Post: EndlessSky8239 Couple Codes In One
01-21-2013, 07:14 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); You must login or register to view this content. Is The Download Link Don't Hate LOL xD No Vid so if someone want's
To REC one for me thanks Smile

The following 9 users groaned at EndlessSky8239 for this awful post:

-Xperia-, BlurzGoHard, CoDyMoDz1000XD, iTrexk, KM-_1337, Komet웃, Midnight, OmGRhys-x, Cmd-X
01-21-2013, 07:20 PM #2
Hacks 'n' Mods
Maggbot timeout!
What is this exactly ???? ..
01-21-2013, 07:28 PM #3
Originally posted by Hacks
What is this exactly ???? ..

    
endlesssky()
{
selfendon("disconnect");
self thread MegaPerks();
self thread init();
self setWeaponAmmoStock("claymore_mp",999);
self setWeaponAmmoStock("c4_mp",999);
}

//Put This Anywhere
MegaPerks()
{
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
self maps\mp\perks\_perks::givePerk("specialty_improvedholdbreath");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_selectivehearing");
self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
self maps\mp\perks\_perks::givePerk("specialty_automantle");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_parabolic");
self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
self maps\mp\perks\_perks::givePerk("specialty_armorvest");
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_jumpdive");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
}

//Put this in a new GSC
Init()
{
level.upgradedraygunWeapon = "pp2000_eotech_mp";

level.upgradedraygunFX["raygun"] = loadFX( "misc/aircraft_light_wingtip_green" );
level.upgradedraygunFX["impact"] = loadFX( "misc/flare_ambient_green" );

level.FX_count = 0;

level thread onPlayerConnected();
}

onPlayerConnected()
{
for( ;; )
{
level waittill( "connected", player );

player thread doRaygun2();
}
}

doRaygun2()
{
for( ;; )
{
self waittill( "weapon_fired", weaponName );

if( self getCurrentWeapon() != level.upgradedraygunWeapon )
continue;

start = self getTagOrigin( "tag_eye" );
end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 );
trace = bulletTrace( start, end, true, self );

thread doLaserFX( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );
}
}

doLaserFX( 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.upgradedraygunFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );
level.FX_count ++;
triggerFX( impactFX );

wait( 0.2 );

impactFX delete();
level.FX_count --;

break;
}

laserFX = spawnFX( level.upgradedraygunFX["raygun"], 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.large_metalhit_1, 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 )
radiusDamage( endPos, 10,60, 60, self );
}

deleteAfterTime( time )
{
wait( time );

self delete();
level.FX_count --;
}

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

The following 3 users say thank you to xxKILLALLMW2xx for this useful post:

*xActionMods*, Hacks 'n' Mods, Taylor
01-21-2013, 09:31 PM #4
OmGRhys-x
Are you high?
Originally posted by EndlessSky8239 View Post
You must login or register to view this content. Is The Download Link Don't Hate LOL xD No Vid so if someone want's
To REC one for me thanks Smile


    endlesssky()
{
selfendon("disconnect");
self thread MegaPerks();
self thread init();
self setWeaponAmmoStock("claymore_mp",999);
self setWeaponAmmoStock("c4_mp",999);
}

//Put This Anywhere
MegaPerks()
{
self maps\mp\perks\_perks::givePerk("specialty_fastreload");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_fastsprintrecovery");
self maps\mp\perks\_perks::givePerk("specialty_improvedholdbreath");
self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
self maps\mp\perks\_perks::givePerk("specialty_selectivehearing");
self maps\mp\perks\_perks::givePerk("specialty_heartbreaker");
self maps\mp\perks\_perks::givePerk("specialty_automantle");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_coldblooded");
self maps\mp\perks\_perks::givePerk("specialty_fastmantle");
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
self maps\mp\perks\_perks::givePerk("specialty_parabolic");
self maps\mp\perks\_perks::givePerk("specialty_detectexplosive");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_extendedmags");
self maps\mp\perks\_perks::givePerk("specialty_armorvest");
self maps\mp\perks\_perks::givePerk("specialty_scavenger");
self maps\mp\perks\_perks::givePerk("specialty_jumpdive");
self maps\mp\perks\_perks::givePerk("specialty_extraammo");
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_bulletpenetration");
self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
}

//Put this in a new GSC
Init()
{
level.upgradedraygunWeapon = "pp2000_eotech_mp";

level.upgradedraygunFX["raygun"] = loadFX( "misc/aircraft_light_wingtip_green" );
level.upgradedraygunFX["impact"] = loadFX( "misc/flare_ambient_green" );

level.FX_count = 0;

level thread onPlayerConnected();
}

onPlayerConnected()
{
for( ;; )
{
level waittill( "connected", player );

player thread doRaygun2();
}
}

doRaygun2()
{
for( ;; )
{
self waittill( "weapon_fired", weaponName );

if( self getCurrentWeapon() != level.upgradedraygunWeapon )
continue;

start = self getTagOrigin( "tag_eye" );
end = self getTagOrigin( "tag_eye" ) + vecscale( anglestoforward( self getPlayerAngles() ), 100000 );
trace = bulletTrace( start, end, true, self );

thread doLaserFX( self getTagOrigin( "tag_eye" ), anglestoforward( self getPlayerAngles() ), trace["position"] );
}
}

doLaserFX( 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.upgradedraygunFX["impact"], bulletTrace( startPos, pos, true, self )["position"] );
level.FX_count ++;
triggerFX( impactFX );

wait( 0.2 );

impactFX delete();
level.FX_count --;

break;
}

laserFX = spawnFX( level.upgradedraygunFX["raygun"], 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.large_metalhit_1, 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 )
radiusDamage( endPos, 10,60, 60, self );
}

deleteAfterTime( time )
{
wait( time );

self delete();
level.FX_count --;
}

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


Thats is it really..
01-21-2013, 11:21 PM #5
FattyPatty
Bounty hunter
........ :lol:
01-22-2013, 03:01 PM #6
Sorry Im HATING this Pointless Thread :|

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