Post: My MW2 ThunderGun code Good for any patch Updated
02-28-2011, 06:07 PM #1
Hawkin
Lord of the Undead
(adsbygoogle = window.adsbygoogle || []).push({}); Here is the code for my ForceBlast Gun (*Thunder Gun) I also took out an effect that was causing some slower connections to freeze up, and reduced the force by a little bit. It should work in any CL patch or Zombieland of Course. Also if you have gutted your _rank.gsc and do not have the scorePopup thread anymore you will need to get rid of the last line. (If you do, no +Score text will pop up when you get a kill). This line:
    self maps\mp\gametypes\_rank::scorePopup( kizls, 0, (1,1,0.5), 0 );



Here is the code you need:
    ThunGun()
{ self endon("disconnect");
self endon ("death");
level._effect[ "ac130_engineeffect" ] = loadfx( "fire/jet_engine_ac130" );
self.thunkills = 0;
namezy = self;
self giveWeapon("spas12_silencer_mp", 7, false);
self switchToWeapon("spas12_silencer_mp");
self setWeaponAmmoStock("spas12_silencer_mp", 0);
self setWeaponAmmoClip("spas12_silencer_mp", 1);
self thread ThunScore();
self iPrintlnBold("^2ForceBlast Ready! ^48^7:Shots Remaining");
for(j = 8; j > 0; j--)
{ self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "spas12_silencer_mp" )
{ fxthun = SpawnFx(level._effect[ "ac130_engineeffect" ], self getTagOrigin("tag_weapon_right"));
fxthun.angles = (0,0,0);
TriggerFX(fxthun);
earthquake( 0.9, 0.9, self.origin, 600 );
PlayRumbleOnPosition( "grenade_rumble", self.origin );
self playLoopSound("ac130_25mm_fire");
foreach(player in level.players)
{ if(player.team != self.team)
{ if(Distance(self.origin, player.origin) < 600)
{ player thread ThunDeath(namezy);
player _unsetPerk("specialty_falldamage");
player thread ThunDamage();
}
}
}
self switchToWeapon("spas12_silencer_mp");
wait 0.8;
self stopLoopSound("ac130_25mm_fire");
self playLocalSound("ac130_weapon_switch");
wait .5;
bulletz = (j - 1);
fxthun delete();
self iPrintlnBold("^2ForceBlast Ready. ^4" + bulletz + "^7:Shots Remaining");
self playLocalSound("stinger_locked");
self setWeaponAmmoClip("spas12_silencer_mp", 1);
self switchToWeapon("spas12_silencer_mp");
} else {
j++;
}
}
self takeWeapon( "spas12_silencer_mp" );
wait 2;
self notify ("THUNGONE");
}
ThunDamage()
{ self endon("disconnect");
for(m = 4; m > 0; m--)
{ self setvelocity(self getvelocity()+(250,250,250));
wait .1;
}
self setvelocity(0,0,0);
wait 7;
self notify ("BLOWNZ");
}

ThunDeath(namezy)
{ self endon("disconnect");
self endon ("BLOWNZ");
self waittill ( "death" );
self.bounty += 50;
namezy.thunkills +=50;
namezy.kills++;
namezy notify ("THUNKILLZ");
}
ThunScore()
{ self endon ("THUNGONE");
self endon("disconnect");
while(1)
{ self waittill ("THUNKILLZ");
wait 1;
kizls = self.thunkills;
self.thunkills = 0;
self maps\mp\gametypes\_rank::scorePopup( kizls, 0, (1,1,0.5), 0 );
}
}


Enjoy!
-H
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The following 5 users say thank you to Hawkin for this useful post:

CAMMO-ECKERT, chickensamw1993, DreamKidzVa, Mr.Pure420, PussayPatrol
03-01-2011, 02:37 AM #11
wow looks nice nice to see in some patches soon :y:
03-02-2011, 03:20 AM #12
Hawkin
Lord of the Undead
Originally posted by DreamKidzVa View Post
didn't work for me ! /: I took it out again



what error are you getting? works perfect 4 me.
03-02-2011, 03:25 AM #13
DreamKidzVa
OFWGKTADGAFLLBBLSBFBN
Originally posted by Hawkin View Post
what error are you getting? works perfect 4 me.


