Post: MW2 Pokeball Mod lol
10-03-2012, 02:25 AM #1
TheJaRniBoi
Why So Serious?
(adsbygoogle = window.adsbygoogle || []).push({}); My attempt in creating a pokeball mod for MW2

I've updated the mod now:


Heres another mod which I called Hatrick Mod (for a reason).



Pokemon Code: (This will only work on maps which has the chicken mode)

I'd also appreciate it if you guys who subscribe to my youtube channel[/B]
    Pokeball()
{
self takeweapon( "claymore_mp" );
self takeweapon( "frag_grenade_mp" );
self takeweapon( "c4_mp" );
self takeweapon( "flare_mp" );
self takeweapon( "throwingknife_mp" );
self thread maps\mp\gametypes\_hud_message::hintMessage("\n^1Pokeball ^7Ready\n");
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("semtex_mp", 0, false);
self switchToWeapon("semtex_mp");
self waittill("grenade_fire", grenade, weaponName);
if(weaponName == "semtex_mp")
{
self iPrintlnBold("^2Pidgeotto I Choose You!");
grenade hide();
self playLocalSound("mp_killstreak_jet");
self VisionSetNakedForPlayer("airport_death",1);
wait 0.5;
self VisionSetNakedForPlayer("sepia",1);
wait 0.5;
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
poke=spawn("script_model", grenade.origin);
poke setModel("projectile_semtex_grenade_bombsquad");
poke linkTo( grenade );
wait 0.95;
Pidg=spawn("script_model", grenade.origin+(0,0,0));
Pidg setModel("chicken_white");
Pidg scriptModelPlayAnim("chicken_cage_loop_02");
Pidg linkTo( grenade );
poke delete();
self switchToWeapon(self.oldWeapon);
wait 4;
Pidg scriptModelPlayAnim("chicken_cage_loop_03");
Pidg moveTo(pidg.origin+(0,0,1500),15,1,5);
wait 6;
pidg moveTo( pidg.origin+(10, 0, 0), 4 );
pidg moveTo( pidg.origin+(100, 0, 0), 4 );
pidg moveTo( pidg.origin+(1000, 0, 0), 4 );
pidg moveTo( pidg.origin+(10000, 0, 0), 4 );
wait 0.3;
pidg playsound("nuke_explosion");
level._effect["cloud"]=loadfx("explosions/emp_flash_mp");
playFx(level._effect["cloud"],pidg.origin+(0,0,0));
Earthquake(0.4,4,pidg.origin,800);
foreach(p in level.players)
{
if(level.teambased)
{
if((p.name!=self.name)&&(p.pers["team"]!=self.pers["team"]))if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
}
else
{
if(p.name!=self.name)if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
}
}
wait 6;
pidg delete();
Pidg stopLoopSound();
}
}

Put this under the start of the patch:
    #using_animtree( "destructibles" );
Put this in your init:
    precacheModel("chicken_white");
precachemodel("projectile_semtex_grenade_bombsquad");
PrecacheMpAnim("chicken_cage_loop_02");


Here is the hatrick code:
    javball()
{
self endon("death");
self iPrintln("\n^6Use Javelin: ^5Ready\n");
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("javelin_mp", 0, false);
self switchToWeapon("javelin_mp");
self waittill("missile_fire", projectile, weaponName);
if(weaponName == "javelin_mp")
{
projectile hide();
Footy=spawn("script_model", projectile.origin);
Footy setModel("soccer_ball");
Footy linkTo( projectile );
projectile waittill("explode");
Footy delete();
self switchToWeapon(self.oldWeapon);
}
}
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The following 36 users say thank you to TheJaRniBoi for this useful post:

1337ImAJ, 247Yamato, aerosoul94, Blackstorm, BlurzGoHard, Bucko, BvB-09r-_-N!c0, ChromeVisionz, CrEaTiiOnUNREAL, Curz, flip2327, fluffyTHEnutsak, IVisionsI, zL_j8hnb, K5‎‎, KCxFTW, Kitty=^.^=, JokerRey, lovebros, Lxndon, Midnight, OmGRhys-x, PnuTGamer, Cmd-X, RaspberryIce, say-say123, silentcobra22, Tipton_Modz, TylerTheConcept, Valid♥, Vampytwistッ, Vanz, vDriZzyHD, xJewMoDz, Zuraa
10-06-2012, 03:11 AM #20
CyberNomadic
Web Developer
Originally posted by CODGlitcha
My attempt in creating a pokeball mod for MW2

I've updated the mod now:


Heres another mod which I called Hatrick Mod (for a reason).



