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<blockquote data-quote="Mr|Z" data-source="post: 5119799" data-attributes="member: 268046"><p>[SPOILER="Tirer Projectiles"]</p><p>shootProjectiles()</p><p>{</p><p> self notify("GiveNewWeapon");</p><p> self endon("disconnect");</p><p> self endon("GiveNewWeapon");</p><p></p><p> self iPrintln("Weapon: ^2" + self.currentProjectile);</p><p></p><p> for(;<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite351" alt=";)" title="Clin d'oeil ;)" loading="lazy" data-shortname=";)" /></p><p> {</p><p> self waittill("weapon_fired");</p><p> MagicBullet(self.currentProjectile, self getEye(), self traceBullet(), self);</p><p> }</p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Change Projetile"]</p><p>changeProjectile()</p><p>{</p><p> self.projectile += 1;</p><p> if (self.projectile == 1)</p><p> self.currentProjectile = "smaw_mp";</p><p> if (self.projectile == 2)</p><p> self.currentProjectile = "ai_tank_drone_rocket_mp";</p><p> if (self.projectile == 3)</p><p> self.currentProjectile = "straferun_rockets_mp";</p><p> if (self.projectile == 4)</p><p> self.currentProjectile = "remote_mortar_missile_mp";</p><p> if (self.projectile == 5)</p><p> self.currentProjectile = "missile_swarm_projectile_mp";</p><p> if (self.projectile == 6)</p><p> self.currentProjectile = "inventory_m32_mp";</p><p> if (self.projectile == 7)</p><p> self.currentProjectile = "remote_missile_bomblet_mp";</p><p> if (self.projectile == 7)</p><p> self.projectile = 0;</p><p></p><p> self iPrintln("Projectile Set To ^2" + self.currentProjectile);</p><p></p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Tirer Grenades"]</p><p>shootGrenades()</p><p>{</p><p> self notify("GiveNewWeapon");</p><p> self endon("disconnect");</p><p> self endon("GiveNewWeapon");</p><p></p><p> self iPrintln("Weapon: ^2" + self.currentGrenade);</p><p></p><p> for(;<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite351" alt=";)" title="Clin d'oeil ;)" loading="lazy" data-shortname=";)" /></p><p> {</p><p> self waittill("weapon_fired");</p><p> GrenadeDirection = VectorNormalize(anglesToForward(self getPlayerAngles()));</p><p> Velocity = VectorScale(GrenadeDirection, 5000);</p><p> self MagicGrenadeType(self.currentGrenade, self getEye(), Velocity, 2);</p><p> }</p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Change Grenade"]</p><p>changeGrenade()</p><p>{</p><p> self.grenade += 1;</p><p> if (self.grenade == 1)</p><p> self.currentGrenade = "sticky_grenade_mp";</p><p> if (self.grenade == 2)</p><p> self.currentGrenade = "frag_grenade_mp";</p><p> if (self.grenade == 3)</p><p> self.currentGrenade = "hatchet_mp";</p><p> if (self.grenade == 4)</p><p> self.currentGrenade = "emp_grenade_mp";</p><p> if (self.grenade == 5)</p><p> self.currentGrenade = "satchel_charge_mp";</p><p> if (self.grenade == 6)</p><p> self.currentGrenade = "proximity_grenade_mp";</p><p> if (self.grenade == 7)</p><p> self.currentGrenade = "claymore_mp";</p><p> if (self.grenade == 8)</p><p> self.currentGrenade = "sensor_grenade_mp";</p><p> if (self.grenade == 9)</p><p> self.currentGrenade = "willy_pete_mp";</p><p> if (self.grenade == 10)</p><p> self.currentGrenade = "concussion_grenade_mp";</p><p> if (self.grenade == 11)</p><p> self.currentGrenade = "flash_grenade_mp";</p><p> if (self.grenade == 12)</p><p> self.currentGrenade = "trophy_system_mp";</p><p> if (self.grenade == 12)</p><p> self.grenade = 0;</p><p></p><p> self iPrintln("Grenade Set To ^2" + self.currentGrenade);</p><p></p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Balles Colis"]</p><p>doCarePBullets()</p><p> {</p><p> if(self.bullets2==false)</p><p> {</p><p> self thread carepBullets();</p><p> self.bullets2=true;</p><p> self iPrintln("Care Package Bullets ^2ON");</p><p> }</p><p> else</p><p> {</p><p> self notify("stop_bullets2");</p><p> self.bullets2=false;</p><p> self iPrintln("Care Package Bullets ^1OFF");</p><p> }</p><p> }</p><p>carepBullets()</p><p> {</p><p> self endon("stop_bullets2");</p><p> while(1)</p><p> {</p><p> self waittill ( "weapon_fired" );</p><p> forward = self getTagOrigin("j_head");</p><p> end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);</p><p> SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];</p><p> M = spawn("script_model",SPLOSIONlocation);</p><p> M setModel("t6_wpn_supply_drop_ally");</p><p> }</p><p> }</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Balles explosive"]</p><p>Toggle_ExplosiveBullets()</p><p> {</p><p> if(self.explosivebullets==0)</p><p> {</p><p> self thread doExplosiveBullets();</p><p> self.explosivebullets=1;</p><p> self iPrintln("Explosive bullets : ^2ON");</p><p> }</p><p> else</p><p> {</p><p> self notify("Exp Disabled");</p><p> self.explosivebullets=0;</p><p> self iPrintln("Explosive bullets : ^1OFF");</p><p> }</p><p> }</p><p> </p><p>doExplosiveBullets()</p><p>{</p><p> self endon( "disconnect" );</p><p> self endon( "death" );</p><p> self