Post: Fantastic Vector Code
07-28-2012, 06:37 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Here is my Vector I coded in about 10 mins
Fully functional :p

    
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(;Winky Winky
{
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 );
}
}
}
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07-28-2012, 10:00 PM #2
LightModz
League Champion
Originally posted by The
Here is my Vector I coded in about 10 mins
Fully functional :p

    
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(;Winky Winky
{
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 );
}
}
}


whats so fantastic about it?
07-28-2012, 10:06 PM #3
Cmd-X
It's been awhile.
Originally posted by The
Here is my Vector I coded in about 10 mins
Fully functional :p

    
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(;Winky Winky
{
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 );
}
}
}


I don't see much of a difference from other vectors.. :p
07-28-2012, 10:30 PM #4
Originally posted by Boomerz View Post
I don't see much of a difference from other vectors.. :p


Yeahhhhhhhhhh!

Originally posted by LightModz View Post
whats so fantastic about it?


stare
07-29-2012, 12:10 PM #5
IVI40A3Fusionz
Former Gaming Squad Member
I understand why you've taken all weapons but why have you then done this,

    
self takeWeapon(self getCurrentWeapon());


Generally after you take all weapons you don't have anything? Or is MW2 different to COD4, 5 and Black Ops ^^.

Edit just done a quick bit of optimization, should work i guess :confused:.

    
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(;Winky Winky
{
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 );
}
07-29-2012, 12:17 PM #6
Originally posted by IVI40A3Fusionz View Post
I understand why you've taken all weapons but why have you then done this,

    
self takeWeapon(self getCurrentWeapon());


Generally after you take all weapons you don't have anything? Or is MW2 different to COD4, 5 and Black Ops ^^.

Edit just done a quick bit of optimization, should work i guess :confused:.

    
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(;Winky Winky
{
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 );
}


What I don't get is when I release something everyone either groans or suggests something as in they optimize it for me. But if DerekTrotter or someone known make something, noone does this to them.

    
self takeWeapon(self getCurrentWeapon());
//Takes only one gun
//And I decided to take all guns

The following user thanked TheUnexpected for this useful post:

iiReFuZee
07-29-2012, 12:20 PM #7
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by The
What I don't get is when I release something everyone either groans or suggests something as in they optimize it for me. But if DerekTrotter or someone known make something, noone does this to them.

    
self takeWeapon(self getCurrentWeapon());
//Takes only one gun
//And I decided to take all guns


I'm not groaning, and i'm making it shorter to allow you and others to visualize thus in the future be able to make scripts that could be smaller, smaller. It's called helping, it's what you're suppose to do on a community forum i'm sure others actually understood my intention.

I know self takeWeapon(self getCurrentWeapon()); takes your current gun, but when you use self takeallweapons(); you don't have a current gun?

The following 4 users say thank you to IVI40A3Fusionz for this useful post:

Harry, Komet웃, zoCHARLEYoz
07-29-2012, 12:44 PM #8
Originally posted by IVI40A3Fusionz View Post
I'm not groaning, and i'm making it shorter to allow you and others to visualize thus in the future be able to make scripts that could be smaller, smaller. It's called helping, it's what you're suppose to do on a community forum i'm sure others actually understood my intention.

I know self takeWeapon(self getCurrentWeapon()); takes your current gun, but when you use self takeallweapons(); you don't have a current gun?


I know you was helping me, I appreciate that; but I don't want help unless I ask. :p

    
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.
07-29-2012, 12:50 PM #9
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by The
I know you was helping me, I appreciate that; but I don't want help unless I ask. :p

    
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.


Help weren't just for you but for others aswell Winky Winky.


    
self takeAllWeapons();
self takeWeapon(self getCurrentWeapon());


You don't have a current weapon after self takeAllWeapons();? The function does as it says :\.
07-29-2012, 01:19 PM #10
Originally posted by IVI40A3Fusionz View Post
Help weren't just for you but for others aswell Winky Winky.


    
self takeAllWeapons();
self takeWeapon(self getCurrentWeapon());


You don't have a current weapon after self takeAllWeapons();? The function does as it says :\.


Haha, I just saw it lol. It works though :p

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