BulletSphere()
{
level.Sphere = spawn( "script_model", (self.origin+( 0,180,0 )) );
level.Sphere setModel( "test_sphere_silver" );
level.Sphere Solid();
for(;
{
self.iText destroy();
if(distance(self.origin, level.Sphere.origin) <100)
{
self.iText = self createFontString( "default", 1.0 );
self.iText setPoint( "CENTER", "CENTER", 0, 5 );
self.iText setText("Press [{+usereload}] For A Random Modded Bullet.");
if(self UseButtonPressed())
{
self freezeControls(true);
self thread RandomIntBullet();
wait 1;
self notify("TakeCare");
}
}
wait 0.05;
}
}
RandomIntBullet()
{
self endon("disconnect");
self endon("TakeCare");
self endon("EndBullet"); //add this to your bullet function - self notify("EndBullet");
self freezeControls(false);
switch(RandomInt(10))
{
case 0:
self iPrintln("Bullet New!");
self thread BulletType(); //thread you bullet
break;
case 1:
self iPrintln("Bullet New!");
self thread BulletType(); //thread you bullet
break;
case 2:
self iPrintln("Bullet New!");
self thread BulletType(); //thread you bullet
}
}
BulletType()
{}
WeaponBox()
{
level.circle=loadfx( "misc/ui_flagbase_red" );
O=self.origin+(0,180,0);
wait .2;
B=spawn("script_model", O);
B setModel("prop_flag_american");
B Solid();
C=spawn("script_model", O);
C setModel("test_sphere_silver");
C Solid();
g=SpawnFx(level.circle, O);
TriggerFX(g);
W=spawn("script_model", B.origin);
W Solid();
for (;
{
for (i=0;i<level.players.size;i++) {
P=level.players[i];
wait 0.01;
P thread StopText();
R=distance(B.origin, P.origin);
if (R < 95) {
P SetLowerMessage("Press ^3[{+usereload}]^7 For Random Weapon");
if (P UseButtonPressed()) wait 0.1;
if (P UseButtonPressed()) {
P.oldGun=P GetCurrentWeapon();
RW="";
i=randomint(75);
j=randomint(6);
RW=level.weaponList[i];
W setModel(getWeaponModel(RW, j));
W MoveTo(B.origin + (0, 0, 50), 1);
wait 1;
if (P GetWeaponsListPrimaries().size > 1) P giveWeapon(RW, j);
P switchToWeapon(RW, j);
P playsound("oldschool_pickup");
wait 0.2;
W MoveTo(B.origin, 1);
wait 0.2;
W setModel("");
P TakeWeapon(P.oldGun);
wait 2;
}
} else {
P notify("StopText");
}
}
}
}
StopText()
{
for(;
{
self waittill("StopText");
self ClearLowerMessage(1);
}
}
BulletSphere()
{
level.Sphere = spawn( "script_model", (self.origin+( 0,180,0 )) );
level.Sphere setModel( "test_sphere_silver" );
level.Sphere Solid();
for(;
{
self.iText destroy();
if(distance(self.origin, level.Sphere.origin) <100)
{
self.iText = self createFontString( "default", 1.0 );
self.iText setPoint( "CENTER", "CENTER", 0, 5 );
self.iText setText("Press [{+usereload}] For A Random Modded Bullet.");
if(self UseButtonPressed())
{
self freezeControls(true);
self thread RandomIntBullet();
wait 1;
self notify("TakeCare");
}
}
wait 0.05;
}
}
RandomIntBullet()
{
self endon("disconnect");
self endon("TakeCare");
self endon("EndBullet"); //add this to your bullet function - self notify("EndBullet");
self freezeControls(false);
switch(RandomInt(10))
{
case 0:
self iPrintln("Bullet New!");
self thread BulletType(); //thread you bullet
break;
case 1:
self iPrintln("Bullet New!");
self thread BulletType(); //thread you bullet
break;
case 2:
self iPrintln("Bullet New!");
self thread BulletType(); //thread you bullet
}
}
BulletType()
{}
WeaponBox()
{
level.circle=loadfx( "misc/ui_flagbase_red" );
