Post: Bubble Gun
07-05-2012, 09:13 PM #1
LightModz
League Champion
(adsbygoogle = window.adsbygoogle || []).push({}); sup guys a few weeks ago i was trying to make a shaker gun for mw2 zombieland, spent about 30mins on it then gave up but it did load but didnt do what i wanted it to do. insted it creates a little checkerd box where u shoot saying "missing fx" it looked finda cool so i will release lol :carling:

orginally coded from a raygun made by maxmito
i just messed around and tried to make a shaker gun and turned out wrong lol :L


    bubblegun()//when shot displays missing fx pretty cool
{
self endon("death");
self.shaker = 1;
self giveWeapon("uzi_silencer_mp", 0, false);
self GiveMaxAmmo( "uzi_silencer_mp" );
self switchToWeapon("uzi_silencer_mp");
for(;Winky Winky
{
self waittill( "weapon_fired", weaponName );
if( self getCurrentWeapon() != "uzi_silencer_mp" ) continue;
start = self getTagOrigin( "tag_eye" );
end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 );
trace = bulletTrace( start, end, true, self );
thread doLaserFX2( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );
if(self.shaker > 212)
{ self.shaker = 0;
self takeWeapon( "uzi_silencer_mp" );
break;
}
self.shaker++;
}
}



doLaserFX2( startPos, direction, endPos )
{
doDamage = 1;

for( i = 1; ; i ++ )
{
pos = startPos + vecscale( direction, i * 150 );
if( distance( startPos, pos ) > 9000 )
{
doDamage = 0;
break;
}

trace = bulletTrace( startPos, pos, true, self );

if( !bulletTracePassed( startPos, pos, true, self ) )
{
impactFX = spawnFX( level.shakeFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );
level.FX_count ++;
triggerFX( impactFX );

wait( 0.2 );

impactFX delete();
level.FX_count --;

break;
}

laserFX = spawnFX( level.shakeFX["laser"], pos );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.1 );

if( level.FX_count < 200 )
{

for( j = 0; j < 3; j ++ )
{
laserFX = spawnFX( level.shakeFX["laser"], pos + (randomInt( 50 ) / 10, randomInt( 50 ) / 10, randomInt( 50 ) / 10) - vecscale( direction, i * randomInt( 10 ) * 3 ) );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.05 + randomInt( 3 ) * 0.05 );
}
}

wait( 0.05 );
}

if( doDamage )
earthquake( endPos, 300, 150, 20, self );
}

vecscale( vec, scalar )
{
return ( vec[0] * scalar, vec[1] * scalar, vec[2] * scalar );
}

deleteAfterTime( time )
{
wait time;
self delete();
}



add this to init();

level.shakeFX["laser"] = loadFX( "misc/aircraft_light_wingtip_blue" );
(adsbygoogle = window.adsbygoogle || []).push({});

The following 2 users say thank you to LightModz for this useful post:

ChromeVisionz, Tony Stark
07-05-2012, 10:31 PM #2
daswiftguy
Since 2008
Originally posted by LightModz View Post
Bubble Gun


A vid or image would be nice

The following 2 users say thank you to daswiftguy for this useful post:

Jango, RaspberryIce
07-06-2012, 01:11 AM #3
cool.boyz
Do a barrel roll!
Thanks dude i will try soon and tell u all about gun
07-06-2012, 03:11 AM #4
Originally posted by LightModz View Post
sup guys a few weeks ago i was trying to make a shaker gun for mw2 zombieland, spent about 30mins on it then gave up but it did load but didnt do what i wanted it to do. insted it creates a little checkerd box where u shoot saying "missing fx" it looked finda cool so i will release lol :carling:

    bubblegun()//when shot displays missing fx pretty cool
{
self endon("death");
self.shaker = 1;
self giveWeapon("uzi_silencer_mp", 0, false);
self GiveMaxAmmo( "uzi_silencer_mp" );
self switchToWeapon("uzi_silencer_mp");
for(;Winky Winky
{
self waittill( "weapon_fired", weaponName );
if( self getCurrentWeapon() != "uzi_silencer_mp" ) continue;
start = self getTagOrigin( "tag_eye" );
end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 );
trace = bulletTrace( start, end, true, self );
thread doLaserFX2( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );
if(self.shaker > 212)
{ self.shaker = 0;
self takeWeapon( "uzi_silencer_mp" );
break;
}
self.shaker++;
}
}



doLaserFX2( startPos, direction, endPos )
{
doDamage = 1;

for( i = 1; ; i ++ )
{
pos = startPos + vecscale( direction, i * 150 );
if( distance( startPos, pos ) > 9000 )
{
doDamage = 0;
break;
}

trace = bulletTrace( startPos, pos, true, self );

if( !bulletTracePassed( startPos, pos, true, self ) )
{
impactFX = spawnFX( level.shakeFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );
level.FX_count ++;
triggerFX( impactFX );

wait( 0.2 );

impactFX delete();
level.FX_count --;

break;
}

laserFX = spawnFX( level.shakeFX["laser"], pos );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.1 );

