Post: [COMING SOON] Extreme Dodgeball
02-09-2011, 03:51 AM #1
Chrome Playa
Chrome Gaming Reloaded
(adsbygoogle = window.adsbygoogle || []).push({}); Any last minute ideas. Feel free to share.
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02-10-2011, 02:59 AM #20
Chrome Playa
Chrome Gaming Reloaded
Originally posted by Dr.Dizzy View Post
So whens release ? =D


Soon. Maybe tomorrow. I'm adding some more stuff.

The following user thanked Chrome Playa for this useful post:

DR-Dizzy
02-10-2011, 03:12 AM #21
teh1337
I are 𝕋𝕖𝕙𝟙𝟛𝟛𝟟
I just wrote explosive knifing and throwing knifing - idk which one you want:

Regular Knifing
    
tehleet()
{
self notifyOnPlayerCommand( "teh_leet", "+melee" );
for(;Winky Winky
{
self waittill ( "teh_leet" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


Throwing Knife
    
tehleet()
{
self notifyOnPlayerCommand( "teh_leet", "+frag" );
for(;Winky Winky
{
self waittill ( "teh_leet" );
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand == "throwingknife_mp" )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
02-10-2011, 03:15 AM #22
Chrome Playa
Chrome Gaming Reloaded
Originally posted by teh1337 View Post
I just wrote explosive knifing and throwing knifing - idk which one you want:

Regular Knifing
    
tehleet()
{
self notifyOnPlayerCommand( "teh_leet", "+melee" );
for(;Winky Winky
{
self waittill ( "teh_leet" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


Throwing Knife
    
tehleet()
{
self notifyOnPlayerCommand( "teh_leet", "+frag" );
for(;Winky Winky
{
self waittill ( "teh_leet" );
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand == "throwingknife_mp" )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

Any idea on how to wait till a certain button is released?
02-10-2011, 03:17 AM #23
teh1337
I are 𝕋𝕖𝕙𝟙𝟛𝟛𝟟
Wait til released version:

Regular Knifing
    
tehleet()
{
self notifyOnPlayerCommand( "teh_leet", "-melee" );
for(;Winky Winky
{
self waittill ( "teh_leet" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


Throwing Knife
    
tehleet()
{
self notifyOnPlayerCommand( "teh_leet", "-frag" );
for(;Winky Winky
{
self waittill ( "teh_leet" );
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand == "throwingknife_mp" )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

The following user thanked teh1337 for this useful post:

Chrome Playa
02-10-2011, 03:21 AM #24
Chrome Playa
Chrome Gaming Reloaded
Originally posted by teh1337 View Post
Wait til released version:

Regular Knifing
    
tehleet()
{
self notifyOnPlayerCommand( "teh_leet", "-melee" );
for(;Winky Winky
{
self waittill ( "teh_leet" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


Throwing Knife
    
tehleet()
{
self notifyOnPlayerCommand( "teh_leet", "-frag" );
for(;Winky Winky
{
self waittill ( "teh_leet" );
currentoffhand = self GetCurrentOffhand();
if ( currentoffhand == "throwingknife_mp" )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

How about only if you have ammo?

EDIT: Nevermind I figured it out.
02-10-2011, 03:39 AM #25
Yea add the smartaibots like I said and do IMF ammo and a range limit so bots can't get out


Limit = the medal detectors
02-10-2011, 04:03 AM #26
Pauly
Banned
Originally posted by Chrome
After 6 minutes, grenades fall from the ceiling and kill everyone Smile

lol i like Smile
02-12-2011, 05:23 PM #27
xIAmSchwem
inactive due to life
theres 2 chrome playas?
02-12-2011, 06:47 PM #28
JamazkieHD
Are You Dizzee Blud?
Originally posted by Mr.Chrome
explosive knives :p


OOOOOH Sick Cant WaitClaps

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