Post: [RELEASE] Spy Camera
03-09-2012, 11:11 PM #1
LightModz
League Champion
(adsbygoogle = window.adsbygoogle || []).push({}); Here just thought id post this has mw2 is getting a little dry atm.
Credits:
d0h!
ENJOY =]
    
doCamera()
{
self notifyOnPlayerCommand("N", "+actionslot 1");
self.camon = false;
self.cam = undefined;
self.cam.owner = self.name;
self.camloc = undefined;
self.cammode = 0;
for(;Winky Winky
{
self waittill("N");
loc = GetCursorPos();
if(distance(loc, self.origin) < 150)
{
self playLocalSound( "missile_locking" );
self.menu[1] setText(self.menus["spycam"][0]);
self.cam = spawn("script_model", loc);
self.cam setModel("c130_zoomrig");
self.camloc = self.cam.origin;
self.camon = true;
self thread deleteOnDeath(self.cam);
self.MIP = false;
}
else
self iPrintlnBold("^1Invalid spy camera location!");
if(self.camon == true)
break;
}
self thread doViewCam();
}

deleteonDeath( model )
{
self waittill("death");
model delete();
}

staticEffect( duration )
{
self endon ( "disconnect" );

staticBG = newClientHudElem( self );
staticBG.horzAlign = "fullscreen";
staticBG.vertAlign = "fullscreen";
staticBG setShader( "white", 640, 480 );
staticBG.archive = true;
staticBG.sort = 10;

static = newClientHudElem( self );
static.horzAlign = "fullscreen";
static.vertAlign = "fullscreen";
static setShader( "ac130_overlay_grain", 640, 480 );
static.archive = true;
static.sort = 20;

for(i=duration;i>0;i--)
{
if(self.cammode != 1)
{
static destroy();
staticBG destroy();
}
wait 1;
}

static destroy();
staticBG destroy();
}

doViewCam()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
self waittill("N");
if(isDefined(self.cam) && self.incustmen != true)
{
self.curwep = self getCurrentWeapon();
self _giveWeapon("killstreak_predator_missile_mp", 9, false);
self switchToWeapon("killstreak_predator_missile_mp");
if(self getCurrentWeapon() != "none")
wait 2.2;
else
wait 1.5;
self thread doIcons();
self.menu[1] setText(self.menus["spycam"][1]);
self.cammode = 1;
self ThermalVisionOn();
self CameraLinkTo( self.cam, "tag_origin" );
self ControlsLinkTo( self.cam );
self.cam ThermalVisionFOFOverlayOn();
self waittill("N");
self.cammode = 0;
self CameraUnlink();
self ControlsUnlink();
self ThermalVisionOff();
self.menu[1] setText(self.menus["spycam"][0]);
self.menu[0].alpha = 1;
self.recIcon destroy();
self.recText destroy();
wait 0.3;
self switchToWeapon(self.curwep);
wait 0.5;
self takeWeapon("killstreak_predator_missile_mp");
}
else if(!isDefined(self.cam) && self.incustmen != true)
{
self.curwep = self getCurrentWeapon();
self _giveWeapon("killstreak_predator_missile_mp", 9, false);
self switchToWeapon("killstreak_predator_missile_mp");
if(self getCurrentWeapon() != "none")
wait 2.2;
else
wait 1.5;
self thread doIcons();
self.menu[1] setText(self.menus["spycam"][1]);
self.cammode = 1;
self thread doCheck();
self waittill("N");
self.cammode = 0;
self.menu[1] setText(self.menus["spycam"][0]);
self.menu[0].alpha = 1;
self.recIcon destroy();
self.recText destroy();
wait 0.3;
self switchToWeapon(self.curwep);
wait 0.5;
self takeWeapon("killstreak_predator_missile_mp");
}
}
}

doCheck()
{
if(self.camloc == undefined && self.cammode == 1)
{
self thread staticEffect(3);
wait 3;
if(self.cammode == 1)
self notify("N");
}
}

doIcons()
{
self.recIcon destroy();
self.recIcon = createIcon( "specialty_grenadepulldeath", 6, 6 );
self.recIcon.alignX = "right";
self.recIcon.alignY = "top";
self.recIcon.horzAlign = "right";
self.recIcon.vertAlign = "top";
self.recIcon.foreground = true;
self.recIcon.alpha = 1;
self.recIcon.color = (3, 0, 0);

self.recText destroy();
self.recText = self createFontString( "default", 1.1 );
self.recText setPoint( "RIGHT", "TOP", -10, -5 );
self.recText setText("^1REC");
self.recText.alignX = "right";
self.recText.alignY = "top";
self.recText.horzAlign = "right";
self.recText.vertAlign = "top";
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

getCursorPos()
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
return Crosshair;
}
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The following 3 users say thank you to LightModz for this useful post:

Cmd-X, Rainbow Gravity
03-10-2012, 12:42 AM #2
Originally posted by LightModz View Post
Here just thought id post this has mw2 is getting a little dry atm.
Credits:
d0h!
ENJOY =]
    
doCamera()
{
self notifyOnPlayerCommand("N", "+actionslot 1");
self.camon = false;
self.cam = undefined;
self.cam.owner = self.name;
self.camloc = undefined;
self.cammode = 0;
for(;Winky Winky
{
self waittill("N");
loc = GetCursorPos();
if(distance(loc, self.origin) < 150)
{
self playLocalSound( "missile_locking" );
self.menu[1] setText(self.menus["spycam"][0]);
self.cam = spawn("script_model", loc);
self.cam setModel("c130_zoomrig");
self.camloc = self.cam.origin;
self.camon = true;
self thread deleteOnDeath(self.cam);
self.MIP = false;
}
else
self iPrintlnBold("^1Invalid spy camera location!");
if(self.camon == true)
break;
}
self thread doViewCam();
}

deleteonDeath( model )
{
self waittill("death");
model delete();
}

staticEffect( duration )
{
self endon ( "disconnect" );

staticBG = newClientHudElem( self );
staticBG.horzAlign = "fullscreen";
staticBG.vertAlign = "fullscreen";
staticBG setShader( "white", 640, 480 );
staticBG.archive = true;
staticBG.sort = 10;

static = newClientHudElem( self );
static.horzAlign = "fullscreen";
static.vertAlign = "fullscreen";
static setShader( "ac130_overlay_grain", 640, 480 );
static.archive = true;
static.sort = 20;

for(i=duration;i>0;i--)
{
if(self.cammode != 1)
{
static destroy();
staticBG destroy();
}
wait 1;
}

static destroy();
staticBG destroy();
}

doViewCam()
{
self endon("death");
self endon("disconnect");
for(;Winky Winky
{
self waittill("N");
if(isDefined(self.cam) && self.incustmen != true)
{
self.curwep = self getCurrentWeapon();
self _giveWeapon("killstreak_predator_missile_mp", 9, false);
self switchToWeapon("killstreak_predator_missile_mp");
if(self getCurrentWeapon() != "none")
wait 2.2;
else
wait 1.5;
self thread doIcons();
self.menu[1] setText(self.menus["spycam"][1]);
self.cammode = 1;
self ThermalVisionOn();
self CameraLinkTo( self.cam, "tag_origin" );
self ControlsLinkTo( self.cam );
self.cam ThermalVisionFOFOverlayOn();
self waittill("N");
self.cammode = 0;
self CameraUnlink();
self ControlsUnlink();
self ThermalVisionOff();
self.menu[1] setText(self.menus["spycam"][0]);
self.menu[0].alpha = 1;
self.recIcon destroy();
self.recText destroy();
wait 0.3;
self switchToWeapon(self.curwep);
wait 0.5;
self takeWeapon("killstreak_predator_missile_mp");
}
else if(!isDefined(self.cam) && self.incustmen != true)
{
self.curwep = self getCurrentWeapon();
self _giveWeapon("killstreak_predator_missile_mp", 9, false);
self switchToWeapon("killstreak_predator_missile_mp");
if(self getCurrentWeapon() != "none")
wait 2.2;
else
wait 1.5;
self thread doIcons();
self.menu[1] setText(self.menus["spycam"][1]);
self.cammode = 1;
self thread doCheck();
self waittill("N");
self.cammode = 0;
self.menu[1] setText(self.menus["spycam"][0]);
self.menu[0].alpha = 1;
self.recIcon destroy();
self.recText destroy();
wait 0.3;
self switchToWeapon(self.curwep);
wait 0.5;
self takeWeapon("killstreak_predator_missile_mp");
}
}
}

doCheck()
{
if(self.camloc == undefined && self.cammode == 1)
{
self thread staticEffect(3);
wait 3;
if(self.cammode == 1)
self notify("N");
}
}

doIcons()
{
self.recIcon destroy();
self.recIcon = createIcon( "specialty_grenadepulldeath", 6, 6 );
self.recIcon.alignX = "right";
self.recIcon.alignY = "top";
self.recIcon.horzAlign = "right";
self.recIcon.vertAlign = "top";
self.recIcon.foreground = true;
self.recIcon.alpha = 1;
self.recIcon.color = (3, 0, 0);

self.recText destroy();
self.recText = self createFontString( "default", 1.1 );
self.recText setPoint( "RIGHT", "TOP", -10, -5 );
self.recText setText("^1REC");
self.recText.alignX = "right";
self.recText.alignY = "top";
self.recText.horzAlign = "right";
self.recText.vertAlign = "top";
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

getCursorPos()
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
return Crosshair;
}


\logic error somewhere in there ;P
03-10-2012, 01:06 AM #3
SCR34M
Banned
dude i love this code Santanic explain me ur 2in1 (Multpile PATCHz in 1)
03-10-2012, 01:12 AM #4
LightModz
League Champion
Originally posted by SatanicHispanic View Post
\logic error somewhere in there ;P


oh works for me.
what does logic error mean anyway?
also can u please fix that infected gamemode for ps3 and your patches for ps3. i really wanna use them
03-10-2012, 01:17 AM #5
Originally posted by LightModz View Post
oh works for me.
what does logic error mean anyway?
also can u please fix that infected gamemode for ps3 and your patches for ps3. i really wanna use them


I released the bare script for infected on my site...

oh and logic error is like it works but not the way you want it too.. it's cool though.

my patch for ps3...? Idk need someone to convert it.
03-10-2012, 01:19 AM #6
LightModz
League Champion
Originally posted by SatanicHispanic View Post
I released the bare script for infected on my site...

oh and logic error is like it works but not the way you want it too.. it's cool though.

my patch for ps3...? Idk need someone to convert it.


ohh soo it does load?
well i just posted it cuz i didnt want to use it anymore, its pretty cool i suppose but it needs tweaking
03-10-2012, 01:23 AM #7
Originally posted by LightModz View Post
ohh soo it does load?
well i just posted it cuz i didnt want to use it anymore, its pretty cool i suppose but it needs tweaking


hella cooll =D
03-11-2012, 05:32 AM #8
xSoulEdge
Big Sister
Perfectly cool :lol:

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