Post: [CODE] the Beast Death Shere
03-03-2011, 08:52 PM #1
CAMMO-ECKERT
Smash It If You Grab It
(adsbygoogle = window.adsbygoogle || []).push({}); i had 2 remove the code so im sorry any way im sorry i did borrow the idea from ghost_clfreedom /// inline4pwr

all credit 2 ghost _ clfreedom
.................................
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The following 3 users say thank you to CAMMO-ECKERT for this useful post:

bcb, DreamKidzVa, iNikush
03-07-2011, 05:06 AM #20
iNikush
I'm back from the dead
Originally posted by ECKERT View Post
If Your Ever Gunna Use This In Ur Patch U Might Wanna Have Godmode On

()
    doDEATHSPHERE()
{
self iPrintlnBold("^0DEATHSPHERE INBOUND");
self playSound( "ui_mp_nukebomb_timer" );
wait 1;
self playSound( "ui_mp_nukebomb_timer" );
wait 1;
self playSound( "ui_mp_nukebomb_timer" );
wait 1;
self playSound( "flag_spawned" );
self playlocalsound( "nuke_incoming" );
DEATHSPHERE = spawn("script_model", self.origin+(24000,15000,25000) );
DEATHSPHERE setModel( "test_sphere_silver" );
Location = self thread GetCursorPos();
Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
DEATHSPHERE.angles = Angles;
DEATHSPHERE playLoopSound( "veh_b2_dist_loop" );
wait 0.001;
self playSound( "flag_spawned" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_left" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_right" );
wait( 0.45 );
playFxontag( level.harrier_smoke, self, "tag_engine_left2" );
playFxontag( level.harrier_smoke, self, "tag_engine_right2" );
playFxOnTag( level.chopper_fx["damage"]["heavy_smoke"], self, "tag_engine_left" );
DEATHSPHERE moveto(Location, 3.9);
wait 5.8;
DEATHSPHERE playsound( "nuke_explosion" );
wait .4;
level._effect[ "cloud" ] = loadfx( "explosions/emp_flash_mp" );
playFx( level._effect[ "cloud" ], DEATHSPHERE.origin+(0,0,200));
DEATHSPHERE playSound( "harrier_jet_crash" );
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin);
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin+(400,0,0));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin+(0,400,0));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin+(400,400,0));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin+(0,0,400));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin-(400,0,0));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin-(0,400,0));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin-(400,400,0));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin+(0,0,800));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin+(200,0,0));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin+(0,200,0));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin+(200,200,0));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin+(0,0,200));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin-(200,0,0));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin-(0,200,0));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin-(200,200,0));
playFX(level.chopper_fx["explode"]["large"], DEATHSPHERE.origin+(0,0,200));
Earthquake( 0.4, 4, DEATHSPHERE.origin, 800 );
RadiusDamage( DEATHSPHERE.origin, 99990, 99990, 99990, self );
DEATHSPHERE delete();
wait 5;

self iPrintlnBold("^3OWNAGE DEATH SPHERE");
}

GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scals(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}

vector_scals(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


EXAMPLE

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cool cammo whats up ur never on bombers site wait no one else is either lol

---------- Post added at 09:06 PM ---------- Previous post was at 09:05 PM ----------

Originally posted by inline4pwr View Post
doDeathSphere()
    {

self iPrintlnBold("^1WARNING-^0Death Sphere Inbound");
Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );
Kamikaze setModel( "test_sphere_silver" );
Location = self thread GetCursorPos();
Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
Kamikaze.angles = Angles;
Kamikaze playLoopSound( "veh_b2_dist_loop" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_left" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_right" );
wait( 0.45 );
playFxontag( level.harrier_smoke, self, "tag_engine_left2" );
playFxontag( level.harrier_smoke, self, "tag_engine_right2" );
playFxOnTag( level.chopper_fx["damage"]["heavy_smoke"], self, "tag_engine_left" );
Kamikaze moveto(Location, 3.9);
wait 5.8;
Kamikaze playsound( "nuke_explosion" );
wait .4;
level._effect[ "cloud" ] = loadfx( "explosions/emp_flash_mp" );
playFx( level._effect[ "cloud" ], Kamikaze.origin+(0,0,200));
Kamikaze playSound( "harrier_jet_crash" );
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin);
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,400));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,800));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
RadiusDamage( Kamikaze.origin, 100000, 100000, 100000, self );
Kamikaze delete();
wait 5;

self iPrintlnBold("^0Death Sphere Ready for Deployment");
}


---------- Post added at 07:16 PM ---------- Previous post was at 07:13 PM ----------

the only thing he changed was the damage was turned down a bit and some text. i dont see why he turned the damage down. i didnt even finish this. i was going to add some stuff but never got around to it.

