Post: [New Script] - Human Torch
09-25-2011, 10:26 PM #1
BlazingDope
Can’t trickshot me!
(adsbygoogle = window.adsbygoogle || []).push({}); This Is just a random script I made becuase I got bored haha Happy I think it's quite a cool script, others might think It's sh!t, but hey lol! This Has came straight from my new patch I've been working on for a couple of days, have fun with it Smile like I had fun making it :p It basically sets you on fire and lets you shoot fire, You're can also fly like the human torch from fantastic four Winky Winky

Make Sure You're precache it too!! level.flamethfire = loadfx("env/fire/fx_fire_player_md_mp");


    
MrHumanTorch()
{
self endon("disconnect");
self endon("death");
self thread GiveTorchWeapons();
for(;Winky Winky
{
PlayFXOnTag( level.flamethfire, self, "J_head" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_SpineLower" );
PlayFXOnTag( level.flamethfire, self, "J_knee_ri" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_Ankle_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Ankle_LE" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_knee_le" );
PlayFXOnTag( level.flamethfire, self, "J_Elbow_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Elbow_LE" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_Wrist_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Wrist_LE" );
wait .1;
}
}
GiveTorchWeapons()
{
self endon("death");
{
self thread HumanTorchFLY();
self takeallweapons();
self GiveWeapon("m2_flamethrower_mp");
self switchtoweapon("m2_flamethrower_mp");
wait 0.5;
self setClientDvar("cg_drawGun","0");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Y^3o^1u ^3A^1r^3e ^1T^3h^1e ^3H^1u^3m^1a^3n ^1T^3o^1r^3c^1h^3!");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Y^1o^3u ^1C^3a^1n ^3S^1h^3o^1o^3t ^1F^3i^1r^3e ^1W^3h^1e^3n ^1P^3r^1e^3s^1s^3i^1n^3g [{+attack}]");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Y^1o^3u ^1C^3a^1n ^3F^1l^3y ^1B^3y ^1H^3o^1l^3d^1i^3n^1g [{+Frag}]");
}
}
HumanTorchFLY()
{
self endon("death");
self endon("disconnect");
self endon("unverified");
if(isdefined(self.N))
self.N delete();
self.N = spawn("script_origin", self.origin);
self.On = 0;
for(;Winky Winky
{
if(self FragButtonPressed())
{
self.On = 1;
self.N.origin = self.origin;
self linkto(self.N);
}
else
{
self.On = 0;
self unlink();
}
if(self.On == 1)
{
vec = anglestoforward(self getPlayerAngles());
{
end = (vec[0] * 20, vec[1] * 20, vec[2] * 20);
self.N.origin = self.N.origin+end;
}
}
wait 0.05;
}
}
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The following user thanked BlazingDope for this useful post:

xRaW
09-26-2011, 10:32 PM #2
xRaW
xI2aW-
please tell me what u mean by precache :fa:
09-27-2011, 01:42 AM #3
INSAN3LY_D34TH
INSAN3LY GAMING
Originally posted by xRaW View Post
please tell me what u mean by precache :fa:


you precache it in the rank.gsc

The following user thanked INSAN3LY_D34TH for this useful post:

xRaW
09-27-2011, 03:16 AM #4
Woof
...hmm
Originally posted by xRaW View Post
please tell me what u mean by precache :fa:

Basiclly you need to add level.flamethfire = loadfx("env/fire/fx_fire_player_md_mp");
to the rank gsc to the top, this will load the effect so it can be used.
Without loading it will result into an error.
There is a simple way to precache every effect, yet I dont think anybody has done it yet...

The following user thanked Woof for this useful post:

xRaW
09-27-2011, 04:02 PM #5
xRaW
xI2aW-
both of you guys helped thanks Happy i was on the right lines just did it in the wrong gsc and wrote it wrong :(

---------- Post added at 05:02 PM ---------- Previous post was at 04:12 PM ----------

Originally posted by KillaMaJic View Post
This Is just a random script I made becuase I got bored haha Happy I think it's quite a cool script, others might think It's sh!t, but hey lol! This Has came straight from my new patch I've been working on for a couple of days, have fun with it Smile like I had fun making it :p It basically sets you on fire and lets you shoot fire, You're can also fly like the human torch from fantastic four Winky Winky

Make Sure You're precache it too!! level.flamethfire = loadfx("env/fire/fx_fire_player_md_mp");


