Post: [Release] Crazy Weapons Script
10-31-2010, 08:33 PM #1
OFWGKTA
Developer
(adsbygoogle = window.adsbygoogle || []).push({}); I honestly don't know why I am releasing this but I'm certain people can modify this to conduct something amazing,
Please credit if you use these scripts..
Weapons consist of:

Cod4 M40a3 w/ Sound
Cod5 Flamethrower
Cod5 Wunderwaffe
//Adding Cod5 Raygun Later
Cod7 CrossBow
Custom Teleport Gun
Even the names of the guns are changed, its a full adaptation..

    
[COLOR="Red"]giveFlamethrower()[/COLOR]
{
self thread giveFT();
wait 0.3;
self giveWeapon("striker_silencer_xmags_mp", 0);
wait 0.3;
self thread doFXbyMap(getDvar("mapname"));
}

giveFT()
{
self endon("death");
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "striker_silencer_xmags_mp")
{
startB = GetCursorPos();
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
owner = self;
if(xD < 855)
{
pointe = roundUp(xD/55);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];

XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;

RadiusDamage( startB, 300, 300, 300, owner );
for(b = pointe; b > -1; b--)
{
playFX(self.ZFX, startB + (((XA, YA, ZA) * b)) );
wait 0.01;
}
}
}
}
}

doFXbyMap(mapz)
{
self.ZFX = level.spawnGlow["enemy"];;
switch(mapz)
{
case "mp_checkpoint":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_boneyard":
self.ZFX = level._effect[ "firelp_med_pm_nolight" ];
break;

case "mp_favela":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_invasion":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;
}
}

[COLOR="Red"]giveVUNDERVAFFLE()[/COLOR]
{
self thread giveWW();
wait 0.3;
self giveWeapon("ak47_acog_heartbeat_mp", 7, false);
wait 0.3;
self thread doFXMapz(getDvar("mapname"));
}

giveWW()
{
self endon("death");
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "ak47_acog_heartbeat_mp")
{
startB = GetCursorPos();
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
owner = self;
if(xD < 855)
{
pointe = roundUp(xD/55);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];

XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;

RadiusDamage( startB, 300, 300, 300, owner );
for(b = pointe; b > -1; b--)
{
playFX(self.ZFX, startB + (((XA, YA, ZA) * b)) );
wait 0.01;
}
}
}
}
}

doFXMapz(mapz)
{
self.ZFX = level.spawnGlow["enemy"];;
switch(mapz)
{
case "mp_underpass":
self.ZFX = level._effect[ "lightning" ];
break;
}
}

[COLOR="Red"]giveTT()[/COLOR]
{
self thread giveTELEPORTER();
wait 0.3;
self giveWeapon("beretta_silencer_tactical_mp", 0);
}

giveTELEPORTER()
{
self endon("death");
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "beretta_silencer_tactical_mp")
{
self.maxhp = self.maxhealth;
self.hp = self.health;
self.maxhealth = 99999;
self.health = self.maxhealth;

playFx( level.chopper_fx["smoke"]["trail"], self.origin );
playFx( level.chopper_fx["smoke"]["trail"], self.origin );
playFx( level.chopper_fx["smoke"]["trail"], self.origin );
forward = self getTagOrigin("j_gun");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
self SetOrigin( location );
}
}
}

[COLOR="Red"]giveCheytac()[/COLOR]
{
self endon("death");
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "cheytac_fmj_xmags_mp"){
self playLocalSound( "weap_m40a3sniper_fire_plr" );
}
}
}

[COLOR="Red"]changeWeaponNames()[/COLOR]
{
self endon("death");
self endon("disconnect");
sWeapon = self getCurrentWeapon();

weaponName = self createFontString( "default", 1.7 );
weaponName setPoint( "RIGHT", "CENTER", 360, 170);
self thread DestroyOnDeath(weaponName);

csname = spawnstruct();
csname.text = game["weapons"]["UNKOWN"];

weaponName settext(csname.text);

while(1)
{
sWeapon = self getCurrentWeapon();
switch(sWeapon)
{
case "cheytac_fmj_xmags_mp":
csname.text = game["weapons"]["M40a3"];
break;

case "m4_shotgun_attach_mp":
csname.text = game["weapons"]["Flamezz"];
break;

case "ak47_acog_heartbeat_mp":
csname.text = game["weapons"]["Waffe"];
break;

case "beretta_silencer_tactical_mp":
csname.text = game["weapons"]["Teleporter"];
break;
}

weaponName settext(csname.text);
wait 0.55;
}
}

DestroyOnDeath(obj)
{
self waittill("death");
obj destroy();
}


Revamped Crossbow
As realistic as it gets..
    
