Post: [CODE]: Blood Splash
10-10-2012, 06:53 AM #1
HackersForHire
Climbing up the ladder
(adsbygoogle = window.adsbygoogle || []).push({}); Hey Guys
I know you've probably seen a Type of Blood Gun around on NGU,
but I think my personal one is the best :happyguy:

Instead of a tiny little Blood Spatter, this actually produces a Decent Amount of Blood :p

Video here *SKIP TO 2:52!!*


Code Here:

    
Add This to Init();
level._effect["blood"]=loadfx("impacts/flesh_hit_body_fatal_exit");

BloodSplash()
{
self endon("death");
self endon("disconnect");
self iPrintln("^1Blood ^3Gun ^6Ready!");
self iPrintln("^2Made by ^2Heptic^3Online");
self giveWeapon("spas12_fmj_silencer_mp",6);
self switchtoweapon("spas12_fmj_silencer_mp",6);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "spas12_fmj_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playFx(level._effect["blood"],trace);
playFx(level._effect["blood"],trace+(0,0,80) );
playFx(level._effect["blood"],trace+(0,0,7Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,76) );
playFx(level._effect["blood"],trace+(0,0,75) );
playFx(level._effect["blood"],trace+(0,0,74) );
playFx(level._effect["blood"],trace+(0,0,72) );
playFx(level._effect["blood"],trace+(0,0,70) );
playFx(level._effect["blood"],trace+(0,0,6Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,66) );
playFx(level._effect["blood"],trace+(0,0,64) );
playFx(level._effect["blood"],trace+(0,0,62) );
playFx(level._effect["blood"],trace+(0,0,60) );
playFx(level._effect["blood"],trace+(0,0,5Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,56) );
playFx(level._effect["blood"],trace+(0,0,54) );
playFx(level._effect["blood"],trace+(0,0,52) );
playFx(level._effect["blood"],trace+(0,0,50) );
playFx(level._effect["blood"],trace+(0,0,4Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,46) );
playFx(level._effect["blood"],trace+(0,0,44) );
playFx(level._effect["blood"],trace+(0,0,42) );
playFx(level._effect["blood"],trace+(0,0,40) );
playFx(level._effect["blood"],trace+(0,0,3Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,36) );
playFx(level._effect["blood"],trace+(0,0,34) );
playFx(level._effect["blood"],trace+(0,0,32) );
playFx(level._effect["blood"],trace+(0,0,30) );
playFx(level._effect["blood"],trace+(0,0,2Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,26) );
playFx(level._effect["blood"],trace+(0,0,24) );
playFx(level._effect["blood"],trace+(0,0,22) );
playFx(level._effect["blood"],trace+(0,0,20) );
playFx(level._effect["blood"],trace+(0,0,1Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,16) );
playFx(level._effect["blood"],trace+(0,0,14) );
playFx(level._effect["blood"],trace+(0,0,12) );
playFx(level._effect["blood"],trace+(0,0,10) );
playFx(level._effect["blood"],trace+(0,0,Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,6) );
playFx(level._effect["blood"],trace+(0,0,4) );
//across
playFx(level._effect["blood"],trace+(-20,0,14) );
playFx(level._effect["blood"],trace+(-18,0,14) );
playFx(level._effect["blood"],trace+(-16,0,14) );
playFx(level._effect["blood"],trace+(-14,0,14) );
playFx(level._effect["blood"],trace+(-12,0,14) );
playFx(level._effect["blood"],trace+(-10,0,14) );
playFx(level._effect["blood"],trace+(-8,0,14) );
playFx(level._effect["blood"],trace+(-6,0,14) );
playFx(level._effect["blood"],trace+(-4,0,14) );
playFx(level._effect["blood"],trace+(-2,0,14) );
playFx(level._effect["blood"],trace+(0,0,14) );
playFx(level._effect["blood"],trace+(2,0,14) );
playFx(level._effect["blood"],trace+(4,0,14) );
playFx(level._effect["blood"],trace+(6,0,14) );
playFx(level._effect["blood"],trace+(8,0,14) );
playFx(level._effect["blood"],trace+(10,0,14) );
playFx(level._effect["blood"],trace+(12,0,14) );
playFx(level._effect["blood"],trace+(14,0,14) );
playFx(level._effect["blood"],trace+(16,0,14) );
playFx(level._effect["blood"],trace+(18,0,14) );
playFx(level._effect["blood"],trace+(20,0,14) );
playFx(level._effect["blood"],trace+(22,0,14) );
playFx(level._effect["blood"],trace+(24,0,14) );
playFx(level._effect["blood"],trace+(26,0,14) );
playFx(level._effect["blood"],trace+(28,0,14) );
playFx(level._effect["blood"],trace+(30,0,14) );
playFx(level._effect["blood"],trace+(22,0,14) );
playFx(level._effect["blood"],trace+(24,0,14) );
playFx(level._effect["blood"],trace+(26,0,14) );
playFx(level._effect["blood"],trace+(28,0,14) );
playFx(level._effect["blood"],trace+(30,0,14) );
playFx(level._effect["blood"],trace+(32,0,14) );
playFx(level._effect["blood"],trace+(34,0,14) );
playFx(level._effect["blood"],trace+(36,0,14) );
playFx(level._effect["blood"],trace+(38,0,14) );
playFx(level._effect["blood"],trace+(40,0,14) );
playFx(level._effect["blood"],trace+(42,0,14) );
playFx(level._effect["blood"],trace+(44,0,14) );
playFx(level._effect["blood"],trace+(46,0,14) );
playFx(level._effect["blood"],trace+(48,0,14) );
playFx(level._effect["blood"],trace+(50,0,14) );
playFx(level._effect["blood"],trace+(52,0,14) );
playFx(level._effect["blood"],trace+(54,0,14) );
playFx(level._effect["blood"],trace+(56,0,14) );
playFx(level._effect["blood"],trace+(58,0,14) );
playFx(level._effect["blood"],trace+(60,0,14) );
playFx(level._effect["blood"],trace+(62,0,14) );
playFx(level._effect["blood"],trace+(64,0,14) );
playFx(level._effect["blood"],trace+(66,0,14) );
playFx(level._effect["blood"],trace+(68,0,14) );
playFx(level._effect["blood"],trace+(70,0,14) );
}
wait 0.1;
}
}


