Post: (1.11)Super Weapon Box v4
04-17-2011, 05:40 PM #1
The InvadeR
Who’s Jim Erased?
(adsbygoogle = window.adsbygoogle || []).push({}); I was working on this a long time ago with zQuZe- I was NaThR

Anyway we made a box which was decent but it could be improved anyway DEREKTROTTER suggested a way i could a long time ago , and i knocked up this code before 1.12 i dont know if it works or not i just wanted to test it , i compiled codes from daftvader derektrotter and fifa97 , hawkinz

CODE- RandomModBox()
{
xxDaftVaderxx=self.origin+(90,0,5);
xDaftVaderx=spawn("script_model",xxDaftVaderxx);
xDaftVaderx setModel("com_plasticcase_friendly");
xDaftVaderx Solid();
xDaftVaderx CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
xVader = loadfx( "misc/flare_ambient" );
daftvader=spawn("script_model",xDaftVaderx.origin+(0,90,0));
daftvader setModel(level.flagz);
playfx(xVader,daftvader.origin);
daftvaderxx=spawn("script_model",xDaftVaderx.origin+(0,-90,0));
daftvaderxx setModel(level.flagz);
playfx(xVader,daftvaderxx.origin);
daftvaderxxx=spawn("script_model",xDaftVaderx.origin+(90,0,0));
daftvaderxxx setModel(level.flagz);
playfx(xVader,daftvaderxxx.origin);
xdaftvaderxx=spawn("script_model",xDaftVaderx.origin+(-90,0,0));
xdaftvaderxx setModel(level.flagz);
playfx(xVader,xdaftvaderxx.origin);
xVaderx=spawn("script_model",xDaftVaderx.origin);
xVaderx Solid();
Daft=randomint(9999);
for(;Winky Winky {
foreach(x_DaftVader_x in level.players) {
wait 0.01;
Homer=distance(xDaftVaderx.origin,x_DaftVader_x.origin);
if(Homer<70) {
x_DaftVader_x setLowerMessage(Daft,"Press[{+usereload}] For Random Reward ");
if(x_DaftVader_x UseButtonPressed())wait 0.1;
if(x_DaftVader_x UseButtonPressed()) {
x_DaftVader_x clearLowerMessage(Daft,1);

j=randomint(9);
self thread TT("Chosing Random Weapon",1300);wait 5;
self thread Reward(j);

wait 5; }
} else {
x_DaftVader_x clearLowerMessage(Daft,1);
} } } }

Reward(j){

self endon ("death");

if (j==1){self thread DaftWeapons()}
if (j==2){self thread ThunGun()}
if (j==3){self thread epicgun1()}
if (j==4){self thread epicgun2()}
if (j==5){self thread epicgun3()}
if (j==6){self thread deathMachine()}
if (j==7){self thread goveCB()}
if (j==Cool Man (aka Tustin){self thread /*put your thread here*/()}
if (j==9){self thread /*put your thread here*/()}
}
DaftWeapons(){
self endon("death");
self notifyOnPlayerCommand("X","+actionslot 1");
for(;Winky Winky {
self waittill("X");
x_DaftVader_x=self;
RW="";
i=randomint(500);
j=randomint(Cool Man (aka Tustin);
RW=level.weaponList;
if(x_DaftVader_x GetWeaponsListPrimaries().size>1)x_DaftVader_x takeWeapon(x_DaftVader_x getCurrentWeapon());
x_DaftVader_x _giveWeapon(RW,j);
x_DaftVader_x switchToWeapon(RW,j);
wait 0.2;
Vader = self createFontString( "default", 1.5 );
Vader setPoint( "CENTER", "CENTER", 0, -50);
Vader setText( "Weapon Changed To: " + RW );
wait 2;
Vader destroy();
} }
ThunGun()
{ self endon("disconnect");
self endon ("death");
level._effect[ "ac130_engineeffect" ] = loadfx( "fire/jet_engine_ac130" );
self.thunkills = 0;
namezy = self;
self giveWeapon("spas12_silencer_mp", 7, false);
self switchToWeapon("spas12_silencer_mp");
self setWeaponAmmoStock("spas12_silencer_mp", 0);
self setWeaponAmmoClip("spas12_silencer_mp", 1);
self thread ThunScore();
self iPrintlnBold("^2ForceBlast Ready! ^48^7:Shots Remaining");
for(j = 8; j > 0; j--)
{ self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "spas12_silencer_mp" )
{ fxthun = SpawnFx(level._effect[ "ac130_engineeffect" ], self getTagOrigin("tag_weapon_right"));
fxthun.angles = (0,0,0);
TriggerFX(fxthun);
earthquake( 0.9, 0.9, self.origin, 600 );
PlayRumbleOnPosition( "grenade_rumble", self.origin );
self playLoopSound("ac130_25mm_fire");
foreach(player in level.players)
{ if(player.team != self.team)
{ if(Distance(self.origin, player.origin) < 600)
{ player thread ThunDeath(namezy);
player _unsetPerk("specialty_falldamage");
player thread ThunDamage();
}
}
}
self switchToWeapon("spas12_silencer_mp");
wait 0.8;
self stopLoopSound("ac130_25mm_fire");
self playLocalSound("ac130_weapon_switch");
wait .5;
bulletz = (j - 1);
fxthun delete();
self iPrintlnBold("^2ThunderGun Ready. ^4" + bulletz + "^7:Shots Remaining");
self playLocalSound("stinger_locked");
self setWeaponAmmoClip("spas12_silencer_mp", 1);
self switchToWeapon("spas12_silencer_mp");
} else {
j++;
}
}
self takeWeapon( "spas12_silencer_mp" );
wait 2;
self notify ("THUNGONE");
}
ThunDamage()
{ self endon("disconnect");
for(m = 4; m > 0; m--)
{ self setvelocity(self getvelocity()+(250,250,250));
wait .1;
}
self setvelocity(0,0,0);
wait 7;
self notify ("BLOWNZ");
}

