Post: [release]mw2 winters howl
03-23-2011, 02:10 AM #1
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    howl()
{
self endon("death");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "falling_water_trickle" ] = loadfx( "water/falling_water_trickle" );
level._effect[ "light_glow_white_bulb" ] = loadfx( "misc/light_glow_white_bulb" );
level._effect[ "ac130_flare" ] = loadfx( "misc/flares_cobra" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "ground_smoke_1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200" );
level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" );
level._effect[ "fog_ground_500_far_rundown" ] = loadfx( "smoke/fog_ground_500_far_rundown" );
level._effect[ "sand_storm_light" ] = loadfx( "weather/sand_storm_mp_rust" );
level._effect[ "dust_wind_fast_light" ] = loadfx( "dust/dust_wind_fast_light" );
level._effect[ "snow_wind" ] = loadfx( "snow/snow_wind" );
level._effect[ "light_shaft_motes_airport" ] = loadfx( "dust/light_shaft_motes_airport" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect[ "ground_fog_1200_abandon" ] = loadfx( "smoke/ground_fog_1200_abandon" );
level._effect[ "snow_spiral_runner" ] = loadfx( "snow/snow_spiral_runner" );
level._effect[ "ground_fog1200x1200_brecourt" ] = loadfx( "smoke/ground_fog1200x1200_brecourt" );

vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
i = randomint(24);
d = randomint(31);
w = randomint(43);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L" );
level._effect[ "dust_wind_fast_fuel" ] = loadfx( "dust/dust_wind_fast_fuel" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "battlefield_smokebank_S_warm_thick" ] = loadfx( "smoke/battlefield_smokebank_S_warm_thick" );
level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
level._effect["dust_wind_spiral"] = loadfx ("misc/trash_spiral_runner");
level._effect[ "smoke_plume_white_02" ] = loadfx( "smoke/smoke_plume_white_02" );
level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );
gunfx1 = SpawnFx(level._effect[ "room_smoke_200" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx2 = SpawnFx(level._effect[ "hallway_smoke_light" ], SPLOSIONlocation+(w,i,d), self getTagOrigin("tag_eye"));
gunfx3 = SpawnFx(level._effect[ "light_glow_white_bulb" ], SPLOSIONlocation+(i,d,w), self getTagOrigin("tag_eye"));
gunfx4 = SpawnFx(level._effect[ "falling_water_trickle" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx5 = SpawnFx(level._effect[ "ac130_flare" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx6 = SpawnFx(level._effect[ "room_smoke_400" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx7 = SpawnFx(level._effect[ "ground_smoke_1200x1200" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx8 = SpawnFx(level._effect[ "battlefield_smokebank_S" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx9 = SpawnFx(level._effect[ "dust_wind_slow" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx10 = SpawnFx(level._effect[ "fog_ground_500_far_rundown" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx11 = SpawnFx(level._effect[ "sand_storm_light" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx12 = SpawnFx(level._effect[ "dust_wind_fast_light" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx13 = SpawnFx(level._effect[ "snow_wind" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx14 = SpawnFx(level._effect[ "light_shaft_motes_airport" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx15 = SpawnFx(level._effect[ "rain_splash_lite_128x128" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx16 = SpawnFx(level._effect[ "ground_fog1200x1200_brecourt" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx17 = SpawnFx(level._effect[ "snow_spiral_runner" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx18 = SpawnFx(level._effect[ "ground_fog_1200_abandon" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx19 = SpawnFx(level._effect[ "battlefield_smokebank_S_warm_thick" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx20 = SpawnFx(level._effect[ "dust_wind_slow" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx21 = SpawnFx(level._effect[ "dust_wind_fast_fuel" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx22 = SpawnFx(level._effect[ "thin_black_smoke_L" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx23 = SpawnFx(level._effect[ "smoke_plume_white_02" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx24 = SpawnFx(level._effect["dust_wind_spiral"], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx25 = SpawnFx(level._effect[ "moth_runner" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx26 = SpawnFx(level._effect[ "ash_spiral_runner" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
TriggerFX(gunfx1);
TriggerFX(gunfx2);
TriggerFX(gunfx3);
TriggerFX(gunfx2);
TriggerFX(gunfx3);
TriggerFX(gunfx4);
TriggerFX(gunfx5);
wait 0.01;
TriggerFX(gunfx5);
TriggerFX(gunfx5);
TriggerFX(gunfx6);
TriggerFX(gunfx7);
TriggerFX(gunfxCool Man (aka Tustin);
TriggerFX(gunfx9);
TriggerFX(gunfx10);
TriggerFX(gunfx11);
TriggerFX(gunfx12);
TriggerFX(gunfx13);
TriggerFX(gunfx14);
TriggerFX(gunfx15);
TriggerFX(gunfx16);
TriggerFX(gunfx17);
TriggerFX(gunfx1Cool Man (aka Tustin);
TriggerFX(gunfx19);
TriggerFX(gunfx20);
TriggerFX(gunfx21);
TriggerFX(gunfx22);
TriggerFX(gunfx23);
TriggerFX(gunfx24);
TriggerFX(gunfx25);
TriggerFX(gunfx26);
wait 0.6;
gunfx1 delete();
gunfx2 delete();
gunfx3 delete();
gunfx4 delete();
gunfx5 delete();
gunfx6 delete();
gunfx7 delete();
gunfx8 delete();
gunfx9 delete();
gunfx10 delete();
gunfx11 delete();
gunfx12 delete();
gunfx13 delete();
gunfx14 delete();
gunfx15 delete();
gunfx16 delete();
gunfx17 delete();
gunfx18 delete();
gunfx19 delete();
gunfx20 delete();
gunfx21 delete();
gunfx22 delete();
gunfx23 delete();
gunfx24 delete();
gunfx25 delete();
gunfx26 delete();
wait 0.1;
}
}
pretty dumb code but whatever soon to be added:freeze player who get shot from it
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03-23-2011, 02:48 AM #2
RusterG
The one and Only
Originally posted by daboss
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    howl()
{
self endon("death");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "falling_water_trickle" ] = loadfx( "water/falling_water_trickle" );
level._effect[ "light_glow_white_bulb" ] = loadfx( "misc/light_glow_white_bulb" );
level._effect[ "ac130_flare" ] = loadfx( "misc/flares_cobra" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "ground_smoke_1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200" );
level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" );
level._effect[ "fog_ground_500_far_rundown" ] = loadfx( "smoke/fog_ground_500_far_rundown" );
level._effect[ "sand_storm_light" ] = loadfx( "weather/sand_storm_mp_rust" );
level._effect[ "dust_wind_fast_light" ] = loadfx( "dust/dust_wind_fast_light" );
level._effect[ "snow_wind" ] = loadfx( "snow/snow_wind" );
level._effect[ "light_shaft_motes_airport" ] = loadfx( "dust/light_shaft_motes_airport" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect[ "ground_fog_1200_abandon" ] = loadfx( "smoke/ground_fog_1200_abandon" );
level._effect[ "snow_spiral_runner" ] = loadfx( "snow/snow_spiral_runner" );
level._effect[ "ground_fog1200x1200_brecourt" ] = loadfx( "smoke/ground_fog1200x1200_brecourt" );

vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
i = randomint(24);
d = randomint(31);
w = randomint(43);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L" );
level._effect[ "dust_wind_fast_fuel" ] = loadfx( "dust/dust_wind_fast_fuel" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "battlefield_smokebank_S_warm_thick" ] = loadfx( "smoke/battlefield_smokebank_S_warm_thick" );
level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
level._effect["dust_wind_spiral"] = loadfx ("misc/trash_spiral_runner");
level._effect[ "smoke_plume_white_02" ] = loadfx( "smoke/smoke_plume_white_02" );
level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );
gunfx1 = SpawnFx(level._effect[ "room_smoke_200" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx2 = SpawnFx(level._effect[ "hallway_smoke_light" ], SPLOSIONlocation+(w,i,d), self getTagOrigin("tag_eye"));
gunfx3 = SpawnFx(level._effect[ "light_glow_white_bulb" ], SPLOSIONlocation+(i,d,w), self getTagOrigin("tag_eye"));
gunfx4 = SpawnFx(level._effect[ "falling_water_trickle" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx5 = SpawnFx(level._effect[ "ac130_flare" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx6 = SpawnFx(level._effect[ "room_smoke_400" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx7 = SpawnFx(level._effect[ "ground_smoke_1200x1200" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx8 = SpawnFx(level._effect[ "battlefield_smokebank_S" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx9 = SpawnFx(level._effect[ "dust_wind_slow" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx10 = SpawnFx(level._effect[ "fog_ground_500_far_rundown" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx11 = SpawnFx(level._effect[ "sand_storm_light" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx12 = SpawnFx(level._effect[ "dust_wind_fast_light" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx13 = SpawnFx(level._effect[ "snow_wind" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx14 = SpawnFx(level._effect[ "light_shaft_motes_airport" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx15 = SpawnFx(level._effect[ "rain_splash_lite_128x128" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx16 = SpawnFx(level._effect[ "ground_fog1200x1200_brecourt" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx17 = SpawnFx(level._effect[ "snow_spiral_runner" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx18 = SpawnFx(level._effect[ "ground_fog_1200_abandon" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx19 = SpawnFx(level._effect[ "battlefield_smokebank_S_warm_thick" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx20 = SpawnFx(level._effect[ "dust_wind_slow" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx21 = SpawnFx(level._effect[ "dust_wind_fast_fuel" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx22 = SpawnFx(level._effect[ "thin_black_smoke_L" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx23 = SpawnFx(level._effect[ "smoke_plume_white_02" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
gunfx24 = SpawnFx(level._effect["dust_wind_spiral"], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx25 = SpawnFx(level._effect[ "moth_runner" ], SPLOSIONlocation+(d,i,w), self getTagOrigin("tag_eye"));
gunfx26 = SpawnFx(level._effect[ "ash_spiral_runner" ], SPLOSIONlocation+(d,w,i), self getTagOrigin("tag_eye"));
TriggerFX(gunfx1);
TriggerFX(gunfx2);
TriggerFX(gunfx3);
TriggerFX(gunfx2);
TriggerFX(gunfx3);
TriggerFX(gunfx4);
TriggerFX(gunfx5);
wait 0.01;
TriggerFX(gunfx5);
TriggerFX(gunfx5);
TriggerFX(gunfx6);
TriggerFX(gunfx7);
TriggerFX(gunfxCool Man (aka Tustin);
TriggerFX(gunfx9);
TriggerFX(gunfx10);
TriggerFX(gunfx11);
TriggerFX(gunfx12);
TriggerFX(gunfx13);
TriggerFX(gunfx14);
TriggerFX(gunfx15);
TriggerFX(gunfx16);
TriggerFX(gunfx17);
TriggerFX(gunfx1Cool Man (aka Tustin);
TriggerFX(gunfx19);
TriggerFX(gunfx20);
TriggerFX(gunfx21);
TriggerFX(gunfx22);
TriggerFX(gunfx23);
TriggerFX(gunfx24);
TriggerFX(gunfx25);
TriggerFX(gunfx26);
wait 2.5;
gunfx1 delete();
gunfx2 delete();
gunfx3 delete();
gunfx4 delete();
gunfx5 delete();
gunfx6 delete();
gunfx7 delete();
gunfx8 delete();
gunfx9 delete();
gunfx10 delete();
gunfx11 delete();
gunfx12 delete();
gunfx13 delete();
gunfx14 delete();
gunfx15 delete();
gunfx16 delete();
gunfx17 delete();
gunfx18 delete();
gunfx19 delete();
gunfx20 delete();
gunfx21 delete();
gunfx22 delete();
gunfx23 delete();
gunfx24 delete();
gunfx25 delete();
gunfx26 delete();
wait 0.1;
}
}
pretty dumb code but whatever soon to be added:freeze player who get shot from it


add this above for(;Winky Winky{

    
self giveWeapon("deserteagle_mp", 7, false);
self switchToWeapon("deserteagle_mp");

if you don't know the weapon codes and want to change the weapon ask me :p

and add this under self waitill("weapon_fired")

    
if( self getCurrentWeapon() == "deserteagle_mp" )

it puts a certain weapon on instead of giving all the weapons... :P

oh and add this under self endon("death");

    
WeapTake();


to take all of the other weapons...

The following user thanked RusterG for this useful post:

CodingNation
03-23-2011, 02:59 AM #3
Originally posted by RusterG View Post
add this above for(;Winky Winky{

    
self giveWeapon("deserteagle_mp", 7, false);
self switchToWeapon("deserteagle_mp");

if you don't know the weapon codes and want to change the weapon ask me :p

and add this under self waitill("weapon_fired")

    
if( self getCurrentWeapon() == "deserteagle_mp" )

it puts a certain weapon on instead of giving all the weapons... :P

oh and add this under self endon("death");

    
WeapTake();


to take all of the other weapons...

coming from the guy who writes fx notify("delete"); instead of fx delete();
ya i know what im doing im not a random like i said i probably know more coding than you do and weaptake doesnt even work and dont act like you good at coding and try to be funny when your pack o punch doesnt work or your ray gun because you got help from quze and he put self GetCursorpos and you put getcursorpos1337 and you put add raygun; as the function lol

The following user thanked daboss 329 for this useful post:

CodingNation
03-23-2011, 03:12 AM #4
pcfreak30
>> PCFreak30.com Happy<<
Originally posted by daboss
coming from the guy who writes fx notify("delete"); instead of fx delete();
ya i know what im doing im not a random like i said i probably know more coding than you do and weaptake doesnt even work and dont act like you good at coding and try to be funny when your pack o punch doesnt work or your ray gun because you got help from quze and he put self GetCursorpos and you put getcursorpos1337 and you put add raygun; as the function lol


Coming from a guy with under 100 posts and rep..

The following user thanked pcfreak30 for this useful post:

CodingNation
03-23-2011, 03:14 AM #5
Originally posted by pcfreak30 View Post
Coming from a guy with under 100 posts and rep..


i just started on this site im on 7s

The following user thanked daboss 329 for this useful post:

CodingNation
03-23-2011, 03:43 AM #6
RusterG
The one and Only
Originally posted by daboss
coming from the guy who writes fx notify("delete"); instead of fx delete();
ya i know what im doing im not a random like i said i probably know more coding than you do and weaptake doesnt even work and dont act like you good at coding and try to be funny when your pack o punch doesnt work or your ray gun because you got help from quze and he put self GetCursorpos and you put getcursorpos1337 and you put add raygun; as the function lol


got help from quze? no i ****ing never, i got a box code from him thats it... and WeapTake does ****ing work look at my ray gun you ****ing penis, you know so much about coding, have you seen the state of your code? its shit and a waste of ****ing space... it must take up half a ****ing gsc... for what? some flares? lol i was only trying to ****ing help, no need to jump me like that you ****ing little retard, the only reason you started making this winters howl witch looks nothing like a winters howl was because of me...

oh and yeah, you didn't even know how to add an effects, i told you to copy my ray gun for effects... so stfu seriously....


EDIT:

and the notify was because i was trying different things...

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

CodingNation, CHAOZ
03-23-2011, 03:50 AM #7
-Whiteboy-
┌∩┐ (◣◢Winky Winky┌∩┐
And some of those fx only work on certain maps...
03-23-2011, 12:32 PM #8
Woof
...hmm
This code would take a patch...
But it can be shortened simply, my first idea would to make functions for each part then to use a switch.
Also you should make the effects of snow play on the person you shoot.
If you made a functions that wouldn't be hard, did you add a a randomInt to the effects getting shot from the gun ?
I find adding a randomInt to effects, more realistic instead of it just going straight.
It would be better if you made it so its actually like a gun.. instead of it being able to shoot throw walls, floors, ect (stealth aimbot may help you)
03-23-2011, 01:49 PM #9
247Yamato
< ^ > < ^ >
The effect is not very good and the code too long, the Winters Howl I did, only work for magnum fmj, when you hit it spawns some white gas around the enemy and it freezes him 3 seconds(and you can never kill with it, only freeze), and it changes the vision for the guy who is freezed(he gets a blue vision), Happy

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

Rendflex, RusterG
03-23-2011, 08:33 PM #10
Originally posted by WHIITEBOY View Post
And some of those fx only work on certain maps...

that the point
Originally posted by RusterG View Post
got help from quze? no i ****ing never, i got a box code from him thats it... and WeapTake does ****ing work look at my ray gun you ****ing penis, you know so much about coding, have you seen the state of your code? its shit and a waste of ****ing space... it must take up half a ****ing gsc... for what? some flares? lol i was only trying to ****ing help, no need to jump me like that you ****ing little retard, the only reason you started making this winters howl witch looks nothing like a winters howl was because of me...

oh and yeah, you didn't even know how to add an effects, i told you to copy my ray gun for effects... so stfu seriously....


EDIT:

and the notify was because i was trying different things...


really here let me post your code and embarrass you
    doFreezeRay(fx){
self endon("death");
self WeapTake();
self giveWeapon("spas12_silencer_mp", 7, false);
self switchToWeapon("spas12_silencer_mp");
for(;Winky Winky
{
fx endon("destroy");
self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "spas12_silencer_mp" )
fx = loadfx( "misc/flare_ambient" );playfx(fx, GetCursorPos());
wait .6;
fx notify("destroy");
}
}

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