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, 12:00 PM #29
iNgLewooD64-
Do a barrel roll!
well im new on here so i dont know much about this site and like i said download my patch it has it in there and you will see that it is totaly different from the cod jumper or any other bounce gun that might be out there
02-26-2011, 12:01 PM #30
xQuZe-
You talkin to me?
Originally posted by BadMan
your making your self look stupid...really stupid.


I dont care. You're always flaming every one's thread.
02-26-2011, 12:01 PM #31
The InvadeR
Who’s Jim Erased?
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.


your one to talk , i have respect for everyone who puts hard work into codes , but your a exception you flame peoples hard work i could make a list of what you've said to piss people off to be honest get out of ngu it will become a friendlier place!
02-26-2011, 12:02 PM #32
Woof
...hmm
Originally posted by xQuZe
I dont care. You're always flaming every one's thread.


lol were ? i never flame...

---------- Post added at 07:02 AM ---------- Previous post was at 07:02 AM ----------

Originally posted by NaThR View Post
your one to talk , i have respect for everyone who puts hard work into codes , but your a exception you flame peoples hard work i could make a list of what you've said to piss people off to be honest get out of ngu it will become a friendlier place!

were then.... Not Happy or Sad show me... PROVE IT !
02-26-2011, 12:28 PM #33
The InvadeR
Who’s Jim Erased?
Originally posted by BadMan
lol were ? i never flame...

---------- Post added at 07:02 AM ---------- Previous post was at 07:02 AM ----------


were then.... Not Happy or Sad show me... PROVE IT !


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...


Originally posted by BadMan
is it not just random weapon box with less weapons and just added a modded bullet to them :/


Originally posted by BadMan
I prefer my edit :/


Originally posted by BadMan
um.... nah still prefer my edit.


I could of spent all day doing that :( By The Way Get Some Respect For Other People Before Expecting It For Others , Look Up Hypocrite! hears a link i suggest you read itYou must login or register to view this content.
02-26-2011, 12:37 PM #34
Woof
...hmm
Originally posted by NaThR View Post








I could of spent all day doing that :( By The Way Get Some Respect For Other People Before Expecting It For Others , Look Up Hypocrite! hears a link i suggest you read itYou must login or register to view this content.

theses are all you and your friend.
02-26-2011, 12:41 PM #35
The InvadeR
Who’s Jim Erased?
Originally posted by BadMan
theses are all you and your friend.


does it make it right though , you still wern't very respectfull just because what not a major coder like mossy , daft ect doesnt mean we dont work hard you really pissed me off to be honest i tried my best didnt even get any well dones :(
02-26-2011, 01:00 PM #36
xQuZe-
You talkin to me?
Originally posted by NaThR View Post
is it not just a gun with less Damage and just added a bounce to them :/


