Post: SpecNading by Chuiby aka LouisTakePILLz
03-17-2011, 03:51 AM #1
Demmonnixx
Vault dweller
(adsbygoogle = window.adsbygoogle || []).push({}); Saw some people interested, so I thought I would share it here;

I take no credit at all, all credits to the creator listed in Subject line

Works with: Frag,Smoke,Stun,Flash, Best with Smoke IMO



    doGerAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
self iPrintLnBold("^2Now Select SpecNader");
for(;Winky Winky
{
weapname = self GetCurrentOffhand();
if(weapname=="concussion_grenade_mp"||weapname=="frag_grenade_mp"||weapname=="flash_grenade_mp"||weapname=="smoke_grenade_mp")
{
self setWeaponAmmoClip( weapname, 9999 );
self GiveMaxAmmo( weapname );
}
wait 0.05;
}
}


specNading()
{
self endon( "disconnect" );
self endon( "death" );
self iPrintLnBold("^2SpecNader Selected");
for(;Winky Winky
{
self waittill( "grenade_fire", grenadeWeapon, weapname );
if(weapname=="concussion_grenade_mp"||weapname=="frag_grenade_mp"||weapname=="flash_grenade_mp"||weapname=="smoke_grenade_mp")
{
self _disableWeapon();
self _disableOffhandWeapons();
self freezeControls(true);
origmh = self.maxhealth;
self.maxhealth = 999999999;
self.health = self.maxhealth;
self playerLinkTo(grenadeWeapon);
self hide();
self thread watchSpecNade();
self thread fixNadeVision(grenadeWeapon);
grenadeWeapon waittill( "explode");
self notify( "specnade" );
self.maxhealth = origmh;
self.health = self.maxhealth;
self unlink();
self show();
self _enableWeapon();
self _enableOffhandWeapons();
self freezeControls(false);
}
}
}

fixNadeVision(grenade)
{
self endon( "specnade" );
self endon( "death" );
for(;Winky Winky
{
self setPlayerAngles(VectorToAngles(grenade.origin - self.origin));
wait .01;
}
}

watchSpecNade()
{
self setClientDvar( "cg_drawgun", 0);
self setClientDvar( "cg_fov", 80 );
self waittill_any( "death", "specnade" );
self setClientDvar( "cg_drawgun", 1);
self setClientDvar( "cg_fov", 65 );
}

switchToGun( weap )
{
self endon( "death" );
self notify( "switchToGun" );
self endon( "switchToGun" );
while( self getCurrentWeapon() != weap )
{
self switchToWeapon( weap );
wait .4;
}
}


Then just call them from one of you menus or self thread them under PlayerSpawned (doGerAmmo and specNading)

AGAIN, I take no credit at all, all credit goes to Chuiby @S7. Thank you for sharing this code bro!

You can check it out in action in the link in my sig space
(adsbygoogle = window.adsbygoogle || []).push({});

The following 3 users say thank you to Demmonnixx for this useful post:

Blackstorm, emsp, Mr cake man
03-17-2011, 04:17 AM #2
pcfreak30
>> PCFreak30.com Happy<<
Um, not so helpful since people don't bypass much..

Thanks for the contribution anyways..
03-18-2011, 12:42 AM #3
Demmonnixx
Vault dweller
It's all good the people who do or that just mod for fun can enjoy it.
03-18-2011, 07:06 PM #4
Merkii
Former Staff
What does it do? curios CBA putting it in a patch and testing.
03-18-2011, 07:14 PM #5
ZoneHD
Shiver do you lift?
Originally posted by Demmonnixx View Post
Saw some people interested, so I thought I would share it here;

I take no credit at all, all credits to the creator listed in Subject line

Works with: Frag,Smoke,Stun,Flash, Best with Smoke IMO



    doGerAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
self iPrintLnBold("^2Now Select SpecNader");
for(;Winky Winky
{
weapname = self GetCurrentOffhand();
if(weapname=="concussion_grenade_mp"||weapname=="frag_grenade_mp"||weapname=="flash_grenade_mp"||weapname=="smoke_grenade_mp")
{
self setWeaponAmmoClip( weapname, 9999 );
self GiveMaxAmmo( weapname );
}
wait 0.05;
}
}


specNading()
{
self endon( "disconnect" );
self endon( "death" );
self iPrintLnBold("^2SpecNader Selected");
for(;Winky Winky
{
self waittill( "grenade_fire", grenadeWeapon, weapname );
if(weapname=="concussion_grenade_mp"||weapname=="frag_grenade_mp"||weapname=="flash_grenade_mp"||weapname=="smoke_grenade_mp")
{
self _disableWeapon();
self _disableOffhandWeapons();
self freezeControls(true);
origmh = self.maxhealth;
self.maxhealth = 999999999;
self.health = self.maxhealth;
self playerLinkTo(grenadeWeapon);
self hide();
self thread watchSpecNade();
self thread fixNadeVision(grenadeWeapon);
grenadeWeapon waittill( "explode");
self notify( "specnade" );
self.maxhealth = origmh;
self.health = self.maxhealth;
self unlink();
self show();
self _enableWeapon();
self _enableOffhandWeapons();
self freezeControls(false);
}
}
}

fixNadeVision(grenade)
{
self endon( "specnade" );
self endon( "death" );
for(;Winky Winky
{
self setPlayerAngles(VectorToAngles(grenade.origin - self.origin));
wait .01;
}
}

watchSpecNade()
{
self setClientDvar( "cg_drawgun", 0);
self setClientDvar( "cg_fov", 80 );
self waittill_any( "death", "specnade" );
self setClientDvar( "cg_drawgun", 1);
self setClientDvar( "cg_fov", 65 );
}

switchToGun( weap )
{
self endon( "death" );
self notify( "switchToGun" );
self endon( "switchToGun" );
while( self getCurrentWeapon() != weap )
{
self switchToWeapon( weap );
wait .4;
}
}


Then just call them from one of you menus or self thread them under PlayerSpawned (doGerAmmo and specNading)

AGAIN, I take no credit at all, all credit goes to Chuiby @S7. Thank you for sharing this code bro!

