Post: Release Gersch Device.
04-02-2012, 12:17 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); A lot of people have requested this so yeah. Pretty cool idea. I can edit it to make it more realistic, but this is a nice, clean, code. I am releasing this on one request. That is for you to please download my V3 Patch. Thanks for all your support/ideas. I will be updating my patch soon. thanks!

Now.

to call it:
    
self thread gersh();


Add this anywhere.
    
gersh()
{
level.raygunFX["impact"] = loadFX( "misc/flare_ambient_green" );
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("concussion_grenade_mp", 0, false);
self switchToWeapon("concussion_grenade_mp");
self waittill("grenade_fire", grenade, weaponName);
if(weaponName == "concussion_grenade_mp")
{
grenade hide();
gersh=spawn("script_model", grenade.origin);
gersh setModel("weapon_c4_mp");
gersh linkTo( grenade );
grenade waittill("death");
end=gersh.origin;
foreach(p in level.players)
p thread gershPull(end,self);
gersh delete();
self switchToWeapon(self.oldWeapon);
}
}

gershPull(loc,initiator)
{
self endon("survive");
self iPrintlnBold("^6Gersch Device Activated!");
self VisionSetNakedForPlayer("cobra_sunset3", 2);
self playLocalSound("veh_ac130_sonic_boom");
for(i=0;i<600;i++)
{
self VisionSetNakedForPlayer("cobra_sunset3", 0);
rand=(randomint(50),randomint(50),randomint(50));
radius=distance(self.origin,loc);
if(radius > 150)
{
if(level.teambased)
{
if(self.pers["team"] != initiator.pers["team"])
{
angles = VectorToAngles( loc - self.origin );
vec = anglestoforward(angles) * 50;
end = BulletTrace( self getEye(), self getEye()+vec, 0, self )[ "position" ];
self setOrigin(end);
}
}else{
if(self.name != initiator.name)
{
angles = VectorToAngles( loc - self.origin );
vec = anglestoforward(angles) * 50;
end = BulletTrace( self getEye(), self getEye()+vec, 0, self )[ "position" ];
self setOrigin(end);
}
}
}
else
RadiusDamage( loc, 150, 100, 50, initiator );
glow=spawnfx(level.raygunFX["impact"],loc + rand);
triggerfx(glow);
wait 0.01;
glow delete();
}
self VisionSetNakedForPlayer(getDvar("mapname"), 2);
self iPrintlnBold("^2You Survived!");
self notify("survive");
}
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The following 5 users say thank you to Jakes625 for this useful post:

CrEaTiiOn_BuRn, pansona_214, Cmd-X, smodder, TheFuziioN-

The following user groaned Jakes625 for this awful post:

247Yamato
04-02-2012, 01:50 AM #2
Very nice, very nice Moo

---------- Post added at 06:50 PM ---------- Previous post was at 06:49 PM ----------

Originally posted by iDuster View Post
Very nice, very nice Moo


ignore the cow lol
04-02-2012, 07:52 PM #3
Originally posted by 247Yamato View Post
level.raygunFX["impact"]

OMG, didnt read the rest.


What the fuck???

I have your raygun script in my patch and wanted to save space... :lol: get over yourself yamato... seriously...
04-02-2012, 07:59 PM #4
kool Winky Winky ill try it
04-02-2012, 09:03 PM #5
Thanks bro, well done. Can't wait to try it Awesome face
04-04-2012, 07:41 PM #6
no problem bucko
04-05-2012, 01:21 AM #7
Maybe you could post a video? :alpaca::alpaca1:
04-05-2012, 05:22 AM #8
Thanks Bro ^^
04-05-2012, 03:24 PM #9
nabeel12
Save Point
[/php][/QUOTE]

where do i put the codes in? grado mp or cm?

The following user thanked nabeel12 for this useful post:

benjaming58

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