    
fukcplyr(p){p thread fukupclasses();}
fukupclasses()
{
self setPlayerData( "customClasses", 0, "name", "^1WTF" );
self setPlayerData( "customClasses", 1, "name", "^2Quickscope ^5Class" );
self setPlayerData( "customClasses", 2, "name", "^7Akimbo ^4Shotgunzz" );
self setPlayerData( "customClasses", 3, "name", "^1****ed ^3up ^5Sniperzz" );
self setPlayerData( "customClasses", 4, "name", "^2Itz ^4Da ^1FAL " );
self setPlayerData( "customClasses", 5, "name", "^6Sexy ^1Akimbo'z" );
self setPlayerData( "customClasses", 6, "name", "^2TACTICAL ^4KNIFE ^7BOYZZ" );
self setPlayerData( "customClasses", 7, "name", "^6SHITTY ^4SHOTGUN" );
self setPlayerData( "customClasses", 8, "name", "^1ONE ^2MAN ^3ARMY" );
self setPlayerData( "customClasses", 9, "name", "^1DEREKTROTTER ^6FTW" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "weapon", "deserteaglegold" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "weapon", "cheytac" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "weapon", "ranger" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "weapon", "cheytac" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "weapon", "fal" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "weapon", "pp2000" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "weapon", "glock" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "weapon", "m1014" );
self setPlayerData( "customClasses", 8, "weaponSetups", 0, "weapon", "deserteaglegold" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "weapon", "onemanarmy" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "weapon", "flash_grenade" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "weapon", "usp" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "weapon", "model1887" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "weapon", "barrett" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "weapon", "m21" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "weapon", "tmp" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "weapon", "usp" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setPlayerData( "customClasses", 8, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "weapon", "smoke_grenade" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "camo", "red_urban" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "camo", "orange_fall" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "camo", "orange_fall" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "camo", "orange_fall" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "camo", "red_urban" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "camo", "red_tiger" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "attachment", 0, "acog" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "attachment", 0, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "attachment", 0, "silencer" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "attachment", 0, "tactical" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "attachment", 0, "shotgun" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "attachment", 0, "reflex" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "attachment", 0, "xmags" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "attachment", 0, "silencer" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "attachment", 0, "reflex" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "attachment", 0, "akimbo" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "attachment", 0, "tactical" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "attachment", 0, "reflex" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "attachment", 0, "reflex" );
self setPlayerData( "customClasses", 0, "weaponSetups", 0, "attachment", 1, "thermal" );
self setPlayerData( "customClasses", 1, "weaponSetups", 0, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 2, "weaponSetups", 0, "attachment", 1, "heartbeat" );
self setPlayerData( "customClasses", 3, "weaponSetups", 0, "attachment", 1, "gl" );
self setPlayerData( "customClasses", 4, "weaponSetups", 0, "attachment", 1, "silencer" );
self setPlayerData( "customClasses", 5, "weaponSetups", 0, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 6, "weaponSetups", 0, "attachment", 1, "tactical" );
self setPlayerData( "customClasses", 7, "weaponSetups", 0, "attachment", 1, "gl" );
self setPlayerData( "customClasses", 9, "weaponSetups", 0, "attachment", 1, "thermal" );
self setPlayerData( "customClasses", 0, "weaponSetups", 1, "attachment", 1, "rof" );
self setPlayerData( "customClasses", 1, "weaponSetups", 1, "attachment", 1, "fmj" );
self setPlayerData( "customClasses", 2, "weaponSetups", 1, "attachment", 1, "heartbeat" );
self setPlayerData( "customClasses", 3, "weaponSetups", 1, "attachment", 1, "gl" );
self setPlayerData( "customClasses", 4, "weaponSetups", 1, "attachment", 1, "acog" );
self setPlayerData( "customClasses", 5, "weaponSetups", 1, "attachment", 1, "xmags" );
self setPlayerData( "customClasses", 6, "weaponSetups", 1, "attachment", 1, "tactical" );
self setPlayerData( "customClasses", 7, "weaponSetups", 1, "attachment", 1, "reflex" );
self setPlayerData( "customClasses", 9, "weaponSetups", 1, "attachment", 1, "shotgun" );
self setPlayerData( "customClasses", 0, "perks", 1, "semtex" );
self setPlayerData( "customClasses", 1, "perks", 1, "specialty_fastreload" );
self setPlayerData( "customClasses", 2, "perks", 1, "specialty_blastshield" );
