Post: Shooting Brief Case
01-08-2011, 03:57 AM #1
jkry_2_1_
Call Me The CodFather
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    ShootingCase(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveweapon("killstreak_ac130_mp");
self switchToWeapon("killstreak_ac130_mp");
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "killstreak_ac130_mp" )
{MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


should work havent tested it will when i get comp fixed if someone else could thatd be great and tell me if doesnt work so i can fix it thanks.
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01-08-2011, 10:55 PM #20
EliteMossy
TheDigitalBoard.com
Originally posted by DEREKTROTTER View Post
you could probably do something with this to change the timeout:

    
sentry_timeOut()
{
self endon( "death" );
level endon ( "game_ended" );

lifeSpan = SENTRY_TIME_OUT;

while ( lifeSpan )
{
wait ( 1.0 );
maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();

if ( !isDefined( self.carriedBy ) )
lifeSpan = max( 0, lifeSpan - 1.0 );
}

if ( isDefined( self.owner ) )
self.owner thread leaderDialogOnPlayer( "sentry_gone" );

self notify ( "death" );
}


But timeout is hard defined, so there is no way unless you put autoturret.gsc into your patch_mp.ff

The following user thanked EliteMossy for this useful post:

DEREKTROTTER

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