
Bazooka_Shotgun()
{
self endon("death");
self endon("disconnect");
self giveWeapon("doublebarreledshotgun_mp",6);
wait .5;
self switchtoweapon("doublebarreledshotgun_mp",6);
self iPrintln("Bazooka Shotgun ^2[EQUIPPED]");
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "doublebarreledshotgun_mp")
{
owner=self;
vec=anglestoforward(self getPlayerAngles());
bullet=spawn("script_model",self getTagOrigin("tag_weapon_right"));
bullet setModel("projectile_usa_m9a1_riflegrenade");
bullet.angles=self getPlayerAngles();
bullet thread Bazooka_Bullet(owner,vec,100);
}
wait .1;
}
}
Bazooka_Bullet(owner,vec,move)
{
self endon("end");
self endon("disconnect");
level.bazooka_effect=LoadFX("env/fire/fx_fire_player_md_mp");
for(i=350;i>0;i--)
{
speed=(vec[0]*move,vec[1]*move,vec[2]*move);
if(bullettracepassed(self.origin,self.origin+speed,false,undefined))
{
self moveto(self.origin+speed,0.1);
playFxOnTag(level.bazooka_effect,self,"tag_origin");
}
else
{
mark=self.origin;
self thread BulletExplode(owner,mark);
self notify("end");
}
wait .01;
}
mark=self.origin;
self thread BulletExplode(owner,mark);
self notify("end");
}
BulletExplode(owner,mark)
{
self playsound("grenade_explode_default");
level.expbullet=loadfx("explosions/default_explosion");
Playfx(level.expbullet,mark);
RadiusDamage(mark,450,700,350,owner);
self delete();
}
?
I'll be looking forward to a preview of your v2 then
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