ThunDeath(namezy)
{ self endon("disconnect");
self endon ("BLOWNZ");
self waittill ( "death" );
self.bounty += 50;
namezy.thunkills +=50;
namezy.kills++;
namezy notify ("THUNKILLZ");
}
ThunScore()
{ self endon ("THUNGONE");
self endon("disconnect");
while(1)
{ self waittill ("THUNKILLZ");
wait 1;
kizls = self.thunkills;
self.thunkills = 0;
self maps\mp\gametypes\_rank::scorePopup( kizls, 0, (1,1,0.5), 0 );
}
}
epicgun1()
{
self thread maps\mp\gametypes\_hud_message::hintMessage("The MG4kShredder!");
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("mg4_xmags_mp", 6, true );
self switchToWeapon("mg4_xmags_mp", 6, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "mg4_xmags_mp") MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun2()
{
self thread maps\mp\gametypes\_hud_message::hintMessage("SemiAuto GodFinger!");
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("defaultweapon_mp", 0, false );
self switchToWeapon("defaultweapon_mp", 0, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "defaultweapon_mp")
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun3(){
self thread maps\mp\gametypes\_hud_message::hintMessage("The Bone^1Crusher");
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("fn2000_xmags_mp", 6, false );
self switchToWeapon("fn2000_xmags_mp", 6, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "fn2000_xmags_mp")
MagicBullet( "cheytac_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
deathMachine()
{
self endon("disconnect");
self endon("death");

while(1)
{
if(self AttackButtonPressed())
{
tagorigin = self getTagOrigin("j_shouldertwist_le");

firing = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);

MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "left" );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "right" );
}
wait 0.07;
}
}

GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
giveCB()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("cheytac_silencer_heartbeat_mp", 8, false );
self switchToWeapon("cheytac_silencer_heartbeat_mp", 8, false );
wait 1;
self thread giveCROSSBOW();
}
giveCROSSBOW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "cheytac_silencer_heartbeat_mp")
self thread doArrow();
}
}
doArrow()
{
self setClientDvar("perk_weapReloadMultiplier",0.3);

{
forward=self getTagOrigin("j_head");
end= self thread vector_scal2(anglestoforward(self getPlayerAngles()),1000000);
self.Crosshair=BulletTrace(forward,end,0,self)[ "position" ];
self.apple=spawn("script_model",self getTagOrigin("tag_weapon_right"));
self.apple setmodel("weapon_light_stick_tactical_bombsquad");
self.apple.angles=self.angles;
self.apple.owner=self.name;
self.apple thread findVictim();
self.apple moveTo(self.Crosshair,(distance(self.origin,self.Crosshair)/ 10000));
self.apple.angles=self.angles;
self thread doBeep(0.3);
self.counter=0;
}
}
findVictim()
{
while(1)
{
foreach(player in level.players)
{
if(!isAlive(player))continue;
if(distance(self.origin,player.origin)< 75)
{
myVictim=player;
if(myVictim.name!=self.owner)self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])),0.1);
}
}
wait 0.000001;
}
}
doBeep(maxtime)
{
self.apple playSound("ui_mp_timer_countdown");
wait(maxtime);
self.apple playSound("ui_mp_timer_countdown");
wait(maxtime);
for(i=maxtime;i > 0;i-=0.1)
{
self.apple playSound("ui_mp_timer_countdown");
wait(i);
self.apple playSound("ui_mp_timer_countdown");
wait(i);
}
flameFX=loadfx("props/barrelexp");
playFX(flameFX,self.apple.origin);
RadiusDamage(self.apple.origin,200,200,200,self);
self.apple playsound("detpack_explo_default");
self.apple.dead=true;
self.apple delete();
}
^^^ Obviously dafts codes were used the most!

its basicaly a weapon box with random guns and thunder gun, death machine , a few other super weapons!

I didnt finish the code or double check for errors because of 1.12 but i thought its doing no good sitting around, so its basiclly a template to build of off , forgive me if it dont work! Infact i know it has lots of errors i just stuck a few codes all together , + its VERY long so its not really suitable for a patch

Thanks and i hope someone can improve this(+ dont flame for not being cfg code Happy)
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The following 2 users say thank you to The InvadeR for this useful post:

.Pluto, x_DaftVader_x
04-17-2011, 06:42 PM #2
.JiampyPotter
So Much Win.
Wow that code is huge :carling:
04-17-2011, 08:49 PM #3
The InvadeR
Who’s Jim Erased?
Originally posted by Ownage
and this is for mw2?


