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
02-23-2011, 10:37 PM #2
agtiger
lolololololololololololol
each gun should have a different effect. just sayin
02-23-2011, 11:38 PM #3
The InvadeR
Who’s Jim Erased?
Originally posted by xQuZe
You must login or register to view this content.


It now has a random camo. Changed text a bit. And spawn's a box next to you. I'm not in the mood of making it better. Tell me if you want to. Then i might take a look.
Btw can someone please confirm the defaultweapon thing? I added it really fast and didn't test the defaultweapon.

Credits to: teh1337 for the pack-o-punch machine.
and Derektrotter for the random camo. (xquze me if i'm wrong Winky Winky)

    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 1.8;
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 1.8;
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 1.8;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 1.8;self switchToWeapon(CurrentGun);self thread Upgrade();}
Wow your hard works not getting noticed , Ill let you know well done sounds like a big improvement!

The following user thanked The InvadeR for this useful post:

xQuZe-
02-24-2011, 02:55 AM #4
malanof5
Error… Cat invasion!
Very nice code now if only you could add something to it where everytime you pack a punch a gun it gives you special bullets like Nuke bullets, care pack bullets , etc its kinda easy/hard to do that at the same time but if I find a code where it changes the bullets (I know there's a code like that somewhere) I will edit this and change the code of the random bullets so it fits in this code, but again step by step nice job on the camos.
02-24-2011, 06:59 AM #5
xQuZe-
You talkin to me?
Originally posted by malanof5 View Post
Very nice code now if only you could add something to it where everytime you pack a punch a gun it gives you special bullets like Nuke bullets, care pack bullets , etc its kinda easy/hard to do that at the same time but if I find a code where it changes the bullets (I know there's a code like that somewhere) I will edit this and change the code of the random bullets so it fits in this code, but again step by step nice job on the camos.


Originally posted by NaThR View Post
Wow your hard works not getting noticed , Ill let you know well done sounds like a big improvement!


Thx. Smile

@malanof I'll try after school k? ;d
02-24-2011, 07:59 AM #6
Beta-
< ^ > < ^ >
This For Mw2 if it is I Would Like to See It
02-24-2011, 03:59 PM #7
xQuZe-
You talkin to me?
Originally posted by srk74 View Post
This For Mw2 if it is I Would Like to See It


Dude wtf? Just look at the link
    https://www.nextgenupdate.com/forums/[COLOR="Red"]call-duty-modern-warfare-2-exploits-hacks[/COLOR]/328386-pimped-pack-o-punch-machine-thxteh1337.html


---------- Post added at 04:59 PM ---------- Previous post was at 03:27 PM ----------

Originally posted by malanof5 View Post
Very nice code now if only you could add something to it where everytime you pack a punch a gun it gives you special bullets like Nuke bullets, care pack bullets , etc its kinda easy/hard to do that at the same time but if I find a code where it changes the bullets (I know there's a code like that somewhere) I will edit this and change the code of the random bullets so it fits in this code, but again step by step nice job on the camos.


Originally posted by NaThR View Post
Wow your hard works not getting noticed , Ill let you know well done sounds like a big improvement!


Originally posted by srk74 View Post
This For Mw2 if it is I Would Like to See It


Fixed code, looks sexy now.
Watch vid Happy
02-24-2011, 04:06 PM #8
Mr. Fatty
Bounty hunter
Definitly one pimped out hack a punch machine. Happy
I'm going to add this to one of the patches and try it out on the computer.
02-24-2011, 04:07 PM #9
xQuZe-
You talkin to me?
Originally posted by Mr.
Definitly one pimped out hack a punch machine. Happy
I'm going to add this to one of the patches and try it out on the computer.


okay Happy Tell me if you like it Happy
02-24-2011, 04:23 PM #10
Default Avatar
Gizmo
Guest
Looks nice Cool Man (aka Tustin)
You should make it so you have to press square to retrieve the weapon .

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