Post: [Script] Super Soaker 3000
10-31-2012, 08:23 PM #1
Cmd-X
It's been awhile.
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Super Soaker 3000

special halloween release! :happyguy:


Credits:


LightModz - For the "Missing FX" Gun
Cmd-X - For changing the "Missing FX" to a nice water effect
TribeModz - For inspiring me to eat a peanut butter & jelly sandwich


most credit goes to LIgHtmOdZ :p

go to 2:27 for the gun



    
//precache this: level.shakeFX["laser"] = loadfx("impacts/20mm_water_impact");

//thread
bubblegun()
{
self endon("death");
self.shaker = 1;
self giveWeapon("fal_fmj_silencer_mp", 0, false);
self switchToWeapon("fal_fmj_silencer_mp");
for(;Winky Winky
{
self waittill( "weapon_fired", weaponName );
if( self getCurrentWeapon() != "fal_fmj_silencer_mp" ) continue;
start = self getTagOrigin( "tag_eye" );
end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 );
trace = bulletTrace( start, end, true, self );
thread doLaserFX2( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );
if(self.shaker > 212)
{
self.shaker = 0;
self takeWeapon( "fal_fmj_silencer_mp" );
break;
}
self.shaker++;
}
}

doLaserFX2( startPos, direction, endPos )
{
doDamage = 1;

for( i = 1; ; i ++ )
{
pos = startPos + vecscale( direction, i * 150 );
if( distance( startPos, pos ) > 9000 )
{
doDamage = 0;
break;
}

trace = bulletTrace( startPos, pos, true, self );

if( !bulletTracePassed( startPos, pos, true, self ) )
{
impactFX = spawnFX( level.shakeFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );
level.FX_count ++;
triggerFX( impactFX );

wait( 0.2 );

impactFX delete();
level.FX_count --;

break;
}

laserFX = spawnFX( level.shakeFX["laser"], pos );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.1 );

if( level.FX_count < 200 )
{

for( j = 0; j < 3; j ++ )
{
laserFX = spawnFX( level.shakeFX["laser"], pos + (randomInt( 50 ) / 10, randomInt( 50 ) / 10, randomInt( 50 ) / 10) - vecscale( direction, i * randomInt( 10 ) * 3 ) );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.05 + randomInt( 3 ) * 0.05 );
}
}

wait( 0.05 );
}

if( doDamage )
earthquake( endPos, 300, 150, 20, self );
}

vecscale( vec, scalar )
{
return ( vec[0] * scalar, vec[1] * scalar, vec[2] * scalar );
}

deleteAfterTime( time )
{
wait time;
self delete();
}
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The following 11 users say thank you to Cmd-X for this useful post:

Day, *xActionMods*, blackhawk2299, YouAppreciateMe, country_deluxe, CrEaTiiOnUNREAL, Fittro, J, RaspberryIce, xRobertDavisx, xToysBoy_
11-01-2012, 01:58 AM #20
J
Who’s Jim Erased?
Epic M8 :fa:
11-01-2012, 02:59 PM #21
I love your menu style and the super soaker 3000 is a really cool weapons !
11-01-2012, 07:36 PM #22
thats my bro :d:clm:
11-01-2012, 11:14 PM #23
Blackstorm
Veni. Vidi. Vici.
lightmodz did not make that gun :p
11-02-2012, 12:11 AM #24
BlurzGoHard
Maggbot timeout!
Originally posted by X View Post
Super Soaker 3000

special halloween release! :happyguy:


Credits:


LightModz - For the "Missing FX" Gun
Cmd-X - For changing the "Missing FX" to a nice water effect
TribeModz - For inspiring me to eat a peanut butter & jelly sandwich


most credit goes to LIgHtmOdZ :p

go to 2:27 for the gun



    
//precache this: level.shakeFX["laser"] = loadfx("impacts/20mm_water_impact");

//thread
bubblegun()
{
self endon("death");
self.shaker = 1;
self giveWeapon("fal_fmj_silencer_mp", 0, false);
self switchToWeapon("fal_fmj_silencer_mp");
for(;Winky Winky
{
self waittill( "weapon_fired", weaponName );
if( self getCurrentWeapon() != "fal_fmj_silencer_mp" ) continue;
start = self getTagOrigin( "tag_eye" );
end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 );
trace = bulletTrace( start, end, true, self );
thread doLaserFX2( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );
if(self.shaker > 212)
{
self.shaker = 0;
self takeWeapon( "fal_fmj_silencer_mp" );
break;
}
self.shaker++;
}
}

doLaserFX2( startPos, direction, endPos )
{
doDamage = 1;

for( i = 1; ; i ++ )
{
pos = startPos + vecscale( direction, i * 150 );
if( distance( startPos, pos ) > 9000 )
{
doDamage = 0;
break;
}

trace = bulletTrace( startPos, pos, true, self );

if( !bulletTracePassed( startPos, pos, true, self ) )
{
impactFX = spawnFX( level.shakeFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );
level.FX_count ++;
triggerFX( impactFX );

wait( 0.2 );

impactFX delete();
level.FX_count --;

break;
}

laserFX = spawnFX( level.shakeFX["laser"], pos );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.1 );

if( level.FX_count < 200 )
{

for( j = 0; j < 3; j ++ )
{
laserFX = spawnFX( level.shakeFX["laser"], pos + (randomInt( 50 ) / 10, randomInt( 50 ) / 10, randomInt( 50 ) / 10) - vecscale( direction, i * randomInt( 10 ) * 3 ) );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.05 + randomInt( 3 ) * 0.05 );
}
}

wait( 0.05 );
}

if( doDamage )
earthquake( endPos, 300, 150, 20, self );
}

vecscale( vec, scalar )
{
return ( vec[0] * scalar, vec[1] * scalar, vec[2] * scalar );
}

deleteAfterTime( time )
{
wait time;
self delete();
}


Looks Terrible




:carling:
11-02-2012, 12:30 PM #25
iiAceHD
I am error
Originally posted by X View Post
Super Soaker 3000

special halloween release! :happyguy:


Credits:


LightModz - For the "Missing FX" Gun
Cmd-X - For changing the "Missing FX" to a nice water effect
TribeModz - For inspiring me to eat a peanut butter & jelly sandwich


most credit goes to LIgHtmOdZ :p

go to 2:27 for the gun



    
//precache this: level.shakeFX["laser"] = loadfx("impacts/20mm_water_impact");

//thread
bubblegun()
{
self endon("death");
self.shaker = 1;
self giveWeapon("fal_fmj_silencer_mp", 0, false);
self switchToWeapon("fal_fmj_silencer_mp");
for(;Winky Winky
{
self waittill( "weapon_fired", weaponName );
if( self getCurrentWeapon() != "fal_fmj_silencer_mp" ) continue;
start = self getTagOrigin( "tag_eye" );
end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 );
trace = bulletTrace( start, end, true, self );
thread doLaserFX2( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );
if(self.shaker > 212)
{
self.shaker = 0;
self takeWeapon( "fal_fmj_silencer_mp" );
break;
}
self.shaker++;
}
}

doLaserFX2( startPos, direction, endPos )
{
doDamage = 1;

for( i = 1; ; i ++ )
{
pos = startPos + vecscale( direction, i * 150 );
if( distance( startPos, pos ) > 9000 )
{
doDamage = 0;
break;
}

trace = bulletTrace( startPos, pos, true, self );

if( !bulletTracePassed( startPos, pos, true, self ) )
{
impactFX = spawnFX( level.shakeFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );
level.FX_count ++;
triggerFX( impactFX );

wait( 0.2 );

impactFX delete();
level.FX_count --;

break;
}

laserFX = spawnFX( level.shakeFX["laser"], pos );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.1 );

if( level.FX_count < 200 )
{

for( j = 0; j < 3; j ++ )
{
laserFX = spawnFX( level.shakeFX["laser"], pos + (randomInt( 50 ) / 10, randomInt( 50 ) / 10, randomInt( 50 ) / 10) - vecscale( direction, i * randomInt( 10 ) * 3 ) );
level.FX_count ++;
triggerFX( laserFX );

laserFX thread deleteAfterTime( 0.05 + randomInt( 3 ) * 0.05 );
}
}

wait( 0.05 );
}

if( doDamage )
earthquake( endPos, 300, 150, 20, self );
}

vecscale( vec, scalar )
{
return ( vec[0] * scalar, vec[1] * scalar, vec[2] * scalar );
}

deleteAfterTime( time )
{
wait time;
self delete();
}

this is awesome bro keep the work up Smile
11-22-2012, 04:48 AM #26
Cmd-X
It's been awhile.
Originally posted by Blackstorm View Post
lightmodz did not make that gun :p


I got it from him though.. So whatever lol.
12-01-2012, 02:18 AM #27
Eazoh
Bounty hunter
This looks so sick!

The following user thanked Eazoh for this useful post:

Cmd-X
12-05-2012, 05:54 AM #28
Good Job I like it Smile

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