Post: [SCRIPT] Hulk Mode + Stealth Ops Preview
07-15-2013, 11:56 AM #1
FutureOps
Little One
(adsbygoogle = window.adsbygoogle || []).push({}); HULK MODE[/FONT]

Hello everyone! FutureOps here with a new script for you! Originally this was going to be released on my patches release as it will be composed 90% of new scripts, but westToased said I should do an early release so here it is! Hope you guys enjoy. Note that if you die, the text wont destroy until the 60 second timer is complete but you shouldn't die anyways as I added in a godmode function.

What Does This Do?[/FONT]

This mod enables an insane adrenaline rush, in which it displays a countdown timer, with your rage time you have left. You have a slightly higher jump, faster speed, can throw a car, and can SMASH killing anyone in a certain radius

DONT MAKE HIM ANGRY![/B]



Precache this in _rank
    precacheModel("vehicle_80s_sedan1_red_destructible_mp");


Thread the function 'hulkMODE' in menu
    hulkMODE()
{
self endon("disconnect");
self endon("hulk_not_angry");
self giveWeapon("defaultweapon_mp", 4, false);
self switchToWeapon("defaultweapon_mp", 4, false);
iPrintlnBold("^3You Made The Hulk ^1ANGRY!");
self iPrintln("^3[{+smoke}] To Throw Car ^0| ^1[{+attack}] To Smash! ^0| ^2You Have 60 Seconds Of Rage");
setDvar("cg_drawShellshock", "0");
self setClientDvar("bg_fallDamageMinHeight", "999");
self setClientDvar("g_speed", "310");
self setClientDvar("jump_height", "120");
self.maxhealth = 999999;
self.health = self.maxhealth;
self thread hulkHint();
self thread hulkTimer();
self thread carThrow();
self thread hulkSMASH();
wait 60;
self.HTime destroy();
self.HHint destroy();
self thread finishHulk();
self notify("hulk_not_angry");
}

hulkSMASH()
{
self endon("death");
for(;Winky Winky
{
if(self meleeButtonPressed())
{
self thread shakeDemBitches();
}
wait .01;
}
}

shakeDemBitches()
{
Earthquake( 0.4, 4, self.origin, 1000 );
RadiusDamage( self.origin, 1000, 1000, 1000, self );
}

hulkHint()
{
self.HHint = self createFontString( "default", 2.3 );
self.HHint setPoint( "LEFT", "LEFT", 0, 0 );
self.HHint.glowalpha = 1;
self.HHint.glowcolor = (0,1,0);
self.HHint setText("[{+smoke}] To Throw Vehicle\n[{+melee}] To SMASH!");
wait 60;
self.HHint destroy();
}

carThrow()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self waittill("grenade_fire", grenade, weaponName);
if(weaponName == "flash_grenade_mp")
{
self setWeaponAmmoStock("flash_grenade_mp", 4);
grenade hide();
Veh = spawn("script_model", grenade.origin);
Veh setModel("vehicle_80s_sedan1_red_destructible_mp");
Veh linkTo(grenade);
grenade waittill("explode");
Earthquake( 0.4, 4, Veh.origin, 1000 );
playFX(level.chopper_fx["explode"]["large"], Veh.origin);
Veh playSound( level.heli_sound[self.team]["crash"] );
RadiusDamage( Veh.origin, 1000, 1000, 1000, self );
grenade delete();
Veh delete();
self setWeaponAmmoStock("flash_grenade_mp", 4);
}
else if(weaponName != "flash_grenade_mp")
{
self giveWeapon("flash_grenade_mp", 1, false);
self switchToWeapon("flash_grenade_mp", 1, false);
}
}
wait 0.001;
}

hulkTimer()
{
self.HTime = self createFontString( "default", 2.3 );
self.HTime setPoint( "TOP", "TOP", 0, 0 );
self.HTime.glowalpha = 1;
self.HTime.glowcolor = (0,1,0);
for(t=60;t>=0;t--)
{
self.HTime setText("Rage Left | "+t+" | Seconds");
wait 1;
}
}

finishHulk()
{
self iPrintln("^1Adrenaline Down!");
self setClientDvar("bg_fallDamageMinHeight", "128");
self setClientDvar("g_speed", "220");
self setClientDvar("jump_height", "39");
wait 1.5;
self suicide();
}
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The following 9 users say thank you to FutureOps for this useful post:

codybenti, Devastation, Maggie Simpson, Beats, ImAzazel, JackMods-, worrorfight, xNBKxALLxDAYx
07-15-2013, 11:59 AM #2
JackMods-
Can’t trickshot me!
This is Carzy Bro Going to put it in my patch and have some fun Happy

The following user thanked JackMods- for this useful post:

FutureOps
07-15-2013, 11:59 AM #3
Devastation
Can’t trickshot me!
nice script man Happy

The following user thanked Devastation for this useful post:

FutureOps
07-15-2013, 12:33 PM #4
Originally posted by FutureOps View Post
HULK MODE[/FONT]

Hello everyone! FutureOps here with a new script for you! Originally this was going to be released on my patches release as it will be composed 90% of new scripts, but westToased said I should do an early release so here it is! Hope you guys enjoy. Note that if you die, the text wont destroy until the 60 second timer is complete but you shouldn't die anyways as I added in a godmode function.