Hope you Guys Like it! Awesome face(Apologize for Long Code, I dont think it can get any shorter with Same effect)
(adsbygoogle = window.adsbygoogle || []).push({});

The following 5 users say thank you to HackersForHire for this useful post:

Choopie, ChromeVisionz, SubwayMonkey, PussayPatrol, Slice

The following 3 users groaned at HackersForHire for this awful post:

Kitty=^.^=, ICS Vortex, xGscClan
10-10-2012, 07:06 AM #2
Choopie
Little One
Nice Heptic . Could have grabbed it from your menu but still nice :y:
10-10-2012, 07:46 AM #3
HackersForHire
Climbing up the ladder
Originally posted by TreasureMan View Post
Nice Heptic . Could have grabbed it from your menu but still nice :y:


Yes this is easier :P
10-10-2012, 08:17 AM #4
Choopie
Little One
Originally posted by HepticOnline View Post
Yes this is easier :P


It is but i know where everything is in your menu & i looked at it only once :y:
10-10-2012, 08:21 AM #5
xGscClan
Bounty hunter
Originally posted by HepticOnline View Post
Hey Guys
I know you've probably seen a Type of Blood Gun around on NGU,
but I think my personal one is the best :happyguy:

Instead of a tiny little Blood Spatter, this actually produces a Decent Amount of Blood :p

Video here *SKIP TO 2:52!!*


Code Here:

    
Add This to Init();
level._effect["blood"]=loadfx("impacts/flesh_hit_body_fatal_exit");

