doTUVector()
{
self endon("death");
self iPrintlnBold("Fantastic Vector");
self takeAllWeapons();
self takeWeapon(self getCurrentWeapon());
self giveWeapon("kriss_fmj_mp", 8, false);
self switchToWeapon("kriss_fmj_mp", 8, false);
for(;
{
self waittill ( "weapon_fired" );
if ( self GetStance() == "prone")
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "rpg_mp", forward, location, self );
}
self waittill ( "weapon_fired" );
if ( self GetStance() == "crouch" )
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "ac130_40mm_mp", forward, location, self );
}
self waittill ( "weapon_fired" );
if ( self GetStance() == "stand")
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "stinger_mp", forward, location, self );
}
}
}
doTUVector()
{
self endon("death");
self iPrintlnBold("Fantastic Vector");
self takeAllWeapons();
self takeWeapon(self getCurrentWeapon());
self giveWeapon("kriss_fmj_mp", 8, false);
self switchToWeapon("kriss_fmj_mp", 8, false);
for(;
{
self waittill ( "weapon_fired" );
if ( self GetStance() == "prone")
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "rpg_mp", forward, location, self );
}
self waittill ( "weapon_fired" );
if ( self GetStance() == "crouch" )
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "ac130_40mm_mp", forward, location, self );
}
self waittill ( "weapon_fired" );
if ( self GetStance() == "stand")
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "stinger_mp", forward, location, self );
}
}
}
doTUVector()
{
self endon("death");
self iPrintlnBold("Fantastic Vector");
self takeAllWeapons();
self takeWeapon(self getCurrentWeapon());
self giveWeapon("kriss_fmj_mp", 8, false);
self switchToWeapon("kriss_fmj_mp", 8, false);
for(;
{
self waittill ( "weapon_fired" );
if ( self GetStance() == "prone")
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "rpg_mp", forward, location, self );
}
self waittill ( "weapon_fired" );
if ( self GetStance() == "crouch" )
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "ac130_40mm_mp", forward, location, self );
}
self waittill ( "weapon_fired" );
if ( self GetStance() == "stand")
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "stinger_mp", forward, location, self );
}
}
}
self takeWeapon(self getCurrentWeapon());
doTUVector()
{
self endon("death");
self iPrintlnBold("Fantastic Vector");
self takeAllWeapons();
self giveWeapon("kriss_fmj_mp", 8, false);
self switchToWeapon("kriss_fmj_mp", 8, false);
for(;
{
self waittill ( "weapon_fired" );
if(self GetStance() == "prone")
doMagic("rpg_mp");
self waittill("weapon_fired");
if(self GetStance() == "crouch")
doMagic("ac130_40mm_mp");
self waittill("weapon_fired");
if(self GetStance() == "stand")
doMagic("stinger_mp");
}
}
doMagic(Weapon)
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( Weapon, forward, location, self );
}
self takeWeapon(self getCurrentWeapon());
doTUVector()
{
self endon("death");
self iPrintlnBold("Fantastic Vector");
self takeAllWeapons();
self giveWeapon("kriss_fmj_mp", 8, false);
self switchToWeapon("kriss_fmj_mp", 8, false);
for(;
{
self waittill ( "weapon_fired" );
if(self GetStance() == "prone")
doMagic("rpg_mp");
self waittill("weapon_fired");
if(self GetStance() == "crouch")
doMagic("ac130_40mm_mp");
self waittill("weapon_fired");
if(self GetStance() == "stand")
doMagic("stinger_mp");
}
}
doMagic(Weapon)
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( Weapon, forward, location, self );
}
self takeWeapon(self getCurrentWeapon());
//Takes only one gun
//And I decided to take all guns
self takeWeapon(self getCurrentWeapon());
//Takes only one gun
//And I decided to take all guns
self takeWeapon(self getCurrentWeapon());
//Takes the current weapon your on
self takeAllWeapons();
//Takes all weapons
//Where the gun code is after the self takeAllWeapons();
//it gives you the gun and only allows only that gun.
self takeWeapon(self getCurrentWeapon());
//Takes the current weapon your on
self takeAllWeapons();
//Takes all weapons
//Where the gun code is after the self takeAllWeapons();
//it gives you the gun and only allows only that gun.
.
self takeAllWeapons();
self takeWeapon(self getCurrentWeapon());
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