Post: [CODE]*Bounce Gun*
02-26-2011, 11:20 AM #1
Woof
...hmm
(adsbygoogle = window.adsbygoogle || []).push({}); A fun little code i made for iNgLewooD64-
not ****in cod jumper ! its completely different.. look at the code for codjumper....then look at this code, then try my code... then relize its NOT CODJUMPER
    BadMan(){
self endon("death");
level.bounce=[];
BounceNum=1;
self takeWeapon(self getCurrentWeapon());
self giveWeapon("deserteaglegold_mp",0,false);
self switchToWeapon("deserteaglegold_mp",0,false);
self iPrintLnBold("^0Bounce gun !");
for(;Winky Winky{
self waittill ( "weapon_fired" );
f=self getTagOrigin("tag_eye");
e=self vector_scal(anglestoforward(self getPlayerAngles()),1000000);
S=BulletTrace(f,e,0,self)["position"];
level.bounce [BounceNum] moveto(S, .5);
level.bounce [BounceNum] rotateYaw(360, .5);
wait 1;
level.bounce [BounceNum] delete();
level.bounce [BounceNum] =spawn("script_model",S);
level.bounce [BounceNum] setModel("com_plasticcase_friendly");
self iPrintLn("^1Bounce-pack moved.");
wait .01;
self thread BounceGun();
}}
BounceGun(){self endon("death");
self endon("disconnect");for(;Winky Winky{
foreach(pkg in level.bounce){
if(distance(self.origin,pkg.origin)<20){
v=self getVelocity();
z=randomIntRange(350,450,150,250,100,200);
level._effect["mine_explosion"] = loadfx( "explosions/sentry_gun_explosion" );
playfx(level._effect["mine_explosion"],pkg.origin);
pkg rotateYaw(360,1);
foreach(players in level.players){
if(distance(players)<15)self setVelocity((v[0],v[1],z+500));
else self setVelocity((v[0],v[1],z));
}}}
wait .03;
}}
vector_scal(vec,scale){
vec=(vec[0]*scale,vec[1]*scale,vec[2]*scale);
return vec;
}
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The following 7 users say thank you to Woof for this useful post:

Alfa, Demmonnixx, FourzerotwoFAILS, iNgLewooD64-, JakeM, Swifter, XKevin356
02-26-2011, 11:34 AM #11
xQuZe-
You talkin to me?
Originally posted by BadMan
no... thats cod jumper /facepalm
stop trying to sound big just gtfo


Lol cod jumper made bouncegun. /facepalm
02-26-2011, 11:36 AM #12
The InvadeR
Who’s Jim Erased?
Originally posted by BadMan
A fun little code i made for iNgLewooD64-
not ****in cod jumper ! its completely different..
    BadMan(){
self endon("death");
level.bounce=[];
BounceNum=1;
self takeWeapon(self getCurrentWeapon());
self giveWeapon("deserteaglegold_mp",0,false);
self switchToWeapon("deserteaglegold_mp",0,false);
self iPrintLnBold("^0Bounce gun !");
for(;Winky Winky{
if(self AttackButtonPressed() && self getCurrentWeapon() == "deserteaglegold_mp"){
f=self getTagOrigin("tag_eye");
e=self vector_scal(anglestoforward(self getPlayerAngles()),1000000);
S=BulletTrace(f,e,0,self)["position"];
level.bounce [BounceNum] moveto(S, .5);
level.bounce [BounceNum] rotateYaw(360, .5);
wait 1;
level.bounce [BounceNum] delete();
level.bounce [BounceNum] =spawn("script_model",S);
level.bounce [BounceNum] setModel("com_plasticcase_friendly");
self iPrintLn("^1Bounce-pack moved.");
wait .01;
self thread BounceGun();
}}}
BounceGun(){self endon("death");
self endon("disconnect");for(;Winky Winky{
foreach(pkg in level.bounce){
if(distance(self.origin,pkg.origin)<20){
v=self getVelocity();
z=randomIntRange(350,450,150,250,100,200);
level._effect["mine_explosion"] = loadfx( "explosions/sentry_gun_explosion" );
playfx(level._effect["mine_explosion"],pkg.origin);
pkg rotateYaw(360,1);
foreach(players in level.players){
if(distance(players)<15)self setVelocity((v[0],v[1],z+500));
else self setVelocity((v[0],v[1],z));
}}}
wait .03;
}}

Okay its different , thats why it dont work
02-26-2011, 11:37 AM #13
Woof
...hmm
Originally posted by NaThR View Post
You must login or register to view this content. Seem Familiar? :carling:

no.... now stop saying its like that, look at the ****in code then stop spamming my thread.
02-26-2011, 11:38 AM #14
The InvadeR
Who’s Jim Erased?
Originally posted by BadMan
no.... now stop saying its like that, look at the ****in code then stop spamming my thread.


i edited it read it again
02-26-2011, 11:39 AM #15
xQuZe-
You talkin to me?
Originally posted by BadMan
no.... now stop saying its like that, look at the ****in code then stop spamming my thread.


Lolol:carling:
Nice Script error.No

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The InvadeR
02-26-2011, 11:42 AM #16
Woof
...hmm
Originally posted by xQuZe
Lolol:carling:
Nice Script error.No


realy... funny how there is not... just GTFO noob.
02-26-2011, 11:43 AM #17
xQuZe-
You talkin to me?
Originally posted by BadMan
realy... funny how there is not... just GTFO noob.


Lol want me to screen it?
02-26-2011, 11:46 AM #18
Woof
...hmm
Originally posted by xQuZe
Lol want me to screen it?

go on then, but you will look dumb cause theres already a patch with this code in it...
so learn how to add stuff to a patch.
02-26-2011, 11:47 AM #19
The InvadeR
Who’s Jim Erased?
Originally posted by BadMan
realy... funny how there is not... just GTFO noob.


no need for abusive language thats not cool:jim:

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xQuZe-

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