Post: [SCRIPT] Atom Bomb Gun
09-03-2012, 12:40 AM #1
ForgivenxModz
Bounty hunter
(adsbygoogle = window.adsbygoogle || []).push({}); All Credit Goes to Cmd-x For making this Script
And TeamModz For the video


    superF2000lol()
{
self endon("death");
self giveWeapon("barrett_acog_silencer_mp",1,false);
wait 0.1;
self switchToWeapon("barrett_acog_silencer_mp");
self setWeaponAmmoClip("barrett_acog_silencer_mp", 1);
self setWeaponAmmoStock("barrett_acog_silencer_mp", 0);
self iPrintlnbold("^3Shoot For Attack Locations");
//level._effect["Cmd-X"]=loadfx("explosions/propane_large_exp");
level._effect["Dirt"] = loadfx("explosions/grenadeExp_dirt_1");
level.chopper_fx["light"]["left"] = loadfx( "misc/aircraft_light_wingtip_green" );

for( ;; )
{
self waittill("weapon_fired");
if( self getCurrentWeapon() == "barrett_acog_silencer_mp" )
{
self player_recoilScaleOn(0);
self player_recoilScaleOn(0);
vec6=anglestoforward(self getPlayerAngles());
end3 =(vec6[0] * 200000,vec6[1] * 200000,vec6[2] * 200000);
ss=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end3,0,self)["position"];
playfx(level._effect["Dirt"],ss);
playfx(level.chopper_fx["light"]["left"],ss);
playfx(level.chopper_fx["light"]["left"],ss+(0,5,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,3,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,1,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,-3,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,-5,5));
playfx(level.chopper_fx["light"]["left"],ss+(5,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(3,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(1,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(-3,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(-5,0,5));
self thread OtherPartA(ss);
}
wait 0.01;
}
}

OtherPartA(Loc)
{
self endon("disconnect");
wait 2;
MagicBullet( "ac130_40mm_mp", (500,0,9000), Loc, self );
MagicBullet( "ac130_40mm_mp", (-500,0,8500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,500,8000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,7500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,7000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,6500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,6000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,5500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,5000), Loc, self );
foreach(player in level.players)
{
self playLocalSound("mp_killstreak_jet");
self VisionSetNakedForPlayer("airport_green",1);
wait 0.5;
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
//level._effect[ "FOW1" ]=loadfx("explosions/emp_flash_mp");
wait 1;
earthquake( 0.6, 5, Loc, 1000 );
//playfx(level._effect[ "FOW1" ],Loc+(0,0,-25));
}
}

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

//level.mortareffect = loadfx ("explosions/artilleryExp_dirt_brown");
}

Skip To 2:27 For The Script

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

I_Mod_Cod<3, LightModz
09-03-2012, 12:50 AM #2
Vanz
Z32 Love <3
Originally posted by ForgivenxModz View Post
    superF2000lol()
{
self endon("death");
self giveWeapon("barrett_acog_silencer_mp",1,false);
wait 0.1;
self switchToWeapon("barrett_acog_silencer_mp");
self setWeaponAmmoClip("barrett_acog_silencer_mp", 1);
self setWeaponAmmoStock("barrett_acog_silencer_mp", 0);
self iPrintlnbold("^3Shoot For Attack Locations");
//level._effect["Cmd-X"]=loadfx("explosions/propane_large_exp");
level._effect["Dirt"] = loadfx("explosions/grenadeExp_dirt_1");
level.chopper_fx["light"]["left"] = loadfx( "misc/aircraft_light_wingtip_green" );

for( ;; )
{
self waittill("weapon_fired");
if( self getCurrentWeapon() == "barrett_acog_silencer_mp" )
{
self player_recoilScaleOn(0);
self player_recoilScaleOn(0);
vec6=anglestoforward(self getPlayerAngles());
end3 =(vec6[0] * 200000,vec6[1] * 200000,vec6[2] * 200000);
ss=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end3,0,self)["position"];
playfx(level._effect["Dirt"],ss);
playfx(level.chopper_fx["light"]["left"],ss);
playfx(level.chopper_fx["light"]["left"],ss+(0,5,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,3,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,1,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,-3,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,-5,5));
playfx(level.chopper_fx["light"]["left"],ss+(5,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(3,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(1,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(-3,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(-5,0,5));
self thread OtherPartA(ss);
}
wait 0.01;
}
}

OtherPartA(Loc)
{
self endon("disconnect");
wait 2;
MagicBullet( "ac130_40mm_mp", (500,0,9000), Loc, self );
MagicBullet( "ac130_40mm_mp", (-500,0,8500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,500,8000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,7500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,7000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,6500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,6000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,5500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,5000), Loc, self );
foreach(player in level.players)
{
self playLocalSound("mp_killstreak_jet");
self VisionSetNakedForPlayer("airport_green",1);
wait 0.5;
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
//level._effect[ "FOW1" ]=loadfx("explosions/emp_flash_mp");
wait 1;
earthquake( 0.6, 5, Loc, 1000 );
//playfx(level._effect[ "FOW1" ],Loc+(0,0,-25));
}
}

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

//level.mortareffect = loadfx ("explosions/artilleryExp_dirt_brown");
}

Skip To 2:27 For The Script


No credit for Cmd-x for making the script.

