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
10-10-2012, 05:35 PM #29
AgentSexyPig
Never give up!
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
    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);
}
}



Code #2 Doesn't Work.

The following user thanked AgentSexyPig for this useful post:

Tipton_Modz
10-11-2012, 06:53 AM #30
Sick codes , hopfully ppl gonna use it in their menu!@

---------- Post added at 06:53 AM ---------- Previous post was at 06:51 AM ----------

Nut, Whaha those pictures from that message xDD
10-13-2012, 03:58 PM #31
Fucking sweet! :3
10-13-2012, 05:33 PM #32
SNOWBALL105
Do a barrel roll!
that is tight great job
10-16-2012, 02:44 AM #33
CrimsonEcho
Space Ninja
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);
}
}


How'd you get your patch on pc? everytime I use one of the patches that are for Ps3 and i want to use on PC I try to convert it but I can't b/c it just gives me a .dat file
10-17-2012, 11:51 PM #34
TylerTheConcept
Can’t trickshot me!
lol keep it up
10-21-2012, 02:44 PM #35
Tipton_Modz
Treasure hunter
fucking ignored y post hatrick code if it dont work and dont relpy back what the problem is
11-15-2012, 02:56 AM #36
The_Urban_Ninja
Do a barrel roll!
Originally posted by Modz View Post
fucking ignored y post hatrick code if it dont work and dont relpy back what the problem is


The code its self works but you need to put this in your init: precacheModel("soccer_ball");

If thats not in your init it will just explode on you when you try to shoot it.

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