Post: [Code] Explosive Bullet
05-19-2011, 02:57 PM #1
Dreamcather
Call me Eddie Winky Winky
(adsbygoogle = window.adsbygoogle || []).push({}); I have not seen it on waw but here is it... Have fun.
     
doSuperGun(){
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" ];
playfx(loadfx("explosions/default_explosion"), SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 600, 200, self );
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
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The following 3 users say thank you to Dreamcather for this useful post:

Karoolus, Mr.Azoz, TheCodKittenz
05-19-2011, 04:13 PM #2
Mr.Azoz
I’m too L33T
thanks

good to see someone converting cods from mw2 to cod5
05-19-2011, 04:40 PM #3
Karoolus
I'm the W@W Menu Guy !
you don't even need the level.blastfx..

when the FX is called, it loads it anyway..
05-19-2011, 07:01 PM #4
Dreamcather
Call me Eddie Winky Winky
Originally posted by Karoolus View Post
you don't even need the level.blastfx..

when the FX is called, it loads it anyway..


Oh, thanks ... Smile
05-19-2011, 07:33 PM #5
coolbunny1234
the bunny who started it all
Originally posted by Karoolus View Post
you don't even need the level.blastfx..

when the FX is called, it loads it anyway..

I was just going to say this.
05-19-2011, 08:14 PM #6
Dreamcather
Call me Eddie Winky Winky
Originally posted by coolbunny1234 View Post
I was just going to say this.


Ok ...
05-23-2011, 08:40 PM #7
bzh35
Gobble
Originally posted by EddieMeduza View Post
I have not seen it on waw but here is it... Have fun.
     
doSuperGun(){
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" ];
playfx(loadfx("explosions/default_explosion"), SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 600, 200, self );
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


add this
playfx(loadfx("destructibles/fx_barrelexp_mp"), SPLOSIONlocation);
not for all the maps.
05-25-2011, 09:06 AM #8
BlazingDope
Can’t trickshot me!
Do the explosions actually show up? like on cod4 and mw2, becasue before they explode, but you couldn't see the explosion
05-25-2011, 01:33 PM #9
Dreamcather
Call me Eddie Winky Winky
Originally posted by KillaMaJic View Post
Do the explosions actually show up? like on cod4 and mw2


Yes .
05-25-2011, 03:34 PM #10
abmbc
Do a barrel roll!
Originally posted by EddieMeduza View Post
I have not seen it on waw but here is it... Have fun.
     
doSuperGun(){
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" ];
playfx(loadfx("explosions/default_explosion"), SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 600, 200, self );
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


cool...do u no the code for normal bullets?

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