Post: [RELEASE] MW2 Raygun
03-13-2011, 09:49 AM #1
247Yamato
< ^ > < ^ >
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I dont know why does my mod(chaotic invasion zombie mod) has so few people who like it here, I´ll put some random codes of it. This raygun was coded by Maxmito and me.

    main()
{
level.raygunWeapon = "pp2000_eotech_mp";

level.raygunFX["laser"] = loadFX( "misc/aircraft_light_wingtip_green" );
level.raygunFX["impact"] = loadFX( "misc/flare_ambient_green" );

level.FX_count = 0;

level thread onPlayerConnected();
}

onPlayerConnected()
{
for( ;; )
{
level waittill( "connected", player );

player thread doRaygun();
}
}

doRaygun()
{
for( ;; )
{
self waittill( "weapon_fired", weaponName );

if( self getCurrentWeapon() != level.raygunWeapon )
continue;

start = self getTagOrigin( "tag_eye" );
end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 );
trace = bulletTrace( start, end, true, self );

thread doLaserFX( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );
}
}

doLaserFX( startPos, direction, endPos )
{
doDamage = 1;

for( i = 1; ; i ++ ) //start from 1 because 0 is the player origin
{
pos = startPos + vecscale( direction, i * 150 ); //how far the bullet goes every "refresh"

if( distance( startPos, pos ) > 9000 ) //it's over 9000!. If the bullet goes too far it vanishes. No FX and no explosion, so no damage.
{
doDamage = 0;
break;
}

trace = bulletTrace( startPos, pos, true, self );

if( !bulletTracePassed( startPos, pos, true, self ) )
{
impactFX = spawnFX( level.raygunFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );
level.FX_count ++;
triggerFX( impactFX );

wait( 0.2 );

impactFX delete();
level.FX_count --;

break;
}

laserFX = spawnFX( level.raygunFX["laser"], pos ); //this is the "main" laser effect, the central one, this isn't affected by the FX limit
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.1 );

if( level.FX_count < 200 ) //if there are too many FX's, the following ones don't spawn.
{
//FX's spawned around the "main" FX with a randomly distance, to make it look cooler Winky Winky
for( j = 0; j < 3; j ++ )
{
laserFX = spawnFX( level.raygunFX["laser"], pos + (randomInt( 50 ) / 10, randomInt( 50 ) / 10, randomInt( 50 ) / 10) - vecscale( direction, i * randomInt( 10 ) * 3 ) );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.05 + randomInt( 3 ) * 0.05 );
}
}

wait( 0.05 );
}

if( doDamage )
self radiusDamage( endPos, 300, 150, 20, self );
}

deleteAfterTime( time )
{
wait( time );

self delete();
level.FX_count --;
}

vecscale( vec, scalar )
{
return ( vec[0] * scalar, vec[1] * scalar, vec[2] * scalar );
}


The image is not easy to see, is better to see it in game, :p, is the best MW2 Raygun, that for sure, :P

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The following 2 users say thank you to 247Yamato for this useful post:

SALOOTME, The InvadeR
03-13-2011, 09:52 AM #2
Merkii
Former Staff
i like rusterG's better
03-13-2011, 09:57 AM #3
247Yamato
< ^ > < ^ >
Originally posted by MerkLovesToHack View Post
i like rusterG's better


Try this first and then comment, is very hard to take a good screenshot, the bullets go very fast, :(
03-13-2011, 10:02 AM #4
Merkii
Former Staff
i have tried it i like rusters better cos its a pistol not a mg
03-13-2011, 10:04 AM #5
Looks sweet, but sadly I'm a xbox 360 person. :/
03-13-2011, 10:14 AM #6
The InvadeR
Who’s Jim Erased?
Originally posted by 247Yamato View Post
Hello

I dont know why does my mod(chaotic invasion zombie mod) has so few people who like it here, I´ll put some random codes of it. This raygun was coded by Maxmito and me.

