Post: [Pimped]Pack-O-Punch Machine (thxteh1337)
02-23-2011, 09:06 PM #1
xQuZe-
You talkin to me?
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Fixed code. Looks sexy now.


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I'm not in the mood of making it better. Tell me if you want to. Then i might take a look.
Credits to: teh1337 for the pack-o-punch machine.
and Derektrotter for the random camo. (xquze me if i'm wrong Winky Winky)

Added:
    - Spawn's box next to you
- Show hand's just like WAW
- Gives Random camo
- Made text look better.





    Pack()
{
level.pack = spawn( "script_model", (self.origin+(0,-180,15)) );
level.pack setModel( "com_plasticcase_friendly" );
level.pack Solid();
level.pack CloneBrushmodelToScriptmodel(level.airDropCrateCol lision);
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.pack.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^1Press [{+usereload}] to upgrade your weapon.");
if(self usebuttonpressed())
{
self iPrintlnBold("^1Upgrading Weapon");
self thread RCamo();
self giveWeapon( "defaultweapon_mp", 0, false );
self switchToWeapon( "defaultweapon_mp", 0, false );
wait 3;
self takeWeapon( "defaultweapon_mp", 0, false );
self iPrintlnBold("^1Done!");
}
}
wait 0.05;
}
}
Upgrade( gun )
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weapon = self getCurrentWeapon();
if( weapon == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
Firelocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], Firelocation);
RadiusDamage( Firelocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
RCamo()
{
j=randomintrange(1,Cool Man (aka Tustin);
CurrentGun=self getCurrentWeapon();
self takeWeapon(CurrentGun);
self giveWeapon(CurrentGun,j);
weaponsList=self GetWeaponsListAll();
foreach(weapon in weaponsList)
{
if(weapon!=CurrentGun)
{
self switchToWeapon(weapon);
}
}
wait 3;
self switchToWeapon(CurrentGun);
self thread Upgrade();
}


In 1 line:
    Pack(){level.pack = spawn( "script_model", (self.origin+(0,-180,15)) );level.pack setModel( "com_plasticcase_friendly" );level.pack Solid();level.pack CloneBrushmodelToScriptmodel(level.airDropCrateCol  lision);for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.pack.origin) <100){self.quze = self createFontString( "hudbig", 1.0 );self.quze setPoint( "Center", "Center", 0, 5 );self.quze setText("^1Press [{+usereload}] to upgrade your weapon.");if(self usebuttonpressed()){self iPrintlnBold("^1Upgrading Weapon");self thread RCamo();self giveWeapon( "defaultweapon_mp", 0, false );self switchToWeapon( "defaultweapon_mp", 0, false );wait 3;self takeWeapon( "defaultweapon_mp", 0, false ); self iPrintlnBold("^1Done!");}}wait 0.05;}}Upgrade( gun ){self endon ( "disconnect" );self endon ( "death" );for(;Winky Winky{self waittill ( "weapon_fired" );weapon = self getCurrentWeapon();if( weapon == gun ){forward = self getTagOrigin("j_head");end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);Firelocation = BulletTrace( forward, end, 0, self )[ "position" ];level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");playfx(level.chopper_fx["explode"]["medium"], Firelocation);RadiusDamage( Firelocation, 300, 200, 100, self );}}}vector_scal(vec, scale){vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);return vec;}RCamo(){j=randomintrange(1,Cool Man (aka Tustin);CurrentGun=self getCurrentWeapon();self takeWeapon(CurrentGun);self giveWeapon(CurrentGun,j);weaponsList=self GetWeaponsListAll();foreach(weapon in weaponsList){if(weapon!=CurrentGun){self switchToWeapon(weapon);}}wait 3;self switchToWeapon(CurrentGun);self thread Upgrade();}