BloodSplash()
{
self endon("death");
self endon("disconnect");
self iPrintln("^1Blood ^3Gun ^6Ready!");
self iPrintln("^2Made by ^2Heptic^3Online");
self giveWeapon("spas12_fmj_silencer_mp",6);
self switchtoweapon("spas12_fmj_silencer_mp",6);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "spas12_fmj_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playFx(level._effect["blood"],trace);
playFx(level._effect["blood"],trace+(0,0,80) );
playFx(level._effect["blood"],trace+(0,0,7Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,76) );
playFx(level._effect["blood"],trace+(0,0,75) );
playFx(level._effect["blood"],trace+(0,0,74) );
playFx(level._effect["blood"],trace+(0,0,72) );
playFx(level._effect["blood"],trace+(0,0,70) );
playFx(level._effect["blood"],trace+(0,0,6Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,66) );
playFx(level._effect["blood"],trace+(0,0,64) );
playFx(level._effect["blood"],trace+(0,0,62) );
playFx(level._effect["blood"],trace+(0,0,60) );
playFx(level._effect["blood"],trace+(0,0,5Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,56) );
playFx(level._effect["blood"],trace+(0,0,54) );
playFx(level._effect["blood"],trace+(0,0,52) );
playFx(level._effect["blood"],trace+(0,0,50) );
playFx(level._effect["blood"],trace+(0,0,4Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,46) );
playFx(level._effect["blood"],trace+(0,0,44) );
playFx(level._effect["blood"],trace+(0,0,42) );
playFx(level._effect["blood"],trace+(0,0,40) );
playFx(level._effect["blood"],trace+(0,0,3Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,36) );
playFx(level._effect["blood"],trace+(0,0,34) );
playFx(level._effect["blood"],trace+(0,0,32) );
playFx(level._effect["blood"],trace+(0,0,30) );
playFx(level._effect["blood"],trace+(0,0,2Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,26) );
playFx(level._effect["blood"],trace+(0,0,24) );
playFx(level._effect["blood"],trace+(0,0,22) );
playFx(level._effect["blood"],trace+(0,0,20) );
playFx(level._effect["blood"],trace+(0,0,1Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,16) );
playFx(level._effect["blood"],trace+(0,0,14) );
playFx(level._effect["blood"],trace+(0,0,12) );
playFx(level._effect["blood"],trace+(0,0,10) );
playFx(level._effect["blood"],trace+(0,0,Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,6) );
playFx(level._effect["blood"],trace+(0,0,4) );
//across
playFx(level._effect["blood"],trace+(-20,0,14) );
playFx(level._effect["blood"],trace+(-18,0,14) );
playFx(level._effect["blood"],trace+(-16,0,14) );
playFx(level._effect["blood"],trace+(-14,0,14) );
playFx(level._effect["blood"],trace+(-12,0,14) );
playFx(level._effect["blood"],trace+(-10,0,14) );
playFx(level._effect["blood"],trace+(-8,0,14) );
playFx(level._effect["blood"],trace+(-6,0,14) );
playFx(level._effect["blood"],trace+(-4,0,14) );
playFx(level._effect["blood"],trace+(-2,0,14) );
playFx(level._effect["blood"],trace+(0,0,14) );
playFx(level._effect["blood"],trace+(2,0,14) );
playFx(level._effect["blood"],trace+(4,0,14) );
playFx(level._effect["blood"],trace+(6,0,14) );
playFx(level._effect["blood"],trace+(8,0,14) );
playFx(level._effect["blood"],trace+(10,0,14) );
playFx(level._effect["blood"],trace+(12,0,14) );
playFx(level._effect["blood"],trace+(14,0,14) );
playFx(level._effect["blood"],trace+(16,0,14) );
playFx(level._effect["blood"],trace+(18,0,14) );
playFx(level._effect["blood"],trace+(20,0,14) );
playFx(level._effect["blood"],trace+(22,0,14) );
playFx(level._effect["blood"],trace+(24,0,14) );
playFx(level._effect["blood"],trace+(26,0,14) );
playFx(level._effect["blood"],trace+(28,0,14) );
playFx(level._effect["blood"],trace+(30,0,14) );
playFx(level._effect["blood"],trace+(22,0,14) );
playFx(level._effect["blood"],trace+(24,0,14) );
playFx(level._effect["blood"],trace+(26,0,14) );
playFx(level._effect["blood"],trace+(28,0,14) );
playFx(level._effect["blood"],trace+(30,0,14) );
playFx(level._effect["blood"],trace+(32,0,14) );
playFx(level._effect["blood"],trace+(34,0,14) );
playFx(level._effect["blood"],trace+(36,0,14) );
playFx(level._effect["blood"],trace+(38,0,14) );
playFx(level._effect["blood"],trace+(40,0,14) );
playFx(level._effect["blood"],trace+(42,0,14) );
playFx(level._effect["blood"],trace+(44,0,14) );
playFx(level._effect["blood"],trace+(46,0,14) );
playFx(level._effect["blood"],trace+(48,0,14) );
playFx(level._effect["blood"],trace+(50,0,14) );
playFx(level._effect["blood"],trace+(52,0,14) );
playFx(level._effect["blood"],trace+(54,0,14) );
playFx(level._effect["blood"],trace+(56,0,14) );
playFx(level._effect["blood"],trace+(58,0,14) );
playFx(level._effect["blood"],trace+(60,0,14) );
playFx(level._effect["blood"],trace+(62,0,14) );
playFx(level._effect["blood"],trace+(64,0,14) );
playFx(level._effect["blood"],trace+(66,0,14) );
playFx(level._effect["blood"],trace+(68,0,14) );
playFx(level._effect["blood"],trace+(70,0,14) );
}
wait 0.1;
}
}


Hope you Guys Like it! Awesome face(Apologize for Long Code, I dont think it can get any shorter with Same effect)

I released this about 2 days ago. Read the forums before releasing. They are both the same just mine uses MP5K lol.

The following 2 users groaned at xGscClan for this awful post:

HackersForHire, Taylor
10-10-2012, 09:50 AM #6
HackersForHire
Climbing up the ladder
Originally posted by xGscClan View Post
I released this about 2 days ago. Read the forums before releasing. They are both the same just mine uses MP5K lol.


if you watched the video you'd see mine is a significant Splash of bloody compared to your terrible little splatter of blood that you can barely see, I wouldn't release the same code now would I :dumb:
that's why I said at the top of thread "I know you've probably seen a Type of Blood Gun around on NGU,"

The following user thanked HackersForHire for this useful post:

xGscClan
10-10-2012, 10:28 AM #7
mad man thts sick

---------- Post added at 10:28 AM ---------- Previous post was at 09:58 AM ----------

Keep up the good work?
10-10-2012, 12:26 PM #8
OmGRhys-x
Are you high?
Originally posted by xGscClan View Post
I released this about 2 days ago. Read the forums before releasing. They are both the same just mine uses MP5K lol.


was shit anyway
10-10-2012, 12:27 PM #9
OmGRhys-x
Are you high?
Originally posted by HepticOnline View Post
Hey Guys
I know you've probably seen a Type of Blood Gun around on NGU,
but I think my personal one is the best :happyguy:

Instead of a tiny little Blood Spatter, this actually produces a Decent Amount of Blood :p

Video here *SKIP TO 2:52!!*


Code Here:

    
Add This to Init();
level._effect["blood"]=loadfx("impacts/flesh_hit_body_fatal_exit");

BloodSplash()
{
self endon("death");
self endon("disconnect");
self iPrintln("^1Blood ^3Gun ^6Ready!");
self iPrintln("^2Made by ^2Heptic^3Online");
self giveWeapon("spas12_fmj_silencer_mp",6);
self switchtoweapon("spas12_fmj_silencer_mp",6);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "spas12_fmj_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playFx(level._effect["blood"],trace);
playFx(level._effect["blood"],trace+(0,0,80) );
playFx(level._effect["blood"],trace+(0,0,7Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,76) );
playFx(level._effect["blood"],trace+(0,0,75) );
playFx(level._effect["blood"],trace+(0,0,74) );
playFx(level._effect["blood"],trace+(0,0,72) );
playFx(level._effect["blood"],trace+(0,0,70) );
playFx(level._effect["blood"],trace+(0,0,6Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,66) );
playFx(level._effect["blood"],trace+(0,0,64) );
playFx(level._effect["blood"],trace+(0,0,62) );
playFx(level._effect["blood"],trace+(0,0,60) );
playFx(level._effect["blood"],trace+(0,0,5Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,56) );
playFx(level._effect["blood"],trace+(0,0,54) );
playFx(level._effect["blood"],trace+(0,0,52) );
playFx(level._effect["blood"],trace+(0,0,50) );
playFx(level._effect["blood"],trace+(0,0,4Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,46) );
playFx(level._effect["blood"],trace+(0,0,44) );
playFx(level._effect["blood"],trace+(0,0,42) );
playFx(level._effect["blood"],trace+(0,0,40) );
playFx(level._effect["blood"],trace+(0,0,3Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,36) );
playFx(level._effect["blood"],trace+(0,0,34) );
playFx(level._effect["blood"],trace+(0,0,32) );
playFx(level._effect["blood"],trace+(0,0,30) );
playFx(level._effect["blood"],trace+(0,0,2Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,26) );
playFx(level._effect["blood"],trace+(0,0,24) );
playFx(level._effect["blood"],trace+(0,0,22) );
playFx(level._effect["blood"],trace+(0,0,20) );
playFx(level._effect["blood"],trace+(0,0,1Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,16) );
playFx(level._effect["blood"],trace+(0,0,14) );
playFx(level._effect["blood"],trace+(0,0,12) );
playFx(level._effect["blood"],trace+(0,0,10) );
playFx(level._effect["blood"],trace+(0,0,Cool Man (aka Tustin) );
playFx(level._effect["blood"],trace+(0,0,6) );
playFx(level._effect["blood"],trace+(0,0,4) );
//across
playFx(level._effect["blood"],trace+(-20,0,14) );
playFx(level._effect["blood"],trace+(-18,0,14) );
playFx(level._effect["blood"],trace+(-16,0,14) );
playFx(level._effect["blood"],trace+(-14,0,14) );
playFx(level._effect["blood"],trace+(-12,0,14) );
playFx(level._effect["blood"],trace+(-10,0,14) );
playFx(level._effect["blood"],trace+(-8,0,14) );
playFx(level._effect["blood"],trace+(-6,0,14) );
playFx(level._effect["blood"],trace+(-4,0,14) );
playFx(level._effect["blood"],trace+(-2,0,14) );
playFx(level._effect["blood"],trace+(0,0,14) );
playFx(level._effect["blood"],trace+(2,0,14) );
playFx(level._effect["blood"],trace+(4,0,14) );
playFx(level._effect["blood"],trace+(6,0,14) );
playFx(level._effect["blood"],trace+(8,0,14) );
playFx(level._effect["blood"],trace+(10,0,14) );
playFx(level._effect["blood"],trace+(12,0,14) );
playFx(level._effect["blood"],trace+(14,0,14) );
playFx(level._effect["blood"],trace+(16,0,14) );
playFx(level._effect["blood"],trace+(18,0,14) );
playFx(level._effect["blood"],trace+(20,0,14) );
playFx(level._effect["blood"],trace+(22,0,14) );
playFx(level._effect["blood"],trace+(24,0,14) );
playFx(level._effect["blood"],trace+(26,0,14) );
playFx(level._effect["blood"],trace+(28,0,14) );
playFx(level._effect["blood"],trace+(30,0,14) );
playFx(level._effect["blood"],trace+(22,0,14) );
playFx(level._effect["blood"],trace+(24,0,14) );
playFx(level._effect["blood"],trace+(26,0,14) );
playFx(level._effect["blood"],trace+(28,0,14) );
playFx(level._effect["blood"],trace+(30,0,14) );
playFx(level._effect["blood"],trace+(32,0,14) );
playFx(level._effect["blood"],trace+(34,0,14) );
playFx(level._effect["blood"],trace+(36,0,14) );
playFx(level._effect["blood"],trace+(38,0,14) );
playFx(level._effect["blood"],trace+(40,0,14) );
playFx(level._effect["blood"],trace+(42,0,14) );
playFx(level._effect["blood"],trace+(44,0,14) );
playFx(level._effect["blood"],trace+(46,0,14) );
playFx(level._effect["blood"],trace+(48,0,14) );
playFx(level._effect["blood"],trace+(50,0,14) );
playFx(level._effect["blood"],trace+(52,0,14) );
playFx(level._effect["blood"],trace+(54,0,14) );
playFx(level._effect["blood"],trace+(56,0,14) );
playFx(level._effect["blood"],trace+(58,0,14) );
playFx(level._effect["blood"],trace+(60,0,14) );
playFx(level._effect["blood"],trace+(62,0,14) );
playFx(level._effect["blood"],trace+(64,0,14) );
playFx(level._effect["blood"],trace+(66,0,14) );
playFx(level._effect["blood"],trace+(68,0,14) );
playFx(level._effect["blood"],trace+(70,0,14) );
}
wait 0.1;
}
}


Hope you Guys Like it! Awesome face(Apologize for Long Code, I dont think it can get any shorter with Same effect)


blood gun is shit and pointless :lol:

The following 2 users say thank you to OmGRhys-x for this useful post:

ICS Vortex, Taylor
10-10-2012, 04:06 PM #10
xGscClan
Bounty hunter
Originally posted by HepticOnline View Post
if you watched the video you'd see mine is a significant Splash of bloody compared to your terrible little splatter of blood that you can barely see, I wouldn't release the same code now would I :dumb:
that's why I said at the top of thread "I know you've probably seen a Type of Blood Gun around on NGU,"

Sorry mate my mistake aha

---------- Post added at 04:06 PM ---------- Previous post was at 04:05 PM ----------

Originally posted by x View Post
was shit anyway

Yh I know lol it's so pointless but it's just hard finding shit for MW2 modding it's starting to get really dead

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