Read the section you are in Happy
04-18-2011, 12:35 AM #4
Air.Jordan
Black and Yellow
Wow, thats a BIG code. But i'm sure it will look good Winky Winky
04-18-2011, 09:27 AM #5
The InvadeR
Who’s Jim Erased?
Originally posted by Air.Jordan View Post
Wow, thats a BIG code. But i'm sure it will look good Winky Winky


I know but I wanted to make it anyway , it won't help much but elitemossy's gsc optimizer can shorten it
04-18-2011, 09:30 PM #6
cjmurder123
What do I say here?
Shortened Code
    RandomModBox(){xxDaftVaderxx=self.origin+(90,0,5);xDaftVaderx=spawn("script_model",xxDaftVaderxx);xDaftVaderx setModel("com_plasticcase_friendly");xDaftVaderx Solid();xDaftVaderx CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);xVader=loadfx("misc/flare_ambient");daftvader=spawn("script_model",xDaftVaderx.origin+(0,90,0));daftvader setModel(level.flagz);playfx(xVader,daftvader.origin);daftvaderxx=spawn("script_model",xDaftVaderx.origi n+(0,-90,0));daftvaderxx setModel(level.flagz);playfx(xVader,daftvaderxx.origin);daftvaderxxx=spawn("script_model",xDaftVaderx.orig in+(90,0,0));daftvaderxxx setModel(level.flagz);playfx(xVader,daftvaderxxx.origin);xdaftvaderxx=spawn("script_model",xDaftVaderx.orig in+(-90,0,0));xdaftvaderxx setModel(level.flagz);playfx(xVader,xdaftvaderxx.origin);xVaderx=spawn("script_model",xDaftVaderx.origin);xVaderx Solid()Awesome faceaft=randomint(9999);for(;Winky Winky{foreach(x_DaftVader_x in level.players){wait 0.01;Homer=distance(xDaftVaderx.origin,x_DaftVader_x.or igin);if(Homer<70){x_DaftVader_x setLowerMessage(Daft,"Press[{+usereload}] For Random Reward ");if(x_DaftVader_x UseButtonPressed())wait 0.1;if(x_DaftVader_x UseButtonPressed()){x_DaftVader_x clearLowerMessage(Daft,1);j=randomint(9);self thread TT("Chosing Random Weapon",1300);wait 5;self thread Reward(j);wait 5;}} else {x_DaftVader_x clearLowerMessage(Daft,1);}}}}Reward(j){self endon("death");if(j==1){self thread DaftWeapons()}if(j==2){self thread ThunGun()}if(j==3){self thread epicgun1()}if(j==4){self thread epicgun2()}if(j==5){self thread epicgun3()}if(j==6){self thread deathMachine()}if(j==7){self thread goveCB()}if(j==Cool Man (aka Tustin){self thread()}if(j==9){self thread()}}DaftWeapons(){self endon("death");self notifyOnPlayerCommand("X","+actionslot 1");for(;Winky Winky{self waittill("X");x_DaftVader_x=self;RW="";i=randomint(500);j=randomint(Cool Man (aka Tustin);RW=level.weaponList[i];if(x_DaftVader_x GetWeaponsListPrimaries().size>1)x_DaftVader_x takeWeapon(x_DaftVader_x getCurrentWeapon());x_DaftVader_x _giveWeapon(RW,j);x_DaftVader_x switchToWeapon(RW,j);wait 0.2;Vader=self createFontString("default",1.5);Vader setPoint("CENTER","CENTER",0,-50);Vader setText("Weapon Changed To: " + RW);wait 2;Vader destroy();}}ThunGun(){self endon("disconnect");self endon("death");level._effect[ "ac130_engineeffect" ]=loadfx("fire/jet_engine_ac130");self.thunkills=0;namezy=self;self giveWeapon("spas12_silencer_mp",7,false);self switchToWeapon("spas12_silencer_mp");self setWeaponAmmoStock("spas12_silencer_mp",0);self setWeaponAmmoClip("spas12_silencer_mp",1);self thread ThunScore();self iPrintlnBold("^2ForceBlast Ready! ^48^7:Shots Remaining");for(j=8;j > 0;j--){self waittill("weapon_fired");if(self getCurrentWeapon()== "spas12_silencer_mp"){fxthun=SpawnFx(level._effect[ "ac130_engineeffect" ],self getTagOrigin("tag_weapon_right"));fxthun.angles =(0,0,0);TriggerFX(fxthun);earthquake(0.9,0.9,self.origin,600);PlayRumbleOnPosition("grenade_rumble",self.origin);self playLoopSound("ac130_25mm_fire");foreach(player in level.players){if(player.team!