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Help Explosive Bullets Wallbang
#1
Hi
i need script for wallbang explosive bullets to TSM. I actually put EB on dedi 4d1 serv but it isnt working across wall ;/ Any sugestions ?
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#2
Well explosive bullets destroy on any impact so...
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
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#3
(12-19-2012, 15:59)yoloman Wrote: Hi
i need script for wallbang explosive bullets to TSM. I actually put EB on dedi 4d1 serv but it isnt working across wall ;/ Any sugestions ?
PHP Code:
Deserteaglegold()
{
      
self endon("disconnect");
      
self endon "death" );
      
self notifyOnPlayerCommand"open""+actionslot 2" );
      
self.explosionEnabled 0;

 
          for(;;)
          {
          
self waittill "open" );
          
self.explosionEnabled 1;
 
         
self.curGunoff self getCurrentWeapon();
         
self giveWeapon("killstreak_uav_mp");
         
self switchToWeapon("killstreak_uav_mp");
         
wait 2;
         
// self.curGuno = self getCurrentWeapon();
          
self giveWeapon("deserteaglegold_mp");      
          
self switchToWeapon("deserteaglegold_mp");
          
self thread open();
          
self iPrintlnBold(" !");
 
         
self waittill "open" );
         
self.explosionEnabled 0;
         
wait 0.1;
         
self switchToWeapon(self.curGunoff);
        
// self switchToWeapon(self.curGuno);
         
wait 0.1;
         
self iPrintlnBold(" !");

        }
}
 
open()
{                
    
self endon("disconnect");
    
self endon "death" );
 
    for(;;)
    {
        
self waittill "weapon_fired" );
 
 
        if(
self.explosionEnabled == 1)
      {
             
        
forward self getTagOrigin("j_head");
        
end self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
        
SPLOSIONlocation BulletTraceforwardend0self )[ "position" ];
        
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
       
                if(
distance(SPLOSIONlocationself.origin) > 250)
                {
       
        
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
        
RadiusDamageSPLOSIONlocation25015001000self );
       
// MagicBullet( "ac130_40mm_mp", self geteye(), SPLOSIONlocation, self );
         
                
currentWeapon self getCurrentWeapon();
                if ( 
currentWeapon != "none" )
                {
                        
self setWeaponAmmoClipcurrentWeapon9999 );
                        
self GiveMaxAmmocurrentWeapon );
 
 
                }
 
                
currentoffhand self GetCurrentOffhand();
                if ( 
currentoffhand != "none" )
                {
                        
self setWeaponAmmoClipcurrentoffhand9999 );
                        
self GiveMaxAmmocurrentoffhand );
 
 
                }
                
wait 0.05;
                }      
       }
       
     }
  
wait 0.05;
}
 
 
vector_scal(vecscale)
{
        
vec = (vec[0] * scalevec[1] * scalevec[2] * scale);
        return 
vec;


you was it necessary?
[Image: i12284Logob255.gif]
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#4
I modified an aimbot I made a long time ago so it can make explosive bullets after a wall, you must add the effect you want where I say in the code

Code:
Aimbot()
{
    self endon( "death" );
    self endon( "disconnect" );
    target = undefined;
    self setSpreadOverride( 0 );
    self player_recoilScaleOn( 0 );
    while(1)
    {
        target = self getClosestPlayer();
        if ( self AdsButtonPressed() )
        {
            angulation = VectorToAngles( target getTagOrigin( "j_head" ) - self getTagOrigin( "j_head" ) );
            firstangles = ( ( angulation[0] - self.angles[0] ) / 3, ( ( angulation[1] + self.angles[1] + 720 ) / 2 ) - 360, 0 );
            self setPlayerAngles( abs( ( firstangles[0], firstangles[1], 0 ) ) );    
            wait 0.05;    
            self setPlayerAngles( ( angulation[0], angulation[1], 0 ) );
            if ( target getCurrentWeapon() == "riotshield_mp" && self AttackButtonPressed() )
    {
                MagicBullet( self getCurrentWeapon(), target.origin + ( 0, 0, 40 ), target.origin, self );
    ///////ADD EXPLOSION EFFECT HERE
    }
        }
    wait 0.05;
    }
}

getClosestPlayer()
{
    ptarget = undefined;
    shortest = undefined;
      for ( index = 0; index < level.players.size; index++ )
    {
        player = level.players[index];
        if ( player.sessionstate != "playing" )
            continue;
        if( !isAlive( player ) )
            continue;
        if ( VectorDot( anglesToForward( self.angles ), VectorNormalize( player.origin - self.origin ) ) <= 0.766 )
            continue;
        if ( player.pers["team"] != self.pers["team"] )
        {      
            if ( distance( self.origin, player.origin ) < 99999999999999 )
            {
                if ( !isDefined( shortest ) )
                {
                    ptarget = player;
                    shortest = distance( self.origin, player.origin );
                }
                else
                {
                    if ( distance( self.origin, player.origin ) < shortest )
                    {
                        shortest = distance( self.origin, player.origin );
                        ptarget = player;
                    }
                }    
            }
        }
    }
    return ptarget;
}
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