Post: A little script, Need a bullet to go with :L
04-16-2011, 12:24 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Heres the script
    RainHax()
{
self endon("disconnect");
self.barraging = 0;
for(;Winky Winky
{
wait 0.5;
if(self UseButtonPressed() && self.barraging == 0)
{
for(;Winky Winky
{

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;
}
}
}
}



See this code?
    MagicBullet( "panzerschrek", (x,y,z), (x,y,0), self );

Can someone provide a magic bullet for MULTIPLAYER, such as the bazooka:muck:
not the panzershrek please.SmileSmile
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04-16-2011, 02:35 AM #11
-Ginge
W@W Prem = Dead
Originally posted by studman31 View Post
do i call Magicbulletz from the menu?


Yes but you can change it lol. Also I think he forgot () after the Magicbulletz xD
04-16-2011, 04:03 AM #12
Originally posted by Karoolus View Post
    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(;Winky Winky
{
x = randomIntRange(-3000,10000);
y = randomIntRange(-3000,10000);
z = randomIntRange(3000,10000);
MagicBullet( self.usedweapon, (x,y,z), (x,y,0), self );
wait .3;
}
}


should work, not tested but looks good in my opinion Winky Winky
keep me updated :p


Hmmmmnm, Unknown Function. Any ideas??

---------- Post added at 11:17 PM ---------- Previous post was at 10:38 PM ----------

Originally posted by Karoolus View Post
it works with grenades :p
but you'd still need to find a way to make the kills count for you :p


Newest Menu Style :p
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---------- Post added 04-16-2011 at 12:03 AM ---------- Previous post was 04-15-2011 at 11:17 PM ----------

Originally posted by Karoolus View Post
it works with grenades :p
but you'd still need to find a way to make the kills count for you :p


Any idea how to get a vision to work when you open the menu? ive tried visionSetNaked( "cheat_bw_invert", 1 ); but it dont work :(
04-16-2011, 07:46 AM #13
Karoolus
I'm the W@W Menu Guy !
Originally posted by studman31 View Post
Hmmmmnm, Unknown Function. Any ideas??

Any idea how to get a vision to work when you open the menu? ive tried visionSetNaked( "cheat_bw_invert", 1 ); but it dont work :(


    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;}
}
}
}


visions script

& about the unknown function, the only thing i can see is that i forgot Magicbulletz()
{
04-16-2011, 07:51 AM #14
Okami
Known As Yukuku
Originally posted by Karoolus View Post
    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;}
}
}
}


visions script

& about the unknown function, the only thing i can see is that i forgot Magicbulletz()
{


mind giveing me little help with this code

vipMenu(){
self endon("disconnect");
disp = createFontString("default", 1, self);
disp setPoint("TOPRIGHT");
cur = 0;
for(;Winky Winky{
while(self getStance() == "prone"){
player = level.players[cur];
if(player.vip == false){
disp setText("^2" + player.name + " ^3|[{+frag}]: switch, [{+usereload}]: ^2Enable ^3Mods" );}
else{
disp setText("^2" + player.name + " ^3|[{+frag}]: switch, [{+usereload}]: ^1Disable ^3Mods" );}
if(self FragButtonPressed()) cur++;
if(cur > level.players.size-1) cur = 0;
if(self UseButtonPressed()){self thread VerifyPlayer(cur);}
if(self FragButtonPressed() || self UseButtonPressed()) wait 0.2;
wait 0.05;}
disp setText("Go Prone to use verification menu system"); wait 0.05;}}
VerifyPlayer(value){
player = level.players[value];
if(value == 0){
self iPrintlnBold("You can't disable the mods for yourself !");}
else{
if(player.vip == false){
player thread doVipStuff();
player thread maps\mp\gametypes\_hud_message::hintMessage("Mods were enabled for you by " + level.hostname + " !");
player.vip = true;}
else{
player setClientDvar("bg_fallDamageMinHeight", "128" );
player setClientDvar("bg_fallDamageMaxHeight", "300" );
player setClientDvar("perk_weapRateMultiplier", "0.75" );
player setClientDvar("cg_laserForceOn", "0" );
player setClientDvar("perk_vehicleReloadReduction", "0.7");
player iPrintlnBold("No More Mods for You!");
player.vip = false;}}}
04-16-2011, 12:04 PM #15
little_legz
SleepinIsCheatin
Use the grenade and the MOD function. (Means Of Death) and try messing with the arguments to get the kills to count for you ?
04-16-2011, 06:32 PM #16
Originally posted by yukuku View Post
mind giveing me little help with this code

vipMenu(){
self endon("disconnect");
disp = createFontString("default", 1, self);
disp setPoint("TOPRIGHT");
cur = 0;
for(;Winky Winky{
while(self getStance() == "prone"){
player = level.players[cur];
if(player.vip == false){
disp setText("^2" + player.name + " ^3|[{+frag}]: switch, [{+usereload}]: ^2Enable ^3Mods" );}
else{
disp setText("^2" + player.name + " ^3|[{+frag}]: switch, [{+usereload}]: ^1Disable ^3Mods" );}
if(self FragButtonPressed()) cur++;
if(cur > level.players.size-1) cur = 0;
if(self UseButtonPressed()){self thread VerifyPlayer(cur);}
if(self FragButtonPressed() || self UseButtonPressed()) wait 0.2;
wait 0.05;}
disp setText("Go Prone to use verification menu system"); wait 0.05;}}
VerifyPlayer(value){
player = level.players[value];
if(value == 0){
self iPrintlnBold("You can't disable the mods for yourself !");}
else{
if(player.vip == false){
player thread doVipStuff();
player thread maps\mp\gametypes\_hud_message::hintMessage("Mods were enabled for you by " + level.hostname + " !");
player.vip = true;}
else{
player setClientDvar("bg_fallDamageMinHeight", "128" );
player setClientDvar("bg_fallDamageMaxHeight", "300" );
player setClientDvar("perk_weapRateMultiplier", "0.75" );
player setClientDvar("cg_laserForceOn", "0" );
player setClientDvar("perk_vehicleReloadReduction", "0.7");
player iPrintlnBold("No More Mods for You!");
player.vip = false;}}}


Why on earth would you want that verification system? take out the one from karoolus's patch :L
04-16-2011, 09:46 PM #17
Karoolus
I'm the W@W Menu Guy !
Originally posted by studman31 View Post
Why on earth would you want that verification system? take out the one from karoolus's patch :L


actually that's mine as well :p

but what i meant to ask is how the script worked out.. did you see any magicbullets ? :p
04-16-2011, 10:06 PM #18
Originally posted by Karoolus View Post
actually that's mine as well :p

but what i meant to ask is how the script worked out.. did you see any magicbullets ? :p


Yes, i know that is yours:p
but i think the one from your menu patch is betterDrinking Coffee
Nono, it didnt work :( i tried like everything. but nada.
04-16-2011, 10:44 PM #19
Okami
Known As Yukuku
Originally posted by studman31 View Post
Yes, i know that is yours:p
but i think the one from your menu patch is betterDrinking Coffee
Nono, it didnt work :( i tried like everything. but nada.


well i added it but the only thing that work was unverify

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