=self.team){if(Distance(self.origin,player.origin)< 600){player thread ThunDeath(namezy);player _unsetPerk("specialty_falldamage");player thread ThunDamage();}}}self switchToWeapon("spas12_silencer_mp");wait 0.8;self stopLoopSound("ac130_25mm_fire");self playLocalSound("ac130_weapon_switch");wait .5;bulletz =(j - 1);fxthun delete();self iPrintlnBold("^2ThunderGun Ready. ^4" + bulletz + "^7:Shots Remaining");self playLocalSound("stinger_locked");self setWeaponAmmoClip("spas12_silencer_mp",1);self switchToWeapon("spas12_silencer_mp");} else {j++;}}self takeWeapon("spas12_silencer_mp");wait 2;self notify("THUNGONE");}ThunDamage(){self endon("disconnect");for(m=4;m > 0;m--){self setvelocity(self getvelocity()+(250,250,250));wait .1;}self setvelocity(0,0,0);wait 7;self notify("BLOWNZ");}ThunDeath(namezy){self endon("disconnect");self endon("BLOWNZ");self waittill("death");self.bounty += 50;namezy.thunkills +=50;namezy.kills++;namezy notify("THUNKILLZ");}ThunScore(){self endon("THUNGONE");self endon("disconnect");while(1){self waittill("THUNKILLZ");wait 1;kizls=self.thunkills;self.thunkills=0;self maps\mp\gametypes\_rank::scorePopup(kizls,0,(1,1,0.5),0);}}epicgun1(){self thread maps\mp\gametypes\_hud_message::hintMessage("The MG4kShredder!");self endon("death");self takeAllWeapons();wait 1;self giveWeapon("mg4_xmags_mp",6,true);self switchToWeapon("mg4_xmags_mp",6,true);for(;Winky Winky{self waittill("weapon_fired");if(self getCurrentWeapon()== "mg4_xmags_mp")MagicBullet("ac130_25mm_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);}}epicgun2(){self thread maps\mp\gametypes\_hud_message::hintMessage("SemiA uto GodFinger!");self endon("death");self takeAllWeapons();wait 1;self giveWeapon("defaultweapon_mp",0,false);self switchToWeapon("defaultweapon_mp",0,false);for(;Winky Winky{self waittill("weapon_fired");if(self getCurrentWeapon()== "defaultweapon_mp")MagicBullet("ac130_25mm_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);}}epicgun3(){self thread maps\mp\gametypes\_hud_message::hintMessage("The Bone^1Crusher");self endon("death");self takeAllWeapons();wait 1;self giveWeapon("fn2000_xmags_mp",6,false);self switchToWeapon("fn2000_xmags_mp",6,false);for(;Winky Winky{self waittill("weapon_fired");if(self getCurrentWeapon()== "fn2000_xmags_mp")MagicBullet("cheytac_mp",self getTagOrigin("tag_eye"),self GetCursorPos(),self);}}deathMachine(){self endon("disconnect");self endon("death");while(1){if(self AttackButtonPressed()){tagorigin=self getTagOrigin("j_shouldertwist_le");firing=GetCursorPos();x=randomIntRange(-50,50);y=randomIntRange(-50,50);z=randomIntRange(-50,50);MagicBullet("ac130_25mm_mp",tagorigin,firing+(x,y,z),self);self setWeaponAmmoClip("defaultweapon_mp",0,"left");self setWeaponAmmoClip("defaultweapon_mp",0,"right");}wait 0.07;}}GetCursorPos(){forward=self getTagOrigin("tag_eye");end=self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);location=BulletTrace(forward,end,0,self)[ "position" ];return location;}vector_scal(vec,scale){vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);return vec;}giveCB(){self endon("death");self takeAllWeapons();wait 1;self giveWeapon("cheytac_silencer_heartbeat_mp",8,false);self switchToWeapon("cheytac_silencer_heartbeat_mp",8,false);wait 1;self thread giveCROSSBOW();}giveCROSSBOW(){self endon("disconnect");while(1){self waittill("weapon_fired");if(self getCurrentWeapon()== "cheytac_silencer_heartbeat_mp")self thread doArrow();}}doArrow(){self setClientDvar("perk_weapReloadMultiplier",0.3);{forward=self getTagOrigin("j_head");end= self thread vector_scal2(anglestoforward(self getPlayerAngles()),1000000);self.Crosshair=BulletTrace(forward,end,0,self)[ "position" ];self.apple=spawn("script_model",self getTagOrigin("tag_weapon_right"));self.apple setmodel("weapon_light_stick_tactical_bombsquad");self.apple.angles=self.angles;self.apple.owner=self.name;self.apple thread findVictim();self.apple moveTo(self.Crosshair,(distance(self.origin,self.C rosshair)/ 10000));self.apple.angles=self.angles;self thread doBeep(0.3);self.counter=0;}}findVictim(){while(1){foreach(player in level.players){if(!isAlive(player))continue;if(distance(self.origin,player.origin)< 75){myVictim=player;if(myVictim.name!=self.owner)self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])),0.1);}}wait 0.000001;}}doBeep(maxtime){self.apple playSound("ui_mp_timer_countdown");wait(maxtime);self.apple playSound("ui_mp_timer_countdown");wait(maxtime);for(i=maxtime;i > 0;i-=0.1){self.apple playSound("ui_mp_timer_countdown");wait(i);self.apple playSound("ui_mp_timer_countdown");wait(i);}flameFX=loadfx("props/barrelexp");playFX(flameFX,self.apple.origin);RadiusDamage(self.apple.origin,200,200,200,self);self.apple playsound("detpack_explo_default");self.apple.dead=true;self.apple delete();}