Terminal only code: (looks sexy)
    Pack(){level.pack = spawn( "script_model", (2737,5940,190) );level.pack setModel( "com_vending_can_new2_lit" );level.pack.angles = (0,270,0);level.pack CloneBrushmodelToScriptmodel(level.airDropCrateCol  lision);for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.pack.origin) <100){self.quze = self createFontString( "hudbig", 1.0 );self.quze setPoint( "Center", "Center", 0, 5 );self.quze setText("^1Press [{+usereload}] to upgrade your weapon.");if(self usebuttonpressed()){self iPrintlnBold("^1Upgrading Weapon");self thread RCamo();self giveWeapon( "defaultweapon_mp", 0, false );self switchToWeapon( "defaultweapon_mp", 0, false );wait 3;        self takeWeapon( "defaultweapon_mp", 0, false );                                self iPrintlnBold("^1Done!");}}wait 0.05;}}Upgrade( gun ){self endon ( "disconnect" );self endon ( "death" );for(;Winky Winky{self waittill ( "weapon_fired" );weapon = self getCurrentWeapon();if( weapon == gun ){forward = self getTagOrigin("j_head");end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);Firelocation = BulletTrace( forward, end, 0, self )[ "position" ];level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");playfx(level.chopper_fx["explode"]["medium"], Firelocation);RadiusDamage( Firelocation, 300, 200, 100, self );}}}vector_scal(vec, scale){vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);return vec;}RCamo(){j=randomintrange(1,Cool Man (aka Tustin);CurrentGun=self getCurrentWeapon();self takeWeapon(CurrentGun);self giveWeapon(CurrentGun,j);weaponsList=self GetWeaponsListAll();foreach(weapon in weaponsList){if(weapon!=CurrentGun){self switchToWeapon(weapon);}}wait 3;self switchToWeapon(CurrentGun);wait .5;self thread Upgrade();}
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The following 4 users say thank you to xQuZe- for this useful post:

cresterk, Mr. Fatty, RuszXMC, The InvadeR
02-24-2011, 04:43 PM #11
teh1337
I are 𝕋𝕖𝕙𝟙𝟛𝟛𝟟
Ty for the credit <3
02-24-2011, 04:47 PM #12
xQuZe-
You talkin to me?
Originally posted by 95 View Post
Looks nice Cool Man (aka Tustin)
You should make it so you have to press square to retrieve the weapon .


Good idea. Any idea how i could do that? :$:$

---------- Post added at 05:47 PM ---------- Previous post was at 05:46 PM ----------

Originally posted by teh1337 View Post
Ty for the credit <3


Ofcourse. You made it. And it's sexy Happy
02-24-2011, 04:54 PM #13
Default Avatar
Gizmo
Guest
Originally posted by xQuZe
Good idea. Any idea how i could do that? :$:$

---------- Post added at 05:47 PM ---------- Previous post was at 05:46 PM ----------



Ofcourse. You made it. And it's sexy Happy


Just put this before the weapon gets given to you

    
TakeGun()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "button_x", "+reload" );

for(;Winky Winky
self waittill( "button_x" );
{
//thread the part where it gives you the gun here
}
}


So it would look like this

    
Pack()
{
level.pack = spawn( "script_model", (self.origin+(0,-180,15)) );
level.pack setModel( "com_plasticcase_friendly" );
level.pack Solid();
level.pack CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.pack.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^1Press [{+usereload}] to upgrade your weapon.");
if(self usebuttonpressed())
{
self iPrintlnBold("^1Upgrading Weapon");
self thread RCamo();
self giveWeapon( "defaultweapon_mp", 0, false );
self switchToWeapon( "defaultweapon_mp", 0, false );
wait 3;
self iPrintlnBold("^1Take Your Gun!");
}
}
wait 0.05;
}
}

TakeGun()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "button_x", "+reload" );

for(;Winky Winky
self waittill( "button_x" );
{
self takeWeapon( "defaultweapon_mp", 0, false );
self iPrintlnBold("^1Gun Retrieved !");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weapon = self getCurrentWeapon();
if( weapon == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
Firelocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], Firelocation);
RadiusDamage( Firelocation, 300, 200, 100, self );
}
}
}
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
RCamo()
{
j=randomintrange(1,Cool Man (aka Tustin);
CurrentGun=self getCurrentWeapon();
self takeWeapon(CurrentGun);
self giveWeapon(CurrentGun,j);
weaponsList=self GetWeaponsListAll();
foreach(weapon in weaponsList)
{
if(weapon!=CurrentGun)
{
self switchToWeapon(weapon);
}
}
wait 3;
self switchToWeapon(CurrentGun);
self thread TakeGun();
}

