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)
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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, 04:55 PM #11
AgentSexyPig
Never give up!
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)


Thanks Heptic
10-10-2012, 05:21 PM #12
OmGRhys-x
Are you high?
Originally posted by xGscClan View Post
Sorry mate my mistake aha

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


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


You need 2 start searching more into the game there can be a lot more build you just need 2 research it :P
10-11-2012, 10:44 AM #13
LightModz
League Champion
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)


why do u keep making guns with different fx? its cool but its the same thing over and over, anyone can do it. btw how is your one different to any other blood fx? :dump:

---------- Post added at 05:44 AM ---------- Previous post was at 05:42 AM ----------

why do you keep making different guns with different fx effects? anyone can do it... btw why is your blood fx different to anyone other one? :dumb:
10-11-2012, 10:50 AM #14
HackersForHire
Climbing up the ladder
Originally posted by LightModz View Post
why do u keep making guns with different fx? its cool but its the same thing over and over, anyone can do it. btw how is your one different to any other blood fx? :dump:

---------- Post added at 05:44 AM ---------- Previous post was at 05:42 AM ----------

why do you keep making different guns with different fx effects? anyone can do it... btw why is your blood fx different to anyone other one? :dumb:


The FX is the same but the actual effect of the gun is significant compared to the other Blood Guns, my gun actually shoots a good size splash of Blood Compared to the other blood guns which shoot a tiny little slither of Blood on the ground you can barely see.
10-11-2012, 10:57 AM #15
LightModz
League Champion
Originally posted by HepticOnline View Post
The FX is the same but the actual effect of the gun is significant compared to the other Blood Guns, my gun actually shoots a good size splash of Blood Compared to the other blood guns which shoot a tiny little slither of Blood on the ground you can barely see.


ahh i see :p
10-11-2012, 11:05 AM #16
HackersForHire
Climbing up the ladder
Originally posted by LightModz View Post
ahh i see :p


Needa Smile Im not that silly to post same thing :p, People groaning because they didnt understand like you :|
got any idea's for a Gun btw LightModz?
10-11-2012, 01:33 PM #17
LightModz
League Champion
Originally posted by HepticOnline View Post
Needa Smile Im not that silly to post same thing :p, People groaning because they didnt understand like you :|
got any idea's for a Gun btw LightModz?

please stop making guns there all the same but with a different fx :derp:

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