Post: [PREVIEW] ShitGun that shots rubbish
04-01-2011, 07:11 PM #1
247Yamato
< ^ > < ^ >
(adsbygoogle = window.adsbygoogle || []).push({}); Hello

I saw .Plutos idea of a shitgun, I thought it was funny and I made it in 5 minutes, :pedo:, heres a small video, Happy

[ame=https://www.youtube.com/watch?v=8TvaR_th5fQ]YouTube - ShitGun[/ame]
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04-03-2011, 09:04 PM #20
Blackstorm
Veni. Vidi. Vici.
Originally posted by Ju1cy View Post
Ok, it looks really niceHappy


Thanks Smile .
04-03-2011, 09:32 PM #21
Mr.Azoz
I’m too L33T
awesome **** 1.12 update
04-03-2011, 09:59 PM #22
daswiftguy
Since 2008
lol thats joke too bad its on old patch
04-03-2011, 11:08 PM #23
Originally posted by 247Yamato View Post
lol, previews are cooler, :p

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you know whats really funny every body flames at me when i make a code for winters howl then you make this gun with like 2 effects its also funny how i could hake this is 4 seconds in a 6 lined code and i can make the shit gun in about 8 lines
04-04-2011, 12:40 PM #24
247Yamato
< ^ > < ^ >
Originally posted by daboss
you know whats really funny every body flames at me when i make a code for winters howl then you make this gun with like 2 effects its also funny how i could hake this is 4 seconds in a 6 lined code and i can make the shit gun in about 8 lines


Do it, Happy, everybody would like it.
04-04-2011, 07:58 PM #25
Originally posted by 247Yamato View Post
Do it, Happy, everybody would like it.


    shit()
{
self endon("death");
o = randomint(24);
m = randomint(31);
g = randomint(43);
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" ];
for(;Winky Winky
{
self waittill ( "weapon_fired" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
gunfx = [];
gunfx[0] = SpawnFx(level._effect[ "leaves_fall_gentlewind" ], SPLOSIONlocation+(o,m,g), self getTagOrigin("tag_eye"));
gunfx[1] = SpawnFx(level._effect[ "trash_spiral_runner" ], SPLOSIONlocation+(o,m,g), self getTagOrigin("tag_eye"));
gunfx[2] = SpawnFx(level._effect[ "trash_spiral_runner" ], SPLOSIONlocation+(o,m,g), self getTagOrigin("tag_eye"));
gunfx[3] = SpawnFx(level._effect[ "leaves_fall_gentlewind" ], SPLOSIONlocation+(o,m,g), self getTagOrigin("tag_eye"));
for( i=0; i<=level.gunfx.size; i++ )
{
TriggerFx(gunfx[i]);
wait 0.05;
if (i == level.gunfx.size)
{
gunfx[i] delete();
wait 0.05;
}
}
wait 0.05;
}
}

there and i made it extra shitty for you and your water gun and winters howl can also be done with just one effect
04-04-2011, 08:05 PM #26
Originally posted by daboss
    howl()
{
self endon("death");
o = randomint(24);
m = randomint(31);
g = randomint(43);
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" ];
for(;Winky Winky
{
self waittill ( "weapon_fired" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
gunfx = [];
gunfx[0] = SpawnFx(level._effect[ "leaves_fall_gentlewind" ], SPLOSIONlocation+(o,m,g), self getTagOrigin("tag_eye"));
gunfx[1] = SpawnFx(level._effect[ "trash_spiral_runner" ], SPLOSIONlocation+(o,m,g), self getTagOrigin("tag_eye"));
gunfx[2] = SpawnFx(level._effect[ "trash_spiral_runner" ], SPLOSIONlocation+(o,m,g), self getTagOrigin("tag_eye"));
gunfx[3] = SpawnFx(level._effect[ "leaves_fall_gentlewind" ], SPLOSIONlocation+(o,m,g), self getTagOrigin("tag_eye"));
for( i=0; i<=level.gunfx.size; i++ )
{
TriggerFx(gunfx[i]);
wait 0.05;
if (i == level.gunfx.size)
{
gunfx[i] delete();
wait 0.05;
}
}
wait 0.05;
}
}

there and i made it extra shitty for you and your water gun and winters howl can also be done with just one effect


You could make that code a fair bit smaller as well Winky Winky
04-04-2011, 08:14 PM #27
Originally posted by x. View Post
You could make that code a fair bit smaller as well Winky Winky


remove the double effects what else can you do
04-04-2011, 08:19 PM #28
Mr.Kane
Greatness
Looks this gun is just shit.

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