Post: [CODE]SUPER Weapon box!
02-25-2011, 05:10 PM #1
The InvadeR
Who’s Jim Erased?
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SUPER Weapon Box!

Hi I Have Made A Super Weapon Box , I Dont Know Why It Hasnt Been Done Before So I Made It , its in beta stages at the moment!


What Makes It Differant From The Rest?

*This Weapon Box Doesn't Give You Normal Weapon's It Gives You Super Weapons (With My Dodgy Names Smile)
*They All Have A Unique Bullet And Differant Attachments/Camos


The Code

    Box()
{
level.box = spawn( "script_model", (self.origin+(0,-180,15)) );
level.box setModel( "com_plasticcase_friendly" );
level.box Solid();
level.box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.box.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^1Press [{+usereload}] For A Random Gun.");
if(self usebuttonpressed())
{
self thread mrblobby();
wait 1;
self notify("retrieved");
}
}
wait 0.05;
}
}
mrblobby()
{
self endon("disconnect");
self endon("death");
self endon("retrieved");
switch(RandomInt(4))
{
case 0: self iPrintlnBold("^1You've Got The Destroyer!");
self thread epicgun1();
break;
case 1: self iPrintlnBold("^1You've got The F2Shredder!");
self thread epicgun2();
break;
case 2: self iPrintlnBold("^1You've got The Golden Rocket");
self thread epicgun3();
break;
case 3: self iPrintlnBold("^1You've got 2x The Boom!");
self thread epicgun4();
break;
case 4: self iPrintlnBold("^1You've got The DEATH MACHINE");
self thread epicgun5();
break;
}
}
epicgun1()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("pp2000_reflex_mp", 8, false );
self switchToWeapon("pp2000_reflex_mp", 8, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "pp2000_reflex_mp") MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun2()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("fn2000_xmags_mp", 6, false );
self switchToWeapon("fn2000_xmags_mp", 6, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "fn2000_xmags_mp") MagicBullet( "cheytac_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun3()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("deserteaglegold_mp", 0, false );
self switchToWeapon("deserteaglegold_mp", 0, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "deserteaglegold_mp") MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun4()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("usp_akimbo_mp", 0, true );
self switchToWeapon("usp_akimbo_mp", 0, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "usp_akimbo_mp") MagicBullet( "m79_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun5()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("mg4_xmags_mp", 6, true );
self switchToWeapon("mg4_xmags_mp", 6, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "mg4_xmags_mp") MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}


Im Still Learning And I Make Mistake So Thank xQuZe- For Fixing It!


Update Soon!


I Know What You're Thinking , Not Much Variety And Theres No Normal Guns , This Is Only v1 So I
WILL
[/SIZE]
Update with more special guns and some normal guns to balance it out!

I hope You Like It!


Please Thank Me , Im Trying To Reach 1000 rep before 700 posts!
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The following 2 users say thank you to The InvadeR for this useful post:

Mr.Azoz, RedShellz
02-25-2011, 06:41 PM #11
Mr.Azoz
I’m too L33T
good job

your going to be good coder
02-25-2011, 06:41 PM #12
The InvadeR
Who’s Jim Erased?
Originally posted by TheWraith
lol well ill add this when you make it better a v2 or something Happy


i will make it better no doubt , but it might take up some space ill have to find a perfect amount of weapons
02-25-2011, 06:42 PM #13
TheWraith--
Gym leader
Originally posted by NaThR View Post
i will make it better no doubt , but it might take up some space ill have to find a perfect amount of weapons


do it. i got alot of gsc left..
02-25-2011, 06:42 PM #14
xQuZe-
You talkin to me?
Originally posted by NaThR View Post
..


Holy Moly. That was a hard time fixing it lol. Toke 30 min's
First some bad syntax.
Then the text didn't destroy.
Then it gave 3 weapons.
Now i fixed and it work's perfect.
What does that deserve? :embarrassed:

    Box()
{
level.box = spawn( "script_model", (self.origin+(0,-180,15)) );
level.box setModel( "com_plasticcase_friendly" );
level.box Solid();
level.box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.box.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^1Press [{+usereload}] For A Random Gun.");
if(self usebuttonpressed())
{
self thread mrblobby();
wait 1;
self notify("retrieved");
}
}
wait 0.05;
}
}
mrblobby()
{
self endon("disconnect");
self endon("death");
self endon("retrieved");
switch(RandomInt(4))
{
case 0: self iPrintlnBold("^1You've Got The Destroyer!");
self thread epicgun1();
break;
case 1: self iPrintlnBold("^1You've got The F2Shredder!");
self thread epicgun2();
break;
case 2: self iPrintlnBold("^1You've got The Golden Rocket");
self thread epicgun3();
break;
case 3: self iPrintlnBold("^1You've got 2x The Boom!");
self thread epicgun4();
break;
case 4: self iPrintlnBold("^1You've got The DEATH MACHINE");
self thread epicgun5();
break;
}
}
epicgun1()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("pp2000_reflex_mp", 8, false );
self switchToWeapon("pp2000_reflex_mp", 8, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "pp2000_reflex_mp") MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun2()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("fn2000_xmags_mp", 6, false );
self switchToWeapon("fn2000_xmags_mp", 6, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "fn2000_xmags_mp") MagicBullet( "cheytac_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun3()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("deserteaglegold_mp", 0, false );
self switchToWeapon("deserteaglegold_mp", 0, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "deserteaglegold_mp") MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun4()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("usp_akimbo_mp", 0, true );
self switchToWeapon("usp_akimbo_mp", 0, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "usp_akimbo_mp") MagicBullet( "m79_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun5()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("mg4_xmags_mp", 6, true );
self switchToWeapon("mg4_xmags_mp", 6, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "mg4_xmags_mp") MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}


It's easy to add new weapons. Just change the randomit to the highest case value.

