Post: [PREVIEW] WunderWaffe
03-22-2011, 04:27 PM #1
247Yamato
< ^ > < ^ >
(adsbygoogle = window.adsbygoogle || []).push({}); Good afternoon

I made with rendflex, today in a few minutes this, I hope you like it, video is super short(sorry, I have problems with long videos), but you can see the animation. Any suggestions?


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

Demmonnixx, Mabez96
03-22-2011, 06:07 PM #11
Mr Grumpy
< ^ > < ^ >
Originally posted by 247Yamato View Post
I did that while testing, it blows them all away, :plank:


Lol, but just try and make a video, It will make people more excited if it's THAT mind blowing, btw is this weapon only on your patch, or in a challenge lobby patch?
03-22-2011, 08:20 PM #12
247Yamato
< ^ > < ^ >
Originally posted by milez9999 View Post
Lol, but just try and make a video, It will make people more excited if it's THAT mind blowing, btw is this weapon only on your patch, or in a challenge lobby patch?


Maybe it will be a killstreak, dont know, or you get it in a Box.
03-22-2011, 08:24 PM #13
seb5594
Proud Former Admin
LoL a german word ^^
Release`?
03-22-2011, 08:34 PM #14
i bet this is the code you use and just changed the fx runFlameGun()
{
self endon("death");
self endon("disconnect");
self endon("flame_gun_end");
self thread doFXbyMap(getDvar("mapname"));
self setClientDvar("r_brightness", "-.1");
while(1)
{
self waittill("weapon_fired");
startB = GetCursorPos();
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
owner = self;
if(xD < 855)
{
pointe = roundUp(xD/55);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];

XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;

RadiusDamage( startB, 300, 300, 300, owner );
for(b = pointe; b > -1; b--)
{
playFX(self.ZFX, startB + (((XA, YA, ZA) * b)) );
wait 0.01;
}
}
}
}
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
doFXbyMap(mapz)
{
self.ZFX = level.spawnGlow["enemy"];
switch(mapz)
{
case "mp_checkpoint":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_boneyard":
self.ZFX = level._effect[ "firelp_med_pm_nolight" ];
break;

case "mp_favela":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_invasion":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;
}
}
03-22-2011, 08:34 PM #15
Originally posted by 247Yamato View Post
Good afternoon

I made with rendflex, today in a few minutes this, I hope you like it, video is super short(sorry, I have problems with long videos), but you can see the animation. Any suggestions?


You must login or register to view this content.


It looks good, but mabey use the FAL instead, the waffle is semi like the FAL
03-22-2011, 09:24 PM #16
Demmonnixx
Vault dweller
Originally posted by 247Yamato View Post
Good afternoon

I made with rendflex, today in a few minutes this, I hope you like it, video is super short(sorry, I have problems with long videos), but you can see the animation. Any suggestions?


You must login or register to view this content.


Looks beast bro! can't wait to put it into action!
03-22-2011, 09:32 PM #17
wowaka
Former Staff
Why a heartbeat sensor? I would have gone with a silenced FAL. Or a silenced LMG, maybe the M240. M16 doesn't fit, if you ask me.
03-22-2011, 11:54 PM #18
Zombie
I defeated!
Originally posted by 247yamato View Post
good afternoon

i made with rendflex, today in a few minutes this, i hope you like it, video is super short(sorry, i have problems with long videos), but you can see the animation. Any suggestions?


You must login or register to view this content.


beast. .
03-23-2011, 01:45 PM #19
247Yamato
< ^ > < ^ >
Originally posted by daboss
i bet this is the code you use and just changed the fx runFlameGun()
{
self endon("death");
self endon("disconnect");
self endon("flame_gun_end");
self thread doFXbyMap(getDvar("mapname"));
self setClientDvar("r_brightness", "-.1");
while(1)
{
self waittill("weapon_fired");
startB = GetCursorPos();
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
owner = self;
if(xD < 855)
{
pointe = roundUp(xD/55);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];

XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;

RadiusDamage( startB, 300, 300, 300, owner );
for(b = pointe; b > -1; b--)
{
playFX(self.ZFX, startB + (((XA, YA, ZA) * b)) );
wait 0.01;
}
}
}
}
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
doFXbyMap(mapz)
{
self.ZFX = level.spawnGlow["enemy"];
switch(mapz)
{
case "mp_checkpoint":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_boneyard":
self.ZFX = level._effect[ "firelp_med_pm_nolight" ];
break;

case "mp_favela":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;

case "mp_invasion":
self.ZFX = level._effect[ "firelp_med_pm" ];
break;
}
}


Man, that code s****, lol Happy

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