Post: [CODE] **FIXED** Modded Bullets Code
01-22-2011, 12:55 PM #1
EliteMossy
TheDigitalBoard.com
(adsbygoogle = window.adsbygoogle || []).push({}); Fixed up a few issues with this

Add this to onPlayerConnect()
    
if (player isHost()) player thread BuildBulletList();
player.PickedBullet = 0;


Simply add these threads to your menu
    
self thread ModdedBullets();
self thread ChangeBullets();


and for the actual bug fixed code Winky Winky
    
ModdedBullets() {
if (self.ModdedBullets) {
self notify("EndModBullet");
self.ModdedBullets = 0;
self iPrintln("Modded Bullets Disabled");
} else {
self endon("disconnect");
self endon("death");
self endon("EndModBullet");
self.ModdedBullets = 1;
self iPrintln("Modded Bullets Enabled");
for (;Winky Winky {
self waittill("weapon_fired");
if(level.BulletIsModel[self.PickedBullet]){
if(level.BulletListCode[self.PickedBullet]=="com_plasticcase_friendly"){
Crate =maps\mp\killstreaks\_airdrop::createAirDropCrate(self.owner,"airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"),self geteye()+anglestoforward(self getplayerangles())*70);
Crate.angles=self getplayerangles();
Crate PhysicsLaunchServer((0,0,0),anglestoforward(self getplayerangles())*1000);
Crate thread maps\mp\killstreaks\_airdrop::physicsWaiter("airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"));
}else{
L=self GetCursorPos();
Mo=spawn("script_model",L);
Mo setModel(level.BulletListCode[self.PickedBullet]);
Mo Solid();
if(level.BulletListCode[self.PickedBullet]=="com_plasticcase_enemy")
Mo CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}}else{
MagicBullet(level.BulletListCode[self.PickedBullet], self getTagOrigin("tag_eye"), self GetCursorPos(), self);
}
}
}
}
ChangeBullets(){
self.PickedBullet++;
if(self.PickedBullet == level.BulletListCode.size) self.PickedBullet = 0;
self iprintln("Selected Bullet : "+level.BulletListName[self.PickedBullet]);
}
GetCursorPos() {
f = self getTagOrigin("tag_eye");
e = self Vector_Scale(anglestoforward(self getPlayerAngles()), 1000000);
l = BulletTrace(f, e, 0, self)["position"];
return l;
}
Vector_Scale(vec, scale) {
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
BuildBulletList(){
M=[];N=[];B=[];
M[M.size] = "ac130_25mm_mp";N[N.size] = "AC-130 25mm";B[B.size]=0;
M[M.size] = "ac130_40mm_mp";N[N.size] = "AC-130 40mm";B[B.size]=0;
M[M.size] = "ac130_105mm_mp";N[N.size] = "AC-130 105mm";B[B.size]=0;
M[M.size] = "at4_mp";N[N.size] = "AT4";B[B.size]=0;
M[M.size] = "rpg_mp";N[N.size] = "RPG";B[B.size]=0;
M[M.size] = "m79_mp";N[N.size] = "Grenade";B[B.size]=0;
M[M.size] = "javelin_mp";N[N.size] = "Javelin";B[B.size]=0;
M[M.size] = "stinger_mp";N[N.size] = "Stinger";B[B.size]=0;
M[M.size] = "remotemissile_projectile_mp";N[N.size] = "Predator";B[B.size]=0;
M[M.size] = "com_plasticcase_enemy";N[N.size] = "Care Package";B[B.size]=1;
M[M.size] = "com_plasticcase_friendly";N[N.size] = "Real Care Packages";B[B.size]=1;
M[M.size] = "furniture_blowupdoll01";N[N.size] = "Blowup Doll";B[B.size]=1;
M[M.size] = "projectile_cbu97_clusterbomb";N[N.size] = "Airstrike Bomb";B[B.size]=1;
M[M.size] = "prop_suitcase_bomb";N[N.size] = "Briefcase";B[B.size]=1;
M[M.size] = "weapon_light_stick_tactical_bombsquad";N[N.size] = "Bombsquad Tactical";B[B.size]=1;
M[M.size] = "foliage_desertbrush_1_animated";N[N.size] = "Bush";B[B.size]=1;
M[M.size] = "foliage_tree_palm_bushy_3";N[N.size] = "Palm Tree";B[B.size]=1;
M[M.size] = "foliage_cod5_tree_jungle_01_animated";N[N.size] = "Jungle 1";B[B.size]=1;
level.BulletListCode=M;
level.BulletListName=N;
level.BulletIsModel=B;
}
(adsbygoogle = window.adsbygoogle || []).push({});

