Post: [CODE] Dolphin Dive in MW2
02-27-2011, 08:32 PM #1
xQuZe-
You talkin to me?
(adsbygoogle = window.adsbygoogle || []).push({});
Dolphin Dive


Video:
[ame="https://www.youtube.com/watch?v=tGTgHMhjfkg"]Dolphin Dive[/ame]



Originally posted by another user
Yup, this is for MW2. Made this code because i wanted the abillity to dolphin dive in mw2.
I know it doesn't look that sexy but it's a start.
A good coder like derek or mossy could pick this up and make it better.
You can remove the HUDmessage if you want.
If you put this on onplayerspawned() it's just like a normal button.
It's just as in BO, Sprint and Circle.





Code:
    
Dive()
{
self endon("disconnect");
self maps\mp\gametypes\_hud_message::hintMessage("Press [{+breath_sprint}] and [{+stance}] to dive.");
self notifyOnPlayerCommand( "Run", "+breath_sprint" );
self notifyOnPlayerCommand( "Dive", "+stance" );
for(;Winky Winky
{
self waittill( "Run" );
self waittill( "Dive" );
self setPlayerAngles(self.angles + (22, 0, 0));
self setOrigin(self.origin+(0,0,25));
wait .01;
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
MaCrosshair = BulletTrace( forward, end, 0, self )[ "position" ];
setDvar("timescale", 0.4 );
wait .01;
self setOrigin(MaCrosshair+(0,0,0));
self SetStance( "prone" );
self freezeControls(true);
wait .2;
setDvar("timescale", 1.0 );
wait .5;
self freezeControls(false);
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


In 1 line:
    Dive(){self endon("disconnect");self maps\mp\gametypes\_hud_message::hintMessage("Press [{+breath_sprint}] and [{+stance}] to dive."); self notifyOnPlayerCommand( "Run", "+breath_sprint" );self notifyOnPlayerCommand( "Dive", "+stance" ); for(;Winky Winky {self waittill( "Run" );self waittill( "Dive" );self setPlayerAngles(self.angles + (22, 0, 0));self setOrigin(self.origin+(0,0,25));wait .01;forward = self getTagOrigin("j_head");        end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);        MaCrosshair = BulletTrace( forward, end, 0, self )[ "position" ];setDvar("timescale", 0.4 );wait .01;self setOrigin(MaCrosshair+(0,0,0));self SetStance( "prone" );self freezeControls(true);wait .2;                setDvar("timescale", 1.0 );wait .5;self freezeControls(false);}}vector_scal(vec, scale){        vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);        return vec;}

(adsbygoogle = window.adsbygoogle || []).push({});

The following 17 users say thank you to xQuZe- for this useful post:

Beta-, Brian235026, CleanMODSHD, Correy, emersons35, Fifa97, I am Mara, Man Dime, matt944057, maxrox, Mr. Aimbot, Ninja, Officer Laggy, oGHOSTLYMODZ, PussayPatrol, ViiZiiKz, xT4sSin
02-27-2011, 09:23 PM #11
Looks pretty good . Happy Thank You . I'll try it . Winky Winky
02-27-2011, 09:25 PM #12
xQuZe-
You talkin to me?
Originally posted by xT4sSin View Post
Looks pretty good . Happy Thank You . I'll try it . Winky Winky


Thanks 10 letters
02-27-2011, 09:29 PM #13
CHAOZ
Banned
not flaming. but in the video , it looks just like what you can do in a normal patch , just by running and holding cirlce.. ; /
02-27-2011, 09:31 PM #14
xQuZe-
You talkin to me?
Originally posted by RUFFINGUY View Post
not flaming. but in the video , it looks just like what you can do in a normal patch , just by running and holding cirlce.. ; /


Yea i know :(. Think you can fix it? This is pretty basic.
02-27-2011, 09:33 PM #15
N3G6
SE Pro
Originally posted by xQuZe
New Video



Yea you're right, but it's pretty basic lol. I wanted it to be done tonight.


NIce Work though
02-27-2011, 09:34 PM #16
xQuZe-
You talkin to me?
Originally posted by NaTo154 View Post
NIce Work though


Thanks <3 awerawerawe
02-27-2011, 09:35 PM #17
N3G6
SE Pro
Originally posted by xQuZe
Thanks <3 awerawerawe


Is it possible to remove the crouch before the prone
02-27-2011, 09:38 PM #18
xQuZe-
You talkin to me?
Originally posted by NaTo154 View Post
Is it possible to remove the crouch before the prone


It doesn't crouch lol. It just how it looks in the video
02-27-2011, 09:41 PM #19
Man Dime
▶ ♥ Bieber Fever ♥ ◀
Originally posted by xQuZe
Dolphin Dive


Video:
You must login or register to view this content.







Code:
    
Dive()
{
self endon("disconnect");
self maps\mp\gametypes\_hud_message::hintMessage("Press [{+breath_sprint}] and [{+stance}] to dive.");
self notifyOnPlayerCommand( "Run", "+breath_sprint" );
self notifyOnPlayerCommand( "Dive", "+stance" );
for(;Winky Winky
{
self waittill( "Run" );
self waittill( "Dive" );
self setPlayerAngles(self.angles + (22, 0, 0));
wait .1;
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
MaCrosshair = BulletTrace( forward, end, 0, self )[ "position" ];
setDvar("timescale", 0.5 );
wait .01;
self setOrigin(MaCrosshair+(0,0,0));
self SetStance( "prone" );
self freezeControls(true);
wait .2;
setDvar("timescale", 1.0 );
wait .5;
self freezeControls(false);
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


In 1 line:
    Dive(){self endon("disconnect");self maps\mp\gametypes\_hud_message::hintMessage("Press [{+breath_sprint}] and [{+stance}] to dive."); self notifyOnPlayerCommand( "Run", "+breath_sprint" );self notifyOnPlayerCommand( "Dive", "+stance" ); for(;Winky Winky {self waittill( "Run" );self waittill( "Dive" );self setPlayerAngles(self.angles + (22, 0, 0));wait .1;forward = self getTagOrigin("j_head");        end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);        MaCrosshair = BulletTrace( forward, end, 0, self )[ "position" ];setDvar("timescale", 0.5 );wait .01;self setOrigin(MaCrosshair+(0,0,0));self SetStance( "prone" );self freezeControls(true);wait .2;        setDvar("timescale", 1.0 );wait .5;self freezeControls(false);}}vector_scal(vec, scale){        vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);        return vec;}



I like the idea mate, but it's not perfect just yet Winky Winky

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo