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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03-24-2011, 06:40 AM #11
RusterG
The one and Only
Originally posted by daboss
that the point


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");
}
}


haha... thats not even my code, that was me experimenting with stuff... you don't know if its going to work unless you try... and you certainly learn from your mistakes... and this is me not embarrassed mate.. Happy

---------- Post added at 06:40 AM ---------- Previous post was at 06:38 AM ----------

Originally posted by 247Yamato View Post
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


wow dude, yours sounds sexy Happy, i dunno if i can even compete with that Happy
03-24-2011, 06:40 AM #12
xSlimShadyx
Little One
omg shoes! but really, does this patch work for ps3?
03-24-2011, 11:08 PM #13
Originally posted by RusterG View Post
haha... thats not even my code, that was me experimenting with stuff... you don't know if its going to work unless you try... and you certainly learn from your mistakes... and this is me not embarrassed mate.. Happy

---------- Post added at 06:40 AM ---------- Previous post was at 06:38 AM ----------



wow dude, yours sounds sexy Happy, i dunno if i can even compete with that Happy


RusterG1 is available 4:46 pm
Online: 1m

RusterG1 4:45 pm
yo

Da BoSs 329 4:46 pm
hey
so lets make the code

RusterG1 4:46 pm
yeah i have already started it

Da BoSs 329 4:46 pm
what did you have in mind
ok then send me it in a txt

RusterG1 4:47 pm
yeah i will 2 seconds

Da BoSs 329 4:49 pm
ok so what do you have so far

RusterG1 4:50 pm
You must login or register to view this content.
there it is

Da BoSs 329 4:50 pm
lol you could have just sent it to me

RusterG1 4:51 pm
im using the Tactical insertion effect, could i? lol sorry i don't usally use aim Happy
any way, im using the tactiacal insertion effect at the moment to get the correct position of the effect

RusterG1 4:51 pm
and then we will start testing different type of effects to see witch 1 best suits the winters howl

Da BoSs 329 4:52 pm
we could make the text
start at your position
then move to your bullet location

RusterG1 4:53 pm
yeah but the winters howl is a scatter of icy particles... the particles don't move very far... so we need somthing that looks like a white particle and put multiple things ont he front of the gun

Da BoSs 329 4:53 pm
ya we can make it move there then

Da BoSs 329 4:53 pm
move around more
and change the angles of it

RusterG1 4:54 pm
yeah

Da BoSs 329 4:54 pm
we could use randomint(20); on the location+bulletlocation

RusterG1 4:55 pm
yeah could do, we will also need to delete the GetCursorPos() code and put a tag in there, because teh getcursorpos makes the effect appear right at the end of where your shooting... and we don't want that Happy

Da BoSs 329 4:55 pm
or we could just do fx moveto (getcursorposition)

RusterG1 4:56 pm
could do, we will see what thats like... just try loads of different things and witch ever looks the best we will use...
we will also need a radius of where the gun effects, or when you shoot no matter where the zombies are the gun will just slow them down anyway lol

Da BoSs 329 4:57 pm
we should make it freeze the player it hits
with the on taking damage code

RusterG1 4:58 pm
i was thinking of making a pack a punch that makes the winters howl into the winters fury and then it freezes on hit instead of it just freezing on hit as soon as you have the winters howl
it would appear more realistic and better
right any way, im gonna go watch a film quickly... i'll be back on after, just do what you thinks right and i will check it out when i get back

Da BoSs 329 5:00 pm
if i finish im releasing
then you can update

RusterG1 5:01 pm
don't release without me... im only gonna be gone an hour and a half...

Da BoSs 329 5:01 pm
well im saying if i finish it

RusterG1 5:01 pm
oh and i can't quite get those effects to dissapear either... it done it a different way to my ray gun....
anyway im going for abit



and i bet you forgo to add the download to you account so you can delete it so ya go ahead people download it
03-25-2011, 05:33 AM #14
RusterG
The one and Only
Originally posted by daboss
RusterG1 is available 4:46 pm
Online: 1m

RusterG1 4:45 pm
yo

Da BoSs 329 4:46 pm
hey
so lets make the code

RusterG1 4:46 pm
yeah i have already started it

Da BoSs 329 4:46 pm
what did you have in mind
ok then send me it in a txt

RusterG1 4:47 pm
yeah i will 2 seconds

Da BoSs 329 4:49 pm
ok so what do you have so far

RusterG1 4:50 pm
You must login or register to view this content.
there it is

Da BoSs 329 4:50 pm
lol you could have just sent it to me

RusterG1 4:51 pm
im using the Tactical insertion effect, could i? lol sorry i don't usally use aim Happy
any way, im using the tactiacal insertion effect at the moment to get the correct position of the effect

RusterG1 4:51 pm
and then we will start testing different type of effects to see witch 1 best suits the winters howl

Da BoSs 329 4:52 pm
we could make the text
start at your position
then move to your bullet location

RusterG1 4:53 pm
yeah but the winters howl is a scatter of icy particles... the particles don't move very far... so we need somthing that looks like a white particle and put multiple things ont he front of the gun

Da BoSs 329 4:53 pm
ya we can make it move there then

Da BoSs 329 4:53 pm
move around more
and change the angles of it

RusterG1 4:54 pm
yeah

Da BoSs 329 4:54 pm
we could use randomint(20); on the location+bulletlocation

RusterG1 4:55 pm
yeah could do, we will also need to delete the GetCursorPos() code and put a tag in there, because teh getcursorpos makes the effect appear right at the end of where your shooting... and we don't want that Happy

Da BoSs 329 4:55 pm
or we could just do fx moveto (getcursorposition)

RusterG1 4:56 pm
could do, we will see what thats like... just try loads of different things and witch ever looks the best we will use...
we will also need a radius of where the gun effects, or when you shoot no matter where the zombies are the gun will just slow them down anyway lol

Da BoSs 329 4:57 pm
we should make it freeze the player it hits
with the on taking damage code

RusterG1 4:58 pm
i was thinking of making a pack a punch that makes the winters howl into the winters fury and then it freezes on hit instead of it just freezing on hit as soon as you have the winters howl
it would appear more realistic and better
right any way, im gonna go watch a film quickly... i'll be back on after, just do what you thinks right and i will check it out when i get back

Da BoSs 329 5:00 pm
if i finish im releasing
then you can update

RusterG1 5:01 pm
don't release without me... im only gonna be gone an hour and a half...

Da BoSs 329 5:01 pm
well im saying if i finish it

RusterG1 5:01 pm
oh and i can't quite get those effects to dissapear either... it done it a different way to my ray gun....
anyway im going for abit



and i bet you forgo to add the download to you account so you can delete it so ya go ahead people download it


i seriously don't know what your problem is... but my ray gun and Pack O Punch show that im a better coder than you, is all you did was ****ing copy loads of effects and ram them into 1 code! that no one is going to want to use, seriously....

now just leave me alone you ****ing dick!!!

no one cares that i was experimenting with a code... no one cares about our aim chat! seriously, just get a ****in life!

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