---------- Post added at 07:24 PM ---------- Previous post was at 07:16 PM ----------

so you mean that CAMMO just happen to make an edit of kamakazi bomber then name it death sphere in the coding just like mine lol. me and a friend made death sphere back when this kid was trying to get in our lobbies. yeah kind of a coincidence that he named it the same exact thing. YOU STOLE DEATH SPHERE AND YOU KNOW IT! VERY LAME AS THIS WAS REALLY EASY TO DO! you could have just changed the model to a sex doll and called it something like death doll. YOU FAIL CAMMO, YOU ARE A FAKE AN EVERYONE SHOULD KNOW THIS!


please put in the bbcode for code like i did in my reply
03-08-2011, 03:38 AM #21
inline4pwr
Do a barrel roll!
thank you cammo. thats all i wanted man. just a little recognition for it. now just build off it. edit it. i dont care. do whatever with it.

---------- Post added at 11:26 PM ---------- Previous post was at 11:23 PM ----------

i dont care that you posted it just wanted a little recognition from you is all. im glad everyone has it hope can do more with it if they feel so inclined. have fun.

---------- Post added at 11:29 PM ---------- Previous post was at 11:26 PM ----------

ill post my version of it on here soon or if cammo wants to post his thats fine. his is a bit different, but basically the same. with mine you have to increase the value for god mode, just add a few 0's to it.

---------- Post added at 11:38 PM ---------- Previous post was at 11:29 PM ----------

god mode on most patches is actually set really low. i believe if you set it really high by adding all 9's not 0's. you should be able to live through EVERY kind of nuke, for instance a nuke from a care package wich would usually kill you through normal god mode. but i call this super god mode, and you "should" be able to live though any nukes. maybe even 40 or 50 nukes at once? it looks cool to shoot 40 of them at once in the sky.
03-08-2011, 07:30 AM #22
BriceC
Computer Programmer
Thats tight does it actually work tho
03-08-2011, 11:50 PM #23
inline4pwr
Do a barrel roll!
yeah the code actually works.
    


---------- Post added at 07:39 PM ---------- Previous post was at 07:37 PM ----------

     dodeathsphere code


---------- Post added at 07:43 PM ---------- Previous post was at 07:39 PM ----------

this is my version of DeathSphere. you will need to increase your god mode a bit to use this, or you can just turn the damage down.
    doDeathSphere()
{

self iPrintlnBold("^1WARNING-^0Death Sphere Inbound");
Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );
Kamikaze setModel( "test_sphere_silver" );
Location = self thread GetCursorPos();
Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
Kamikaze.angles = Angles;
Kamikaze playLoopSound( "veh_b2_dist_loop" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_left" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_right" );
wait( 0.45 );
playFxontag( level.harrier_smoke, self, "tag_engine_left2" );
playFxontag( level.harrier_smoke, self, "tag_engine_right2" );
playFxOnTag( level.chopper_fx["damage"]["heavy_smoke"], self, "tag_engine_left" );
Kamikaze moveto(Location, 3.9);
wait 5.8;
Kamikaze playsound( "nuke_explosion" );
wait .4;
level._effect[ "cloud" ] = loadfx( "explosions/emp_flash_mp" );
playFx( level._effect[ "cloud" ], Kamikaze.origin+(0,0,200));
Kamikaze playSound( "harrier_jet_crash" );
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin);
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,400));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,800));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
RadiusDamage( Kamikaze.origin, 100000, 100000, 100000, self );
Kamikaze delete();
wait 5;

self iPrintlnBold("^0Death Sphere Ready for Deployment");
}


---------- Post added at 07:50 PM ---------- Previous post was at 07:43 PM ----------

this is how i put it in the menu. could be different for every patch though. i had the coding for it in _utility.gsc and this part goes in _missions.gsc
    level.subMenuFunctions[self.index+2][0] = maps\mp\_utility :: doDeathSphere;
03-09-2011, 12:06 AM #24
Originally posted by inline4pwr View Post
yeah the code actually works.
    


