Post: [CODE]RusterG's Ray Gun and Ray Gun Pack o Punch[RELEASE]
03-18-2011, 09:40 PM #1
RusterG
The one and Only
(adsbygoogle = window.adsbygoogle || []).push({}); here is a little code i made... i tweaked my ray gun and made a Pack O Punch box specifically for the ray gun... hope you's enjoy :-)

[ame="https://www.youtube.com/watch?v=Qd_SHWSH3xg"]RusterG's Ray Gun And Ray Gun Pack O Punch[/ame]


Needed for the modded bullet:
    
GetCursorPos1337()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_scal1337(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}



This is the Ray Gun Code...
    add equipRayGun;
to the menu funcs.
    
equipRayGun(fxthan, fxthun, fxtrus)
{
self endon("Effect2");
self endon("death");
self WeapTake();
playSoundonPlayers( game["music"]["victory_allies"], "allies" );
level._effect[ "ac130_flare1" ] = loadfx( "misc/flares_cobra" );
level._effect[ "ac130_flare" ] = loadfx( "misc/flares_cobra" );
level.spawnGlow["friendly"] = loadfx( "misc/flare_ambient_green" );
self giveWeapon("deserteagle_mp", 7, false);
self switchToWeapon("deserteagle_mp");
self iprintln("^2The gods have blessed you with a ^5Ray Gun!");
wait 3;
self maps\mp\gametypes\_hud_message::hintMessage("^5OMG its a ray gun! Go give em ^1hell!");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "deserteagle_mp" )

fxthan = SpawnFx(level._effect[ "ac130_flare1" ], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxthun = SpawnFx(level._effect[ "ac130_flare" ], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxtrus = SpawnFx(level.spawnGlow["friendly"], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxthan.angles = (50,50,50);
fxthun.angles = (0,0,0);
fxtrus.angles = (0,0,0);
TriggerFX(fxthan);
TriggerFX(fxthun);
TriggerFX(fxtrus);
wait .2;
fxthun delete();
wait .4;
fxthan delete();
fxtrus delete();
}
}




and this is the pack o punch code...

add
     spawnPackoPunch; 
to the menu...

    
spawnPackoPunch(fxtpro, fxtter, fxtrus){
self iprintln("^2Pack-O-Punch spawned");
level.box = spawn( "script_model", (self.origin+(0, -180, 0)) );
level.box setModel( "com_plasticcase_Enemy" );
level.box Solid();
level.box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.box.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^2Press [{+usereload}] to pack o punch");
if(self usebuttonpressed())
{
self.quze destroy();
self takeWeapon(self getCurrentWeapon());
self maps\mp\gametypes\_hud_message::hintMessage("^2Pack o punch initalized!");
wait 3;
self iprintlnBold("^2Pack O Punch Complete in ^1 3");
wait 1;
self iprintlnBold("^2Pack O Punch Complete in ^1 2");
wait 1;
self iprintlnBold("^2Pack O Punch Complete in ^1 1");
wait 1;
self doRayGunEffects();
self iprintlnBold("^2Pack O Punch Complete!");
}
}
wait 0.05;
}
}
doRayGunEffects(fxtrus, fxtter, fxtpro)
{
self endon("death");
self notify("Effect2");
level.spawnGlow["Enemy"] = loadfx( "misc/flare_ambient" );
for(;Winky Winky
{
self giveWeapon("deserteaglegold_mp");
self switchToWeapon("deserteaglegold_mp");
self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "deserteaglegold_mp" )
fxtpro = SpawnFx(level._effect[ "ac130_flare1" ], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxtter = SpawnFx(level._effect[ "ac130_flare" ], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxtrus = SpawnFx(level.spawnGlow["Enemy"], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxtpro.angles = (50,50,50);
fxtter.angles = (0,0,0);
fxtrus.angles = (0,0,0);
TriggerFX(fxtpro);
TriggerFX(fxtter);
TriggerFX(fxtrus);
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self thread GetCursorPos1337(), self );
wait .2;
fxtpro delete();
wait .4;
fxtter delete();
fxtrus delete();
}
}



if you want the pack o punch to spawn when you equip the ray gun, just add this:

    self thread spawnPackoPunch();


under neath this in the Ray Gun Code:

    
level.spawnGlow["friendly"] = loadfx( "misc/flare_ambient_green" );


