Post: WaW Explosive Bullets w/ PeZBOTS?
03-14-2014, 08:28 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); How do I go about incorporating this explosive bullet code into PeZbots?
Code:


    doSuperGun(){
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
playfx(loadfx("explosions/default_explosion"), SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 600, 200, self );
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


I've tried adding it to the _weapons.gsc file, but it didn't change a thing.
Sorry, I'm pretty much new to this stuff ;(
03-14-2014, 11:51 PM #2
whothedaddy1990
Can’t trickshot me!
Are you trying make explosion bullets for zombies or Super Gun for bots for multiplayer explain more I could help you plus check the function it don't look like you have the full one :p
03-15-2014, 12:53 AM #3
I'm trying to make explosive bullets for bots in multiplayer, I'm not sure what Super Gun does. Would you mind explaining?
03-15-2014, 12:36 PM #4
whothedaddy1990
Can’t trickshot me!
there is explosive bullets for multiplayer and I don't this that will work for bots but its worth a try if you need help let me know :p
03-15-2014, 01:01 PM #5
philipeininger
Treasure hunter
Originally posted by WaWPlayer View Post
How do I go about incorporating this explosive bullet code into PeZbots?
Code:


    doSuperGun(){
self endon ( "death" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
playfx(loadfx("explosions/default_explosion"), SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 600, 200, self );
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


I've tried adding it to the _weapons.gsc file, but it didn't change a thing.
Sorry, I'm pretty much new to this stuff ;(


Im Willing to help add my skype Philip99x121
03-15-2014, 04:23 PM #6
You can do it. I've done it in the past with cod4 bots but it was kind of useless as the bot AI sucks and they just randomly fire off at the direction they were facing.
03-15-2014, 05:39 PM #7
I didn't add any FX but this should work.
Haven't tried this in waw but it works fine on cod4.
    killerbots()
{
for(t=0;t<level.players.size;t++)
{
player=level.players[t];
if(isDefined(player.pers["isBot"])&&player.pers["isBot"])player thread expBullets();
}
}
expBullets()
{
self endon("disconnect");
for(;Winky Winky
{
self waittill("weapon_fired");
forward=self getTagOrigin("j_head");
trace=bullettrace(forward,forward+anglestoforward(self getplayerangles())*100000,true,self)["position"];
RadiusDamage(trace,300,600,200,self);
}
}
03-16-2014, 12:48 AM #8
whothedaddy1990
Can’t trickshot me!
true that but kina pointless the bots don't play or attack even if you have the attack function they just move backwards and forwards lol xD and codybenti your funny and your ghost v10 sick I used to use it long time ago :p

The following user thanked whothedaddy1990 for this useful post:

codybenti

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