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Scripts : Eagle Nuke | War & Death Machine | Wrath of Zeus

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Reply from FM|T ZoRo Jeux-vidéo Call of Duty 🎮 Call of Duty 6 : Modern Warfare 2 [MW2] Hacking et modifications [MW2] Patchs, CFG, eboots & tools [MW2] Logiciel / Eboot Outdated : Scripts : Eagle Nuke | War & Death Machine | Wrath of Zeus #1
Hey all !

Voici mes dernières petites fonctions en C++.
Crédits:
The Unknown (Bunker)
Wrath of Zeus
Nom de fonction: ColereZeus()

Code:
ColereZeus() {
	  if (!self.IsRain) {
			  self thread rainbullets();
			  self.IsRain=true;
	  } else {
			  self thread endbullets();
			  self.IsRain=false;
	  }
}
 
rainBullets() {
	self endon("disconnect");
	self endon("redoTehBulletz");
	for(;;) {
			x = randomIntRange(-5000,5000);
			y = randomIntRange(-5000,5000);
			z = randomIntRange(2100,5000);
			MagicBullet( "ac130_105mm_mp", (x,y,z), (x,y,0), self );
		wait 0.02;
		}
}
 
endBullets() {
		self notify("redoTehBulletz");
}

Death Machine
Nom de fonction: MachineDeMort()

Code:
MachineDeMort(){
self endon("disconnect");
self thread maps\mp\gametypes\_hud_message::hintMessage("Machine de Mort deployer");
self attach("weapon_minigun", "tag_weapon_left", false);
self giveWeapon("defaultweapon_mp", 7, false);
self switchToWeapon("defaultweapon_mp");
self.bullets =	998;
self.notshown = false;
self.ammoDeathMachine = spawnstruct();
self.ammoDeathMachine = self createFontString( "default", 2.0 );
self.ammoDeathMachine setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
	for(;;){
		if(self AttackButtonPressed() && self getCurrentWeapon() == "defaultweapon_mp")
		{
			self.notshown = false;
			self allowADS(false);
			self.bullets--;
			self.ammoDeathMachine setValue(self.bullets);
			self.ammoDeathMachine.color = (0,1,0);
			tagorigin = self getTagOrigin("tag_weapon_left");
			firing = xoxd();
			x = randomIntRange(-50, 50);
			y = randomIntRange(-50, 50);
			z = randomIntRange(-50, 50);
			MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
		} else {
			if(self.notshown == false)
			{
				self.ammoDeathMachine setText(" ");
				self.notshown = true;}self allowADS(true);
			}
			if(self.bullets == 0)
			{
				self takeWeapon("defaultweapon_mp");
				self.ammoDeathMachine destroy();
				self allowADS(true);
 
				break;
			}
 
			if(!isAlive(self))
			{
				self.ammoDeathMachine destroy();
				self allowADS(true);
 
				break;
			}
			wait 0.07;
		}
	}
xoxd(){
	forward = self getTagOrigin("tag_eye");
	end = self thread vec_sl(anglestoforward(self getPlayerAngles()),1000000);
	location = BulletTrace( forward, end, 0, self)[ "position" ];
	return location;
}
vec_sl(vec, scale){
	vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
	return vec;
}

War Machine
Nom de fonction: MachineDeGuerre()

Code:
MachineDeGuerre(){
self endon("disconnect");
self thread maps\mp\gametypes\_hud_message::hintMessage("Machine de Guerre deployer");
self attach("weapon_minigun", "tag_weapon_left", false);
self giveWeapon("defaultweapon_mp", 7, false);
self switchToWeapon("defaultweapon_mp");
self.bullets =	998;
self.notshown = false;
self.ammoDeathMachine = spawnstruct();
self.ammoDeathMachine = self createFontString( "default", 2.0 );
self.ammoDeathMachine setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
	for(;;){
		if(self AttackButtonPressed() && self getCurrentWeapon() == "defaultweapon_mp")
		{
			self.notshown = false;
			self allowADS(false);
			self.bullets--;
			self.ammoDeathMachine setValue(self.bullets);
			self.ammoDeathMachine.color = (0,1,0);
			tagorigin = self getTagOrigin("tag_weapon_left");
			firing = xoxd();
			x = randomIntRange(-50, 50);
			y = randomIntRange(-50, 50);
			z = randomIntRange(-50, 50);
			MagicBullet( "gl_famas_mp", tagorigin, firing+(x, y, z), self );
		} else {
			if(self.notshown == false)
			{
				self.ammoDeathMachine setText(" ");
				self.notshown = true;}self allowADS(true);
			}
			if(self.bullets == 0)
			{
				self takeWeapon("defaultweapon_mp");
				self.ammoDeathMachine destroy();
				self allowADS(true);
 
