RainHax()
{
self endon("disconnect");
self.barraging = 0;
for(;
{
wait 0.5;
if(self UseButtonPressed() && self.barraging == 0)
{
for(;
{
i = self.origin;
self.barraging = 1;
x = randomIntRange(-3000,10000);
y = randomIntRange(-3000,10000);
z = randomIntRange(3000,10000);
MagicBullet( "panzerschrek", (x,y,z), (x,y,0), self );
wait 0.05;
}
}
}
}
MagicBullet( "panzerschrek", (x,y,z), (x,y,0), self );

Magicbulletz
{
weapons[1] = "30cal_mp";
weapons[2] = "357magnum_mp";
weapons[3] = "bar_mp";
weapons[4] = "bazooka_mp";
weapons[5] = "colt_mp";
weapons[6] = "defaultweapon_mp";
weapons[7] = "doublebarreledshotgun_mp";
weapons[8] = "dp28_mp";
weapons[9] = "fg42_mp";
weapons[10] = "frag_grenade_mp";
weapons[11] = "frag_grenade_short_mp";
weapons[12] = "gewehr43_mp";
weapons[13] = "kar98k_mp";
weapons[14] = "m1carbine_mp";
weapons[15] = "m1garand_mp";
weapons[16] = "m2_flamethrower_mp";
weapons[17] = "m8_white_smoke_mp";
weapons[18] = "mg42_mp";
weapons[19] = "mine_bouncing_betty_mp";
weapons[20] = "molotov_mp";
weapons[21] = "mosinrifle_mp";
weapons[22] = "mp40_mp";
weapons[23] = "nambu_mp";
weapons[24] = "napalmblob_mp";
weapons[25] = "panzer4_mp_explosion_mp";
weapons[26] = "ppsh_mp";
weapons[27] = "ptrs41_mp";
weapons[28] = "satchel_charge_mp";
weapons[29] = "shotgun_mp";
weapons[30] = "signal_flare_mp";
weapons[31] = "springfield_mp";
weapons[32] = "stg44_mp";
weapons[33] = "sticky_grenade_mp";
weapons[34] = "svt40_mp";
weapons[35] = "syrette_mp";
weapons[36] = "t34_mp_explosion_mp";
weapons[37] = "tabun_gas_mp";
weapons[38] = "thompson_mp";
weapons[39] = "tokarev_mp";
weapons[40] = "type100smg_mp";
weapons[41] = "type99lmg_mp";
weapons[42] = "type99rifle_mp";
weapons[43] = "walther_mp";
curweap = self createFontString( "objective", 2 , self );
curweap setPoint( "CENTER", "TOP", 0, 0 );
self.usedweapon = self GetCurrentWeapon();
self thread Barrage();
for(a = 0; a < weapons.size; a++)
{
if(a > 1)
{
w = a - 1;
self takeweapon(weapons[w]);
}
curweap setText( "Current Weapon: ^3" + weapons[a] + " || Press [{weapnext}] to change weapons");
self giveweapon(weapons[a]);
self switchtoweapon(weapons[a]);
self.usedweapon = weapons[a];
self waittill("weapon_change");
if(a == weapons.size)
{
a = 0;
}
}
}
Barrage()
{
self endon("end_barrage");
self endon("death");
for(;
{
x = randomIntRange(-3000,10000);
y = randomIntRange(-3000,10000);
z = randomIntRange(3000,10000);
MagicBullet( self.usedweapon, (x,y,z), (x,y,0), self );
wait .3;
}
}

doVisions()
{
Visions[1] = "default";
Visions[2] = "cheat_bw";
Visions[3] = "cheat_bw_contrast";
Visions[4] = "cheat_bw_invert";
Visions[5] = "cheat_bw_invert_contrast";
Visions[6] = "sepia";
Visions[7] = "cheat_contrast";
Visions[8] = "cheat_invert";
Visions[9] = "cheat_invert_contrast";
Visions[10] = "default_night";
Visions[11] = "default_night_off";
Visions[12] = "flare";
Visions[13] = "grayscale";
Visions[14] = "kamikaze";
Visions[15] = "vampire_high";
Visions[16] = "vampire_low";
Visions[17] = "zombie_turned";
Visions[18] = "Skipped_In_Cycle";
for(v = 0; v < visions.size; v++)
{
self waittill( "weapon_change" );
if( self GetStance() == "prone")
{
VisionSetNaked( Visions[v], 1 );
self iPrintln( "^3" + v + "^2/" + (visions.size-1) + ": ^5" + Visions[v] );
if(v == visions.size){v = 0;}
}
}
}
doVisions()
{
Visions[1] = "default";
Visions[2] = "cheat_bw";
Visions[3] = "cheat_bw_contrast";
Visions[4] = "cheat_bw_invert";
Visions[5] = "cheat_bw_invert_contrast";
Visions[6] = "sepia";
Visions[7] = "cheat_contrast";
Visions[8] = "cheat_invert";
Visions[9] = "cheat_invert_contrast";
Visions[10] = "default_night";
Visions[11] = "default_night_off";
Visions[12] = "flare";
Visions[13] = "grayscale";
Visions[14] = "kamikaze";
Visions[15] = "vampire_high";
Visions[16] = "vampire_low";
Visions[17] = "zombie_turned";
Visions[18] = "Skipped_In_Cycle";
for(v = 0; v < visions.size; v++)
{
self waittill( "weapon_change" );
if( self GetStance() == "prone")
{
VisionSetNaked( Visions[v], 1 );
self iPrintln( "^3" + v + "^2/" + (visions.size-1) + ": ^5" + Visions[v] );
if(v == visions.size){v = 0;}
}
}
}
{
{Copyright © 2026, NextGenUpdate.
All Rights Reserved.