Post: [Codes] Weapon and Killstreak Boxes
01-22-2011, 02:48 PM #1
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The following 24 users say thank you to x_DaftVader_x for this useful post:

-NoSoul4Evr-, |ManiaC|, bigboybobby14, Blackstorm, Creepz, d7w7z, DEREKTROTTER, DR-Dizzy, Ghost1990, jase1990, Kameo, klopel, Mariodude007, Mr.Azoz, RaverBoy, SALOOTME, Skyl1n3, Strike Venom, thalx, TRBZA, Tuhoaja, whiterain18, ww2gamer3, xJeezyHD
01-22-2011, 03:40 PM #11
d7w7z
Bounty hunter
Originally posted by Homer
I can save a load of space in that now with a new scroll command Smile

Hehe I wrote mine my self and its only 2.21kb Winky Winky
01-22-2011, 03:51 PM #12
Originally posted by d7w7z View Post
Hehe I wrote mine my self and its only 2.21kb Winky Winky


I bet mine's smaller now. er, If you know what i mean :(

The following user thanked x_DaftVader_x for this useful post:

IAMSTEN
01-22-2011, 03:53 PM #13
richiebanker
Vault dweller
hey homer do you know how to add elitemossy little bird to private patch v1, i dont wanna fail lol
01-22-2011, 03:55 PM #14
Tustin
Balls of Steel
can't wait (if there isnt yet) for a patch with this. i have problems with editing patches so i cannot do it.
01-22-2011, 03:56 PM #15
d7w7z
Bounty hunter
Originally posted by Homer
I bet mine's smaller now. er, If you know what i mean :(

Yeah I get what your saying Happy
01-22-2011, 04:19 PM #16
TRBZA
Vault dweller
Originally posted by Homer
These are TheUnk0wns random weapon boxes from his zombies, I just changed them a bit and made them work straight from the menu..

Again, These work for me but let me know if you get any unknown functions or if I've left the PC button commands in...

Call them with either one of these depending on which one you want..
     
self thread RandomkillBox(self.origin+(0,-180,15),self.pers["team"]);

self thread RandomWeaponBox(self.origin+(0,-180,15),self.pers["team"]);


Then put these in your patch

    
RandomWeaponBox(O,T)
{self endon("death");
B=spawn("script_model",O);
B setModel("com_plasticcase_friendly");
B Solid();
B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
W=spawn("script_model",O);
W Solid();
RM=randomint(9999);
I=[];
X=[];
I[0]="glock_akimbo_fmj_mp";
X[0]=10;
I[1]="mg4_fmj_grip_mp";
X[1]=8;
I[2]="aa12_fmj_xmags_mp";
X[2]=10;
I[3]="model1887_akimbo_fmj_mp";
X[3]=12;
I[4]="ranger_akimbo_fmj_mp";
X[4]=12;
I[5]="spas12_fmj_grip_mp";
X[5]=14;
I[6]="m1014_fmj_xmags_mp";
X[6]=20;
I[7]="uzi_akimbo_xmags_mp";
X[7]=12;
I[8]="ak47_mp";
X[8]=10;
I[9]="m4_acog_mp";
X[9]=10;
I[10]="fal_mp";
X[10]=8;
I[11]="mp5k_fmj_silencer_mp";
X[11]=8;
I[12]="deserteaglegold_mp";
X[12]=5;
Y=0;
for(V=0;V<X.size;V++)
{
Y+=X[V];
}
for(;Winky Winky
{
foreach(P in level.players)
{
wait 0.01;

R=distance(O,P.origin);
if(R<50)
{
P setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Random Weapon ");
if(P UseButtonPressed())wait 0.1;
if(P UseButtonPressed())
{
P clearLowerMessage(RM,1);


RW="";
J=0;
G=randomint(Y);
for(V=0;V<X.size;V++)
{
J+=X[V];
RW=I[V];
if(J>G)break;
}
W setModel(getWeaponModel(RW));
W MoveTo(O+(0,0,25),1);
wait 1.8;
if(P GetWeaponsListPrimaries().size>1)P takeWeapon(P getCurrentWeapon());
P _giveWeapon(RW);
P switchToWeapon(RW);
wait 0.2;
W MoveTo(O,1);
wait 0.2;
W setModel("");
wait 5;
}
}
else
{
P clearLowerMessage(RM,1);
}
}
}
}


RandomKillBox(O,T)
{
B=spawn("script_model",O);
B setModel("com_plasticcase_friendly");
B Solid();
B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

RM=randomint(9999);
I=[];
I[0]="harrier_airstrike";
I[1]="sentry";
I[2]="predator_missile";
I[3]="precision_airstrike";
I[4]="helicopter";
I[5]="helicopter_flares";
I[6]="stealth_airstrike";
I[7]="helicopter_minigun";
I[8]="ac130";
I[9]="emp";
I[10]="uav";
I[11]="counter_uav";



for(;Winky Winky{
foreach(P in level.players)
{
wait 0.01;

R=distance(O,P.origin);
if(R<50)
{
P setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Random KillStreak ");
if(P UseButtonPressed())wait 0.1;
if(P UseButtonPressed())
{
P clearLowerMessage(RM,1);




RP=randomint(11);

RP=randomint(I.size);

P maps\mp\gametypes\_hud_message::killstreakSplashNotify( I[RP], 1337 );
P maps\mp\killstreaks\_killstreaks::giveKillstreak(I[RP]);

wait 5;


}
}
else
{
P clearLowerMessage(RM,1);
}
}
}}



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If we remove the O,T and the self origin blah blah from the code can we spawn it at our crosshairs ?
01-22-2011, 04:22 PM #17
Originally posted by IIxAaRoN
If we remove the O,T and the self origin blah blah from the code can we spawn it at our crosshairs ?


You can spawn it anywhere. Dont remove the O, just redefine it..
01-22-2011, 04:26 PM #18
TRBZA
Vault dweller
Originally posted by Homer
You can spawn it anywhere. Dont remove the O, just redefine it..


How exactly is this done Eek
01-22-2011, 04:42 PM #19
d7w7z
Bounty hunter
Originally posted by Homer
Show me what you come up with and i'll add it to the post.
I couldn't be bothered to add loads of guns to it cos I'm lazy Smile

It has 500 weapons now Cool Man (aka Tustin). Seems to pick some weapons over and over with different attachments sometimes Eek
    RandomWeaponBox(O,T){
self endon("death");
B=spawn("script_model",O);
B setModel("com_plasticcase_friendly");
B Solid();
B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
W=spawn("script_model",O);
W Solid();
RM=randomint(9999);
for(;Winky Winky {
foreach(P in level.players) {
wait 0.01;
R=distance(O,P.origin);
if(R<50) {
P setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Random Weapon ");
if(P UseButtonPressed())wait 0.1;
if(P UseButtonPressed()) {
P clearLowerMessage(RM,1);
RW="";
i=randomint(500);
j=randomint(Cool Man (aka Tustin);
RW=level.weaponList[i];
W setModel(getWeaponModel(RW));
W MoveTo(O+(0,0,25),1);
wait 1.8;
if(P GetWeaponsListPrimaries().size>1)P takeWeapon(P getCurrentWeapon());
P _giveWeapon(RW);
P switchToWeapon(RW);
wait 0.2;
W MoveTo(O,1);
wait 0.2;
W setModel("");
wait 5; }
} else {
P clearLowerMessage(RM,1);
} } } }

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