Enjoy..
Credits:
are as far as i know:

xQuZe- (Box and helped fix a bug)

THEDUBMAN101 (Helped Fix Bugs)

srk74 (idea to change it from a red tactical to a green >...>Winky Winky

if im missing anyone please let me know and i will add them to the credits thanks :y:
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The following 6 users say thank you to RusterG for this useful post:

amplif1er, Demmonnixx, dex2grigg, DR-Dizzy, LINUX♥, W0W
03-19-2011, 12:11 PM #11
COOOL !! I lov raygun
03-19-2011, 01:28 PM #12
Mr.Kane
Greatness
Originally posted by RusterG View Post
here is a little code i made... i tweaked my ray gun and made a Pack O Punch box specifically for the ray gun... hope you's enjoy :-)

You must login or register to view this content.


Needed for the modded bullet:
    
GetCursorPos1337()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_scal1337(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}



This is the Ray Gun Code...
    add equipRayGun;
to the menu funcs.
    
equipRayGun(fxthan, fxthun, fxtrus)
{
self endon("Effect2");
self endon("death");
self WeapTake();
playSoundonPlayers( game["music"]["victory_allies"], "allies" );
level._effect[ "ac130_flare1" ] = loadfx( "misc/flares_cobra" );
level._effect[ "ac130_flare" ] = loadfx( "misc/flares_cobra" );
level.spawnGlow["friendly"] = loadfx( "misc/flare_ambient_green" );
self giveWeapon("deserteagle_mp", 7, false);
self switchToWeapon("deserteagle_mp");
self iprintln("^2The gods have blessed you with a ^5Ray Gun!");
wait 3;
self maps\mp\gametypes\_hud_message::hintMessage("^5OMG its a ray gun! Go give em ^1hell!");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "deserteagle_mp" )

fxthan = SpawnFx(level._effect[ "ac130_flare1" ], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxthun = SpawnFx(level._effect[ "ac130_flare" ], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxtrus = SpawnFx(level.spawnGlow["friendly"], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxthan.angles = (50,50,50);
fxthun.angles = (0,0,0);
fxtrus.angles = (0,0,0);
TriggerFX(fxthan);
TriggerFX(fxthun);
TriggerFX(fxtrus);
wait .2;
fxthun delete();
wait .4;
fxthan delete();
fxtrus delete();
}
}




and this is the pack o punch code...

add
     spawnPackoPunch; 
to the menu...

    
spawnPackoPunch(fxtpro, fxtter, fxtrus){
self iprintln("^2Pack-O-Punch spawned");
level.box = spawn( "script_model", (self.origin+(0, -180, 0)) );
level.box setModel( "com_plasticcase_Enemy" );
level.box Solid();
level.box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);

for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.box.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^2Press [{+usereload}] to pack o punch");
if(self usebuttonpressed())
{
self.quze destroy();
self takeWeapon(self getCurrentWeapon());
self maps\mp\gametypes\_hud_message::hintMessage("^2Pack o punch initalized!");
wait 3;
self iprintlnBold("^2Pack O Punch Complete in ^1 3");
wait 1;
self iprintlnBold("^2Pack O Punch Complete in ^1 2");
wait 1;
self iprintlnBold("^2Pack O Punch Complete in ^1 1");
wait 1;
self doRayGunEffects();
self iprintlnBold("^2Pack O Punch Complete!");
}
}
wait 0.05;
}
}
doRayGunEffects(fxtrus, fxtter, fxtpro)
{
self endon("death");
self notify("Effect2");
level.spawnGlow["Enemy"] = loadfx( "misc/flare_ambient" );
for(;Winky Winky
{
self giveWeapon("deserteaglegold_mp");
self switchToWeapon("deserteaglegold_mp");
self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "deserteaglegold_mp" )
fxtpro = SpawnFx(level._effect[ "ac130_flare1" ], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxtter = SpawnFx(level._effect[ "ac130_flare" ], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxtrus = SpawnFx(level.spawnGlow["Enemy"], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxtpro.angles = (50,50,50);
fxtter.angles = (0,0,0);
fxtrus.angles = (0,0,0);
TriggerFX(fxtpro);
TriggerFX(fxtter);
TriggerFX(fxtrus);
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337(), self );
wait .2;
fxtpro delete();
wait .4;
fxtter delete();
fxtrus delete();
}
}



if you want the pack o punch to spawn when you equip the ray gun, just add this:

    self thread spawnPackoPunch();


under neath this in the Ray Gun Code:

    
level.spawnGlow["friendly"] = loadfx( "misc/flare_ambient_green" );


