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, 02:47 PM #38
Woof
...hmm
Originally posted by 94 View Post
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!




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)


yea cuase it was already in my gsc... and there was no errors.
and chill dam,
02-26-2011, 02:54 PM #39
JordyPordy
Can’t trickshot me!
Originally posted by BadMan
theses are all you and your friend.


Originally posted by BadMan
yea cuase it was already in my gsc... and there was no errors.
and chill dam,


Well you got to think about others not just your self, we are a community you know Smile
02-26-2011, 02:56 PM #40
Woof
...hmm
Originally posted by 94 View Post
Well you got to think about others not just your self, we are a community you know Smile

well if you find a error i did not notice tell me don't hate lol
02-26-2011, 03:04 PM #41
The InvadeR
Who’s Jim Erased?
Originally posted by 94 View Post
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!




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)


Thanks for agreeing but I don't want his code anyway xD
02-26-2011, 04:23 PM #42
Alfa
Banned
Originally posted by BadMan
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;
}


can you get me the bounce gun from the cod jumper patch? i cant find it in the coding and that one is more like cod4 bounces then this one cuz this makes you bounce the same height no matter where u jump from
02-26-2011, 05:04 PM #43
Ada Wong
So cute!
i dont know why people keep being leeches and dont respect to others work like his work
thats a shame NGU
02-26-2011, 05:14 PM #44
Woof
...hmm
Originally posted by Alfa
can you get me the bounce gun from the cod jumper patch? i cant find it in the coding and that one is more like cod4 bounces then this one cuz this makes you bounce the same height no matter where u jump from


no actualy, a added a randomInt Smile
its under the BounceGun(){ part
02-26-2011, 06:52 PM #45
Blackstorm
Veni. Vidi. Vici.
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


Actually no, I added bounce gun to my fun menu in my patch Smile (not this one)
02-26-2011, 09:02 PM #46
Alfa
Banned
Originally posted by BadMan
no actualy, a added a randomInt Smile
its under the BounceGun(){ part


o lol well then is it possible to make it bounce you as high as where u jumped from?

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