The following user thanked Gizmo for this useful post:

xQuZe-
02-24-2011, 05:22 PM #14
xQuZe-
You talkin to me?
Originally posted by 95 View Post
Just put this before the weapon gets given to you

    
TakeGun()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "button_x", "+reload" );

for(;Winky Winky
self waittill( "button_x" );
{
//thread the part where it gives you the gun here
}
}


So it would look like this
    
Pack()
{
level.pack = spawn( "script_model", (self.origin+(0,-180,15)) );
level.pack setModel( "com_plasticcase_friendly" );
level.pack Solid();
level.pack CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.pack.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^1Press [{+usereload}] to upgrade your weapon.");
if(self usebuttonpressed())
{
self iPrintlnBold("^1Upgrading Weapon");
self thread RCamo();
self giveWeapon( "defaultweapon_mp", 0, false );
self switchToWeapon( "defaultweapon_mp", 0, false );
wait 3;
self iPrintlnBold("^1Take Your Gun!");
}
}
wait 0.05;
}
}

TakeGun()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "button_x", "+reload" );

for(;Winky Winky
self waittill( "button_x" );
{
self takeWeapon( "defaultweapon_mp", 0, false );
self iPrintlnBold("^1Gun Retrieved !");
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weapon = self getCurrentWeapon();
if( weapon == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
Firelocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], Firelocation);
RadiusDamage( Firelocation, 300, 200, 100, self );
}
}
}
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
RCamo()
{
j=randomintrange(1,Cool Man (aka Tustin);
CurrentGun=self getCurrentWeapon();
self takeWeapon(CurrentGun);
self giveWeapon(CurrentGun,j);
weaponsList=self GetWeaponsListAll();
foreach(weapon in weaponsList)
{
if(weapon!=CurrentGun)
{
self switchToWeapon(weapon);
}
}
wait 3;
self switchToWeapon(CurrentGun);
self thread TakeGun();
}


Doesn't work but thank's for the try.
02-24-2011, 05:27 PM #15
Default Avatar
Gizmo
Guest
Originally posted by xQuZe
Doesn't work but thank's for the try.


Script Error ?
Let me fix it :y:

    
Pack()
{
level.pack = spawn( "script_model", (self.origin+(0,-180,15)) );
level.pack setModel( "com_plasticcase_friendly" );
level.pack Solid();
level.pack CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.pack.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^1Press [{+usereload}] to upgrade your weapon.");
if(self usebuttonpressed())
{
self iPrintlnBold("^1Upgrading Weapon");
self thread RCamo();
self giveWeapon( "defaultweapon_mp", 0, false );
self switchToWeapon( "defaultweapon_mp", 0, false );
wait 3;
self takeWeapon( "defaultweapon_mp", 0, false );
self iPrintlnBold("^1Done!");
}
}
wait 0.05;
}
}
Upgrade( gun )
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weapon = self getCurrentWeapon();
if( weapon == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
Firelocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], Firelocation);
RadiusDamage( Firelocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
RCamo()
{
j=randomintrange(1,Cool Man (aka Tustin);
CurrentGun=self getCurrentWeapon();
self takeWeapon(CurrentGun);
self giveWeapon(CurrentGun,j);
weaponsList=self GetWeaponsListAll();
foreach(weapon in weaponsList)
{
if(weapon!=CurrentGun)
{
self switchToWeapon(weapon);
}
}
wait 3;
self switchToWeapon(CurrentGun);
self thread fix();
//self thread Upgrade();
}

TakeGun()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "button_x", "+reload" );

for(;Winky Winky
self waittill( "button_x" );
{
self thread Upgrade();
}
}
02-24-2011, 05:58 PM #16
xQuZe-
You talkin to me?
Originally posted by 95 View Post
...


Could you help me?
You must login or register to view this content.

I want to know how to do things on multiple binds. So like press

reload for "werwaer" and press attack for "zxcvzxb". Something like that.

---------- Post added at 06:58 PM ---------- Previous post was at 06:39 PM ----------

Originally posted by 95 View Post
...


doesn't work never mind ;d
Thx for trying Happy
02-24-2011, 06:09 PM #17
The InvadeR
Who’s Jim Erased?
Originally posted by xQuZe
Fixed code. Looks sexy now.


