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, 11:23 AM #2
iNgLewooD64-
Do a barrel roll!
should i add your codes in my thread ?
02-26-2011, 11:24 AM #3
Woof
...hmm
Originally posted by iNgLewooD64
should i add your codes in my thread ?

erhh just put what of my codes are in the patch then link to my threads with them Winky Winky
02-26-2011, 11:26 AM #4
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
Originally posted by BadMan
A fun little code i made for iNgLewooD64-
    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;
}}


Nice, would you be willing to show me how to add the boucing part on to this?

    box = spawn("script_model", location);
box setModel( "com_plasticcase_enemy" );
box CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
02-26-2011, 11:27 AM #5
The InvadeR
Who’s Jim Erased?
Originally posted by BadMan
A fun little code i made for iNgLewooD64-
    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;
}}


is it not just a gun with less Damage and just added a bounce to them :/
02-26-2011, 11:28 AM #6
Woof
...hmm
Originally posted by NaThR View Post
is it not just a gun with less ammo and just added a bounce to them :/

haha no, look at the code if you even understand it.
02-26-2011, 11:31 AM #7
The InvadeR
Who’s Jim Erased?
Originally posted by BadMan
haha no, look at the code if you even understand it.


what bounces? the bullet i meant to say damage not ammo Facepalm
02-26-2011, 11:31 AM #8
xQuZe-
You talkin to me?
Originally posted by BadMan
A fun little code i made for iNgLewooD64-
..



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Nuff said.
02-26-2011, 11:32 AM #9
Woof
...hmm
Originally posted by xQuZe
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Nuff said.

no... thats cod jumper /facepalm
stop trying to sound big just gtfo
02-26-2011, 11:34 AM #10
The InvadeR
Who’s Jim Erased?
Originally posted by xQuZe
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Nuff said.


lol looks like its old :jim:

---------- Post added at 02:34 PM ---------- Previous post was at 02:33 PM ----------

Originally posted by BadMan
no... thats cod jumper /facepalm
stop trying to sound big just gtfo


if its differant post a video!

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