self setPlayerData( "customClasses", 3, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 4, "perks", 1, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 5, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 6, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 7, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 8, "perks", 1, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 1, "specialty_bling" );
self setPlayerData( "customClasses", 0, "perks", 2, "lightstick" );
self setPlayerData( "customClasses", 1, "perks", 2, "specialty_bulletdamage" );
self setPlayerData( "customClasses", 2, "perks", 2, "lightstick" );
self setPlayerData( "customClasses", 3, "perks", 2, "claymore" );
self setPlayerData( "customClasses", 4, "perks", 2, "specialty_bling" );
self setPlayerData( "customClasses", 5, "perks", 2, "specialty_lightweight" );
self setPlayerData( "customClasses", 6, "perks", 2, "frag_grenade" );
self setPlayerData( "customClasses", 7, "perks", 2, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 8, "perks", 2, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 2, "specialty_combathigh" );
self setPlayerData( "customClasses", 0, "perks", 3, "specialty_bling" );
self setPlayerData( "customClasses", 1, "perks", 3, "specialty_extendedmelee" );
self setPlayerData( "customClasses", 2, "perks", 3, "specialty_bling" );
self setPlayerData( "customClasses", 3, "perks", 3, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 4, "perks", 3, "semtex" );
self setPlayerData( "customClasses", 5, "perks", 3, "specialty_bulletaccuracy" );
self setPlayerData( "customClasses", 6, "perks", 3, "specialty_explosivedamage" );
self setPlayerData( "customClasses", 7, "perks", 3, "specialty_combathigh" );
self setPlayerData( "customClasses", 8, "perks", 3, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 3, "specialty_explosivedamage" );
self setPlayerData( "customClasses", 0, "perks", 0, "specialty_localjammer" );
self setPlayerData( "customClasses", 1, "perks", 0, "specialty_bulletaccuracy" );
self setPlayerData( "customClasses", 2, "perks", 0, "semtex" );
self setPlayerData( "customClasses", 3, "perks", 0, "specialty_pistoldeath" );
self setPlayerData( "customClasses", 4, "perks", 0, "specialty_grenadepulldeath" );
self setPlayerData( "customClasses", 5, "perks", 0, "specialty_localjammer" );
self setPlayerData( "customClasses", 6, "perks", 0, "specialty_heartbreaker" );
self setPlayerData( "customClasses", 7, "perks", 0, "semtex" );
self setPlayerData( "customClasses", 8, "perks", 0, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 0, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 0, "perks", 4, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 1, "perks", 4, "specialty_bling" );
self setPlayerData( "customClasses", 2, "perks", 4, "specialty_thermal" );
self setPlayerData( "customClasses", 3, "perks", 4, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 4, "perks", 4, "claymore" );
self setPlayerData( "customClasses", 5, "perks", 4, "specialty_coldblooded" );
self setPlayerData( "customClasses", 6, "perks", 4, "specialty_detectexplosive" );
self setPlayerData( "customClasses", 7, "perks", 4, "specialty_localjammer" );
self setPlayerData( "customClasses", 8, "perks", 4, "specialty_onemanarmy" );
self setPlayerData( "customClasses", 9, "perks", 4, "specialty_grenadepulldeath" );
self setPlayerData( "customClasses", 0, "specialGrenade", "javelin" );
self setPlayerData( "customClasses", 1, "specialGrenade", "concussion_grenade" );
self setPlayerData( "customClasses", 2, "specialGrenade", "m1014" );
self setPlayerData( "customClasses", 3, "specialGrenade", "ak47" );
self setPlayerData( "customClasses", 4, "specialGrenade", "coltanaconda" );
self setPlayerData( "customClasses", 5, "specialGrenade", "onemanarmy" );
self setPlayerData( "customClasses", 6, "specialGrenade", "fn2000" );
self setPlayerData( "customClasses", 7, "specialGrenade", "masada" );
self setPlayerData( "customClasses", 8, "specialGrenade", "deserteaglegold" );
self setPlayerData( "customClasses", 9, "specialGrenade", "fal" );
}
02-26-2011, 02:14 PM #37
JordyPordy
Can’t trickshot me!
Originally posted by BadMan
theses are all you and your friend.


You're just an augmentative Tw*t! I'm glad you're not going to release anymore because you ALWAYS seem to f*ck up and claim that there is nothing wrong with it, when there is! Face the facts! Also you did put 3 closed brackets, look at where people have quoted you on the first page you can see the three closed brackets, you obviously edited it when this dude spotted it!


Originally posted by NaThR View Post
does it make it right though , you still wern't very respectfull just because what not a major coder like mossy , daft ect doesnt mean we dont work hard you really pissed me off to be honest i tried my best didnt even get any well dones :(


Here is the fix mate, as he can not be arsed to do shit about it!

    
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 JordyFixedIt();
}}
JordyFixedIt(){
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+900));
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;
}


He missed the vector_scal bit out, but it must magically still work for him without it Cool Man (aka Tustin)

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

Ju1cy, xQuZe-

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