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
11-01-2010, 04:41 PM #29
Meow
Former Staff
I wanna see a video. It sounds so cool.
11-01-2010, 05:54 PM #30
Cyborg Ninja
PS3 Security FtW !
Ive wriggled down to the place where the error is centering from.

Tests

1.Removed Cross Bow From the code.

2.Tried taking out all of the other features just leaving the m4a0 sniper in without the notify.Data sound line (as it causes an error)

3. Tried Removing the m4a0 and left all the other features in.

Results.

1.Parent script error

2.Parent script error

3.Parent script error


Now i believe from the following above tests the error originates from this location.


    changeWeaponNames()
{
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 "m4_shotgun_attach_mp":
csname.text = game["weapons"]["FlameThrower"];
break;

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

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

case "m16_silencer_heartbeat_mp":
csname.text = game["weapons"]["Crossbow"];
break;
}

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

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


Note the above code is without the m4a0 sniper code.

Any suggestions ?
11-01-2010, 07:04 PM #31
colts
Treyarch is a FaiL!!<3
thanx for share bro
11-01-2010, 07:43 PM #32
hmmm try completely removing that code and then // out all references to it

all it does it display a unique weapon name. not necessary at all

so remove that function, comment or remove all references to it. and see if you have an error or not
11-02-2010, 11:42 AM #33
Cyborg Ninja
PS3 Security FtW !
Originally posted by jeffadkins51 View Post
hmmm try completely removing that code and then // out all references to it

all it does it display a unique weapon name. not necessary at all

so remove that function, comment or remove all references to it. and see if you have an error or not


Tried doing this got the error again.

Ill try takeing out all the weapons leaving just the unique sniper m4a0in that way i will be able to tell if it loads properly.
11-02-2010, 09:25 PM #34
FrozN
Look up my Patch Edits :P
LOL wicked, ty man.

---------- Post added at 04:25 PM ---------- Previous post was at 03:52 PM ----------

everyone is releasing atm
11-02-2010, 09:36 PM #35
Slay No More
Who’s Jim Erased?
Pictures please ;0?
11-02-2010, 10:45 PM #36
firefox7
XBOX 360 SUCKS
can someone upload a video of this
11-03-2010, 01:27 PM #37
OFWGKTA
Developer
Originally posted by packarda12 View Post
Ive wriggled down to the place where the error is centering from.

Tests

1.Removed Cross Bow From the code.

2.Tried taking out all of the other features just leaving the m4a0 sniper in without the notify.Data sound line (as it causes an error)

3. Tried Removing the m4a0 and left all the other features in.

Results.

1.Parent script error

2.Parent script error

3.Parent script error


Now i believe from the following above tests the error originates from this location.


    changeWeaponNames()
{
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 "m4_shotgun_attach_mp":
csname.text = game["weapons"]["FlameThrower"];
break;

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

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

case "m16_silencer_heartbeat_mp":
csname.text = game["weapons"]["Crossbow"];
break;
}

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

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


Note the above code is without the m4a0 sniper code.

Any suggestions ?


I Havent checked this, but I will look into it, At the moment that may be the only problem, for i have revamped everything else

---------- Post added at 08:26 AM ---------- Previous post was at 08:25 AM ----------

Originally posted by firefox7 View Post
can someone upload a video of this


Video Soon, Lol I'll stuff this in a small patch and record it

---------- Post added at 08:27 AM ---------- Previous post was at 08:26 AM ----------

Originally posted by Slay
Pictures please ;0?


Crossbow1 Up

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