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Release Juggernaut plugin for infected
#1
Its My Birthday! 
Hello guys i am releasing the CraftBang Juggernaut plugin for your mw3 infected server.

Credits:
Reckless(me): Coding
KungFu: Help with code
RedRum(99iRock): Idea of plugin


COMMANDS:
!juggernaut (to get juggernaut)
NOTE: ONLY ONE SURVIVOR CAN GET IT (resets on map change)


INFO:
As juggernaut you get 180 health
p99 pistol
riotshield


Full source (because i am nice):


Attached Files
.rar   Juggernaut.rar (Size: 2.3 KB / Downloads: 134)
[Image: 24gu1a8.png]
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#2
Post some details about what it doesWink
(So like the commands and all)
[Image: b_560_95_1.png]
[Image: hax0r3ez.gif]
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#3
What's the point of this plugin?
Could you write, please.
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
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#4
Its just for fun basicly one juggernaut can protect other survivors as he has more health
[Image: 24gu1a8.png]
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#5
Maybe you should add some informations like how much health you get or which weapons
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#6
(12-01-2012, 14:28)8q4s8 Wrote: Maybe you should add some informations like how much health you get or which weapons

Ok done!
[Image: 24gu1a8.png]
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#7
Put this in the post:
The first one in the team survivor who says !juggernaut , gets juggernaut with 180 hp, p99 pistol and a riotshield.
Only one survivor can have juggernaut, and after the map restart this resets.
[Image: b_560_95_1.png]
[Image: hax0r3ez.gif]
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#8
Already have it lol
[Image: 24gu1a8.png]
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#9
will you reconsider releasing source, as a p99 is basicly useless.
[Image: b_560_95_1.png]


[Image: b_560_95_1.png]

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#10
CSHARP Code
  1. if (Message == "!juggernaut")
  2. {
  3. Client.Other.Health += 80;
  4. Client.Other.SetPlayerModel("mp_fullbody_ally_juggernaut");
  5.  
  6. int WepID2 = GetWeapon("iw5_riotshieldjugg_mp");
  7. Client.Other.SecondaryWeapon = WepID2;
  8.  
  9. int WepID = GetWeapon("iw5_deserteagle_mp_tactical");
  10. Client.Other.PrimaryWeapon = WepID;
  11. Client.Ammo.PrimaryAmmo = 0;
  12. Client.Ammo.PrimaryAmmoClip = 24;
  13. Client.Other.CurrentWeapon = WepID;
  14. Client.Other.SwitchToWeapon(WepID);
  15. }
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