    
MrHumanTorch()
{
self endon("disconnect");
self endon("death");
self thread GiveTorchWeapons();
for(;Winky Winky
{
PlayFXOnTag( level.flamethfire, self, "J_head" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_SpineLower" );
PlayFXOnTag( level.flamethfire, self, "J_knee_ri" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_Ankle_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Ankle_LE" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_knee_le" );
PlayFXOnTag( level.flamethfire, self, "J_Elbow_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Elbow_LE" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_Wrist_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Wrist_LE" );
wait .1;
}
}
GiveTorchWeapons()
{
self endon("death");
{
self thread HumanTorchFLY();
self takeallweapons();
self GiveWeapon("m2_flamethrower_mp");
self switchtoweapon("m2_flamethrower_mp");
wait 0.5;
self setClientDvar("cg_drawGun","0");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Y^3o^1u ^3A^1r^3e ^1T^3h^1e ^3H^1u^3m^1a^3n ^1T^3o^1r^3c^1h^3!");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Y^1o^3u ^1C^3a^1n ^3S^1h^3o^1o^3t ^1F^3i^1r^3e ^1W^3h^1e^3n ^1P^3r^1e^3s^1s^3i^1n^3g [{+attack}]");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Y^1o^3u ^1C^3a^1n ^3F^1l^3y ^1B^3y ^1H^3o^1l^3d^1i^3n^1g [{+Frag}]");
}
}
HumanTorchFLY()
{
self endon("death");
self endon("disconnect");
self endon("unverified");
if(isdefined(self.N))
self.N delete();
self.N = spawn("script_origin", self.origin);
self.On = 0;
for(;Winky Winky
{
if(self FragButtonPressed())
{
self.On = 1;
self.N.origin = self.origin;
self linkto(self.N);
}
else
{
self.On = 0;
self unlink();
}
if(self.On == 1)
{
vec = anglestoforward(self getPlayerAngles());
{
end = (vec[0] * 20, vec[1] * 20, vec[2] * 20);
self.N.origin = self.N.origin+end;
}
}
wait 0.05;
}
}


finally got it to work but there is 1 problem with the code. It makes your weapon disapear well atleast in my menu so there must be something to do with either my menu or the code
09-27-2011, 04:34 PM #6
Woof
...hmm
Here is the fixed script xRaW asked for:
    
MrHumanTorch()
{
self endon("disconnect");
self endon("death");
self thread GiveTorchWeapons();
for(;Winky Winky
{
PlayFXOnTag( level.flamethfire, self, "J_head" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_SpineLower" );
PlayFXOnTag( level.flamethfire, self, "J_knee_ri" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_Ankle_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Ankle_LE" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_knee_le" );
PlayFXOnTag( level.flamethfire, self, "J_Elbow_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Elbow_LE" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_Wrist_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Wrist_LE" );
wait .1;
}
}
GiveTorchWeapons()
{
self endon("death");
{
self takeallweapons();
self thread HumanTorchFLY();
self GiveWeapon("m2_flamethrower_mp");
self switchtoweapon("m2_flamethrower_mp");
wait 0.5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^1You Are The Human Torch!");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3You Can Shoot Fire When Pressing [{+attack}]");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3You Can Fly By Holding L2");
}
}
HumanTorchFLY()
{
self endon("death");
self endon("disconnect");
self endon("unverified");
if(isdefined(self.N))
self.N delete();
self.N = spawn("script_origin", self.origin);
self.On = 0;
for(;Winky Winky
{
if(self SecondaryOffHandButtonPressed())
{
self.On = 1;
self.N.origin = self.origin;
self linkto(self.N);
}
else
{
self.On = 0;
self unlink();
}
if(self.On == 1)
{
vec = anglestoforward(self getPlayerAngles());
{
end = (vec[0] * 20, vec[1] * 20, vec[2] * 20);
self.N.origin = self.N.origin+end;
}
}
wait 0.05;
}
}

The following user thanked Woof for this useful post:

xRaW
09-27-2011, 04:43 PM #7
xRaW
xI2aW-
Originally posted by BAdmaNgLiTcHa View Post
Here is the fixed script xRaW asked for:
    