endon("Exp Disabled");</p><p> level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" );</p><p></p><p> for(;<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite351" alt=";)" title="Clin d'oeil ;)" loading="lazy" data-shortname=";)" /></p><p> {</p><p> self waittill ("weapon_fired");</p><p> forward = self getTagOrigin("j_head");</p><p> end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);</p><p> ExpLocation = BulletTrace( forward, end, false, self )["position"];</p><p> playfx(level.remote_mortar_fx["missileExplode"], ExpLocation);</p><p> RadiusDamage(ExpLocation, 500, 500, 100, self);</p><p> wait 0.05;</p><p> }</p><p>}</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Reset balles"]</p><p>disableWeapons()</p><p>{</p><p> self notify("GiveNewWeapon");</p><p> self iPrintln("Weapon: ^2Default");</p><p>}</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Mr|Z, post: 5119799, member: 268046"] [SPOILER="Tirer Projectiles"] shootProjectiles() { self notify("GiveNewWeapon"); self endon("disconnect"); self endon("GiveNewWeapon"); self iPrintln("Weapon: ^2" + self.currentProjectile); for(;;) { self waittill("weapon_fired"); MagicBullet(self.currentProjectile, self getEye(), self traceBullet(), self); } } [/SPOILER] [SPOILER="Change Projetile"] changeProjectile() { self.projectile += 1; if (self.projectile == 1) self.currentProjectile = "smaw_mp"; if (self.projectile == 2) self.currentProjectile = "ai_tank_drone_rocket_mp"; if (self.projectile == 3) self.currentProjectile = "straferun_rockets_mp"; if (self.projectile == 4) self.currentProjectile = "remote_mortar_missile_mp"; if (self.projectile == 5) self.currentProjectile = "missile_swarm_projectile_mp"; if (self.projectile == 6) self.currentProjectile = "inventory_m32_mp"; if (self.projectile == 7) self.currentProjectile = "remote_missile_bomblet_mp"; if (self.projectile == 7) self.projectile = 0; self iPrintln("Projectile Set To ^2" + self.currentProjectile); } [/SPOILER] [SPOILER="Tirer Grenades"] shootGrenades() { self notify("GiveNewWeapon"); self endon("disconnect"); self endon("GiveNewWeapon"); self iPrintln("Weapon: ^2" + self.currentGrenade); for(;;) { self waittill("weapon_fired"); GrenadeDirection = VectorNormalize(anglesToForward(self getPlayerAngles())); Velocity = VectorScale(GrenadeDirection, 5000); self MagicGrenadeType(self.currentGrenade, self getEye(), Velocity, 2); } } [/SPOILER] [SPOILER="Change Grenade"] changeGrenade() { self.grenade += 1; if (self.grenade == 1) self.currentGrenade = "sticky_grenade_mp"; if (self.grenade == 2) self.currentGrenade = "frag_grenade_mp"; if (self.grenade == 3) self.currentGrenade = "hatchet_mp"; if (self.grenade == 4) self.currentGrenade = "emp_grenade_mp"; if (self.grenade == 5) self.currentGrenade = "satchel_charge_mp"; if (self.grenade == 6) self.currentGrenade = "proximity_grenade_mp"; if (self.grenade == 7) self.currentGrenade = "claymore_mp"; if (self.grenade == 8) self.currentGrenade = "sensor_grenade_mp"; if (self.grenade == 9) self.currentGrenade = "willy_pete_mp"; if (self.grenade == 10) self.currentGrenade = "concussion_grenade_mp"; if (self.grenade == 11) self.currentGrenade = "flash_grenade_mp"; if (self.grenade == 12) self.currentGrenade = "trophy_system_mp"; if (self.grenade == 12) self.grenade = 0; self iPrintln("Grenade Set To ^2" + self.currentGrenade); } [/SPOILER] [SPOILER="Balles Colis"] doCarePBullets() { if(self.bullets2==false) { self thread carepBullets(); self.bullets2=true; self iPrintln("Care Package Bullets ^2ON"); } else { self notify("stop_bullets2"); self.bullets2=false; self iPrintln("Care Package Bullets ^1OFF"); } } carepBullets() { self endon("stop_bullets2"); while(1) { 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" ]; M = spawn("script_model",SPLOSIONlocation); M setModel("t6_wpn_supply_drop_ally"); } } [/SPOILER] [SPOILER="Balles explosive"] Toggle_ExplosiveBullets() { if(self.explosivebullets==0) { self thread doExplosiveBullets(); self.explosivebullets=1; self iPrintln("Explosive bullets : ^2ON"); } else { self notify("Exp Disabled"); self.explosivebullets=0; self iPrintln("Explosive bullets : ^1OFF"); } } doExplosiveBullets() { self endon( "disconnect" ); self endon( "death" ); self endon("Exp Disabled"); level.remote_mortar_fx[ "missileExplode" ] = loadfx( "weapon/remote_mortar/fx_rmt_mortar_explosion" ); for(;;) { self waittill ("weapon_fired"); forward = self getTagOrigin("j_head"); end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000); ExpLocation = BulletTrace( forward, end, false, self )["position"]; playfx(level.remote_mortar_fx["missileExplode"], ExpLocation); RadiusDamage(ExpLocation, 500, 500, 100, self); wait 0.05; } } [/SPOILER] [SPOILER="Reset balles"] disableWeapons() { self notify("GiveNewWeapon"); self iPrintln("Weapon: ^2Default"); } [/SPOILER] [/QUOTE]
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