You must login or register to view this content.


I'm not in the mood of making it better. Tell me if you want to. Then i might take a look.
Credits to: teh1337 for the pack-o-punch machine.
and Derektrotter for the random camo. (xquze me if i'm wrong Winky Winky)

Added:
    - Spawn's box next to you
- Show hand's just like WAW
- Gives Random camo
- Made text look better.


You must login or register to view this content.


    Pack()
{
level.pack = spawn( "script_model", (self.origin+(0,-180,15)) );
level.pack setModel( "com_plasticcase_friendly" );
level.pack Solid();
level.pack CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
for(;Winky Winky
{
self.quze destroy();
if(distance(self.origin, level.pack.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^1Press [{+usereload}] to upgrade your weapon.");
if(self usebuttonpressed())
{
self iPrintlnBold("^1Upgrading Weapon");
self thread RCamo();
self giveWeapon( "defaultweapon_mp", 0, false );
self switchToWeapon( "defaultweapon_mp", 0, false );
wait 3;
self takeWeapon( "defaultweapon_mp", 0, false );
self iPrintlnBold("^1Done!");
}
}
wait 0.05;
}
}
Upgrade( gun )
{
self endon ( "disconnect" );
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weapon = self getCurrentWeapon();
if( weapon == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
Firelocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], Firelocation);
RadiusDamage( Firelocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
RCamo()
{
j=randomintrange(1,Cool Man (aka Tustin);
CurrentGun=self getCurrentWeapon();
self takeWeapon(CurrentGun);
self giveWeapon(CurrentGun,j);
weaponsList=self GetWeaponsListAll();
foreach(weapon in weaponsList)
{
if(weapon!=CurrentGun)
{
self switchToWeapon(weapon);
}
}
wait 3;
self switchToWeapon(CurrentGun);
self thread Upgrade();
}


In 1 line:
    Pack(){level.pack = spawn( "script_model", (self.origin+(0,-180,15)) );level.pack setModel( "com_plasticcase_friendly" );level.pack Solid();level.pack CloneBrushmodelToScriptmodel(level.airDropCrateCollision);for(;Winky Winky{self.quze destroy();if(distance(self.origin, level.pack.origin) <100){self.quze = self createFontString( "hudbig", 1.0 );self.quze setPoint( "Center", "Center", 0, 5 );self.quze setText("^1Press [{+usereload}] to upgrade your weapon.");if(self usebuttonpressed()){self iPrintlnBold("^1Upgrading Weapon");self thread RCamo();self giveWeapon( "defaultweapon_mp", 0, false );self switchToWeapon( "defaultweapon_mp", 0, false );wait 3;self takeWeapon( "defaultweapon_mp", 0, false ); self iPrintlnBold("^1Done!");}}wait 0.05;}}Upgrade( gun ){self endon ( "disconnect" );self endon ( "death" );for(;Winky Winky{self waittill ( "weapon_fired" );weapon = self getCurrentWeapon();if( weapon == gun ){forward = self getTagOrigin("j_head");end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);Firelocation = BulletTrace( forward, end, 0, self )[ "position" ];level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");playfx(level.chopper_fx["explode"]["medium"], Firelocation);RadiusDamage( Firelocation, 300, 200, 100, self );}}}vector_scal(vec, scale){vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);return vec;}RCamo(){j=randomintrange(1,Cool Man (aka Tustin);CurrentGun=self getCurrentWeapon();self takeWeapon(CurrentGun);self giveWeapon(CurrentGun,j);weaponsList=self GetWeaponsListAll();foreach(weapon in weaponsList){if(weapon!=CurrentGun){self switchToWeapon(weapon);}}wait 3;self switchToWeapon(CurrentGun);self thread Upgrade();}


could you make it add diferant attachments?
02-24-2011, 06:22 PM #18
xQuZe-
You talkin to me?
Originally posted by NaThR View Post
could you make it add diferant attachments?


Yup ill do it in a few hours. Or else tomorrow Awesome face
02-24-2011, 06:29 PM #19
malanof5
Error… Cat invasion!
Ok cool once you add all that it actually will be pretty beast.

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