What Does This Do?[/FONT]

This mod enables an insane adrenaline rush, in which it displays a countdown timer, with your rage time you have left. You have a slightly higher jump, faster speed, can throw a car, and can SMASH killing anyone in a certain radius

DONT MAKE HIM ANGRY![/B]



Precache this in _rank
    precacheModel("vehicle_80s_sedan1_red_destructible_mp");


Thread the function 'hulkMODE' in menu
    hulkMODE()
{
self endon("disconnect");
self endon("hulk_not_angry");
self giveWeapon("defaultweapon_mp", 4, false);
self switchToWeapon("defaultweapon_mp", 4, false);
iPrintlnBold("^3You Made The Hulk ^1ANGRY!");
self iPrintln("^3[{+smoke}] To Throw Car ^0| ^1[{+attack}] To Smash! ^0| ^2You Have 60 Seconds Of Rage");
setDvar("cg_drawShellshock", "0");
self setClientDvar("bg_fallDamageMinHeight", "999");
self setClientDvar("g_speed", "310");
self setClientDvar("jump_height", "120");
self.maxhealth = 999999;
self.health = self.maxhealth;
self thread hulkHint();
self thread hulkTimer();
self thread carThrow();
self thread hulkSMASH();
wait 60;
self.HTime destroy();
self.HHint destroy();
self thread finishHulk();
self notify("hulk_not_angry");
}

hulkSMASH()
{
self endon("death");
for(;Winky Winky
{
if(self meleeButtonPressed())
{
self thread shakeDemBitches();
}
wait .01;
}
}

shakeDemBitches()
{
Earthquake( 0.4, 4, self.origin, 1000 );
RadiusDamage( self.origin, 1000, 1000, 1000, self );
}

hulkHint()
{
self.HHint = self createFontString( "default", 2.3 );
self.HHint setPoint( "LEFT", "LEFT", 0, 0 );
self.HHint.glowalpha = 1;
self.HHint.glowcolor = (0,1,0);
self.HHint setText("[{+smoke}] To Throw Vehicle\n[{+melee}] To SMASH!");
wait 60;
self.HHint destroy();
}

carThrow()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self waittill("grenade_fire", grenade, weaponName);
if(weaponName == "flash_grenade_mp")
{
self setWeaponAmmoStock("flash_grenade_mp", 4);
grenade hide();
Veh = spawn("script_model", grenade.origin);
Veh setModel("vehicle_80s_sedan1_red_destructible_mp");
Veh linkTo(grenade);
grenade waittill("explode");
Earthquake( 0.4, 4, Veh.origin, 1000 );
playFX(level.chopper_fx["explode"]["large"], Veh.origin);
Veh playSound( level.heli_sound[self.team]["crash"] );
RadiusDamage( Veh.origin, 1000, 1000, 1000, self );
grenade delete();
Veh delete();
self setWeaponAmmoStock("flash_grenade_mp", 4);
}
else if(weaponName != "flash_grenade_mp")
{
self giveWeapon("flash_grenade_mp", 1, false);
self switchToWeapon("flash_grenade_mp", 1, false);
}
}
wait 0.001;
}

hulkTimer()
{
self.HTime = self createFontString( "default", 2.3 );
self.HTime setPoint( "TOP", "TOP", 0, 0 );
self.HTime.glowalpha = 1;
self.HTime.glowcolor = (0,1,0);
for(t=60;t>=0;t--)
{
self.HTime setText("Rage Left | "+t+" | Seconds");
wait 1;
}
}

finishHulk()
{
self iPrintln("^1Adrenaline Down!");
self setClientDvar("bg_fallDamageMinHeight", "128");
self setClientDvar("g_speed", "220");
self setClientDvar("jump_height", "39");
wait 1.5;
self suicide();
}

Throwing the cars is a nice idea. There is a problem with the way you have done it, there is, however, a solution.. I'll PM you when I get a minute Winky Winky

The following user thanked x_DaftVader_x for this useful post:

FutureOps
07-15-2013, 02:15 PM #5
That looks fun!!!Cool Troll
07-15-2013, 03:21 PM #6
Jacob-And-Britt
I’m too L33T
Originally posted by FutureOps View Post
HULK MODE[/FONT]

Hello everyone! FutureOps here with a new script for you! Originally this was going to be released on my patches release as it will be composed 90% of new scripts, but westToased said I should do an early release so here it is! Hope you guys enjoy. Note that if you die, the text wont destroy until the 60 second timer is complete but you shouldn't die anyways as I added in a godmode function.

