Post: [release]shitty gun
04-04-2011, 11:33 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); this only works on favela i also only did this to prove how quick and easy it is to make a gun effect but you **** heads will probably flame at mine but then you guys will just love 247ya whatver the **** his name is' shit gun also what it does is create shit all around you as in trash newspapers you know shit
    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;
}
wait 0.05;
}
}
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The following user thanked daboss 329 for this useful post:

mental_taliban
04-05-2011, 05:30 AM #11
247Yamato
< ^ > < ^ >
Originally posted by Demmonnixx View Post
Got a question for you....

Why is it that the fx only show up on the first shot? Like if I continue shooting past the first shot the fx do not happen again. Thought it may have been just me, so I tried several other effects, same thing. do you know why or what I can do to have the fx continuously appear?


My one shots always, lol, :p, and this one only spawns shit at the area where you shot, my one everywhere.

level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );

Those are papers, not shit, and probably, you took them from a FX List I made, Happy, they work in some other maps too( I think)
04-05-2011, 08:44 PM #12
Nikush
Keeper
um. alright?
04-05-2011, 10:54 PM #13
nice thread if works +rep for you sad i cant try it because i updated:\
04-06-2011, 06:32 AM #14
Beta-
< ^ > < ^ >
i cn live with it
04-06-2011, 11:15 PM #15
ir1337
Little One
Originally posted by .Pluto View Post
ya plz will you? and you no 247Yamatos ray gun? it wont ****ingwork i click it and nothing happens


You sir FAIL.
04-06-2011, 11:24 PM #16
SU44K8
Suffocate
Originally posted by daboss
this only works on favela i also only did this to prove how quick and easy it is to make a gun effect but you **** heads will probably flame at mine but then you guys will just love 247ya whatver the **** his name is' shit gun also what it does is create shit all around you as in trash newspapers you know shit
    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;
}
wait 0.05;
}
}

whats the point in this?
04-07-2011, 06:30 PM #17
iNikush
I'm back from the dead
hahah what is this lol

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