MrHumanTorch()
{
self endon("disconnect");
self endon("death");
self thread GiveTorchWeapons();
for(;Winky Winky
{
PlayFXOnTag( level.flamethfire, self, "J_head" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_SpineLower" );
PlayFXOnTag( level.flamethfire, self, "J_knee_ri" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_Ankle_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Ankle_LE" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_knee_le" );
PlayFXOnTag( level.flamethfire, self, "J_Elbow_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Elbow_LE" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_Wrist_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Wrist_LE" );
wait .1;
}
}
GiveTorchWeapons()
{
self endon("death");
{
self takeallweapons();
self thread HumanTorchFLY();
self GiveWeapon("m2_flamethrower_mp");
self switchtoweapon("m2_flamethrower_mp");
wait 0.5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^1You Are The Human Torch!");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3You Can Shoot Fire When Pressing [{+attack}]");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3You Can Fly By Holding L2");
}
}
HumanTorchFLY()
{
self endon("death");
self endon("disconnect");
self endon("unverified");
if(isdefined(self.N))
self.N delete();
self.N = spawn("script_origin", self.origin);
self.On = 0;
for(;Winky Winky
{
if(self SecondaryOffHandButtonPressed())
{
self.On = 1;
self.N.origin = self.origin;
self linkto(self.N);
}
else
{
self.On = 0;
self unlink();
}
if(self.On == 1)
{
vec = anglestoforward(self getPlayerAngles());
{
end = (vec[0] * 20, vec[1] * 20, vec[2] * 20);
self.N.origin = self.N.origin+end;
}
}
wait 0.05;
}
}

yep this is confirmed to be working by me. the original removes your gun and this is more of a stable version so use it :p but all credit goes to Killa for the nice script looking sexy!!1
09-27-2011, 11:47 PM #8
Originally posted by KillaMaJic View Post
This Is just a random script I made becuase I got bored haha Happy I think it's quite a cool script, others might think It's sh!t, but hey lol! This Has came straight from my new patch I've been working on for a couple of days, have fun with it Smile like I had fun making it :p It basically sets you on fire and lets you shoot fire, You're can also fly like the human torch from fantastic four Winky Winky

Make Sure You're precache it too!! level.flamethfire = loadfx("env/fire/fx_fire_player_md_mp");


    
MrHumanTorch()
{
self endon("disconnect");
self endon("death");
self thread GiveTorchWeapons();
for(;Winky Winky
{
PlayFXOnTag( level.flamethfire, self, "J_head" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_SpineLower" );
PlayFXOnTag( level.flamethfire, self, "J_knee_ri" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_Ankle_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Ankle_LE" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_knee_le" );
PlayFXOnTag( level.flamethfire, self, "J_Elbow_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Elbow_LE" );
wait .1;
PlayFXOnTag( level.flamethfire, self, "J_Wrist_RI" );
PlayFXOnTag( level.flamethfire, self, "J_Wrist_LE" );
wait .1;
}
}
GiveTorchWeapons()
{
self endon("death");
{
self thread HumanTorchFLY();
self takeallweapons();
self GiveWeapon("m2_flamethrower_mp");
self switchtoweapon("m2_flamethrower_mp");
wait 0.5;
self setClientDvar("cg_drawGun","0");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Y^3o^1u ^3A^1r^3e ^1T^3h^1e ^3H^1u^3m^1a^3n ^1T^3o^1r^3c^1h^3!");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Y^1o^3u ^1C^3a^1n ^3S^1h^3o^1o^3t ^1F^3i^1r^3e ^1W^3h^1e^3n ^1P^3r^1e^3s^1s^3i^1n^3g [{+attack}]");
wait 5;
self thread maps\mp\gametypes\_hud_message::hintMessage("^3Y^1o^3u ^1C^3a^1n ^3F^1l^3y ^1B^3y ^1H^3o^1l^3d^1i^3n^1g [{+Frag}]");
}
}
HumanTorchFLY()
{
self endon("death");
self endon("disconnect");
self endon("unverified");
if(isdefined(self.N))
self.N delete();
self.N = spawn("script_origin", self.origin);
self.On = 0;
for(;Winky Winky
{
if(self FragButtonPressed())
{
self.On = 1;
self.N.origin = self.origin;
self linkto(self.N);
}
else
{
self.On = 0;
self unlink();
}
if(self.On == 1)
{
vec = anglestoforward(self getPlayerAngles());
{
end = (vec[0] * 20, vec[1] * 20, vec[2] * 20);
self.N.origin = self.N.origin+end;
}
}
wait 0.05;
}
}


Does this have to be in a specific gsc. cause i dumped it under the code for the option above it on the menu
09-27-2011, 11:52 PM #9
Woof
...hmm
Originally posted by dirtbiker708 View Post
Does this have to be in a specific gsc. cause i dumped it under the code for the option above it on the menu

No it does not, just make sure you pre-cache the effects. :y:
09-27-2011, 11:54 PM #10
Originally posted by BAdmaNgLiTcHa View Post
No it does not, just make sure you pre-cache the effects. :y:


alright thanks

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