				break;
			}
 
			if(!isAlive(self))
			{
				self.ammoDeathMachine destroy();
				self allowADS(true);
 
				break;
			}
			wait 0.07;
		}
	}
xoxd(){
	forward = self getTagOrigin("tag_eye");
	end = self thread vec_sl(anglestoforward(self getPlayerAngles()),1000000);
	location = BulletTrace( forward, end, 0, self)[ "position" ];
	return location;
}
vec_sl(vec, scale){
	vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
	return vec;
}

Desert Eagle Nuke Death
Nom de fonction: nukeEagleMortelle()

Code:
nukeEagleMortelle() {
	self endon ( "disconnect" );
	self endon ( "death" );
		self iPrintln( "^3Desert Eagle Nuke Mortelle prete" );
		self giveWeapon("deserteaglegold_mp", 6, false);
		self switchToWeapon("deserteaglegold_mp", 6, false);
		for(;;)
		{
				self waittill ( "weapon_fired" );
				if ( self getCurrentWeapon() == "deserteaglegold_mp" ) {
					if ( level.teambased )
						thread teamPlayerCardSplash( "used_nuke", self, self.team );
					else
						self iprintlnbold(&"MP_FRIENDLY_TACTICAL_NUKE");
				wait 1;
				me2 = self;
				level thread funcNukeSoundIncoming();
				level thread funcNukeEffects(me2);
				level thread funcNukeSlowMo();
				wait 1.5;
	foreach( player in level.players )
	{
	if (player.name != me2.name)
		if ( isAlive( player ) )
				player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( me2, me2, 999999, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
	}
	wait .1;
	level notify ( "done_nuke2" );
	self suicide();
 
				}
		}
}
 
funcNukeSlowMo()
{
	level endon ( "done_nuke2" );
	setSlowMotion( 1.0, 0.25, 0.5 );
	wait 2;
	setSlowMotion( 0, 0, 0 );
}
 
funcNukeEffects(me2)
{
	level endon ( "done_nuke2" );
 
	foreach( player in level.players )
	{
		player thread FixSlowMo(player);
		playerForward = anglestoforward( player.angles );
		playerForward = ( playerForward[0], playerForward[1], 0 );
		playerForward = VectorNormalize( playerForward );
 
		nukeDistance = 100;
 
		nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
		nukeEnt setModel( "tag_origin" );
		nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
 
		nukeEnt thread funcNukeEffect( player );
		player.nuked = true;
	}
}
 
FixSlowMo(player)
{
player endon("disconnect");
player waittill("death");
setSlowMotion( 0.25, 1, 2.0 );
wait 1;
setSlowMotion( 0, 0, 0 );
}
 
funcNukeEffect( player )
{
	player endon( "death" );
	waitframe();
	PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
}
 
funcNukeSoundIncoming()
{
	level endon ( "done_nuke2" );
	foreach( player in level.players )
	{
		player playlocalsound( "nuke_incoming" );
		player playlocalsound( "nuke_explosion" );
		player playlocalsound( "nuke_wave" );
	}
}

Desert Eagle Nuke
Nom de fonction: nukeEagle()

Code:
nukeEagle() {
	self endon ( "disconnect" );
	self endon ( "death" );
		self iPrintln( "^3Desert Eagle Nuke prete" );
		self giveWeapon("deserteaglegold_mp", 6, false);
		self switchToWeapon("deserteaglegold_mp", 6, false);
		for(;;)
		{
				self waittill ( "weapon_fired" );
				if ( self getCurrentWeapon() == "deserteaglegold_mp" ) {
 
				wait 1;
				me2 = self;
				level thread funcNukeSoundIncoming();
				level thread funcNukeEffects(me2);
				level thread funcNukeSlowMo();
				wait 0.5;
	wait 1;
	level notify ( "done_nuke2" );
				}
		}
}
funcNukeSlowMo()
{
	level endon ( "done_nuke2" );
	setSlowMotion( 1.0, 0.25, 0.5 );
	wait 2;
	setSlowMotion( 0, 0, 0 );
}
 
funcNukeEffects(me2)
{
	level endon ( "done_nuke2" );
 
