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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