Well , everytime i put it in , it says Bad syntex . But when i take the thunder gun out it works again . can you send me the code your using ? and the menu.name plus menu.function .
03-02-2011, 03:33 AM #14
Hawkin
Lord of the Undead
Originally posted by DreamKidzVa View Post
Well , everytime i put it in , it says Bad syntex . But when i take the thunder gun out it works again . can you send me the code your using ? and the menu.name plus menu.function .


the code up top was corrected. i'd assume the function would be
self thread ThunGun();

or

::ThunGun();
03-02-2011, 03:36 AM #15
DreamKidzVa
OFWGKTADGAFLLBBLSBFBN
Originally posted by Hawkin View Post
the code up top was corrected. i'd assume the function would be
self thread ThunGun();

or

::ThunGun();


:wtf: I see what i did wrong -__- . I did ::ThunGun; Instead .

EDIT : Wait nevermind . I kept writing gsc after . Facepalm
03-02-2011, 04:24 AM #16
emsp
Space Ninja
Originally posted by DreamKidzVa View Post
:wtf: I see what i did wrong -__- . I did ::ThunGun; Instead .

EDIT : Wait nevermind . I kept writing gsc after . Facepalm


lol /facepalm



also its / facepalm
03-04-2011, 05:22 AM #17
PussayPatrol
I'm a neat monster...
Originally posted by Hawkin View Post
Here is the code for my ForceBlast Gun (*Thunder Gun) I also took out an effect that was causing some slower connections to freeze up, and reduced the force by a little bit. It should work in any CL patch or Zombieland of Course. Also if you have gutted your _rank.gsc and do not have the scorePopup thread anymore you will need to get rid of the last line. (If you do, no +Score text will pop up when you get a kill). This line:
    self maps\mp\gametypes\_rank::scorePopup( kizls, 0, (1,1,0.5), 0 );



Here is the code you need:
    ThunGun()
{ self endon("disconnect");
self endon ("death");
level._effect[ "ac130_engineeffect" ] = loadfx( "fire/jet_engine_ac130" );
self.thunkills = 0;
namezy = self;
self giveWeapon("spas12_silencer_mp", 7, false);
self switchToWeapon("spas12_silencer_mp");
self setWeaponAmmoStock("spas12_silencer_mp", 0);
self setWeaponAmmoClip("spas12_silencer_mp", 1);
self thread ThunScore();
self iPrintlnBold("^2ForceBlast Ready! ^48^7:Shots Remaining");
for(j = 8; j > 0; j--)
{ self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "spas12_silencer_mp" )
{ fxthun = SpawnFx(level._effect[ "ac130_engineeffect" ], self getTagOrigin("tag_weapon_right"));
fxthun.angles = (0,0,0);
TriggerFX(fxthun);
earthquake( 0.9, 0.9, self.origin, 600 );
PlayRumbleOnPosition( "grenade_rumble", self.origin );
self playLoopSound("ac130_25mm_fire");
foreach(player in level.players)
{ if(player.team != self.team)
{ if(Distance(self.origin, player.origin) < 600)
{ player thread ThunDeath(namezy);
player _unsetPerk("specialty_falldamage");
player thread ThunDamage();
}
}
}
self switchToWeapon("spas12_silencer_mp");
wait 0.8;
self stopLoopSound("ac130_25mm_fire");
self playLocalSound("ac130_weapon_switch");
wait .5;
bulletz = (j - 1);
fxthun delete();
self iPrintlnBold("^2ForceBlast Ready. ^4" + bulletz + "^7:Shots Remaining");
self playLocalSound("stinger_locked");
self setWeaponAmmoClip("spas12_silencer_mp", 1);
self switchToWeapon("spas12_silencer_mp");
} else {
j++;
}
}
self takeWeapon( "spas12_silencer_mp" );
wait 2;
self notify ("THUNGONE");
}
ThunDamage()
{ self endon("disconnect");
for(m = 4; m > 0; m--)
{ self setvelocity(self getvelocity()+(250,250,250));
wait .1;
}
self setvelocity(0,0,0);
wait 7;
self notify ("BLOWNZ");
}