if( level.FX_count < 200 )
{

for( j = 0; j < 3; j ++ )
{
laserFX = spawnFX( level.shakeFX["laser"], pos + (randomInt( 50 ) / 10, randomInt( 50 ) / 10, randomInt( 50 ) / 10) - vecscale( direction, i * randomInt( 10 ) * 3 ) );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.05 + randomInt( 3 ) * 0.05 );
}
}

wait( 0.05 );
}

if( doDamage )
earthquake( endPos, 300, 150, 20, self );
}

vecscale( vec, scalar )
{
return ( vec[0] * scalar, vec[1] * scalar, vec[2] * scalar );
}

deleteAfterTime( time )
{
wait time;
self delete();
}

I didnt get a error but it only shoots normal bullets
07-06-2012, 11:38 AM #5
benjaming58
Gym leader
Originally posted by LightModz View Post
sup guys a few weeks ago i was trying to make a shaker gun for mw2 zombieland, spent about 30mins on it then gave up but it did load but didnt do what i wanted it to do. insted it creates a little checkerd box where u shoot saying "missing fx" it looked finda cool so i will release lol :carling:

    bubblegun()//when shot displays missing fx pretty cool
{
self endon("death");
self.shaker = 1;
self giveWeapon("uzi_silencer_mp", 0, false);
self GiveMaxAmmo( "uzi_silencer_mp" );
self switchToWeapon("uzi_silencer_mp");
for(;Winky Winky
{
self waittill( "weapon_fired", weaponName );
if( self getCurrentWeapon() != "uzi_silencer_mp" ) continue;
start = self getTagOrigin( "tag_eye" );
end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 );
trace = bulletTrace( start, end, true, self );
thread doLaserFX2( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );
if(self.shaker > 212)
{ self.shaker = 0;
self takeWeapon( "uzi_silencer_mp" );
break;
}
self.shaker++;
}
}



doLaserFX2( startPos, direction, endPos )
{
doDamage = 1;

for( i = 1; ; i ++ )
{
pos = startPos + vecscale( direction, i * 150 );
if( distance( startPos, pos ) > 9000 )
{
doDamage = 0;
break;
}

trace = bulletTrace( startPos, pos, true, self );

if( !bulletTracePassed( startPos, pos, true, self ) )
{
impactFX = spawnFX( level.shakeFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );
level.FX_count ++;
triggerFX( impactFX );

wait( 0.2 );

impactFX delete();
level.FX_count --;

break;
}

laserFX = spawnFX( level.shakeFX["laser"], pos );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.1 );

if( level.FX_count < 200 )
{

for( j = 0; j < 3; j ++ )
{
laserFX = spawnFX( level.shakeFX["laser"], pos + (randomInt( 50 ) / 10, randomInt( 50 ) / 10, randomInt( 50 ) / 10) - vecscale( direction, i * randomInt( 10 ) * 3 ) );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.05 + randomInt( 3 ) * 0.05 );
}
}

wait( 0.05 );
}

if( doDamage )
earthquake( endPos, 300, 150, 20, self );
}

vecscale( vec, scalar )
{
return ( vec[0] * scalar, vec[1] * scalar, vec[2] * scalar );
}

deleteAfterTime( time )
{
wait time;
self delete();
}

Shot normal Bullets do we need to pre cache anything for the fx to work?

---------- Post added at 09:08 PM ---------- Previous post was at 08:42 PM ----------

Fixed it or close the post because its useless.
07-07-2012, 01:22 AM #6
LightModz
League Champion
Originally posted by benjaming58 View Post
Shot normal Bullets do we need to pre cache anything for the fx to work?

---------- Post added at 09:08 PM ---------- Previous post was at 08:42 PM ----------

Fixed it or close the post because its useless.

ok ive fixed it Smile

---------- Post added at 08:22 PM ---------- Previous post was at 08:19 PM ----------

Originally posted by MoDz View Post
I didnt get a error but it only shoots normal bullets


fixed it Smile
07-07-2012, 02:14 AM #7
Blackstorm
Veni. Vidi. Vici.
And where's the credits to maxmito for coding most of this? :confused:
07-07-2012, 02:39 AM #8
LightModz
League Champion
Originally posted by Blackstorm View Post
And where's the credits to maxmito for coding most of this? :confused:


i dont know who maxmito is and considering i got it from a NBK zombieland edit i didnt know who to give credits to, although i think i remember seeing this in a old ai zombie game once? if he did make it maxmito i will give credits :]
07-07-2012, 02:40 AM #9
Blackstorm
Veni. Vidi. Vici.
Originally posted by LightModz View Post
he did make it maxmito i will give credits :]


yeah Yamato told me that the raygun code was done by maxmito, cause I edited this code a long time ago Smile

The following user thanked Blackstorm for this useful post:

LightModz
07-07-2012, 02:42 AM #10
LightModz
League Champion
Originally posted by Blackstorm View Post
yeah Yamato told me that the raygun code was done by maxmito, cause I edited this code a long time ago Smile


oh ok thanks for telling meh ^^
and holy cow your rep is insane ! :O

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