Post: [FollowUp] Terminator Mode
08-06-2012, 03:52 PM #1
coolbunny1234
the bunny who started it all
(adsbygoogle = window.adsbygoogle || []).push({}); This is an updated script of an old mod I released a while ago, it's a "terminator" mode, where you are given some baws rockets that shoot out both the guns on your shoulders. This should be made even cooler with some of the new effects I have been seeing released. The following is an old video of it, skip to around 2 minutes to see the terminator mode in action.



    
doTerminator()
{
self endon("death");
self endon("disconnect");
self endon("terminatorOver");
self freezeControls(true);
self iPrintLnBold("Transforming");
self attach("zombie_skull","J_Eyeball_LE", true);
self attach("weapon_usa_tesla", "J_Shoulder_LE", true);
self attach("weapon_usa_tesla", "J_Shoulder_RI", true);
self attach("viewmodel_knife_bowie", "J_Elbow_RI",true);
self attach("viewmodel_knife_bowie", "J_Elbow_LE", true);
self setClientDvar("cg_thirdPerson", "1");
self setClientDvar("cg_thirdPersonRange", "230");
self freezeControls(false);
self iPrintLnBold("Transformation Complete");
self thread doLaughingChild();
for(;Winky Winky
{
if(self attackButtonPressed())
{
SWGun = self getTagOrigin("J_Shoulder_LE");
SWGun2 = self getTagOrigin("J_Shoulder_RI");
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);
MagicBullet("panzerschrek", SWGun, GetCursorPos()+(x, y, z), self);
MagicBullet("panzerschrek", SWGun2, GetCursorPos()+(x, y, z), self);
}
playFx(level._effect["headshot"], self getTagOrigin("j_head"));
playFx(level._effect["headshot"], self getTagOrigin("J_neck"));
playFx(level._effect["headshot"], self getTagOrigin("J_Shoulder_LE"));
playFx(level._effect["headshot"], self getTagOrigin("J_Shoulder_RI"));
playFx(level._effect["bloodspurt"], self getTagOrigin("J_Shoulder_LE"));
playFx(level._effect["bloodspurt"], self getTagOrigin("J_Shoulder_RI"));
playFx(level._effect["headshot"], self getTagOrigin("J_Ankle_RI"));
playFx(level._effect["headshot"], self getTagOrigin("J_Ankle_LE"));
playFx(level._effect["bloodspurt"], self getTagOrigin("J_Ankle_RI"));
playFx(level._effect["bloodspurt"], self getTagOrigin("J_Ankle_LE"));
playFx(level._effect["bloodspurt"], self getTagOrigin("J_wrist_RI"));
playFx(level._effect["bloodspurt"], self getTagOrigin("J_wrist_LE"));
playFx(level._effect["headshot"], self getTagOrigin("J_SpineLower"));
playFx(level._effect["headshot"], self getTagOrigin("J_SpineUpper"));
wait 0.5;
}
}

doLaughingChild()
{
self endon("death");
self endon("disconnect");
for(i = 0;i < 20;i++)
{
self playLocalSound("laugh_child");
wait 10;

}
self notify("terminatorOver");
}

GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_scal(anglesToForward(self getPlayerAngles()), 1000000);
return location;
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
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08-07-2012, 12:47 AM #2
AWSOME!! nice man
08-07-2012, 05:36 PM #3
coolbunny1234
the bunny who started it all
Thanks man, I'll probably make something similiar to this soon with better effects if I have the time.

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