You can check it out in action in the link in my sig space


Chuiby actually shared it? Lol???
03-18-2011, 10:35 PM #6
xQuZe-
You talkin to me?
Originally posted by Demmonnixx View Post
Saw some people interested, so I thought I would share it here;

I take no credit at all, all credits to the creator listed in Subject line

Works with: Frag,Smoke,Stun,Flash, Best with Smoke IMO



    doGerAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
self iPrintLnBold("^2Now Select SpecNader");
for(;Winky Winky
{
weapname = self GetCurrentOffhand();
if(weapname=="concussion_grenade_mp"||weapname=="frag_grenade_mp"||weapname=="flash_grenade_mp"||weapname=="smoke_grenade_mp")
{
self setWeaponAmmoClip( weapname, 9999 );
self GiveMaxAmmo( weapname );
}
wait 0.05;
}
}


specNading()
{
self endon( "disconnect" );
self endon( "death" );
self iPrintLnBold("^2SpecNader Selected");
for(;Winky Winky
{
self waittill( "grenade_fire", grenadeWeapon, weapname );
if(weapname=="concussion_grenade_mp"||weapname=="frag_grenade_mp"||weapname=="flash_grenade_mp"||weapname=="smoke_grenade_mp")
{
self _disableWeapon();
self _disableOffhandWeapons();
self freezeControls(true);
origmh = self.maxhealth;
self.maxhealth = 999999999;
self.health = self.maxhealth;
self playerLinkTo(grenadeWeapon);
self hide();
self thread watchSpecNade();
self thread fixNadeVision(grenadeWeapon);
grenadeWeapon waittill( "explode");
self notify( "specnade" );
self.maxhealth = origmh;
self.health = self.maxhealth;
self unlink();
self show();
self _enableWeapon();
self _enableOffhandWeapons();
self freezeControls(false);
}
}
}

fixNadeVision(grenade)
{
self endon( "specnade" );
self endon( "death" );
for(;Winky Winky
{
self setPlayerAngles(VectorToAngles(grenade.origin - self.origin));
wait .01;
}
}

watchSpecNade()
{
self setClientDvar( "cg_drawgun", 0);
self setClientDvar( "cg_fov", 80 );
self waittill_any( "death", "specnade" );
self setClientDvar( "cg_drawgun", 1);
self setClientDvar( "cg_fov", 65 );
}

switchToGun( weap )
{
self endon( "death" );
self notify( "switchToGun" );
self endon( "switchToGun" );
while( self getCurrentWeapon() != weap )
{
self switchToWeapon( weap );
wait .4;
}
}


Then just call them from one of you menus or self thread them under PlayerSpawned (doGerAmmo and specNading)

AGAIN, I take no credit at all, all credit goes to Chuiby @S7. Thank you for sharing this code bro!

You can check it out in action in the link in my sig space


[ame=https://www.youtube.com/watch?v=afvV6BbdbJA&feature=player_embedded]YouTube - Mw2 *NEW* Specnading mod + patch download[/ame]

Here's a vid Winky Winky
03-19-2011, 12:19 AM #7
Demmonnixx
Vault dweller
Originally posted by xMerkii View Post
What does it do? curios CBA putting it in a patch and testing.


OK, well who really created then so I can give them credit? I've never seen it posted anywhere else, maybe now of course but if you can tell me who the real creator is I'll put his/her/their names in credits


Chuiby, this is your code, correct bro. I seen this when you first put it up and no one else had it on their site before you posted

---------- Post added at 07:19 PM ---------- Previous post was at 07:18 PM ----------

[/COLOR]
Originally posted by xQuZe
You must login or register to view this content.

Here's a vid Winky Winky


Cool! You have anything new you've been working on lately?
03-19-2011, 09:16 AM #8
Merkii
Former Staff
Originally posted by Demmonnixx View Post
OK, well who really created then so I can give them credit? I've never seen it posted anywhere else, maybe now of course but if you can tell me who the real creator is I'll put his/her/their names in credits


Chuiby, this is your code, correct bro. I seen this when you first put it up and no one else had it on their site before you posted

---------- Post added at 07:19 PM ---------- Previous post was at 07:18 PM ----------

[/COLOR]

Cool! You have anything new you've been working on lately?


That made no sense why did you quote me I was asking what the code does any you asked me who made it :LOLWTFBBQ:
03-19-2011, 10:22 AM #9
xQuZe-
You talkin to me?
Originally posted by Demmonnixx View Post
OK, well who really created then so I can give them credit? I've never seen it posted anywhere else, maybe now of course but if you can tell me who the real creator is I'll put his/her/their names in credits


Chuiby, this is your code, correct bro. I seen this when you first put it up and no one else had it on their site before you posted

---------- Post added at 07:19 PM ---------- Previous post was at 07:18 PM ----------

[/COLOR]

Cool! You have anything new you've been working on lately?


It's not my code huh Winky Winky
03-19-2011, 12:00 PM #10
NextGenA
Save Point
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