[COLOR="Red"]Crossbow()[/COLOR]
{
self giveWeapon("m21_acog_fmj_mp");
self thread Weapon("m21_acog_fmj_mp"); // You need the below thread to use this. If you are not intending to use it, just remove this line
self.tips = 1;

self setWeaponAmmoStock("m21_acog_fmj_mp", 999);
beforewep = "m21_acog_fmj_mp";
self setWeaponAmmoClip(beforewep, 1);
for(;Winky Winky{
wep = self getCurrentWeapon();
clip = self getWeaponAmmoClip(wep);
if(clip > 1)
self setWeaponAmmoClip(wep, 1);
self setWeaponAmmoStock(wep, 99);
wait 0.05;}
}

[COLOR="Red"]doTips(eAttacker)[/COLOR]
{
self endon("death");
wait 0.2;
self PlayLocalSound( "javelin_clu_aquiring_lock" );
wait 0.5;
self PlayLocalSound( "javelin_clu_aquiring_lock" );
wait 0.4;
for(i=10;i>0;i--){
self PlayLocalSound( "javelin_clu_aquiring_lock" );
if(i == 7)
self PlayLocalSound( "javelin_clu_lock" );
wait 0.1;}
MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye")+(0, 0, 0), self.origin, eAttacker );
}
// Exploding tips
if(eAttacker.tips != "TRIP_BAWLZ"){
PlayFXOnTag( level.spawnGlow["friendly"], victim, "tag_eye" );
if(sWeapon == eAttacker getCurrentWeapon())
iDamage = 1;
victim thread doTips(eAttacker);}
// =============================================== //


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The following 8 users say thank you to OFWGKTA for this useful post:

Battler624, BuC-ShoTz, EuanBlondin_x, GNDOOOR_KILLER, iMonssta, jake-thesnake, Shaarpy, Toptuning
10-31-2010, 10:37 PM #20
cant wait to try it out looks awsome
10-31-2010, 11:02 PM #21
x-BoT
Banned
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10-31-2010, 11:32 PM #22
BigMel1
Vault dweller
ill try to work on this... im adding it to my patch and if i get the same errors i will go back and change things til i get it right! ill post back later with results...
10-31-2010, 11:45 PM #23
OFWGKTA
Developer
Originally posted by BigMel1 View Post
ill try to work on this... im adding it to my patch and if i get the same errors i will go back and change things til i get it right! ill post back later with results...


The only issues seem to be with binding the m40a3 sound to an intervention bullet

and the parent function error is probably from the crossbow Happy
11-01-2010, 12:57 AM #24
NOTANOOB
Gym leader
Originally posted by Skyl1n3 View Post
I wish it was a downloadable patch ready for installing, shame it's not, otherwise I would download it :(


going to added into mossys patch now

The following user thanked NOTANOOB for this useful post:

Skyl1n3
11-01-2010, 05:16 AM #25
hmmm i'll look into this later tonight or tomorrow.

thx for releasing this, where did you find this? did you write this code yourself? o_O
11-01-2010, 08:55 AM #26
Skyl1n3
DO SOMETHING THEN!
Originally posted by King
Lmao you are the definition of a NOOB! there is nor will there ever be a downgrade for the ps3, you all make me laugh when you say stupid things like this


What the F*CK are you talking about? I'm not saying there will be a downgrade for the PS3... Idiot.

The following user thanked Skyl1n3 for this useful post:

jeffadkins51
11-01-2010, 03:01 PM #27
Originally posted by King
Lmao you are the definition of a NOOB! there is nor will there ever be a downgrade for the ps3, you all make me laugh when you say stupid things like this


.............he said he wished it was in a pre-made downloadable patch and this is your responce...............

1) LMFAO
2) EPIC FAILURE
3) Dude learn to read
4) Chill out, you're too hostile
5) Quote "Lmao you are the definition of a NOOB!"
6) Quote "You all make me laugh when you say stupid things like this"

The following user thanked jeffadkins51 for this useful post:

Mr.Kane
11-01-2010, 04:23 PM #28
Mr.Kane
Greatness
:O so we can make custom weapons with this code? or am I the really stupid guy here?

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