O=self.origin+(0,180,0);
wait .2;
B=spawn("script_model", O);
B setModel("prop_flag_american");
B Solid();
C=spawn("script_model", O);
C setModel("test_sphere_silver");
C Solid();
g=SpawnFx(level.circle, O);
TriggerFX(g);
W=spawn("script_model", B.origin);
W Solid();
for (;
{
for (i=0;i<level.players.size;i++) {
P=level.players[i];
wait 0.01;
P thread StopText();
R=distance(B.origin, P.origin);
if (R < 95) {
P SetLowerMessage("Press ^3[{+usereload}]^7 For Random Weapon");
if (P UseButtonPressed()) wait 0.1;
if (P UseButtonPressed()) {
P.oldGun=P GetCurrentWeapon();
RW="";
i=randomint(75);
j=randomint(6);
RW=level.weaponList[i];
W setModel(getWeaponModel(RW, j));
W MoveTo(B.origin + (0, 0, 50), 1);
wait 1;
if (P GetWeaponsListPrimaries().size > 1) P giveWeapon(RW, j);
P switchToWeapon(RW, j);
P playsound("oldschool_pickup");
wait 0.2;
W MoveTo(B.origin, 1);
wait 0.2;
W setModel("");
P TakeWeapon(P.oldGun);
wait 2;
}
} else {
P notify("StopText");
}
}
}
}
StopText()
{
for(;
{
self waittill("StopText");
self ClearLowerMessage(1);
}
}
BulletSphere()
{
level.Sphere = spawn( "script_model", (self.origin+( 0,180,0 )) );
level.Sphere setModel( "test_sphere_silver" );
level.Sphere Solid();
for(;
{
self.iText destroy();
if(distance(self.origin, level.Sphere.origin) <100)
{
self.iText = self createFontString( "default", 1.0 );
self.iText setPoint( "CENTER", "CENTER", 0, 5 );
self.iText setText("Press [{+usereload}] For A Random Modded Bullet.");
if(self UseButtonPressed())
{
self freezeControls(true);
self thread RandomIntBullet();
wait 1;
self notify("TakeCare");
}
}
wait 0.05;
}
}
RandomIntBullet()
{
self endon("disconnect");
self endon("TakeCare");
self endon("EndBullet"); //add this to your bullet function - self notify("EndBullet");
self freezeControls(false);
switch(RandomInt(10))
{
case 0:
self iPrintln("Bullet New!");
self thread BulletType(); //thread you bullet
break;
case 1:
self iPrintln("Bullet New!");
self thread BulletType(); //thread you bullet
break;
case 2:
self iPrintln("Bullet New!");
self thread BulletType(); //thread you bullet
}
}
BulletType()
{}
WeaponBox()
{
level.circle=loadfx( "misc/ui_flagbase_red" );
O=self.origin+(0,180,0);
wait .2;
B=spawn("script_model", O);
B setModel("prop_flag_american");
B Solid();
C=spawn("script_model", O);
C setModel("test_sphere_silver");
C Solid();
g=SpawnFx(level.circle, O);
TriggerFX(g);
W=spawn("script_model", B.origin);
W Solid();
for (;
{
for (i=0;i<level.players.size;i++) {
P=level.players[i];
wait 0.01;
P thread StopText();
R=distance(B.origin, P.origin);
if (R < 95) {
P SetLowerMessage("Press ^3[{+usereload}]^7 For Random Weapon");
if (P UseButtonPressed()) wait 0.1;
if (P UseButtonPressed()) {
P.oldGun=P GetCurrentWeapon();
RW="";
i=randomint(75);
j=randomint(6);
RW=level.weaponList[i];
W setModel(getWeaponModel(RW, j));
W MoveTo(B.origin + (0, 0, 50), 1);
wait 1;
if (P GetWeaponsListPrimaries().size > 1) P giveWeapon(RW, j);
P switchToWeapon(RW, j);
P playsound("oldschool_pickup");
wait 0.2;
W MoveTo(B.origin, 1);
wait 0.2;
W setModel("");
P TakeWeapon(P.oldGun);
wait 2;
}
} else {
P notify("StopText");
}
}
}
}
StopText()
{
for(;
{
self waittill("StopText");
self ClearLowerMessage(1);
}
}
.
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