What Does This Do?[/FONT]

This mod enables an insane adrenaline rush, in which it displays a countdown timer, with your rage time you have left. You have a slightly higher jump, faster speed, can throw a car, and can SMASH killing anyone in a certain radius

DONT MAKE HIM ANGRY![/B]



Precache this in _rank
    precacheModel("vehicle_80s_sedan1_red_destructible_mp");


Thread the function 'hulkMODE' in menu
    hulkMODE()
{
self endon("disconnect");
self endon("hulk_not_angry");
self giveWeapon("defaultweapon_mp", 4, false);
self switchToWeapon("defaultweapon_mp", 4, false);
iPrintlnBold("^3You Made The Hulk ^1ANGRY!");
self iPrintln("^3[{+smoke}] To Throw Car ^0| ^1[{+attack}] To Smash! ^0| ^2You Have 60 Seconds Of Rage");
setDvar("cg_drawShellshock", "0");
self setClientDvar("bg_fallDamageMinHeight", "999");
self setClientDvar("g_speed", "310");
self setClientDvar("jump_height", "120");
self.maxhealth = 999999;
self.health = self.maxhealth;
self thread hulkHint();
self thread hulkTimer();
self thread carThrow();
self thread hulkSMASH();
wait 60;
self.HTime destroy();
self.HHint destroy();
self thread finishHulk();
self notify("hulk_not_angry");
}

hulkSMASH()
{
self endon("death");
for(;Winky Winky
{
if(self meleeButtonPressed())
{
self thread shakeDemBitches();
}
wait .01;
}
}

shakeDemBitches()
{
Earthquake( 0.4, 4, self.origin, 1000 );
RadiusDamage( self.origin, 1000, 1000, 1000, self );
}

hulkHint()
{
self.HHint = self createFontString( "default", 2.3 );
self.HHint setPoint( "LEFT", "LEFT", 0, 0 );
self.HHint.glowalpha = 1;
self.HHint.glowcolor = (0,1,0);
self.HHint setText("[{+smoke}] To Throw Vehicle\n[{+melee}] To SMASH!");
wait 60;
self.HHint destroy();
}

carThrow()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self waittill("grenade_fire", grenade, weaponName);
if(weaponName == "flash_grenade_mp")
{
self setWeaponAmmoStock("flash_grenade_mp", 4);
grenade hide();
Veh = spawn("script_model", grenade.origin);
Veh setModel("vehicle_80s_sedan1_red_destructible_mp");
Veh linkTo(grenade);
grenade waittill("explode");
Earthquake( 0.4, 4, Veh.origin, 1000 );
playFX(level.chopper_fx["explode"]["large"], Veh.origin);
Veh playSound( level.heli_sound[self.team]["crash"] );
RadiusDamage( Veh.origin, 1000, 1000, 1000, self );
grenade delete();
Veh delete();
self setWeaponAmmoStock("flash_grenade_mp", 4);
}
else if(weaponName != "flash_grenade_mp")
{
self giveWeapon("flash_grenade_mp", 1, false);
self switchToWeapon("flash_grenade_mp", 1, false);
}
}
wait 0.001;
}

hulkTimer()
{
self.HTime = self createFontString( "default", 2.3 );
self.HTime setPoint( "TOP", "TOP", 0, 0 );
self.HTime.glowalpha = 1;
self.HTime.glowcolor = (0,1,0);
for(t=60;t>=0;t--)
{
self.HTime setText("Rage Left | "+t+" | Seconds");
wait 1;
}
}

finishHulk()
{
self iPrintln("^1Adrenaline Down!");
self setClientDvar("bg_fallDamageMinHeight", "128");
self setClientDvar("g_speed", "220");
self setClientDvar("jump_height", "39");
wait 1.5;
self suicide();
}
Add this it will help allot!

    Killtext()
{
self waittill("death");
wait 0.01
self.HHint Destroy();
wait 0.01;
self.HTime Destroy();
}
07-15-2013, 04:00 PM #7
OmGRhys-x
Are you high?
Originally posted by FutureOps View Post
HULK MODE[/FONT]

Hello everyone! FutureOps here with a new script for you! Originally this was going to be released on my patches release as it will be composed 90% of new scripts, but westToased said I should do an early release so here it is! Hope you guys enjoy. Note that if you die, the text wont destroy until the 60 second timer is complete but you shouldn't die anyways as I added in a godmode function.

