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;
}
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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, 07:57 PM #20
IRiSe_GodFather
Was GodFatherIV
Ur welcome for me pointing that out Happy btw it gets stuck on real cps n wont shoot any thing else :(
01-23-2011, 03:41 PM #21
EliteMossy
TheDigitalBoard.com
Originally posted by GodFatherIV View Post
Ur welcome for me pointing that out Happy btw it gets stuck on real cps n wont shoot any thing else :(


it wont now, i fixed it in this code

The following user thanked EliteMossy for this useful post:

IRiSe_GodFather
01-23-2011, 04:13 PM #22
IRiSe_GodFather
Was GodFatherIV
Originally posted by EliteMossy View Post
it wont now, i fixed it in this code


Another thing is ur new walking ac130 doesn't work right it takes away my weapons n that's it :p thxs for fixing ur codes btw
01-23-2011, 04:24 PM #23
TRBZA
Vault dweller
Originally posted by EliteMossy View Post
it wont now, i fixed it in this code


I always get unknown function when adding this to your private patch :( i do everything correct but it just doesn't work.

I call it from the fun menu like this :
    menu.namer[4]="Modded Bullets";
menu.funcs[4]=::ModdedBullets;
menu.namer[5]="Change Bullet";
menu.funcs[5]=::ChangeBullet;


and then i place the code in my renamed gsc for my edit.its called
Next/Gen/Update_com_IIxAaRoNv1.gsc and at the top of missions i have #include Next\Gen\Update\_com_IIxAaRoNv1;
Any idea why it gives unknown function ?
01-23-2011, 04:25 PM #24
GeorgeGreen
Gym leader
Thanks for thisClaps
01-23-2011, 04:29 PM #25
EliteMossy
TheDigitalBoard.com
i thought it was ChangeBullets; not ChangeBullet
01-23-2011, 04:41 PM #26
EliteMossy = Best Hacker This Year
Thank You 4 The Script Dude !!!
01-24-2011, 12:04 AM #27
_StAtEaMiNd_
iNSSANNEEiN-DBRAiiN
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;
}


Hey I Finally Got it Mossy, Thanks For not Replying To Me :[ Made Me Sad.. :bye:
01-24-2011, 12:07 AM #28
SamMight69Her
CRAZY 4 INK
Originally posted by StAtEaMiNd
Hey I Finally Got it Mossy, Thanks For not Replying To Me :[ Made Me Sad.. :bye:


how you get it?

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