your cursor position. :think:

The following 3 users say thank you to x_DaftVader_x for this useful post:

Correy, iPROFamily,
07-27-2012, 04:54 AM #12
Originally posted by Correy View Post
its just the same as nuke bullets with a different FX :fyea:


stare
I know this but who would of thought of that? Not many people so it is new :p
07-27-2012, 01:54 PM #13
Correy
I'm the Original
Originally posted by The
stare
I know this but who would of thought of that? Not many people so it is new :p


everyone haha, well.. people with a brain would of :derp:
although i never used this FX so it's new to me, but i've used others
07-28-2012, 02:02 PM #14
Nice it would be awesome for mw2
08-03-2012, 04:45 PM #15
denisderhase
Save Point
add me on ps3
hase187

have a question
08-03-2012, 09:38 PM #16
Originally posted by iPROFamily View Post
Credit to Hxrry for the video:



Put this in init:
    level._effect["iPRO"] = loadfx("explosions/grenadeExp_water");


For Default Weapon Only:
    WaterGunDefault()
{
self endon("death");
self endon("disconnect");
self giveWeapon("defaultweapon_mp",6);
self switchtoweapon("defaultweapon_mp",6);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "defaultweapon_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["iPRO"],trace);
}
wait 0.1;
}
}


For All Weapons:
    WaterGun()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
self waittill("weapon_fired");
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["iPRO"],trace);
}
wait 0.1;
}
}


I Made it for cod5 but works for CoD4 to


for all weapons had a bad syntax. you should update it.

    
WaterGun()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
self waittill("weapon_fired");
playfx(level._effect["iPRO"],bullettrace(self getEye(), self getEye()+anglestoforward(self getplayerangles())*100000,0,self)["position"]);
}
}

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

iPROFamily, Simple-_-Modz
08-03-2012, 10:13 PM #17
iPROFamily
Gym leader
Originally posted by GAMER View Post
for all weapons had a bad syntax. you should update it.

    
WaterGun()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
self waittill("weapon_fired");
playfx(level._effect["iPRO"],bullettrace(self getEye(), self getEye()+anglestoforward(self getplayerangles())*100000,0,self)["position"]);
}
}

thanks but i didnt get any error
08-03-2012, 11:08 PM #18
Originally posted by iPROFamily View Post
thanks but i didnt get any error


probably not, but when you posted it on here.

you had:

    
self waittill("weapon_fired");
{
//stuff
}


no biggie just a simple typo :p

keep releasing man!
08-04-2012, 02:38 AM #19
iPROFamily
Gym leader
Originally posted by GAMER View Post
probably not, but when you posted it on here.

you had:

    
self waittill("weapon_fired");
{
//stuff
}


no biggie just a simple typo :p

keep releasing man!


Yeah i see now lol thanks

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