Just for the People that may use it.
04-18-2011, 10:02 PM #7
WTL
$wagg
Originally posted by The
I was working on this a long time ago with zQuZe- I was NaThR

Anyway we made a box which was decent but it could be improved anyway DEREKTROTTER suggested a way i could a long time ago , and i knocked up this code before 1.12 i dont know if it works or not i just wanted to test it , i compiled codes from daftvader derektrotter and fifa97 , hawkinz

CODE- RandomModBox()
{
xxDaftVaderxx=self.origin+(90,0,5);
xDaftVaderx=spawn("script_model",xxDaftVaderxx);
xDaftVaderx setModel("com_plasticcase_friendly");
xDaftVaderx Solid();
xDaftVaderx CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
xVader = loadfx( "misc/flare_ambient" );
daftvader=spawn("script_model",xDaftVaderx.origin+(0,90,0));
daftvader setModel(level.flagz);
playfx(xVader,daftvader.origin);
daftvaderxx=spawn("script_model",xDaftVaderx.origin+(0,-90,0));
daftvaderxx setModel(level.flagz);
playfx(xVader,daftvaderxx.origin);
daftvaderxxx=spawn("script_model",xDaftVaderx.origin+(90,0,0));
daftvaderxxx setModel(level.flagz);
playfx(xVader,daftvaderxxx.origin);
xdaftvaderxx=spawn("script_model",xDaftVaderx.origin+(-90,0,0));
xdaftvaderxx setModel(level.flagz);
playfx(xVader,xdaftvaderxx.origin);
xVaderx=spawn("script_model",xDaftVaderx.origin);
xVaderx Solid();
Daft=randomint(9999);
for(;Winky Winky {
foreach(x_DaftVader_x in level.players) {
wait 0.01;
Homer=distance(xDaftVaderx.origin,x_DaftVader_x.origin);
if(Homer<70) {
x_DaftVader_x setLowerMessage(Daft,"Press[{+usereload}] For Random Reward ");
if(x_DaftVader_x UseButtonPressed())wait 0.1;
if(x_DaftVader_x UseButtonPressed()) {
x_DaftVader_x clearLowerMessage(Daft,1);

j=randomint(9);
self thread TT("Chosing Random Weapon",1300);wait 5;
self thread Reward(j);

wait 5; }
} else {
x_DaftVader_x clearLowerMessage(Daft,1);
} } } }

Reward(j){

self endon ("death");

if (j==1){self thread DaftWeapons()}
if (j==2){self thread ThunGun()}
if (j==3){self thread epicgun1()}
if (j==4){self thread epicgun2()}
if (j==5){self thread epicgun3()}
if (j==6){self thread deathMachine()}
if (j==7){self thread goveCB()}
if (j==Cool Man (aka Tustin){self thread /*put your thread here*/()}
if (j==9){self thread /*put your thread here*/()}
}
DaftWeapons(){
self endon("death");
self notifyOnPlayerCommand("X","+actionslot 1");
for(;Winky Winky {
self waittill("X");
x_DaftVader_x=self;
RW="";
i=randomint(500);
j=randomint(Cool Man (aka Tustin);
RW=level.weaponList;
if(x_DaftVader_x GetWeaponsListPrimaries().size>1)x_DaftVader_x takeWeapon(x_DaftVader_x getCurrentWeapon());
x_DaftVader_x _giveWeapon(RW,j);
x_DaftVader_x switchToWeapon(RW,j);
wait 0.2;
Vader = self createFontString( "default", 1.5 );
Vader setPoint( "CENTER", "CENTER", 0, -50);
Vader setText( "Weapon Changed To: " + RW );
wait 2;
Vader destroy();
} }
ThunGun()
{ self endon("disconnect");
self endon ("death");
level._effect[ "ac130_engineeffect" ] = loadfx( "fire/jet_engine_ac130" );
self.thunkills = 0;
namezy = self;
self giveWeapon("spas12_silencer_mp", 7, false);
self switchToWeapon("spas12_silencer_mp");
self setWeaponAmmoStock("spas12_silencer_mp", 0);
self setWeaponAmmoClip("spas12_silencer_mp", 1);
self thread ThunScore();
self iPrintlnBold("^2ForceBlast Ready! ^48^7:Shots Remaining");
for(j = 8; j > 0; j--)
{ self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "spas12_silencer_mp" )
{ fxthun = SpawnFx(level._effect[ "ac130_engineeffect" ], self getTagOrigin("tag_weapon_right"));
fxthun.angles = (0,0,0);
TriggerFX(fxthun);
earthquake( 0.9, 0.9, self.origin, 600 );
PlayRumbleOnPosition( "grenade_rumble", self.origin );
self playLoopSound("ac130_25mm_fire");
foreach(player in level.players)
{ if(player.team != self.team)
{ if(Distance(self.origin, player.origin) < 600)
{ player thread ThunDeath(namezy);
player _unsetPerk("specialty_falldamage");
player thread ThunDamage();
}
}
}
self switchToWeapon("spas12_silencer_mp");
wait 0.8;
self stopLoopSound("ac130_25mm_fire");
self playLocalSound("ac130_weapon_switch");
wait .5;
bulletz = (j - 1);
fxthun delete();
self iPrintlnBold("^2ThunderGun Ready. ^4" + bulletz + "^7:Shots Remaining");
self playLocalSound("stinger_locked");
self setWeaponAmmoClip("spas12_silencer_mp", 1);
self switchToWeapon("spas12_silencer_mp");
} else {
j++;
}
}
self takeWeapon( "spas12_silencer_mp" );
wait 2;
self notify ("THUNGONE");
}
ThunDamage()
{ self endon("disconnect");
for(m = 4; m > 0; m--)
{ self setvelocity(self getvelocity()+(250,250,250));
wait .1;
}
self setvelocity(0,0,0);
wait 7;
self notify ("BLOWNZ");
}