ThunDeath(namezy)
{ self endon("disconnect");
self endon ("BLOWNZ");
self waittill ( "death" );
self.bounty += 50;
namezy.thunkills +=50;
namezy.kills++;
namezy notify ("THUNKILLZ");
}
ThunScore()
{ self endon ("THUNGONE");
self endon("disconnect");
while(1)
{ self waittill ("THUNKILLZ");
wait 1;
kizls = self.thunkills;
self.thunkills = 0;
self maps\mp\gametypes\_rank::scorePopup( kizls, 0, (1,1,0.5), 0 );
}
}


Enjoy!
-H







hey hawkins look when i put this code in a patch lets just say elite mossy v9 and i put it in admin when i load it up on mw2 on my 3.41 when i get in the game and click it to shoot my ps3 frezzs is that only me?

:black::black::black::black::black::black::black::black::black::black::black::black::black::black::black::black::black::black::black::black::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::pedo::black::black::black::black::black::black::black::black::black::black::black::black::black::black::black::pedo::pedo::black::pedo::
03-04-2011, 11:19 AM #18
Beta-
< ^ > < ^ >
I Gotta See This

Video PLEASEE
03-09-2011, 05:40 PM #19
Hawkin
Lord of the Undead
Originally posted by 69r View Post
hey hawkins look when i put this code in a patch lets just say elite mossy v9 and i put it in admin when i load it up on mw2 on my 3.41 when i get in the game and click it to shoot my ps3 frezzs is that only me?


It works fine for me. you can try this version below it gets rid of a visual effects that really doesn't show up well anyways:
    ThunGun()
{ self endon("disconnect");
self endon ("death");

self.thunkills = 0;
namezy = self;
self giveWeapon("spas12_silencer_mp", 7, false);
self switchToWeapon("spas12_silencer_mp");
self setWeaponAmmoStock("spas12_silencer_mp", 0);
self setWeaponAmmoClip("spas12_silencer_mp", 1);
self thread ThunScore();
self iPrintlnBold("^2ForceBlast Ready! ^48^7:Shots Remaining");
for(j = 8; j > 0; j--)
{ self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "spas12_silencer_mp" )
{
earthquake( 0.9, 0.9, self.origin, 600 );
self playLoopSound("ac130_25mm_fire");
foreach(player in level.players)
{ if(player.team != self.team)
{ if(Distance(self.origin, player.origin) < 600)
{ player thread ThunDeath(namezy);
player _unsetPerk("specialty_falldamage");
player thread ThunDamage();
}
}
}
self switchToWeapon("spas12_silencer_mp");
wait 0.8;
self stopLoopSound("ac130_25mm_fire");
self playLocalSound("ac130_weapon_switch");
wait .5;
bulletz = (j - 1);

self iPrintlnBold("^2ForceBlast Ready. ^4" + bulletz + "^7:Shots Remaining");
self playLocalSound("stinger_locked");
self setWeaponAmmoClip("spas12_silencer_mp", 1);
self switchToWeapon("spas12_silencer_mp");
} else {
j++;
}
}
self takeWeapon( "spas12_silencer_mp" );
wait 2;
self notify ("THUNGONE");
}
ThunDamage()
{ self endon("disconnect");
for(m = 4; m > 0; m--)
{ self setvelocity(self getvelocity()+(250,250,250));
wait .1;
}
self setvelocity(0,0,0);
wait 7;
self notify ("BLOWNZ");
}

ThunDeath(namezy)
{ self endon("disconnect");
self endon ("BLOWNZ");
self waittill ( "death" );
self.bounty += 50;
namezy.thunkills +=50;
namezy.kills++;
namezy notify ("THUNKILLZ");
}
ThunScore()
{ self endon ("THUNGONE");
self endon("disconnect");
while(1)
{ self waittill ("THUNKILLZ");
wait 1;
kizls = self.thunkills;
self.thunkills = 0;
self maps\mp\gametypes\_rank::scorePopup( kizls, 0, (1,1,0.5), 0 );
}

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