Post: [Modded Weapons] New Modded Weapons For MW2
01-19-2011, 09:53 PM #1
Jannis96
This is ****ing annoying.
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New Modded Weapons For Modern Warfare 2 Cool Man (aka Tustin)

So basiaclly I was bored so I put together a few modded weapons to use in your patch Smile

Feel free to post your own weapons below! Cool Man (aka Tustin)

Here We Go:

This gives you a AA12 that shoots RPG-7's pretty funny I think
    SuperAA12(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("aa12_xmags_mp", 0, false);
self switchToWeapon("aa12_xmags_mp", 0, false);
for(;Winky Winky{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "aa12_xmags_mp" )
{MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


This function gives you a FAL and you shoot AC130 40mm's out of it
    SuperFal(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("fal_fmj_mp", 7, false);
self switchToWeapon("fal_fmj_mp", 7, false);
for(;Winky Winky{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "fa_fmj_mp" )
{MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


Next function gives you a Famas and you can shoot Stinger bullets
    SuperFamas(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("famas_silencer_mp", 8, false);
self switchToWeapon("famas_silencer_mp", 8, false);
for(;Winky Winky{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "famas_silencer_mp" )
{MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


This one is pretty funny Happy You get a RPG-7 and shoot Javelins Cool Man (aka Tustin)
    SuperRpg(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("rpg_mp", 8, false);
self switchToWeapon("rpg_mp", 8, false);
for(;Winky Winky{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "rpg_mp" )
{MagicBullet( "javelin_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


This one gives you a USP.45 and you can shoot AC130 105mm bullets
    SuperUsp(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("usp_tactical_mp", 8, false);
self switchToWeapon("usp_tactical_mp", 8, false);
for(;Winky Winky{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "usp_tactical_mp" )
{MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


Function number 6 gives you a deafultWeapon (the hand that shoots bullets) and you can shoot AC130 25mm bullets Happy
    SuperDGun(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("defaultweapon_mp", 8, false);
self switchToWeapon("defaultweapon_mp", 8, false);
for(;Winky Winky{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "defaultweapon_mp" )
{MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


Heres a RPD that shoots Stinger bullets Cool Man (aka Tustin)
    SuperRpd(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("at4_mp", 8, false);
self switchToWeapon("at4_mp", 8, false);
for(;Winky Winky{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "at4_mp" )
{MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


Here you get a GoldDesertEagle that shoots RPG-7 Smile
    SuperEagle(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("deserteaglegold_mp", 8, false);
self switchToWeapon("deserteaglegold_mp", 8, false);
for(;Winky Winky{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "deserteaglegold_mp" )
{MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


AUG HBAR that shoots AC130 105mm's Cool Man (aka Tustin)
    SuperEagle(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("deserteaglegold_mp", 8, false);
self switchToWeapon("deserteaglegold_mp", 8, false);
for(;Winky Winky{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "deserteaglegold_mp" )
{MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


If you get an "Unknown Function" You may need to add one or both of these to the .gsc
    GetCursorPos(){
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];}

vector_scal(vec, scale){
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}


Thats pretty mutch all weapons for now.. I will update this thread with new and funny weapons for you guys out there Winky Winky

Thanks to Homer Simpson and his thread that shows you how to make your own modded weapon..

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The following 4 users say thank you to Jannis96 for this useful post:

flAmingw0rm, hellzoom, Janiboy, Skyl1n3
01-19-2011, 09:57 PM #2
hellzoom
Bounty hunter
ok but most are from elite mossy derek trod patch but anyways thumbs up for efford
01-19-2011, 09:58 PM #3
Skyl1n3
DO SOMETHING THEN!
Originally posted by Jannis96 View Post
New Modded Weapons For Modern Warfare 2 Cool Man (aka Tustin)

So basiaclly I was bored so I put together a few modded weapons to use in your patch Smile

Here We Go:

This gives you a AA12 that shoots RPG-7's pretty funny I think
SuperAA12(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("aa12_xmags_mp", 0, false);
self switchToWeapon("aa12_xmags_mp", 0, false);
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "aa12_xmags_mp" )
{MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


This function gives you a FAL and you shoot AC130 40mm's out of it
SuperFal(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("fal_fmj_mp", 7, false);
self switchToWeapon("fal_fmj_mp", 7, false);
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "fa_fmj_mp" )
{MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


Next function gives you a Famas and you can shoot Stinger bullets
SuperFamas(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("famas_silencer_mp", 8, false);
self switchToWeapon("famas_silencer_mp", 8, false);
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "famas_silencer_mp" )
{MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


This one is pretty funny Happy You get a RPG-7 and shoot Javelins Cool Man (aka Tustin)
SuperRpg(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("rpg_mp", 8, false);
self switchToWeapon("rpg_mp", 8, false);
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "rpg_mp" )
{MagicBullet( "javelin_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