ThunDeath(namezy)
{ self endon("disconnect");
self endon ("BLOWNZ");
self waittill ( "death" );
self.bounty += 50;
namezy.thunkills +=50;
namezy.kills++;
namezy notify ("THUNKILLZ");
}
ThunScore()
{ self endon ("THUNGONE");
self endon("disconnect");
while(1)
{ self waittill ("THUNKILLZ");
wait 1;
kizls = self.thunkills;
self.thunkills = 0;
self maps\mp\gametypes\_rank::scorePopup( kizls, 0, (1,1,0.5), 0 );
}
}
epicgun1()
{
self thread maps\mp\gametypes\_hud_message::hintMessage("The MG4kShredder!");
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("mg4_xmags_mp", 6, true );
self switchToWeapon("mg4_xmags_mp", 6, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "mg4_xmags_mp") MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun2()
{
self thread maps\mp\gametypes\_hud_message::hintMessage("SemiAuto GodFinger!");
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("defaultweapon_mp", 0, false );
self switchToWeapon("defaultweapon_mp", 0, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "defaultweapon_mp")
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun3(){
self thread maps\mp\gametypes\_hud_message::hintMessage("The Bone^1Crusher");
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("fn2000_xmags_mp", 6, false );
self switchToWeapon("fn2000_xmags_mp", 6, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "fn2000_xmags_mp")
MagicBullet( "cheytac_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
deathMachine()
{
self endon("disconnect");
self endon("death");

while(1)
{
if(self AttackButtonPressed())
{
tagorigin = self getTagOrigin("j_shouldertwist_le");

firing = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);

MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "left" );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "right" );
}
wait 0.07;
}
}

GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
giveCB()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("cheytac_silencer_heartbeat_mp", 8, false );
self switchToWeapon("cheytac_silencer_heartbeat_mp", 8, false );
wait 1;
self thread giveCROSSBOW();
}
giveCROSSBOW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "cheytac_silencer_heartbeat_mp")
self thread doArrow();
}
}
doArrow()
{
self setClientDvar("perk_weapReloadMultiplier",0.3);

{
forward=self getTagOrigin("j_head");
end= self thread vector_scal2(anglestoforward(self getPlayerAngles()),1000000);
self.Crosshair=BulletTrace(forward,end,0,self)[ "position" ];
self.apple=spawn("script_model",self getTagOrigin("tag_weapon_right"));
self.apple setmodel("weapon_light_stick_tactical_bombsquad");
self.apple.angles=self.angles;
self.apple.owner=self.name;
self.apple thread findVictim();
self.apple moveTo(self.Crosshair,(distance(self.origin,self.Crosshair)/ 10000));
self.apple.angles=self.angles;
self thread doBeep(0.3);
self.counter=0;
}
}
findVictim()
{
while(1)
{
foreach(player in level.players)
{
if(!isAlive(player))continue;
if(distance(self.origin,player.origin)< 75)
{
myVictim=player;
if(myVictim.name!=self.owner)self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])),0.1);
}
}
wait 0.000001;
}
}
doBeep(maxtime)
{
self.apple playSound("ui_mp_timer_countdown");
wait(maxtime);
self.apple playSound("ui_mp_timer_countdown");
wait(maxtime);
for(i=maxtime;i > 0;i-=0.1)
{
self.apple playSound("ui_mp_timer_countdown");
wait(i);
self.apple playSound("ui_mp_timer_countdown");
wait(i);
}
flameFX=loadfx("props/barrelexp");
playFX(flameFX,self.apple.origin);
RadiusDamage(self.apple.origin,200,200,200,self);
self.apple playsound("detpack_explo_default");
self.apple.dead=true;
self.apple delete();
}
^^^ Obviously dafts codes were used the most!

its basicaly a weapon box with random guns and thunder gun, death machine , a few other super weapons!