---------- Post added at 07:39 PM ---------- Previous post was at 07:37 PM ----------

     dodeathsphere code


---------- Post added at 07:43 PM ---------- Previous post was at 07:39 PM ----------

this is my version of DeathSphere. you will need to increase your god mode a bit to use this, or you can just turn the damage down.
    doDeathSphere()
{

self iPrintlnBold("^1WARNING-^0Death Sphere Inbound");
Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );
Kamikaze setModel( "test_sphere_silver" );
Location = self thread GetCursorPos();
Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
Kamikaze.angles = Angles;
Kamikaze playLoopSound( "veh_b2_dist_loop" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_left" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_right" );
wait( 0.45 );
playFxontag( level.harrier_smoke, self, "tag_engine_left2" );
playFxontag( level.harrier_smoke, self, "tag_engine_right2" );
playFxOnTag( level.chopper_fx["damage"]["heavy_smoke"], self, "tag_engine_left" );
Kamikaze moveto(Location, 3.9);
wait 5.8;
Kamikaze playsound( "nuke_explosion" );
wait .4;
level._effect[ "cloud" ] = loadfx( "explosions/emp_flash_mp" );
playFx( level._effect[ "cloud" ], Kamikaze.origin+(0,0,200));
Kamikaze playSound( "harrier_jet_crash" );
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin);
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,400));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(400,400,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,800));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,0,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(0,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin-(200,200,0));
playFX(level.chopper_fx["explode"]["large"], Kamikaze.origin+(0,0,200));
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
RadiusDamage( Kamikaze.origin, 100000, 100000, 100000, self );
Kamikaze delete();
wait 5;

self iPrintlnBold("^0Death Sphere Ready for Deployment");
}


---------- Post added at 07:50 PM ---------- Previous post was at 07:43 PM ----------

this is how i put it in the menu. could be different for every patch though. i had the coding for it in _utility.gsc and this part goes in _missions.gsc
    level.subMenuFunctions[self.index+2][0] = maps\mp\_utility :: doDeathSphere;


you didn't make this code, this code already existed and all you did was change the model, you don't deserve recognition for that, c'mon ghost
03-09-2011, 02:41 AM #25
inline4pwr
Do a barrel roll!
Originally posted by Clayface View Post
you didn't make this code, this code already existed and all you did was change the model, you don't deserve recognition for that, c'mon ghost


ok dude whatever. i never said i made the code!!! dude you have become the biggest s*** talker. ill give you credit for it being originally your idea. but you always talk s*** about everything people do. i cleary said in my other post that is an "EDIT" of kamakazi bomber!!!! OMFG!!!

---------- Post added at 10:41 PM ---------- Previous post was at 10:38 PM ----------

Originally posted by Clayface View Post
you didn't make this code, this code already existed and all you did was change the model, you don't deserve recognition for that, c'mon ghost

oh and thanks for deleting me bro your cool
03-09-2011, 02:43 AM #26
Cody_h4x
Nobody is like me
Code looked kinda cool never got to use it nice job though :y:
03-09-2011, 03:08 PM #27
Originally posted by inline4pwr View Post
ok dude whatever. i never said i made the code!!! dude you have become the biggest s*** talker. ill give you credit for it being originally your idea. but you always talk s*** about everything people do. i cleary said in my other post that is an "EDIT" of kamakazi bomber!!!! OMFG!!!

---------- Post added at 10:41 PM ---------- Previous post was at 10:38 PM ----------


oh and thanks for deleting me bro your cool


i only talk shit when you deserve it, and i deleted you because you didn't log in to your accounts for months, also why are you even fighting with these kids, "this is my code" "thats your code", seriously, who cares, we're all leechers in the end
03-09-2011, 09:38 PM #28
inline4pwr
Do a barrel roll!
ok you have a good point. but dude this kid cammo completely copied deathsphere and tried taking credit, screw that!! but to be honest the code was your idea and you did do it first. but cammo had nothing to do with this code and just copy and pasted it. we made this, not cammo. thats it. so all credit actually goes to DjClayface for the code. if we are still cool i will add you if you send a friend request.

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