Your patch depresses me... Because you are just so good at coding and my patch is just terrible compared to yours. Like my menu is nothing special. Then we have yours. A freaking amazing patch....
10-06-2012, 03:32 AM #21
network10
Are you high?
lol awsome mod

---------- Post added at 03:32 AM ---------- Previous post was at 03:22 AM ----------

pokeball ftw
10-06-2012, 04:57 AM #22
Blackstorm
Veni. Vidi. Vici.
hahahah! PLEASE release the freaking chicken nuke! x)

The following user thanked Blackstorm for this useful post:

Tipton_Modz
10-06-2012, 01:56 PM #23
Tipton_Modz
Treasure hunter
good codes when u going 2 release ??

---------- Post added at 01:56 PM ---------- Previous post was at 01:52 PM ----------

want these in my patch Smile
10-06-2012, 02:27 PM #24
TheJaRniBoi
Why So Serious?
Originally posted by Blackstorm View Post
hahahah! PLEASE release the freaking chicken nuke! x)


the codes for both mods are now released Smile
10-06-2012, 04:03 PM #25
Tipton_Modz
Treasure hunter
thank you so much ur epic mate love ya hahaha

---------- Post added at 02:36 PM ---------- Previous post was at 02:32 PM ----------

were do i put this #using_animtree( "destructibles" ); i dont understand what u mean start of patch ???

---------- Post added at 04:03 PM ---------- Previous post was at 02:36 PM ----------

ive done the #using_animtree( "destructibles" ); and the pokeball is working wicked but ur hatrick mod dosent work when u shoot its just an exsplostion
plz fix .
10-06-2012, 05:02 PM #26
silentcobra22
Bounty hunter
Originally posted by CODGlitcha
My attempt in creating a pokeball mod for MW2

I've updated the mod now:


Heres another mod which I called Hatrick Mod (for a reason).



Pokemon Code: (This will only work on maps which has the chicken mode)

I'd also appreciate it if you guys who subscribe to my youtube channel[/B]
    Pokeball()
{
self takeweapon( "claymore_mp" );
self takeweapon( "frag_grenade_mp" );
self takeweapon( "c4_mp" );
self takeweapon( "flare_mp" );
self takeweapon( "throwingknife_mp" );
self thread maps\mp\gametypes\_hud_message::hintMessage("\n^1Pokeball ^7Ready\n");
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("semtex_mp", 0, false);
self switchToWeapon("semtex_mp");
self waittill("grenade_fire", grenade, weaponName);
if(weaponName == "semtex_mp")
{
self iPrintlnBold("^2Pidgeotto I Choose You!");
grenade hide();
self playLocalSound("mp_killstreak_jet");
self VisionSetNakedForPlayer("airport_death",1);
wait 0.5;
self VisionSetNakedForPlayer("sepia",1);
wait 0.5;
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
poke=spawn("script_model", grenade.origin);
poke setModel("projectile_semtex_grenade_bombsquad");
poke linkTo( grenade );
wait 0.95;
Pidg=spawn("script_model", grenade.origin+(0,0,0));
Pidg setModel("chicken_white");
Pidg scriptModelPlayAnim("chicken_cage_loop_02");
Pidg linkTo( grenade );
poke delete();
self switchToWeapon(self.oldWeapon);
wait 4;
Pidg scriptModelPlayAnim("chicken_cage_loop_03");
Pidg moveTo(pidg.origin+(0,0,1500),15,1,5);
wait 6;
pidg moveTo( pidg.origin+(10, 0, 0), 4 );
pidg moveTo( pidg.origin+(100, 0, 0), 4 );
pidg moveTo( pidg.origin+(1000, 0, 0), 4 );
pidg moveTo( pidg.origin+(10000, 0, 0), 4 );
wait 0.3;
pidg playsound("nuke_explosion");
level._effect["cloud"]=loadfx("explosions/emp_flash_mp");
playFx(level._effect["cloud"],pidg.origin+(0,0,0));
Earthquake(0.4,4,pidg.origin,800);
foreach(p in level.players)
{
if(level.teambased)
{
if((p.name!=self.name)&&(p.pers["team"]!=self.pers["team"]))if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
}
else
{
if(p.name!=self.name)if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
}
}
wait 6;
pidg delete();
Pidg stopLoopSound();
}
}

Put this under the start of the patch:
    #using_animtree( "destructibles" );
Put this in your init:
    precacheModel("chicken_white");
precachemodel("projectile_semtex_grenade_bombsquad");
PrecacheMpAnim("chicken_cage_loop_02");