This one gives you a USP.45 and you can shoot AC130 105mm bullets
SuperUsp(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("usp_tactical_mp", 8, false);
self switchToWeapon("usp_tactical_mp", 8, false);
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "usp_tactical_mp" )
{MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


Function number 6 gives you a deafultWeapon (the hand that shoots bullets) and you can shoot AC130 25mm bullets Happy
SuperDGun(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("defaultweapon_mp", 8, false);
self switchToWeapon("defaultweapon_mp", 8, false);
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "defaultweapon_mp" )
{MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


If you get an "Unknown Function" You may need to add one or both of these to the .gsc
GetCursorPos(){
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];}

vector_scal(vec, scale){
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}


Thats pretty mutch all weapons for now.. I will update this thread with new and funny weapons for you guys out there Winky Winky

Thanks to Homer Simpson and his thread that shows you how to make your own modded weapon..



(Tip) If it was "Post yours here!" that would be better Winky Winky

The following 2 users say thank you to Skyl1n3 for this useful post:

Jannis96, QsM
01-19-2011, 09:59 PM #4
xChri$ !
whaaaa ?
z0mg 1337 FTW :carling:
01-19-2011, 10:00 PM #5
Skyl1n3
DO SOMETHING THEN!
Originally posted by Jannis96 View Post
Function number 6 gives you a deafultWeapon (the hand that shoots bullets) and you can shoot AC130 25mm bullets Happy
SuperDGun(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("defaultweapon_mp", 8, false);
self switchToWeapon("defaultweapon_mp", 8, false);
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "defaultweapon_mp" )
{MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


That's actually party of the DeathMachine code, but the DeathMachine has akimbo default weapons :p
01-19-2011, 10:26 PM #6
lmg123
Space Ninja
Originally posted by Jannis96 View Post
New Modded Weapons For Modern Warfare 2 Cool Man (aka Tustin)

So basiaclly I was bored so I put together a few modded weapons to use in your patch Smile

Feel free to post your own weapons below! Cool Man (aka Tustin)

Here We Go:

This gives you a AA12 that shoots RPG-7's pretty funny I think
SuperAA12(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("aa12_xmags_mp", 0, false);
self switchToWeapon("aa12_xmags_mp", 0, false);
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "aa12_xmags_mp" )
{MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


This function gives you a FAL and you shoot AC130 40mm's out of it
SuperFal(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("fal_fmj_mp", 7, false);
self switchToWeapon("fal_fmj_mp", 7, false);
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "fa_fmj_mp" )
{MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


Next function gives you a Famas and you can shoot Stinger bullets
SuperFamas(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("famas_silencer_mp", 8, false);
self switchToWeapon("famas_silencer_mp", 8, false);
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "famas_silencer_mp" )
{MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


This one is pretty funny Happy You get a RPG-7 and shoot Javelins Cool Man (aka Tustin)
SuperRpg(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("rpg_mp", 8, false);
self switchToWeapon("rpg_mp", 8, false);
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "rpg_mp" )
{MagicBullet( "javelin_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


This one gives you a USP.45 and you can shoot AC130 105mm bullets
SuperUsp(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("usp_tactical_mp", 8, false);
self switchToWeapon("usp_tactical_mp", 8, false);
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "usp_tactical_mp" )
{MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


Function number 6 gives you a deafultWeapon (the hand that shoots bullets) and you can shoot AC130 25mm bullets Happy
SuperDGun(){
self endon("death");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("defaultweapon_mp", 8, false);
self switchToWeapon("defaultweapon_mp", 8, false);
for(;{self waittill( "weapon_fired" );
if ( self getCurrentWeapon() == "defaultweapon_mp" )
{MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); }}}


If you get an "Unknown Function" You may need to add one or both of these to the .gsc
GetCursorPos(){
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];}

vector_scal(vec, scale){
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}


Thats pretty mutch all weapons for now.. I will update this thread with new and funny weapons for you guys out there Winky Winky

Thanks to Homer Simpson and his thread that shows you how to make your own modded weapon..



Whats the AK-47 code? thanks
01-19-2011, 10:39 PM #7
CanadasTopJew
GFX Amateur
sounds slick
01-19-2011, 10:45 PM #8
Jannis96
This is ****ing annoying.
Originally posted by lmg123 View Post
Whats the AK-47 code? thanks


ak47_mp ?
ak47_fmj_mp
ak47_thermal_mp

and so on
01-19-2011, 11:20 PM #9
lmg123
Space Ninja
Originally posted by Jannis96 View Post
ak47_mp ?
ak47_fmj_mp
ak47_thermal_mp

and so on


Yeah I found it now haha thanks anyways.
01-19-2011, 11:32 PM #10
d7w7z
Bounty hunter
Nice post but I find its easier to just use modded bullets for every weapon than just one.

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