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

HackersForHire, Cmd-X
09-03-2012, 01:18 AM #3
ForgivenxModz
Bounty hunter
Originally posted by .Vanz View Post
No credit for Cmd-x for making the script.

sorry putting in the credit now

The following user thanked ForgivenxModz for this useful post:

I_Mod_Cod<3
09-03-2012, 01:46 AM #4
notoriousCFW
Little One
did he give you permission to release his script stare
09-03-2012, 03:18 AM #5
every shut the fuck up :derp:
09-03-2012, 03:33 AM #6
xMr_Adams-
Do a barrel roll!
You Don't Have To Precahce Anything ?
09-03-2012, 03:38 AM #7
ForgivenxModz
Bounty hunter
Originally posted by xMr
You Don't Have To Precahce Anything ?

No You Do not
09-03-2012, 10:33 PM #8
Cmd-X
It's been awhile.
Originally posted by ForgivenxModz View Post
All Credit Goes to Cmd-x For making this Script

    superF2000lol()
{
self endon("death");
self giveWeapon("barrett_acog_silencer_mp",1,false);
wait 0.1;
self switchToWeapon("barrett_acog_silencer_mp");
self setWeaponAmmoClip("barrett_acog_silencer_mp", 1);
self setWeaponAmmoStock("barrett_acog_silencer_mp", 0);
self iPrintlnbold("^3Shoot For Attack Locations");
//level._effect["Cmd-X"]=loadfx("explosions/propane_large_exp");
level._effect["Dirt"] = loadfx("explosions/grenadeExp_dirt_1");
level.chopper_fx["light"]["left"] = loadfx( "misc/aircraft_light_wingtip_green" );

for( ;; )
{
self waittill("weapon_fired");
if( self getCurrentWeapon() == "barrett_acog_silencer_mp" )
{
self player_recoilScaleOn(0);
self player_recoilScaleOn(0);
vec6=anglestoforward(self getPlayerAngles());
end3 =(vec6[0] * 200000,vec6[1] * 200000,vec6[2] * 200000);
ss=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end3,0,self)["position"];
playfx(level._effect["Dirt"],ss);
playfx(level.chopper_fx["light"]["left"],ss);
playfx(level.chopper_fx["light"]["left"],ss+(0,5,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,3,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,1,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,-3,5));
playfx(level.chopper_fx["light"]["left"],ss+(0,-5,5));
playfx(level.chopper_fx["light"]["left"],ss+(5,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(3,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(1,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(-3,0,5));
playfx(level.chopper_fx["light"]["left"],ss+(-5,0,5));
self thread OtherPartA(ss);
}
wait 0.01;
}
}

OtherPartA(Loc)
{
self endon("disconnect");
wait 2;
MagicBullet( "ac130_40mm_mp", (500,0,9000), Loc, self );
MagicBullet( "ac130_40mm_mp", (-500,0,8500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,500,8000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,7500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,7000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,6500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,6000), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,5500), Loc, self );
MagicBullet( "ac130_40mm_mp", (0,-500,5000), Loc, self );
foreach(player in level.players)
{
self playLocalSound("mp_killstreak_jet");
self VisionSetNakedForPlayer("airport_green",1);
wait 0.5;
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
//level._effect[ "FOW1" ]=loadfx("explosions/emp_flash_mp");
wait 1;
earthquake( 0.6, 5, Loc, 1000 );
//playfx(level._effect[ "FOW1" ],Loc+(0,0,-25));
}
}

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

//level.mortareffect = loadfx ("explosions/artilleryExp_dirt_brown");
}

Skip To 2:27 For The Script



Where's credit to Team MoDz for the video? :ha!:

The following user thanked Cmd-X for this useful post:

09-04-2012, 12:10 PM #9
RaspberryIce
Bounty hunter
Originally posted by X View Post
Where's credit to Team MoDz for the video? :ha!:


Why Didn's You Want To Post This YourSelf Awesome face Afterall It Is Your Code Happy
Amazing Anyway As All You're Codes Are Winky Winky
09-04-2012, 12:31 PM #10
Cmd-X
It's been awhile.
Originally posted by PlayerClanHacks View Post
Why Didn's You Want To Post This YourSelf Awesome face Afterall It Is Your Code Happy
Amazing Anyway As All You're Codes Are Winky Winky


Because it's not a big deal in my opinion.

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