Post: RELEASE : Simple MW2 DeathMachine
12-17-2010, 09:38 PM #1
Default Avatar
Gizmo
Guest
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Heres my simple Death Machine code ive been working on Smile
Its just a small code I made after I got annoyed of my CoD4 Menu not recompressing properly :whistle:
Anyway, heres the GSC for it, Just put it in a self thread called giggity ;

[LINK AT BOTTOM OF PAGE Smile]
    
giggity()
{
self endon("disconenct");
self endon("death");

self takeAllWeapons();
self setclientdvar("player_sustainAmmo", "1");
self _setperk("specialty_bulletaccuracy");
self setClientDvar("perk_weapSpreadMultiplier", 0.20);
self giveWeapon ( "m240_grip_heartbeat_mp", 0 );
allowADS(false);

{
self waittill( "weapon_fired" );
MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPosition(), self );
}
}

GetCursorPosition()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}



People who are too lazy to bind but want to try click here...

    
giggity()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );

for(;Winky Winky
self waittill( "dpad_up" );
{
self endon("disconenct");
self endon("death");

self takeAllWeapons();
self setclientdvar("player_sustainAmmo", "1");
self _setperk("specialty_bulletaccuracy");
self setClientDvar("perk_weapSpreadMultiplier", 0.20);
self giveWeapon ( "m240_grip_heartbeat_mp", 0 );
allowADS(false);

{
self waittill( "weapon_fired" );
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPosition(),

self );
}
}

GetCursorPosition()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self

getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
}
}



I may try experimenting by replacing m240_grip_heartbeat_mp with turret_minigun_mp later on Smile

Changed it to shoot 40mm, thanks iFool Winky Winky

If anyone is interested in a timer for the gun, here is the code, just insert it into whats allready there.
    
self endon( "+weapnext" ); //place with the other self end on's

wait 45; // place at the bottom of the thread , inside the braces
self takeAllWeapons(); //takes all weapons
self iPrintlnBold( "Change Weapon For a Gun" ); //Tells the player to change Gun
{self waittill("+weapnext"); //Waits until Weapnext is pressed
self giveWeapon ( "m4_fmj_xmags_mp", 0 ); //Gives you an M4 when Weapnext is pressed
}




Going to try "harrier_20mm_mp", ac130_25mm_mp and "cobra_player_minigun_mp" tomorrow Winky Winky

Have Fun Minigunning people Winky Winky

LINK ADDED FOR THE TEST PATCH :
ENJOY TESTING:
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Skyl1n3
12-17-2010, 10:58 PM #20
Default Avatar
Gizmo
Guest
Originally posted by iFool View Post
Ok thanks.

    ac130bullets()
{
self giveWeapon ( "deserteaglegold_mp", 0 );
for(;Winky Winky
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "deserteaglegold_mp" )
{
self waittill( "weapon_fired" );
MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPosition(), self );
}
}
}

GetCursorPosition()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}


Thats the code I have now but it doesnt really work :/..


What happens ?

Also recheck my post above Smile
12-17-2010, 10:58 PM #21
Cain
Tutorial Team Like A Boss
Ok thanks.

    ac130bullets()
{
self giveWeapon ( "deserteaglegold_mp", 0 );
for(;Winky Winky
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "deserteaglegold_mp" )
{
self waittill( "weapon_fired" );
MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPosition(), self );
}
}
}

GetCursorPosition()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}


Thats the code I have now but it doesnt really work :/..

---------- Post added at 10:58 PM ---------- Previous post was at 10:53 PM ----------

I noticed that I already a Golden Deagle when the game starts :p
12-17-2010, 11:06 PM #22
Cain
Tutorial Team Like A Boss
I can confirm weapon names like that do not work in a waittill(); Winky Winky
12-17-2010, 11:17 PM #23
Default Avatar
Gizmo
Guest
Originally posted by iFool View Post
I can confirm weapon names like that do not work in a waittill(); Winky Winky


Didnt think it would, it was a long shot , you will just have to change it so you spawn with a deagle instead of m240

Also could you try changing the bullet type to this, "harrier_20mm_mp"

Or

cobra_player_minigun_mp
12-18-2010, 12:54 AM #24
Rath
Today Will Be Different
Originally posted by 95 View Post
Heres my simple Death Machine code ive been working on Smile
Its just a small code I made after I got annoyed of my CoD4 Menu not recompressing properly :whistle:
Anyway, heres the GSC for it, Just put it in a self thread called giggity ;
    
giggity()
{
self endon("disconenct");
self endon("death");

self takeAllWeapons();
self setclientdvar("player_sustainAmmo", "1");
self _setperk("specialty_bulletaccuracy");
self setClientDvar("perk_weapSpreadMultiplier", 0.20);
self giveWeapon ( "m240_grip_heartbeat_mp", 0 );
allowADS(false);

{
self waittill( "weapon_fired" );
MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPosition(), self );
}
}

GetCursorPosition()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}



Im going to try put this into Jeffadkins Zombieland Later on, as a buyable item Happy , or maybe even a pickup from a scavenger pack....

I may try experimenting by replacing m240_grip_heartbeat_mp with turret_minigun_mp later on Smile

Changed it to shoot 40mm, thanks iFool Winky Winky

Going to try "harrier_20mm_mp", ac130_25mm_mp and "cobra_player_minigun_mp" tomorrow Winky Winky

Have Fun Minigunning people Winky Winky


The name of your thread "Giggity" made me lol hard. But yea I'm trying to think up some mods myself. Mostly stuff from BO that hasn't been made for Mw2.

But nice script btw
12-18-2010, 01:26 AM #25
Blackstorm
Veni. Vidi. Vici.
Originally posted by iFool View Post
Wrong actually Winky Winky I want it to shoot the bullets only if it has a Golden Deagle as the Primary Weapon.

All your code does is give it.


Okay here's the code, I'm not sure if it'll work, try it Winky Winky:


    
acDeagle(){self endon("death");self takeWeapon(self getCurrentWeapon());self giveWeapon("deserteaglegold_mp", 0, false);self switchToWeapon("deserteaglegold_mp", 0, false);for(;Winky Winky{self waittill( "weapon_fired" );if(self getWeapon()=="deserteaglegold_mp"){MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}GetCursorPos(){return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];}vector_scal(vec, scale){return (vec[0] * scale, vec[1] * scale, vec[2] * scale);}}


Edit: It works now =D
12-18-2010, 10:26 AM #26
Default Avatar
Gizmo
Guest
Originally posted by xXRathXx View Post


The name of your thread "Giggity" made me lol hard. But yea I'm trying to think up some mods myself. Mostly stuff from BO that hasn't been made for Mw2.

But nice script btw


Haha, glad someone got it Winky Winky
Im going to put it into a patch tonight, and make a video, expect one by today Smile
12-18-2010, 12:53 PM #27
Thats looks better code than what is in DEREKTROTTER's thread Smile
And about Giggity:
[ame=https://www.youtube.com/watch?v=0etdZLEG29A]YouTube - COD4 Wallbang[/ame]
Happy

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