What Does This Do?[/FONT]

This mod enables an insane adrenaline rush, in which it displays a countdown timer, with your rage time you have left. You have a slightly higher jump, faster speed, can throw a car, and can SMASH killing anyone in a certain radius

DONT MAKE HIM ANGRY![/B]



Precache this in _rank
    precacheModel("vehicle_80s_sedan1_red_destructible_mp");


Thread the function 'hulkMODE' in menu
    hulkMODE()
{
self endon("disconnect");
self endon("hulk_not_angry");
self giveWeapon("defaultweapon_mp", 4, false);
self switchToWeapon("defaultweapon_mp", 4, false);
iPrintlnBold("^3You Made The Hulk ^1ANGRY!");
self iPrintln("^3[{+smoke}] To Throw Car ^0| ^1[{+attack}] To Smash! ^0| ^2You Have 60 Seconds Of Rage");
setDvar("cg_drawShellshock", "0");
self setClientDvar("bg_fallDamageMinHeight", "999");
self setClientDvar("g_speed", "310");
self setClientDvar("jump_height", "120");
self.maxhealth = 999999;
self.health = self.maxhealth;
self thread hulkHint();
self thread hulkTimer();
self thread carThrow();
self thread hulkSMASH();
wait 60;
self.HTime destroy();
self.HHint destroy();
self thread finishHulk();
self notify("hulk_not_angry");
}

hulkSMASH()
{
self endon("death");
for(;Winky Winky
{
if(self meleeButtonPressed())
{
self thread shakeDemBitches();
}
wait .01;
}
}

shakeDemBitches()
{
Earthquake( 0.4, 4, self.origin, 1000 );
RadiusDamage( self.origin, 1000, 1000, 1000, self );
}

hulkHint()
{
self.HHint = self createFontString( "default", 2.3 );
self.HHint setPoint( "LEFT", "LEFT", 0, 0 );
self.HHint.glowalpha = 1;
self.HHint.glowcolor = (0,1,0);
self.HHint setText("[{+smoke}] To Throw Vehicle\n[{+melee}] To SMASH!");
wait 60;
self.HHint destroy();
}

carThrow()
{
self endon("disconnect");
self endon("death");
for(;Winky Winky
{
self waittill("grenade_fire", grenade, weaponName);
if(weaponName == "flash_grenade_mp")
{
self setWeaponAmmoStock("flash_grenade_mp", 4);
grenade hide();
Veh = spawn("script_model", grenade.origin);
Veh setModel("vehicle_80s_sedan1_red_destructible_mp");
Veh linkTo(grenade);
grenade waittill("explode");
Earthquake( 0.4, 4, Veh.origin, 1000 );
playFX(level.chopper_fx["explode"]["large"], Veh.origin);
Veh playSound( level.heli_sound[self.team]["crash"] );
RadiusDamage( Veh.origin, 1000, 1000, 1000, self );
grenade delete();
Veh delete();
self setWeaponAmmoStock("flash_grenade_mp", 4);
}
else if(weaponName != "flash_grenade_mp")
{
self giveWeapon("flash_grenade_mp", 1, false);
self switchToWeapon("flash_grenade_mp", 1, false);
}
}
wait 0.001;
}

hulkTimer()
{
self.HTime = self createFontString( "default", 2.3 );
self.HTime setPoint( "TOP", "TOP", 0, 0 );
self.HTime.glowalpha = 1;
self.HTime.glowcolor = (0,1,0);
for(t=60;t>=0;t--)
{
self.HTime setText("Rage Left | "+t+" | Seconds");
wait 1;
}
}

finishHulk()
{
self iPrintln("^1Adrenaline Down!");
self setClientDvar("bg_fallDamageMinHeight", "128");
self setClientDvar("g_speed", "220");
self setClientDvar("jump_height", "39");
wait 1.5;
self suicide();
}



mate this is sick best mod ov all time Smile

The following user thanked OmGRhys-x for this useful post:

FutureOps
07-15-2013, 08:30 PM #8
FutureOps
Little One
Originally posted by x View Post
Throwing the cars is a nice idea. There is a problem with the way you have done it, there is, however, a solution.. I'll PM you when I get a minute Winky Winky


Thanks man. And yeah, if you try throwing the grenade to high the model like hits your player and drops in front of you. I was also gonna put in a rotateYaw so the car will spin in air, but honestly I was anxious to just release. Idk if I should release more scripts or wait till I release my patch.
07-15-2013, 08:42 PM #9
Originally posted by FutureOps View Post
Thanks man. And yeah, if you try throwing the grenade to high the model like hits your player and drops in front of you. I was also gonna put in a rotateYaw so the car will spin in air, but honestly I was anxious to just release. Idk if I should release more scripts or wait till I release my patch.


Yea, check your PM's Winky Winky
07-16-2013, 06:08 PM #10
dmoney34
I am error
lol this is nnice

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