    main()
{
level.raygunWeapon = "pp2000_eotech_mp";

level.raygunFX["laser"] = loadFX( "misc/aircraft_light_wingtip_green" );
level.raygunFX["impact"] = loadFX( "misc/flare_ambient_green" );

level.FX_count = 0;

level thread onPlayerConnected();
}

onPlayerConnected()
{
for( ;; )
{
level waittill( "connected", player );

player thread doRaygun();
}
}

doRaygun()
{
for( ;; )
{
self waittill( "weapon_fired", weaponName );

if( self getCurrentWeapon() != level.raygunWeapon )
continue;

start = self getTagOrigin( "tag_eye" );
end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 );
trace = bulletTrace( start, end, true, self );

thread doLaserFX( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );
}
}

doLaserFX( startPos, direction, endPos )
{
doDamage = 1;

for( i = 1; ; i ++ ) //start from 1 because 0 is the player origin
{
pos = startPos + vecscale( direction, i * 150 ); //how far the bullet goes every "refresh"

if( distance( startPos, pos ) > 9000 ) //it's over 9000!. If the bullet goes too far it vanishes. No FX and no explosion, so no damage.
{
doDamage = 0;
break;
}

trace = bulletTrace( startPos, pos, true, self );

if( !bulletTracePassed( startPos, pos, true, self ) )
{
impactFX = spawnFX( level.raygunFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );
level.FX_count ++;
triggerFX( impactFX );

wait( 0.2 );

impactFX delete();
level.FX_count --;

break;
}

laserFX = spawnFX( level.raygunFX["laser"], pos ); //this is the "main" laser effect, the central one, this isn't affected by the FX limit
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.1 );

if( level.FX_count < 200 ) //if there are too many FX's, the following ones don't spawn.
{
//FX's spawned around the "main" FX with a randomly distance, to make it look cooler Winky Winky
for( j = 0; j < 3; j ++ )
{
laserFX = spawnFX( level.raygunFX["laser"], pos + (randomInt( 50 ) / 10, randomInt( 50 ) / 10, randomInt( 50 ) / 10) - vecscale( direction, i * randomInt( 10 ) * 3 ) );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.05 + randomInt( 3 ) * 0.05 );
}
}

wait( 0.05 );
}

if( doDamage )
self radiusDamage( endPos, 300, 150, 20, self );
}

deleteAfterTime( time )
{
wait( time );

self delete();
level.FX_count --;
}

vecscale( vec, scalar )
{
return ( vec[0] * scalar, vec[1] * scalar, vec[2] * scalar );
}


The image is not easy to see, is better to see it in game, :p, is the best MW2 Raygun, that for sure, :P

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Your zombies is beasty I saw the preview on YouTube if anything the humans are overpowered , but that raygun is epic the best one I have seen the bullets are more like a raygun and ruster g made a deagle that fired overpowered invisible bombs I prefere yoursSmile. But I think aa12 is better suited to a raygun because of the simmilar fire rate when hold down the trigger it's the same although it will get flamed by people saying it's a shotgun ...... By the way did you release your zombie mod?
03-13-2011, 10:15 AM #7
King Dylan
Problem Sir?
ray gun in mw2 sweeet
03-13-2011, 10:30 AM #8
247Yamato
< ^ > < ^ >
Originally posted by NaThR View Post
Your zombies is beasty I saw the preview on YouTube if anything the humans are overpowered , but that raygun is epic the best one I have seen the bullets are more like a raygun and ruster g made a deagle that fired overpowered invisible bombs I prefere yoursSmile. But I think aa12 is better suited to a raygun because of the simmilar fire rate when hold down the trigger it's the same although it will get flamed by people saying it's a shotgun ...... By the way did you release your zombie mod?


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There it is, :P, it has lots of codes. There are some codes we didnt use but are there, just thread them, like Customization menu, Mines and Killingdyls flamethrower(best MW2 flamethrower by far). This raygun is not the previewed one.
03-13-2011, 11:45 AM #9
Beta-
< ^ > < ^ >
Put This In Zombie Land And Pow !!!!!!!!!
03-13-2011, 11:56 AM #10
247Yamato
< ^ > < ^ >
Originally posted by srk74 View Post
Put This In Zombie Land And Pow !!!!!!!!!


It is in Chaotic Invasion, :pedo:

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