The following user thanked xQuZe- for this useful post:

The InvadeR
02-25-2011, 06:45 PM #15
The InvadeR
Who’s Jim Erased?
Originally posted by oo View Post
good job

your going to be good coder


cheers mate enjoy this nice cold :beer:
02-25-2011, 06:46 PM #16
Woof
...hmm
Originally posted by xQuZe
You used my randomperk code? Noprobz if you did Winky Winky
Btw i couldn't reply your pm cause you need to delete some pm's
Your inbox is full.
Thx for letting my name in the boxcode Smile

    RCamo(){
j=randomintrange(1,Cool Man (aka Tustin);
CurrentGun=self getCurrentWeapon();
self takeWeapon(CurrentGun);
self giveWeapon(CurrentGun,j);
weaponsList=self GetWeaponsListAll();
foreach(weapon in weaponsList){
if(weapon!=CurrentGun){
self switchToWeapon(weapon);
}}
wait 3;
self switchToWeapon(CurrentGun);
}


not a advanced code is it... just a randomin...
02-25-2011, 06:48 PM #17
The InvadeR
Who’s Jim Erased?
Originally posted by xQuZe
Holy Moly. That was a hard time fixing it lol. Toke 30 min's
First some bad syntax.
Then the text didn't destroy.
Then it gave 3 weapons.
Now i fixed and it work's perfect.
What does that deserve? :embarrassed:

    Box()
{
level.box = spawn( "script_model", (self.origin+(0,-180,15)) );
level.box setModel( "com_plasticcase_friendly" );
level.box Solid();
level.box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.box.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^1Press [{+usereload}] For A Random Gun.");
if(self usebuttonpressed())
{
self thread mrblobby();
wait 1;
self notify("retrieved");
}
}
wait 0.05;
}
}
mrblobby()
{
self endon("disconnect");
self endon("death");
self endon("retrieved");
switch(RandomInt(4))
{
case 0: self iPrintlnBold("^1You've Got The Destroyer!");
self thread epicgun1();
break;
case 1: self iPrintlnBold("^1You've got The F2Shredder!");
self thread epicgun2();
break;
case 2: self iPrintlnBold("^1You've got The Golden Rocket");
self thread epicgun3();
break;
case 3: self iPrintlnBold("^1You've got 2x The Boom!");
self thread epicgun4();
break;
case 4: self iPrintlnBold("^1You've got The DEATH MACHINE");
self thread epicgun5();
break;
}
}
epicgun1()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("pp2000_reflex_mp", 8, false );
self switchToWeapon("pp2000_reflex_mp", 8, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "pp2000_reflex_mp") MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun2()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("fn2000_xmags_mp", 6, false );
self switchToWeapon("fn2000_xmags_mp", 6, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "fn2000_xmags_mp") MagicBullet( "cheytac_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun3()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("deserteaglegold_mp", 0, false );
self switchToWeapon("deserteaglegold_mp", 0, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "deserteaglegold_mp") MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun4()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("usp_akimbo_mp", 0, true );
self switchToWeapon("usp_akimbo_mp", 0, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "usp_akimbo_mp") MagicBullet( "m79_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun5()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("mg4_xmags_mp", 6, true );
self switchToWeapon("mg4_xmags_mp", 6, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "mg4_xmags_mp") MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}


It's easy to add new weapons. Just change the randomit to the highest case value.


may i ask where i went wrong btw add my msn Smile

---------- Post added at 09:48 PM ---------- Previous post was at 09:47 PM ----------

Originally posted by BadMan
    RCamo(){
j=randomintrange(1,Cool Man (aka Tustin);
CurrentGun=self getCurrentWeapon();
self takeWeapon(CurrentGun);
self giveWeapon(CurrentGun,j);
weaponsList=self GetWeaponsListAll();
foreach(weapon in weaponsList){
if(weapon!=CurrentGun){
self switchToWeapon(weapon);
}}
wait 3;
self switchToWeapon(CurrentGun);
}


not a advanced code is it... just a randomin...


no its not really , have i pissed you of or something? because of that post in the map edit?
02-25-2011, 06:48 PM #18
xQuZe-
You talkin to me?
Originally posted by BadMan
    RCamo(){
j=randomintrange(1,Cool Man (aka Tustin);
CurrentGun=self getCurrentWeapon();
self takeWeapon(CurrentGun);
self giveWeapon(CurrentGun,j);
weaponsList=self GetWeaponsListAll();
foreach(weapon in weaponsList){
if(weapon!=CurrentGun){
self switchToWeapon(weapon);
}}
wait 3;
self switchToWeapon(CurrentGun);
}


not a advanced code is it... just a randomin...


Didn't mean that. He knows what i mean.
02-25-2011, 06:50 PM #19
Woof
...hmm
Originally posted by NaThR View Post

no its not really , have i pissed you of or something? because of that post in the map edit?

no.. just saying... and yes it is.

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