Here is the hatrick code:
    javball()
{
self endon("death");
self iPrintln("\n^6Use Javelin: ^5Ready\n");
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("javelin_mp", 0, false);
self switchToWeapon("javelin_mp");
self waittill("missile_fire", projectile, weaponName);
if(weaponName == "javelin_mp")
{
projectile hide();
Footy=spawn("script_model", projectile.origin);
Footy setModel("soccer_ball");
Footy linkTo( projectile );
projectile waittill("explode");
Footy delete();
self switchToWeapon(self.oldWeapon);
}
}


This is sweet but on underpass i get the missing FX model,
precacheModel( "chicken_black_white" ); should make it work on both maps

btw nice release :megusta:
10-07-2012, 10:34 PM #27
Syxcz
Save Point
looks sick , keep it up
10-08-2012, 12:07 AM #28
RaspberryIce
Bounty hunter
Originally posted by CODGlitcha
My attempt in creating a pokeball mod for MW2

I've updated the mod now:


Heres another mod which I called Hatrick Mod (for a reason).



Pokemon Code: (This will only work on maps which has the chicken mode)

I'd also appreciate it if you guys who subscribe to my youtube channel[/B]
    Pokeball()
{
self takeweapon( "claymore_mp" );
self takeweapon( "frag_grenade_mp" );
self takeweapon( "c4_mp" );
self takeweapon( "flare_mp" );
self takeweapon( "throwingknife_mp" );
self thread maps\mp\gametypes\_hud_message::hintMessage("\n^1Pokeball ^7Ready\n");
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("semtex_mp", 0, false);
self switchToWeapon("semtex_mp");
self waittill("grenade_fire", grenade, weaponName);
if(weaponName == "semtex_mp")
{
self iPrintlnBold("^2Pidgeotto I Choose You!");
grenade hide();
self playLocalSound("mp_killstreak_jet");
self VisionSetNakedForPlayer("airport_death",1);
wait 0.5;
self VisionSetNakedForPlayer("sepia",1);
wait 0.5;
self VisionSetNakedForPlayer(getDvar("mapname"),0.5);
poke=spawn("script_model", grenade.origin);
poke setModel("projectile_semtex_grenade_bombsquad");
poke linkTo( grenade );
wait 0.95;
Pidg=spawn("script_model", grenade.origin+(0,0,0));
Pidg setModel("chicken_white");
Pidg scriptModelPlayAnim("chicken_cage_loop_02");
Pidg linkTo( grenade );
poke delete();
self switchToWeapon(self.oldWeapon);
wait 4;
Pidg scriptModelPlayAnim("chicken_cage_loop_03");
Pidg moveTo(pidg.origin+(0,0,1500),15,1,5);
wait 6;
pidg moveTo( pidg.origin+(10, 0, 0), 4 );
pidg moveTo( pidg.origin+(100, 0, 0), 4 );
pidg moveTo( pidg.origin+(1000, 0, 0), 4 );
pidg moveTo( pidg.origin+(10000, 0, 0), 4 );
wait 0.3;
pidg playsound("nuke_explosion");
level._effect["cloud"]=loadfx("explosions/emp_flash_mp");
playFx(level._effect["cloud"],pidg.origin+(0,0,0));
Earthquake(0.4,4,pidg.origin,800);
foreach(p in level.players)
{
if(level.teambased)
{
if((p.name!=self.name)&&(p.pers["team"]!=self.pers["team"]))if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
}
else
{
if(p.name!=self.name)if(isAlive(p))p thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,999999,0,"MOD_EXPLOSIVE_BULLET","nuke_mp",p.origin,p.origin,"none",0,0);
}
}
wait 6;
pidg delete();
Pidg stopLoopSound();
}
}

Put this under the start of the patch:
    #using_animtree( "destructibles" );
Put this in your init:
    precacheModel("chicken_white");
precachemodel("projectile_semtex_grenade_bombsquad");
PrecacheMpAnim("chicken_cage_loop_02");


Here is the hatrick code:
    javball()
{
self endon("death");
self iPrintln("\n^6Use Javelin: ^5Ready\n");
self.oldWeapon = self getCurrentWeapon();
self giveWeapon("javelin_mp", 0, false);
self switchToWeapon("javelin_mp");
self waittill("missile_fire", projectile, weaponName);
if(weaponName == "javelin_mp")
{
projectile hide();
Footy=spawn("script_model", projectile.origin);
Footy setModel("soccer_ball");
Footy linkTo( projectile );
projectile waittill("explode");
Footy delete();
self switchToWeapon(self.oldWeapon);
}
}


This Is AMAZING , Though It Would Be Nicer If The Pokeball Mod Was Compatible On All Maps :P , Still Really Cool And I Plan On Using It Awesome face :P

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