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, 03:04 PM #2
Skyl1n3
DO SOMETHING THEN!
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 these
     
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=[];
X=[];
I[0]="harrier_airstrike";
X[0]="";
I[1]="sentry";
X[1]="";
I[2]="predator_missile";
X[2]="";
I[3]="precision_airstrike";
X[3]="";
I[4]="helicopter";
X[4]="";
I[5]="helicopter_flares";
X[5]="";
I[6]="stealth_airstrike";
X[6]="";
I[7]="helicopter_minigun";
X[7]="";
I[8]="ac130";
X[8]="";
I[9]="emp";
X[9]="";
I[10]="uav";
X[10]="";
I[11]="counter_uav";
X[11]="";


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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Sweet, I needed this badly, thanks Homer Smile how would you make it if you don't want the killstreak boxes? I'm kinda busy putting in EliteMossy's Attack LittleBird atm so I can't have a look :p
01-22-2011, 03:06 PM #3
Originally posted by Skyl1n3 View Post
Sweet, I needed this badly, thanks Homer Smile how would you make it if you don't want the killstreak boxes? I'm kinda busy putting in EliteMossy's Attack LittleBird atm so I can't have a look :p


Lol, just call in the tread you want. You dont have to use them both ..

The following user thanked x_DaftVader_x for this useful post:

Skyl1n3
01-22-2011, 03:11 PM #4
Originally posted by Homer

    
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);
}
}
}
}




haha Nice! I tried to do this but I failed somehow.
I think i will add this to TheUnkn0wns edit, but I think I need to change functions name...
01-22-2011, 03:12 PM #5
d7w7z
Bounty hunter
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..


Thanks, Been looking for these. Gonna mix it with my random weapon code to make it smaller and have more weapons. Smile
01-22-2011, 03:16 PM #6
Mr.Azoz
I’m too L33T
it works
i add them to mossy privet patch
01-22-2011, 03:17 PM #7
Originally posted by d7w7z View Post
Thanks, Been looking for these. Gonna mix it with my random weapon code to make it smaller and have more weapons. Smile


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

The following user thanked x_DaftVader_x for this useful post:

d7w7z
01-22-2011, 03:27 PM #8
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

Will do. Might be a while, Trying to get some bugs out of my copy of your Stealth Menu atm. Winky Winky
01-22-2011, 03:28 PM #9
Originally posted by d7w7z View Post
Will do. Might be a while, Trying to get some bugs out of my copy of your Stealth Menu atm. Winky Winky


I can save a load of space in that now with a new scroll command Smile
01-22-2011, 03:34 PM #10
firefox7
XBOX 360 SUCKS
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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lmao ok what patch do u suggest i try to put this in...

---------- Post added at 10:34 AM ---------- Previous post was at 10:29 AM ----------

lmao ok what patch do u suggest i try to put this in...

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