The following 15 users say thank you to EliteMossy for this useful post:

_StAtEaMiNd_, Amanda, CleanMODSHD, dill1259, iJokaa, Jannis96, Josh1210, Kakashii, KamikazeOnCrack, legitmod, Morphia, RaverBoy, TehMike, TRBZA, xTrYiPiCz
01-22-2011, 02:25 PM #11
TRBZA
Vault dweller
=D............
01-22-2011, 03:27 PM #12
iJokaa
Haters Keep Me Going Winky Winky
Originally posted by EliteMossy View Post
Look at DEREKS code, and look at mine, oh mine is better, more optimized and easier to add new stuff to.

is yours easy to add to a sub menu. because there are alot of bullets to toggle through so it would be easier if they were in a sub menu. Happy
01-22-2011, 03:50 PM #13
firefox7
XBOX 360 SUCKS
Originally posted by EliteMossy View Post
Look at DEREKS code, and look at mine, oh mine is better, more optimized and easier to add new stuff to.


At least derek releases his newest patches... :hitman:

The following user thanked firefox7 for this useful post:

.DeadlyMoDz25
01-22-2011, 03:55 PM #14
_StAtEaMiNd_
iNSSANNEEiN-DBRAiiN
Originally posted by firefox7 View Post
At least derek releases his newest patches... :hitman:


:n: Mossy Just Released A Code From His Patch, What Else Do You Want?.. :n:
01-22-2011, 04:00 PM #15
firefox7
XBOX 360 SUCKS
Originally posted by StAtEaMiNd
:n: Mossy Just Released A Code From His Patch, What Else Do You Want?.. :n:


well if this code doesnt work with the patch im using which is derektrotters its pretty much useless :n: so his newest patch?
01-22-2011, 04:04 PM #16
legitmod
Gym leader
Thanks Bro Cool Man (aka Tustin)
01-22-2011, 04:09 PM #17
xPwn
Error… Cat invasion!
Thanks mossy, in your last code, when i went onto shoot care packages or something else, all the ones with ="1" at then end shot real care packages
01-22-2011, 06:26 PM #18
divybc
Former Staff
Originally posted by EliteMossy View Post
Fixed up a few issues with this

Add this to onPlayerConnect()
    
if (player isHost()) player thread BuildBulletList();
player.PickedBullet = 0;


Simply add these threads to your menu
    
self thread ModdedBullets();
self thread ChangeBullets();


