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Can someone please post the raygun script for mw2, with tactical insersion flare thing lol
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12-18-2011, 00:14
(This post was last modified: 12-18-2011, 00:14 by Pozzuh .)
douche
derailed
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Its a mod request section and i get told no ?
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12-18-2011, 08:47
(This post was last modified: 12-18-2011, 08:47 by Pozzuh .)
Maybe because you could've found this on google so easily
Code:
giveRayGun()
{
self takeWeapon( self GetCurrentWeapon() );
self giveWeapon( "tmp_eotech_silencer_mp", 8, false );
self switchToWeapon("tmp_eotech_silencer_mp");
self thread doRaygunSync();
wait 1;
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_longersprint");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
wait 0.1;
}
doRaygunSync()
{
self endon("disconnect");
self endon("death");
self.textRayGunVal = spawnstruct();
self.textRayGunVal = self createFontString( "default", 2.0 );
self.textRayGunVal setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
for(self.ammoclipray = 120; self.ammoclipray > -1; self.ammoclipray--)
{
self waittill("weapon_fired");
iWeap = self GetCurrentWeapon();
if(iWeap == "tmp_eotech_silencer_mp")
{
startB = GetCursorPos();
RadiusDamage( startB, 101, 520, 507, self );
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
if(xD < 855)
{
pointe = roundUp(xD/13.5);
self.textRayGunVal setValue(self.ammoclipray);
self.textRayGunVal.color = (0,1,0);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];
XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;
self.argRGun = -1;
Temp = VectorToAngles(startA - startB);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
self.playingfxatm = playfx(level._effect[ "ac130_light_red_blink" ], startB);
for(b = pointe; b > -1; b--)
{
self.pointRGW[self.argRGun] = spawn( "script_model", (startB + ((XA, YA, ZA) * b)) );
self.pointRGW[self.argRGun] setModel("projectile_m67fraggrenade_bombsquad");
self.pointRGW[self.argRGun].angles = BA;
self thread removeRayGunShotEffect(self.pointRGW[self.argRGun]);
}
}
}
}
}
removeRayGunShotEffect(DObj)
{
wait 0.3;
DObj delete();
}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
Made by @
Yamato
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(12-18-2011, 08:47) Pozzuh Wrote: Maybe because you could've found this on google so easily
Code:
giveRayGun()
{
self takeWeapon( self GetCurrentWeapon() );
self giveWeapon( "tmp_eotech_silencer_mp", 8, false );
self switchToWeapon("tmp_eotech_silencer_mp");
self thread doRaygunSync();
wait 1;
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_longersprint");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
wait 0.1;
}
doRaygunSync()
{
self endon("disconnect");
self endon("death");
self.textRayGunVal = spawnstruct();
self.textRayGunVal = self createFontString( "default", 2.0 );
self.textRayGunVal setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
for(self.ammoclipray = 120; self.ammoclipray > -1; self.ammoclipray--)
{
self waittill("weapon_fired");
iWeap = self GetCurrentWeapon();
if(iWeap == "tmp_eotech_silencer_mp")
{
startB = GetCursorPos();
RadiusDamage( startB, 101, 520, 507, self );
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
if(xD < 855)
{
pointe = roundUp(xD/13.5);
self.textRayGunVal setValue(self.ammoclipray);
self.textRayGunVal.color = (0,1,0);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];
XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;
self.argRGun = -1;
Temp = VectorToAngles(startA - startB);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
self.playingfxatm = playfx(level._effect[ "ac130_light_red_blink" ], startB);
for(b = pointe; b > -1; b--)
{
self.pointRGW[self.argRGun] = spawn( "script_model", (startB + ((XA, YA, ZA) * b)) );
self.pointRGW[self.argRGun] setModel("projectile_m67fraggrenade_bombsquad");
self.pointRGW[self.argRGun].angles = BA;
self thread removeRayGunShotEffect(self.pointRGW[self.argRGun]);
}
}
}
}
}
removeRayGunShotEffect(DObj)
{
wait 0.3;
DObj delete();
}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
Made by @Yamato
LOOOOOOL, how did you find that? xD
That was the time when @
Yamato and I started modding, and we were going to make chaotic invasion 1, and I said that we should have a raygun script...
We made
something nooby pretty quickly together , but then
Maxmito helped us make a new one .
Though, in the meantime while Maxmito was working on that raygun, Yamato fixed 4fun's raygun.
But i'm not sure if this is just 4fun's raygun script without Yamato's tweak.
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I searched 'mw2 ray gun script gsc'
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Yes bit the one i found said there was an error on it.
Thanks
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12-19-2011, 02:37
(This post was last modified: 12-19-2011, 02:59 by ScHmIdTy56789 .)
(12-18-2011, 19:14) WILL GUEST Wrote: Yes bit the one i found said there was an error on it.
Thanks
dont hate the script, i got it too work
.....
Credit:
-Yamato
-To the person who made Retared(smart)enemies for the text script
Attached Files
Yamato\'s Raygun.zip (Size: 5.79 KB / Downloads: 14)
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(12-18-2011, 08:47) Pozzuh Wrote: Maybe because you could've found this on google so easily
Code:
giveRayGun()
{
self takeWeapon( self GetCurrentWeapon() );
self giveWeapon( "tmp_eotech_silencer_mp", 8, false );
self switchToWeapon("tmp_eotech_silencer_mp");
self thread doRaygunSync();
wait 1;
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_longersprint");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
wait 0.1;
}
doRaygunSync()
{
self endon("disconnect");
self endon("death");
self.textRayGunVal = spawnstruct();
self.textRayGunVal = self createFontString( "default", 2.0 );
self.textRayGunVal setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
for(self.ammoclipray = 120; self.ammoclipray > -1; self.ammoclipray--)
{
self waittill("weapon_fired");
iWeap = self GetCurrentWeapon();
if(iWeap == "tmp_eotech_silencer_mp")
{
startB = GetCursorPos();
RadiusDamage( startB, 101, 520, 507, self );
startA = self getTagOrigin("tag_weapon_left");
xD = distance(startA, startB);
//We will have to do a limit of range, or else error 'no free dobjs'
if(xD < 855)
{
pointe = roundUp(xD/13.5);
self.textRayGunVal setValue(self.ammoclipray);
self.textRayGunVal.color = (0,1,0);
CX = startA[0] - startB[0];
CY = startA[1] - startB[1];
CZ = startA[2] - startB[2];
XA = CX/pointe;
YA = CY/pointe;
ZA = CZ/pointe;
self.argRGun = -1;
Temp = VectorToAngles(startA - startB);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
self.playingfxatm = playfx(level._effect[ "ac130_light_red_blink" ], startB);
for(b = pointe; b > -1; b--)
{
self.pointRGW[self.argRGun] = spawn( "script_model", (startB + ((XA, YA, ZA) * b)) );
self.pointRGW[self.argRGun] setModel("projectile_m67fraggrenade_bombsquad");
self.pointRGW[self.argRGun].angles = BA;
self thread removeRayGunShotEffect(self.pointRGW[self.argRGun]);
}
}
}
}
}
removeRayGunShotEffect(DObj)
{
wait 0.3;
DObj delete();
}
GetCursorPos()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scal(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
Made by @Yamato
Made by @
4FunPlayin , I only did a small edit on that