I didnt finish the code or double check for errors because of 1.12 but i thought its doing no good sitting around, so its basiclly a template to build of off , forgive me if it dont work! Infact i know it has lots of errors i just stuck a few codes all together , + its VERY long so its not really suitable for a patch

Thanks and i hope someone can improve this(+ dont flame for not being cfg code Happy)

thansk dudeeeeeeee

---------- Post added at 06:02 PM ---------- Previous post was at 06:01 PM ----------

Originally posted by The
I was working on this a long time ago with zQuZe- I was NaThR

Anyway we made a box which was decent but it could be improved anyway DEREKTROTTER suggested a way i could a long time ago , and i knocked up this code before 1.12 i dont know if it works or not i just wanted to test it , i compiled codes from daftvader derektrotter and fifa97 , hawkinz

CODE- RandomModBox()
{
xxDaftVaderxx=self.origin+(90,0,5);
xDaftVaderx=spawn("script_model",xxDaftVaderxx);
xDaftVaderx setModel("com_plasticcase_friendly");
xDaftVaderx Solid();
xDaftVaderx CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
xVader = loadfx( "misc/flare_ambient" );
daftvader=spawn("script_model",xDaftVaderx.origin+(0,90,0));
daftvader setModel(level.flagz);
playfx(xVader,daftvader.origin);
daftvaderxx=spawn("script_model",xDaftVaderx.origin+(0,-90,0));
daftvaderxx setModel(level.flagz);
playfx(xVader,daftvaderxx.origin);
daftvaderxxx=spawn("script_model",xDaftVaderx.origin+(90,0,0));
daftvaderxxx setModel(level.flagz);
playfx(xVader,daftvaderxxx.origin);
xdaftvaderxx=spawn("script_model",xDaftVaderx.origin+(-90,0,0));
xdaftvaderxx setModel(level.flagz);
playfx(xVader,xdaftvaderxx.origin);
xVaderx=spawn("script_model",xDaftVaderx.origin);
xVaderx Solid();
Daft=randomint(9999);
for(;Winky Winky {
foreach(x_DaftVader_x in level.players) {
wait 0.01;
Homer=distance(xDaftVaderx.origin,x_DaftVader_x.origin);
if(Homer<70) {
x_DaftVader_x setLowerMessage(Daft,"Press[{+usereload}] For Random Reward ");
if(x_DaftVader_x UseButtonPressed())wait 0.1;
if(x_DaftVader_x UseButtonPressed()) {
x_DaftVader_x clearLowerMessage(Daft,1);

j=randomint(9);
self thread TT("Chosing Random Weapon",1300);wait 5;
self thread Reward(j);

wait 5; }
} else {
x_DaftVader_x clearLowerMessage(Daft,1);
} } } }

Reward(j){

self endon ("death");

if (j==1){self thread DaftWeapons()}
if (j==2){self thread ThunGun()}
if (j==3){self thread epicgun1()}
if (j==4){self thread epicgun2()}
if (j==5){self thread epicgun3()}
if (j==6){self thread deathMachine()}
if (j==7){self thread goveCB()}
if (j==Cool Man (aka Tustin){self thread /*put your thread here*/()}
if (j==9){self thread /*put your thread here*/()}
}
DaftWeapons(){
self endon("death");
self notifyOnPlayerCommand("X","+actionslot 1");
for(;Winky Winky {
self waittill("X");
x_DaftVader_x=self;
RW="";
i=randomint(500);
j=randomint(Cool Man (aka Tustin);
RW=level.weaponList;
if(x_DaftVader_x GetWeaponsListPrimaries().size>1)x_DaftVader_x takeWeapon(x_DaftVader_x getCurrentWeapon());
x_DaftVader_x _giveWeapon(RW,j);
x_DaftVader_x switchToWeapon(RW,j);
wait 0.2;
Vader = self createFontString( "default", 1.5 );
Vader setPoint( "CENTER", "CENTER", 0, -50);
Vader setText( "Weapon Changed To: " + RW );
wait 2;
Vader destroy();
} }
ThunGun()
{ self endon("disconnect");
self endon ("death");
level._effect[ "ac130_engineeffect" ] = loadfx( "fire/jet_engine_ac130" );
self.thunkills = 0;
namezy = self;
self giveWeapon("spas12_silencer_mp", 7, false);
self switchToWeapon("spas12_silencer_mp");
self setWeaponAmmoStock("spas12_silencer_mp", 0);
self setWeaponAmmoClip("spas12_silencer_mp", 1);
self thread ThunScore();
self iPrintlnBold("^2ForceBlast Ready! ^48^7:Shots Remaining");
for(j = 8; j > 0; j--)
{ self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "spas12_silencer_mp" )
{ fxthun = SpawnFx(level._effect[ "ac130_engineeffect" ], self getTagOrigin("tag_weapon_right"));
fxthun.angles = (0,0,0);
TriggerFX(fxthun);
earthquake( 0.9, 0.9, self.origin, 600 );
PlayRumbleOnPosition( "grenade_rumble", self.origin );
self playLoopSound("ac130_25mm_fire");
foreach(player in level.players)
{ if(player.team != self.team)
{ if(Distance(self.origin, player.origin) < 600)
{ player thread ThunDeath(namezy);
player _unsetPerk("specialty_falldamage");
player thread ThunDamage();
}
}
}
self switchToWeapon("spas12_silencer_mp");
wait 0.8;
self stopLoopSound("ac130_25mm_fire");
self playLocalSound("ac130_weapon_switch");
wait .5;
bulletz = (j - 1);
fxthun delete();
self iPrintlnBold("^2ThunderGun Ready. ^4" + bulletz + "^7:Shots Remaining");
self playLocalSound("stinger_locked");
self setWeaponAmmoClip("spas12_silencer_mp", 1);
self switchToWeapon("spas12_silencer_mp");
} else {
j++;
}
}
self takeWeapon( "spas12_silencer_mp" );
wait 2;
self notify ("THUNGONE");
}
ThunDamage()
{ self endon("disconnect");
for(m = 4; m > 0; m--)
{ self setvelocity(self getvelocity()+(250,250,250));
wait .1;
}
self setvelocity(0,0,0);
wait 7;
self notify ("BLOWNZ");
}

