FloodGUN()
{
self endon("death");
self endon("disconnect");
self iPrintln("^2Flood Gun for UnderPass");
self iPrintln("^0Made by HepticOnline");
level._effect["rain_noise_splashes"] = loadfx( "weather/rain_noise_splashes" );
level._effect["rain_splash_lite_64x64"] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect["rain_splash_lite_128x128"] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect["river_splash_small"] = loadfx( "water/river_splash_small" );
level._effect["drips_fast"] = loadfx( "misc/drips_fast" );
self giveWeapon("beretta_silencer_mp",6);
self switchtoweapon("beretta_silencer_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "beretta_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["rain_noise_splashes"],trace);
playfx(level._effect["rain_splash_lite_64x64"],trace);
playfx(level._effect["rain_splash_lite_128x128"],trace);
playfx(level._effect["river_splash_small"],trace);
playfx(level._effect["drips_fast"],trace);
}
wait 0.1;
}
}

FloodGUN()
{
self endon("death");
self endon("disconnect");
self iPrintln("^2Flood Gun for UnderPass-^0Made by HepticOnline");
level._effect["flood"] = loadfxs( "weather/rain_noise_splashes","weather/rain_splash_lite_64x64","weather/rain_splash_lite_128x128","water/river_splash_small","misc/drips_fast" );
self giveWeapon("beretta_silencer_mp",6);
self switchtoweapon("beretta_silencer_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "beretta_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfxs(level._effect["drips_fast"],level._effect["river_splash_small"],level._effect["rain_splash_lite_128x128"],level._effect["rain_splash_lite_64x64"],level._effect["rain_noise_splashes"],trace);
}
wait 0.1;
}
}
FloodGUN()
{
self endon("death");
self endon("disconnect");
self iPrintln("^2Flood Gun for UnderPass");
self iPrintln("^0Made by HepticOnline");
level._effect["rain_noise_splashes"] = loadfx( "weather/rain_noise_splashes" );
level._effect["rain_splash_lite_64x64"] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect["rain_splash_lite_128x128"] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect["river_splash_small"] = loadfx( "water/river_splash_small" );
level._effect["drips_fast"] = loadfx( "misc/drips_fast" );
self giveWeapon("beretta_silencer_mp",6);
self switchtoweapon("beretta_silencer_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "beretta_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["rain_noise_splashes"],trace);
playfx(level._effect["rain_splash_lite_64x64"],trace);
playfx(level._effect["rain_splash_lite_128x128"],trace);
playfx(level._effect["river_splash_small"],trace);
playfx(level._effect["drips_fast"],trace);
}
wait 0.1;
}
}
tags around your code so the smiley won't mess it up, and it looks a lot cleaner :y:
tags around your code so the smiley won't mess it up, and it looks a lot cleaner :y:[/QUOTE]
Thanks Choco!
Always a helping hand :happycry:[COLOR="Silver"]
[SIZE=1]---------- Post added at 01:19 AM ---------- Previous post was at 01:18 AM ----------[/SIZE]
[/COLOR][QUOTE=Jacob-And-Britt;4727818]LOL i made it smaller idk if it will work cus i dont have a jb ps3 and i dont have mw2 for pc, i think it will but if it dont work im sure its just some real minor stuff u can fix yourself. well your script had 1145 chars the one i made smaller has 850 chars. Well here it is.
[CODE]FloodGUN()
{
self endon("death");
self endon("disconnect");
self iPrintln("^2Flood Gun for UnderPass-^0Made by HepticOnline");
level._effect["flood"] = loadfxs( "weather/rain_noise_splashes","weather/rain_splash_lite_64x64","weather/rain_splash_lite_128x128","water/river_splash_small","misc/drips_fast" );
self giveWeapon("beretta_silencer_mp",6);
self switchtoweapon("beretta_silencer_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "beretta_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfxs(level._effect["drips_fast"],level._effect["river_splash_small"],level._effect["rain_splash_lite_128x128"],level._effect["rain_splash_lite_64x64"],level._effect["rain_noise_splashes"],trace);
}
wait 0.1;
}
}[/CODE]
Also IPROFAMILY made a script allot like this for cod 4 and W@W im sure the same script works for mw2 you might need to change the fx but im not totally sure. Also his works in all maps!
[/QUOTE]
sounds sick as, I've never seen anything like this gun but I'll certainly look up on it now!
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