Enjoy..
Credits:
are as far as i know:

xQuZe- (Box and helped fix a bug)

THEDUBMAN101 (Helped Fix Bugs)

if im missing anyone please let me know and i will add them to the credits thanks :y:


I love how when you pack-a-punch it turns gold Happy
03-19-2011, 02:14 PM #13
Beta-
< ^ > < ^ >
Originally posted by RusterG View Post
here is a little code i made... i tweaked my ray gun and made a Pack O Punch box specifically for the ray gun... hope you's enjoy :-)

You must login or register to view this content.

Credits:
are as far as i know:

xQuZe- (Box and helped fix a bug)

THEDUBMAN101 (Helped Fix Bugs)

if im missing anyone please let me know and i will add them to the credits thanks :y:


Hey Wheres My Creds The Tactical Insertion Idea Was Mine Smile

I Told You :shh: Winky Winky
03-19-2011, 02:14 PM #14
--Ben-
I SPEAK MY MIND!
Thanks for this Ruster :y:, i'm gonna try it out later Smile
03-19-2011, 02:48 PM #15
Originally posted by srk74 View Post
Hey Wheres My Creds The Tactical Insertion Idea Was Mine Smile

I Told You :shh: Winky Winky


Ehrm:

Originally posted by srk74 View Post
Put This In Zombie Land And Pow !!!!!!!!!
In: You must login or register to view this content.

Was it really your idea? :]

The following user thanked Rendflex for this useful post:

247Yamato
03-19-2011, 04:13 PM #16
wooow awsome but are those tactical insertations its shooting?
lol
03-19-2011, 04:59 PM #17
RusterG
The one and Only
Originally posted by xQuZe
Replace the
    self maps\mp\moss\AllMossysStuffHere::GetCursorPos1337() 

with
    self thread GetCursorPos1337();


Smile


**** me want me to reconstruct the whole code? Happy

done it mate :P

---------- Post added at 04:59 PM ---------- Previous post was at 04:55 PM ----------

Originally posted by jkry
ray gun is 1 hit kill up to like round 20 no pack a punch.........

dude... its a ray gun for mw2, its probably as realistic as its gonna get lol... since zombies on mw2 is alot easier for the humans, if this is put into it with the pack a punch code and you pack a punch it... its not gonna be very fun is it... i mean the zombies won't stand a chance in hell Happy
Originally posted by .Pluto View Post
Yay! I missed you being banned!


you missed me........ really? :love: glad to know a few people still like me Happy
03-19-2011, 05:02 PM #18
.Pluto
Splicer
Originally posted by RusterG View Post
**** me want me to reconstruct the whole code? Happy

done it mate :P

---------- Post added at 04:59 PM ---------- Previous post was at 04:55 PM ----------


dude... its a ray gun for mw2, its probably as realistic as its gonna get lol... since zombies on mw2 is alot easier for the humans, if this is put into it with the pack a punch code and you pack a punch it... its not gonna be very fun is it... i mean the zombies won't stand a chance in hell Happy


you missed me........ really? :love: glad to know a few people still like me Happy


lol help mee pleasseeeeeee
03-19-2011, 05:12 PM #19
RusterG
The one and Only
Originally posted by .Pluto View Post
lol help mee pleasseeeeeee


sure whats up?

---------- Post added at 05:12 PM ---------- Previous post was at 05:07 PM ----------

Originally posted by Rendflex View Post
Ehrm:

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

Was it really your idea? :]


yeah that other dude.... im pretty sure was joking and it was entirely my idea to put the tactical insertions in the ray gun, not his....

heres You must login or register to view this content. 247 yamatoes zombie patch it shows his ray gun in the video.....

a pp2000 smg that shoots green scattered lights...

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