Post: Random Gun Code
01-21-2013, 07:18 PM #1
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dorandomgun()
{
self endon("disconnect");
self endon("death");
wait 0.5;
self giveWeapon("usp_mp");
wait 0.5;
self switchtoWeapon("usp_mp");
self setWeaponAmmoClip("usp_mp", 1);
self setWeaponAmmoStock("usp_mp", 0);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "usp_mp")
{
self thread random();
wait .5;
self takeweapon( "usp_mp" );
}
}
}

random()
{
self endon("disconnect");
self endon("death");
switch(randomint(6))
{
case 0:
self iPrintlnbold("^3Your invisible to the world");
self hide();
break;
case 1:
self iPrintlnbold("^3Your god player");
self thread doGod();
break;
case 2:
self iPrintlnbold("^3Fire power is unlimited");
self thread doAmmo();
break;
case 3:
self iPrintlnbold("^3Wall hack is in your hands… well eyes");
self thread doWallhack();
break;
case 4:
self iPrintlnbold("^3Boom Boom you will see");
self thread giveweap();
wait .5;
self thread ExplosiveBullets();
break;
case 5:
self iPrintlnbold("^3Looks like Santa likes you");
self thread give5packs();
break;
}
}
doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );

while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}

currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}
doWallhack()
{
self endon ( "death" );
self ThermalVisionFOFOverlayOn();
}
ExplosiveBullets()
{
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
giveweap()
{
self giveWeapon("glock_mp");
wait 0.3;
self switchtoWeapon("glock_mp");
}
give5packs()
{
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "airdrop", false );
wait .1;
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "airdrop", false );
wait .1;
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "airdrop", false );
wait .1;
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "airdrop", false );
wait .1;
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "airdrop", false );
}
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The following 3 users groaned at EndlessSky8239 for this awful post:

*xActionMods*, blackhawk2299, Komet웃
01-21-2013, 07:23 PM #2
Originally posted by EndlessSky8239 View Post
Code:
    
dorandomgun()
{
self endon("disconnect");
self endon("death");
wait 0.5;
self giveWeapon("usp_mp");
wait 0.5;
self switchtoWeapon("usp_mp");
self setWeaponAmmoClip("usp_mp", 1);
self setWeaponAmmoStock("usp_mp", 0);
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "usp_mp")
{
self thread random();
wait .5;
self takeweapon( "usp_mp" );
}
}
}

random()
{
self endon("disconnect");
self endon("death");
switch(randomint(6))
{
case 0:
self iPrintlnbold("^3Your invisible to the world");
self hide();
break;
case 1:
self iPrintlnbold("^3Your god player");
self thread doGod();
break;
case 2:
self iPrintlnbold("^3Fire power is unlimited");
self thread doAmmo();
break;
case 3:
self iPrintlnbold("^3Wall hack is in your hands… well eyes");
self thread doWallhack();
break;
case 4:
self iPrintlnbold("^3Boom Boom you will see");
self thread giveweap();
wait .5;
self thread ExplosiveBullets();
break;
case 5:
self iPrintlnbold("^3Looks like Santa likes you");
self thread give5packs();
break;
}
}
doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}
doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );

while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}

currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}
doWallhack()
{
self endon ( "death" );
self ThermalVisionFOFOverlayOn();
}
ExplosiveBullets()
{
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
giveweap()
{
self giveWeapon("glock_mp");
wait 0.3;
self switchtoWeapon("glock_mp");
}
give5packs()
{
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "airdrop", false );
wait .1;
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "airdrop", false );
wait .1;
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "airdrop", false );
wait .1;
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "airdrop", false );
wait .1;
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "airdrop", false );
}


this is my code and is already posted
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The following user thanked xxKILLALLMW2xx for this useful post:

*xActionMods*

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