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, 09:05 PM #47
Brian235026
< ^ > < ^ >
nice code lol i like it
02-26-2011, 09:07 PM #48
Janiboy
☆ janiboy95 ☆
It sound funny.. a video would be great =D
02-26-2011, 09:15 PM #49
XKevin356
Are you high?
THANK YOU!!!! ive wanted this for soooo long +REP
02-26-2011, 09:30 PM #50
Brian235026
< ^ > < ^ >
nice you should record this code sounds cool
02-27-2011, 02:20 AM #51
NGU???
Banned
Not Bad Code there m8 Winky Winky, There are a Few parts I can make better and shorter if you want?

Let me know if you want it Shortened.
02-27-2011, 02:36 AM #52
Demmonnixx
Vault dweller
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;
}


Thanks bro, works like a charm!!! Pretty cool. I have seen codjumper's but could never get it to work in my edits. This one works... Smile Not sure if they do the same thing yours and his versions, can't remember what his does....... Thanks again!

---------- Post added at 08:36 PM ---------- Previous post was at 08:28 PM ----------

Originally posted by xQuZe
Lolol:carling:
Nice Script error.No


There's no script error, have it in my patch right now. Works like a charm, if maybe you already have one of his codes in your patch rename BadMan to BadManBG and call it under weapons menu or where ever you want it. Works perfect, try it again, if you still cannot get it to work, I'll upload the patch so you can see it working. Let me know!
02-27-2011, 02:43 AM #53
malanof5
Error… Cat invasion!
Nice code looks fun lol thanks for the code.
02-27-2011, 08:13 AM #54
xQuZe-
You talkin to me?
Originally posted by Demmonnixx View Post
Thanks bro, works like a charm!!! Pretty cool. I have seen codjumper's but could never get it to work in my edits. This one works... Smile Not sure if they do the same thing yours and his versions, can't remember what his does....... Thanks again!

---------- Post added at 08:36 PM ---------- Previous post was at 08:28 PM ----------



There's no script error, have it in my patch right now. Works like a charm, if maybe you already have one of his codes in your patch rename BadMan to BadManBG and call it under weapons menu or where ever you want it. Works perfect, try it again, if you still cannot get it to work, I'll upload the patch so you can see it working. Let me know!


He fixed it. It had a script error. Btw i was mad when i posted that :evil:Happy
02-27-2011, 05:13 PM #55
Demmonnixx
Vault dweller
Originally posted by xQuZe
He fixed it. It had a script error. Btw i was mad when i posted that :evil:Happy


Oh ok I guess it had to of been before I looked at it.

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