Post: Controllable Teddy Bear that shoots Missles :D
01-29-2012, 12:02 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); lol, do what you want with this, just something funny/fun.

May make into a fully controllable (as you would controll a character, etc.)

Enjoy :p

    
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
precacheItem("com_teddy_bear");
precacheModel("com_teddy_bear");
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );
player thread onPlayerSpawned();
}
}

onPlayerSpawned()
{
self endon("disconnect");

for(;Winky Winky
{
self waittill("spawned_player");
self freezeControls(false);
self thread bear();
}
}

bear()
{
self endon("death");
self endon("disconnect");
bear = spawn("script_model", self.origin + (15,0,10));
bear setModel("com_teddy_bear");
self thread fire(bear);
self thread death(bear);
for(;Winky Winky
{
wait 0.1;
bear moveTo(self.origin + (200,0,10), 0.1);
bear.angles = self.angles;
}
}

fire(obj)
{
self endon("death");
self endon("disconnect");
s = "stinger_mp";
for(;Winky Winky
{
self waittill("weapon_fired");
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" ];
magicBullet(s,obj.origin,SPLOSIONlocation,self);
}
}

death(obj)
{
self waittill("death");
obj delete();
}


vid:


Now this isn't be means hard.. at all...

just wanted to make something fun, edit as you wish.
(adsbygoogle = window.adsbygoogle || []).push({});

The following 7 users say thank you to Jakes625 for this useful post:

KCxFTW, Klots, mattyjkilledme, Cmd-X, Rainbow Gravity, T_m_b07, Uk_ViiPeR
01-29-2012, 12:57 AM #2
KCxFTW
Who’s Jim Erased?
Originally posted by SatanicHispanic View Post
lol, do what you want with this, just something funny/fun.

May make into a fully controllable (as you would controll a character, etc.)

Enjoy :p

    
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
precacheItem("com_teddy_bear");
precacheModel("com_teddy_bear");
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );
player thread onPlayerSpawned();
}
}

onPlayerSpawned()
{
self endon("disconnect");

for(;Winky Winky
{
self waittill("spawned_player");
self freezeControls(false);
self thread bear();
}
}

bear()
{
self endon("death");
self endon("disconnect");
bear = spawn("script_model", self.origin + (15,0,10));
bear setModel("com_teddy_bear");
self thread fire(bear);
self thread death(bear);
for(;Winky Winky
{
wait 0.1;
bear moveTo(self.origin + (200,0,10), 0.1);
bear.angles = self.angles;
}
}

fire(obj)
{
self endon("death");
self endon("disconnect");
s = "stinger_mp";
for(;Winky Winky
{
self waittill("weapon_fired");
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" ];
magicBullet(s,obj.origin,SPLOSIONlocation,self);
}
}

death(obj)
{
self waittill("death");
obj delete();
}


vid:


Now this isn't be means hard.. at all...

just wanted to make something fun, edit as you wish.


Thats f*cking sweet!!!

The following user thanked KCxFTW for this useful post:

01-29-2012, 01:02 AM #3
TheFallen
Former Dark Night
Originally posted by SatanicHispanic View Post
lol, do what you want with this, just something funny/fun.

May make into a fully controllable (as you would controll a character, etc.)

Enjoy :p

    
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
precacheItem("com_teddy_bear");
precacheModel("com_teddy_bear");
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );
player thread onPlayerSpawned();
}
}

onPlayerSpawned()
{
self endon("disconnect");

for(;Winky Winky
{
self waittill("spawned_player");
self freezeControls(false);
self thread bear();
}
}

bear()
{
self endon("death");
self endon("disconnect");
bear = spawn("script_model", self.origin + (15,0,10));
bear setModel("com_teddy_bear");
self thread fire(bear);
self thread death(bear);
for(;Winky Winky
{
wait 0.1;
bear moveTo(self.origin + (200,0,10), 0.1);
bear.angles = self.angles;
}
}

fire(obj)
{
self endon("death");
self endon("disconnect");
s = "stinger_mp";
for(;Winky Winky
{
self waittill("weapon_fired");
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" ];
magicBullet(s,obj.origin,SPLOSIONlocation,self);
}
}

death(obj)
{
self waittill("death");
obj delete();
}


vid:


Now this isn't be means hard.. at all...

just wanted to make something fun, edit as you wish.


Why don't you just get a screen recorder? ie Camtasia?
01-29-2012, 01:14 AM #4
Originally posted by ITheFallenI View Post
Why don't you just get a screen recorder? ie Camtasia?


I do just have to install it, and how does it work when your game is in fullscreen?

(i was on laptop for this btw not my pc)
01-29-2012, 01:24 AM #5
Cmd-X
It's been awhile.
Originally posted by SatanicHispanic View Post
I do just have to install it, and how does it work when your game is in fullscreen?

(i was on laptop for this btw not my pc)


Just start recording before you start mw2 Drack
01-29-2012, 01:25 AM #6
Originally posted by darkcarnival View Post
Just start recording before you start mw2 Drack


Doesn't work when I do that. The video is all black. (cause mw2 is in full screen :/)
01-29-2012, 01:29 AM #7
Cmd-X
It's been awhile.
Originally posted by SatanicHispanic View Post
Doesn't work when I do that. The video is all black. (cause mw2 is in full screen :/)


You must login or register to view this content.
01-29-2012, 02:08 AM #8
Blackstorm
Veni. Vidi. Vici.
Originally posted by SatanicHispanic View Post
Doesn't work when I do that. The video is all black. (cause mw2 is in full screen :/)


Go into config_mp.cfg and change the dvar "r_fullscreen" to '0'.
01-29-2012, 02:14 AM #9
iiReFuZee
MW3 + BO1 Recoveries
Originally posted by SatanicHispanic View Post
lol, do what you want with this, just something funny/fun.

May make into a fully controllable (as you would controll a character, etc.)

Enjoy :p

    
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
precacheItem("com_teddy_bear");
precacheModel("com_teddy_bear");
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );
player thread onPlayerSpawned();
}
}

onPlayerSpawned()
{
self endon("disconnect");

for(;Winky Winky
{
self waittill("spawned_player");
self freezeControls(false);
self thread bear();
}
}

bear()
{
self endon("death");
self endon("disconnect");
bear = spawn("script_model", self.origin + (15,0,10));
bear setModel("com_teddy_bear");
self thread fire(bear);
self thread death(bear);
for(;Winky Winky
{
wait 0.1;
bear moveTo(self.origin + (200,0,10), 0.1);
bear.angles = self.angles;
}
}

fire(obj)
{
self endon("death");
self endon("disconnect");
s = "stinger_mp";
for(;Winky Winky
{
self waittill("weapon_fired");
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" ];
magicBullet(s,obj.origin,SPLOSIONlocation,self);
}
}

death(obj)
{
self waittill("death");
obj delete();
}


vid:


Now this isn't be means hard.. at all...

just wanted to make something fun, edit as you wish.


Download Fraps?
01-29-2012, 02:49 AM #10
Originally posted by Blackstorm View Post
Go into config_mp.cfg and change the dvar "r_fullscreen" to '0'.


I know how to :p

just don't look as good not fullscreen :(

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