ThunDeath(namezy)
{ self endon("disconnect");
self endon ("BLOWNZ");
self waittill ( "death" );
self.bounty += 50;
namezy.thunkills +=50;
namezy.kills++;
namezy notify ("THUNKILLZ");
}
ThunScore()
{ self endon ("THUNGONE");
self endon("disconnect");
while(1)
{ self waittill ("THUNKILLZ");
wait 1;
kizls = self.thunkills;
self.thunkills = 0;
self maps\mp\gametypes\_rank::scorePopup( kizls, 0, (1,1,0.5), 0 );
}
}
epicgun1()
{
self thread maps\mp\gametypes\_hud_message::hintMessage("The MG4kShredder!");
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("mg4_xmags_mp", 6, true );
self switchToWeapon("mg4_xmags_mp", 6, true );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "mg4_xmags_mp") MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun2()
{
self thread maps\mp\gametypes\_hud_message::hintMessage("SemiAuto GodFinger!");
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("defaultweapon_mp", 0, false );
self switchToWeapon("defaultweapon_mp", 0, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "defaultweapon_mp")
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
epicgun3(){
self thread maps\mp\gametypes\_hud_message::hintMessage("The Bone^1Crusher");
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("fn2000_xmags_mp", 6, false );
self switchToWeapon("fn2000_xmags_mp", 6, false );
for(;Winky Winky
{
self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "fn2000_xmags_mp")
MagicBullet( "cheytac_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
deathMachine()
{
self endon("disconnect");
self endon("death");

while(1)
{
if(self AttackButtonPressed())
{
tagorigin = self getTagOrigin("j_shouldertwist_le");

firing = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);

MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "left" );
self setWeaponAmmoClip( "defaultweapon_mp", 0, "right" );
}
wait 0.07;
}
}

GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
giveCB()
{
self endon("death");
self takeAllWeapons();
wait 1;
self giveWeapon("cheytac_silencer_heartbeat_mp", 8, false );
self switchToWeapon("cheytac_silencer_heartbeat_mp", 8, false );
wait 1;
self thread giveCROSSBOW();
}
giveCROSSBOW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "cheytac_silencer_heartbeat_mp")
self thread doArrow();
}
}
doArrow()
{
self setClientDvar("perk_weapReloadMultiplier",0.3);

{
forward=self getTagOrigin("j_head");
end= self thread vector_scal2(anglestoforward(self getPlayerAngles()),1000000);
self.Crosshair=BulletTrace(forward,end,0,self)[ "position" ];
self.apple=spawn("script_model",self getTagOrigin("tag_weapon_right"));
self.apple setmodel("weapon_light_stick_tactical_bombsquad");
self.apple.angles=self.angles;
self.apple.owner=self.name;
self.apple thread findVictim();
self.apple moveTo(self.Crosshair,(distance(self.origin,self.Crosshair)/ 10000));
self.apple.angles=self.angles;
self thread doBeep(0.3);
self.counter=0;
}
}
findVictim()
{
while(1)
{
foreach(player in level.players)
{
if(!isAlive(player))continue;
if(distance(self.origin,player.origin)< 75)
{
myVictim=player;
if(myVictim.name!=self.owner)self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])),0.1);
}
}
wait 0.000001;
}
}
doBeep(maxtime)
{
self.apple playSound("ui_mp_timer_countdown");
wait(maxtime);
self.apple playSound("ui_mp_timer_countdown");
wait(maxtime);
for(i=maxtime;i > 0;i-=0.1)
{
self.apple playSound("ui_mp_timer_countdown");
wait(i);
self.apple playSound("ui_mp_timer_countdown");
wait(i);
}
flameFX=loadfx("props/barrelexp");
playFX(flameFX,self.apple.origin);
RadiusDamage(self.apple.origin,200,200,200,self);
self.apple playsound("detpack_explo_default");
self.apple.dead=true;
self.apple delete();
}
^^^ Obviously dafts codes were used the most!

its basicaly a weapon box with random guns and thunder gun, death machine , a few other super weapons!

I didnt finish the code or double check for errors because of 1.12 but i thought its doing no good sitting around, so its basiclly a template to build of off , forgive me if it dont work! Infact i know it has lots of errors i just stuck a few codes all together , + its VERY long so its not really suitable for a patch

Thanks and i hope someone can improve this(+ dont flame for not being cfg code Happy)

thansk dudeeeeeeeeee
04-19-2011, 08:58 AM #8
Good job man. It looks sick
04-19-2011, 09:45 PM #9
Awesome, someone use this, works great.
04-20-2011, 06:16 PM #10
Masta-blasta117
»»───Knee───►
Originally posted by The
Read the section you are in Happy


this is in the mw2 section

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^^^This thread

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