and for the actual bug fixed code Winky Winky
    
ModdedBullets() {
if (self.ModdedBullets) {
self notify("EndModBullet");
self.ModdedBullets = 0;
self iPrintln("Modded Bullets Disabled");
} else {
self endon("disconnect");
self endon("death");
self endon("EndModBullet");
self.ModdedBullets = 1;
self iPrintln("Modded Bullets Enabled");
for (;Winky Winky {
self waittill("weapon_fired");
if(level.BulletIsModel[self.PickedBullet]){
if(level.BulletListCode[self.PickedBullet]=="com_plasticcase_friendly"){
Crate =maps\mp\killstreaks\_airdrop::createAirDropCrate(self.owner,"airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"),self geteye()+anglestoforward(self getplayerangles())*70);
Crate.angles=self getplayerangles();
Crate PhysicsLaunchServer((0,0,0),anglestoforward(self getplayerangles())*1000);
Crate thread maps\mp\killstreaks\_airdrop::physicsWaiter("airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"));
}else{
L=self GetCursorPos();
Mo=spawn("script_model",L);
Mo setModel(level.BulletListCode[self.PickedBullet]);
Mo Solid();
if(level.BulletListCode[self.PickedBullet]=="com_plasticcase_enemy")
Mo CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}}else{
MagicBullet(level.BulletListCode[self.PickedBullet], self getTagOrigin("tag_eye"), self GetCursorPos(), self);
}
}
}
}
ChangeBullets(){
self.PickedBullet++;
if(self.PickedBullet == level.BulletListCode.size) self.PickedBullet = 0;
self iprintln("Selected Bullet : "+level.BulletListName[self.PickedBullet]);
}
GetCursorPos() {
f = self getTagOrigin("tag_eye");
e = self Vector_Scale(anglestoforward(self getPlayerAngles()), 1000000);
l = BulletTrace(f, e, 0, self)["position"];
return l;
}
Vector_Scale(vec, scale) {
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
BuildBulletList(){
M=[];N=[];B=[];
M[M.size] = "ac130_25mm_mp";N[N.size] = "AC-130 25mm";B[B.size]=0;
M[M.size] = "ac130_40mm_mp";N[N.size] = "AC-130 40mm";B[B.size]=0;
M[M.size] = "ac130_105mm_mp";N[N.size] = "AC-130 105mm";B[B.size]=0;
M[M.size] = "at4_mp";N[N.size] = "AT4";B[B.size]=0;
M[M.size] = "rpg_mp";N[N.size] = "RPG";B[B.size]=0;
M[M.size] = "m79_mp";N[N.size] = "Grenade";B[B.size]=0;
M[M.size] = "javelin_mp";N[N.size] = "Javelin";B[B.size]=0;
M[M.size] = "stinger_mp";N[N.size] = "Stinger";B[B.size]=0;
M[M.size] = "remotemissile_projectile_mp";N[N.size] = "Predator";B[B.size]=0;
M[M.size] = "com_plasticcase_enemy";N[N.size] = "Care Package";B[B.size]=1;
M[M.size] = "com_plasticcase_friendly";N[N.size] = "Real Care Packages";B[B.size]=1;
M[M.size] = "furniture_blowupdoll01";N[N.size] = "Blowup Doll";B[B.size]=1;
M[M.size] = "projectile_cbu97_clusterbomb";N[N.size] = "Airstrike Bomb";B[B.size]=1;
M[M.size] = "prop_suitcase_bomb";N[N.size] = "Briefcase";B[B.size]=1;
M[M.size] = "weapon_light_stick_tactical_bombsquad";N[N.size] = "Bombsquad Tactical";B[B.size]=1;
M[M.size] = "foliage_desertbrush_1_animated";N[N.size] = "Bush";B[B.size]=1;
M[M.size] = "foliage_tree_palm_bushy_3";N[N.size] = "Palm Tree";B[B.size]=1;
M[M.size] = "foliage_cod5_tree_jungle_01_animated";N[N.size] = "Jungle 1";B[B.size]=1;
level.BulletListCode=M;
level.BulletListName=N;
level.BulletIsModel=B;
}

Nice, Cheers for this mossy. Your codes are mint man, Wish I had knowledge in coding like that. Although I quit college doing that stuff because of personal reason's.
01-22-2011, 07:02 PM #19
Originally posted by firefox7 View Post
well if this code doesnt work with the patch im using which is derektrotters its pretty much useless :n: so his newest patch?


Stop flaming Mossy and be happy with the codes he has released

The following user thanked Dann101 for this useful post:

ImTrippinHoes

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo