Post: Jericho Missile System
01-01-2013, 01:25 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); This mod was orignally for cod4 made by NBAking91, I just simply converted this script to mw2 all credit goes to him.



Precache:
    
level.oldSchoolCircleYellow = loadFX( "misc/flare_ambient_green" );
level.oldSchoolCircleRed = loadFX( "misc/flare_ambient_green" );


    
JerichoV2()
{
weap = "deserteaglegold_mp";
self GiveWeapon(weap);
visionSetNaked("blacktest");
wait 0.4;
self switchToWeapon(weap);
wait 0.4;
visionSetNaked(getDvar("mapname"));
wait 0.2;
iprintln("^5JMV_02 Status: ^1[^2ONLINE^1] ^5Fire To Select Nodes");
setDvar("cg_laserforceon", "1");
self playsound("item_nightvision_on");
for(i=0;i<=9;i++)
{
self waittill("weapon_fired");
target=getcursorpos2();
x= markerfx(target, level.oldSchoolCircleYellow );
self thread jericoMissile(target,x);
}
{
iprintln("^5All Missile Paths Initialized Sir ^5Fire Your Weapon To Launch");
self waittill("weapon_fired");
self notify("fuckingBoom");
}
}
jericomissile(target,x)
{
self waittill("fuckingBoom");
x delete();
x= markerfx(target, level.oldschoolcirclered );
location= target+(0,3500,5000);
bomb = spawn("script_model",location );
bomb playsound("mp_ingame_summary");
bomb setModel("projectile_rpg7");
//other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
bomb.angles = bomb.angles+(90,90,90);
self.killCamEnt=bomb;
ground=target;
target = VectorToAngles(ground - bomb.origin );
bomb rotateto(target,0.01);
wait 0.01;
speed = 3000;
time = calc(speed,bomb.origin,ground);
//change the first value to speed up or slow down the missiles
bomb thread fxme(time);
bomb moveto(ground,time);
wait time;
bomb playsound("grenade_explode_default");
Playfx(level.expbullt,bomb.origin+(0,0,1) );
// change this explosion effect to whatever you use!
RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
bomb delete(); x delete();
self playsound("item_nightvision_off");
setDvar("cg_laserForceOn", "0");
wait 0.4;
self takeWeapon("deserteaglegold_mp");
}
vectorScale( vector, scale ) //new
{
return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );
}
GetCursorPos()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}
MarkerFX( groundpoint, fx )
{
effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
triggerFx( effect );

return effect;
}

fxme(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.rpgeffect,self,"tag_origin");
wait 0.2;
}
}


calc(speed,origin,moveTo)
{
return (distance(origin,moveTo)/speed);
}

GetCursorPos2()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}

getnewPos(origin, radius)
{

pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
while(distanceSquared(pos, origin) > radius*radius)
pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);return pos;
}
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The following 11 users say thank you to Vampytwistッ for this useful post:

^TPP^, AgentSexyPig, Flamby, HackersForHire, Kitty=^.^=, silentcobra22, T_m_b07, tennistalan, Tony Stark, xePixTvx, xExploitModzHD
01-01-2013, 01:53 PM #2
HackersForHire
Climbing up the ladder
Originally posted by Vampy View Post
This mod was orignally for cod4 made by NBAking91, I just simply converted this script to mw2 all credit goes to him.



Precache:
    
level.oldSchoolCircleYellow = loadFX( "misc/flare_ambient_green" );
level.oldSchoolCircleRed = loadFX( "misc/flare_ambient_green" );


    
JerichoV2()
{
weap = "deserteaglegold_mp";
self GiveWeapon(weap);
visionSetNaked("blacktest");
wait 0.4;
self switchToWeapon(weap);
wait 0.4;
visionSetNaked(getDvar("mapname"));
wait 0.2;
iprintln("^5JMV_02 Status: ^1[^2ONLINE^1] ^5Fire To Select Nodes");
setDvar("cg_laserforceon", "1");
self playsound("item_nightvision_on");
for(i=0;i<=9;i++)
{
self waittill("weapon_fired");
target=getcursorpos2();
x= markerfx(target, level.oldSchoolCircleYellow );
self thread jericoMissile(target,x);
}
{
iprintln("^5All Missile Paths Initialized Sir ^5Fire Your Weapon To Launch");
self waittill("weapon_fired");
self notify("fuckingBoom");
}
}
jericomissile(target,x)
{
self waittill("fuckingBoom");
x delete();
x= markerfx(target, level.oldschoolcirclered );
location= target+(0,3500,5000);
bomb = spawn("script_model",location );
bomb playsound("mp_ingame_summary");
bomb setModel("projectile_rpg7");
//other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
bomb.angles = bomb.angles+(90,90,90);
self.killCamEnt=bomb;
ground=target;
target = VectorToAngles(ground - bomb.origin );
bomb rotateto(target,0.01);
wait 0.01;
speed = 3000;
time = calc(speed,bomb.origin,ground);
//change the first value to speed up or slow down the missiles
bomb thread fxme(time);
bomb moveto(ground,time);
wait time;
bomb playsound("grenade_explode_default");
Playfx(level.expbullt,bomb.origin+(0,0,1) );
// change this explosion effect to whatever you use!
RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
bomb delete(); x delete();
self playsound("item_nightvision_off");
setDvar("cg_laserForceOn", "0");
wait 0.4;
self takeWeapon("deserteaglegold_mp");
}
vectorScale( vector, scale ) //new
{
return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );
}
GetCursorPos()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}
MarkerFX( groundpoint, fx )
{
effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
triggerFx( effect );

return effect;
}

fxme(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.rpgeffect,self,"tag_origin");
wait 0.2;
}
}


calc(speed,origin,moveTo)
{
return (distance(origin,moveTo)/speed);
}

GetCursorPos2()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}

getnewPos(origin, radius)
{

pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
while(distanceSquared(pos, origin) > radius*radius)
pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);return pos;
}


Omg this is amazing
01-01-2013, 02:14 PM #3
^TPP^
Who’s Jim Erased?
Originally posted by Vampy View Post
This mod was orignally for cod4 made by NBAking91, I just simply converted this script to mw2 all credit goes to him.



Precache:
    
level.oldSchoolCircleYellow = loadFX( "misc/flare_ambient_green" );
level.oldSchoolCircleRed = loadFX( "misc/flare_ambient_green" );


    
JerichoV2()
{
weap = "deserteaglegold_mp";
self GiveWeapon(weap);
visionSetNaked("blacktest");
wait 0.4;
self switchToWeapon(weap);
wait 0.4;
visionSetNaked(getDvar("mapname"));
wait 0.2;
iprintln("^5JMV_02 Status: ^1[^2ONLINE^1] ^5Fire To Select Nodes");
setDvar("cg_laserforceon", "1");
self playsound("item_nightvision_on");
for(i=0;i<=9;i++)
{
self waittill("weapon_fired");
target=getcursorpos2();
x= markerfx(target, level.oldSchoolCircleYellow );
self thread jericoMissile(target,x);
}
{
iprintln("^5All Missile Paths Initialized Sir ^5Fire Your Weapon To Launch");
self waittill("weapon_fired");
self notify("fuckingBoom");
}
}
jericomissile(target,x)
{
self waittill("fuckingBoom");
x delete();
x= markerfx(target, level.oldschoolcirclered );
location= target+(0,3500,5000);
bomb = spawn("script_model",location );
bomb playsound("mp_ingame_summary");
bomb setModel("projectile_rpg7");
//other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
bomb.angles = bomb.angles+(90,90,90);
self.killCamEnt=bomb;
ground=target;
target = VectorToAngles(ground - bomb.origin );
bomb rotateto(target,0.01);
wait 0.01;
speed = 3000;
time = calc(speed,bomb.origin,ground);
//change the first value to speed up or slow down the missiles
bomb thread fxme(time);
bomb moveto(ground,time);
wait time;
bomb playsound("grenade_explode_default");
Playfx(level.expbullt,bomb.origin+(0,0,1) );
// change this explosion effect to whatever you use!
RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
bomb delete(); x delete();
self playsound("item_nightvision_off");
setDvar("cg_laserForceOn", "0");
wait 0.4;
self takeWeapon("deserteaglegold_mp");
}
vectorScale( vector, scale ) //new
{
return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );
}
GetCursorPos()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}
MarkerFX( groundpoint, fx )
{
effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
triggerFx( effect );

return effect;
}

fxme(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.rpgeffect,self,"tag_origin");
wait 0.2;
}
}


calc(speed,origin,moveTo)
{
return (distance(origin,moveTo)/speed);
}

GetCursorPos2()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}

getnewPos(origin, radius)
{

pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
while(distanceSquared(pos, origin) > radius*radius)
pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);return pos;
}


This will be going in my first GSC menu Smile

The following user groaned ^TPP^ for this awful post:

OmGRhys-x
01-01-2013, 05:44 PM #4
silentcobra22
Bounty hunter
Originally posted by Vampy View Post
This mod was orignally for cod4 made by NBAking91, I just simply converted this script to mw2 all credit goes to him.



Precache:
    
level.oldSchoolCircleYellow = loadFX( "misc/flare_ambient_green" );
level.oldSchoolCircleRed = loadFX( "misc/flare_ambient_green" );


    
JerichoV2()
{
weap = "deserteaglegold_mp";
self GiveWeapon(weap);
visionSetNaked("blacktest");
wait 0.4;
self switchToWeapon(weap);
wait 0.4;
visionSetNaked(getDvar("mapname"));
wait 0.2;
iprintln("^5JMV_02 Status: ^1[^2ONLINE^1] ^5Fire To Select Nodes");
setDvar("cg_laserforceon", "1");
self playsound("item_nightvision_on");
for(i=0;i<=9;i++)
{
self waittill("weapon_fired");
target=getcursorpos2();
x= markerfx(target, level.oldSchoolCircleYellow );
self thread jericoMissile(target,x);
}
{
iprintln("^5All Missile Paths Initialized Sir ^5Fire Your Weapon To Launch");
self waittill("weapon_fired");
self notify("fuckingBoom");
}
}
jericomissile(target,x)
{
self waittill("fuckingBoom");
x delete();
x= markerfx(target, level.oldschoolcirclered );
location= target+(0,3500,5000);
bomb = spawn("script_model",location );
bomb playsound("mp_ingame_summary");
bomb setModel("projectile_rpg7");
//other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
bomb.angles = bomb.angles+(90,90,90);
self.killCamEnt=bomb;
ground=target;
target = VectorToAngles(ground - bomb.origin );
bomb rotateto(target,0.01);
wait 0.01;
speed = 3000;
time = calc(speed,bomb.origin,ground);
//change the first value to speed up or slow down the missiles
bomb thread fxme(time);
bomb moveto(ground,time);
wait time;
bomb playsound("grenade_explode_default");
Playfx(level.expbullt,bomb.origin+(0,0,1) );
// change this explosion effect to whatever you use!
RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
bomb delete(); x delete();
self playsound("item_nightvision_off");
setDvar("cg_laserForceOn", "0");
wait 0.4;
self takeWeapon("deserteaglegold_mp");
}
vectorScale( vector, scale ) //new
{
return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );
}
GetCursorPos()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}
MarkerFX( groundpoint, fx )
{
effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
triggerFx( effect );

return effect;
}

fxme(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.rpgeffect,self,"tag_origin");
wait 0.2;
}
}


calc(speed,origin,moveTo)
{
return (distance(origin,moveTo)/speed);
}

GetCursorPos2()
{
return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}

getnewPos(origin, radius)
{

pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
while(distanceSquared(pos, origin) > radius*radius)
pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);return pos;
}


Thanks vampy, im loving the COD4 stuf your converting lately, keep it up! ^_^
01-02-2013, 02:13 AM #5
AgentSexyPig
Never give up!
This is awesome, i'm gona use it
01-02-2013, 06:19 AM #6
T_m_b07
I defeated!
Originally posted by Vampy View Post
Jericho Missile System


Holy cow, Tony Stark would be proud :O

The following 2 users say thank you to T_m_b07 for this useful post:

OmGRhys-x, tennistalan
01-11-2013, 12:00 AM #7
This looks great! Does someone mind helping or pointing me in the direction on how to use this? im still a noob when it comes to this. can i just put this in the code of the cfg menu stuff?
01-11-2013, 01:24 AM #8
The_Urban_Ninja
Do a barrel roll!
Originally posted by D.C.A View Post
This looks great! Does someone mind helping or pointing me in the direction on how to use this? im still a noob when it comes to this. can i just put this in the code of the cfg menu stuff?


This is for gsc not cfg.

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