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, 11:49 AM #20
iNgLewooD64-
Do a barrel roll!
btw this code is 100% new the cod jumper gun was pretty much a whole patch and dam near impossible to put into another patch and if you would like to see it download my v1 edit its in there

The following user thanked iNgLewooD64- for this useful post:

Woof
02-26-2011, 11:50 AM #21
Woof
...hmm
Originally posted by NaThR View Post
no need for abusive language thats not cool:jim:


your spamming my thread with false errors...and your friend.. well don't worry this is the last of my codes I'm releasing obviously nobody on NGU has respect.

The following 2 users say thank you to Woof for this useful post:

DreamKidzVa, iNgLewooD64-
02-26-2011, 11:52 AM #22
iNgLewooD64-
Do a barrel roll!
i feel you on that one all people do on this site is spam all you are trying to do is help
02-26-2011, 11:55 AM #23
xQuZe-
You talkin to me?
Originally posted by BadMan
your spamming my thread with false errors...and your friend.. well don't worry this is the last of my codes I'm releasing obviously nobody on NGU has respect.


Lol hahahahahahahaha. Please do.
    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();
}}[COLOR="Red"][SIZE="6"]}[/SIZE][/COLOR]
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;
}}


1: Syntax fail. I made it big so you understand it.
2: Even after fixing that it still is unknown funciton.

Cya.
02-26-2011, 11:57 AM #24
Woof
...hmm
Originally posted by xQuZe
Lol hahahahahahahaha. Please do.
    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();
}}[COLOR="Red"][SIZE="6"]}[/SIZE][/COLOR]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;
}}


1: Syntax fail. I made it big so you understand it.
2: Even after fixing that it still is unknown funciton.

Cya.

you cant at anything to a patch.. nuf said.
+ why add a extra } into my code ? cause theres always been 2...
02-26-2011, 11:58 AM #25
The InvadeR
Who’s Jim Erased?
Originally posted by iNgLewooD64
i feel you on that one all people do on this site is spam all you are trying to do is help


this would be cool if pulled of , shame theres a error im not spamming im just saying fix the error! and your mate theres spams threads too

---------- Post added at 02:58 PM ---------- Previous post was at 02:57 PM ----------

Originally posted by iNgLewooD64
btw this code is 100% new the cod jumper gun was pretty much a whole patch and dam near impossible to put into another patch and if you would like to see it download my v1 edit its in there


ok i just took xQuZe- word i havent tested my self but you seem to be telling the truth!
02-26-2011, 11:58 AM #26
Woof
...hmm
Originally posted by NaThR View Post
this would be cool if pulled of , shame theres a error im not spamming im just saying fix the error! and your mate theres spams threads too

1. i said to your post once ! is this a little pointless..
2. YOUR MAKING UP ERRORS !!!!!!!!!!!!!!!!!!!!!!!!!!!!
02-26-2011, 11:58 AM #27
xQuZe-
You talkin to me?
Originally posted by BadMan
your spamming my thread with false errors...and your friend.. well don't worry this is the last of my codes I'm releasing obviously nobody on NGU has respect.


You fail at fights. Nuff said.
02-26-2011, 11:59 AM #28
Woof
...hmm
Originally posted by xQuZe
You fail at fights. Nuff said.

your making your self look stupid...really stupid.

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