	foreach( player in level.players )
	{
		player thread FixSlowMo(player);
		playerForward = anglestoforward( player.angles );
		playerForward = ( playerForward[0], playerForward[1], 0 );
		playerForward = VectorNormalize( playerForward );
 
		nukeDistance = 100;
 
		nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
		nukeEnt setModel( "tag_origin" );
		nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
 
		nukeEnt thread funcNukeEffect( player );
		player.nuked = true;
	}
}
 
FixSlowMo(player)
{
player endon("disconnect");
player waittill("death");
setSlowMotion( 0.25, 1, 2.0 );
wait 1;
setSlowMotion( 0, 0, 0 );
}
 
funcNukeEffect( player )
{
	player endon( "death" );
	waitframe();
	PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
}
 
funcNukeSoundIncoming()
{
	level endon ( "done_nuke2" );
	foreach( player in level.players )
	{
		player playlocalsound( "nuke_incoming" );
		player playlocalsound( "nuke_explosion" );
		player playlocalsound( "nuke_wave" );
	}
}
Desert Eagle RPG
Nom de fonction: RPGEagle()

Code:
RPGEagle() {
self endon("disconnect");
self thread maps\mp\gametypes\_hud_message::hintMessage("Eagle RPG deployer");
self attach("weapon_minigun", "tag_weapon_left", false);
self giveWeapon("deserteaglegold_mp", 7, false);
self switchToWeapon("deserteaglegold_mp");
currentWeapon = self getCurrentWeapon();
currentoffhand = self GetCurrentOffhand();
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
self.bullets =	998;
self.notshown = false;
self.ammoDeathMachine = spawnstruct();
self.ammoDeathMachine = self createFontString( "default", 2.0 );
self.ammoDeathMachine setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
	for(;;){
		if(self AttackButtonPressed() && self getCurrentWeapon() == "deserteaglegold_mp")
		{
			self.notshown = false;
			self allowADS(false);
			self.bullets--;
			self.ammoDeathMachine setValue(self.bullets);
			self.ammoDeathMachine.color = (0,1,0);
			tagorigin = self getTagOrigin("tag_weapon_left");
			firing = xoxd();
			x = randomIntRange(-50, 50);
			y = randomIntRange(-50, 50);
			z = randomIntRange(-50, 50);
			MagicBullet( "rpg_mp", tagorigin, firing+(x, y, z), self );
		} else {
			if(self.notshown == false)
			{
				self.ammoDeathMachine setText(" ");
				self.notshown = true;}self allowADS(true);
			}
			if(self.bullets == 0)
			{
				self takeWeapon("deserteaglegold_mp");
				self.ammoDeathMachine destroy();
				self allowADS(true);
 
				break;
			}
 
			if(!isAlive(self))
			{
				self.ammoDeathMachine destroy();
				self allowADS(true);
 
				break;
			}
			wait 0.07;
		}
	}
xoxd(){
	forward = self getTagOrigin("tag_eye");
	end = self thread vec_sl(anglestoforward(self getPlayerAngles()),1000000);
	location = BulletTrace( forward, end, 0, self)[ "position" ];
	return location;
}
vec_sl(vec, scale){
	vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
	return vec;
}

Bunker FM|T
Nom de fonction: bunkerFMT()

Code:
bunkerFMT() {
Location=self.origin+(0,0,20);
//F
SCP(Location+(0,0,0));
SCP(Location+(0,0,20));
SCP(Location+(0,0,40));
SCP(Location+(0,0,60));
SCP(Location+(0,0,80));
SCP(Location+(0,0,100));
SCP(Location+(0,0,120));
SCP(Location+(0,-30,120));
SCP(Location+(0,-60,120));
SCP(Location+(0,-90,120));
SCP(Location+(0,-60,60));
SCP(Location+(0,-30,60));
 
//M
SCP(Location+(0,-150,0));
SCP(Location+(0,-150,20));
SCP(Location+(0,-150,40));
SCP(Location+(0,-150,60));
SCP(Location+(0,-150,80));
SCP(Location+(0,-150,100));
SCP(Location+(0,-150,120));
 
SCP(Location+(0,-160,120));
SCP(Location+(0,-170,110));
SCP(Location+(0,-180,100));
SCP(Location+(0,-190,90));
SCP(Location+(0,-200,80));
SCP(Location+(0,-210,70));
SCP(Location+(0,-220,80));
SCP(Location+(0,-230,90));
SCP(Location+(0,-240,100));
SCP(Location+(0,-250,110));
SCP(Location+(0,-260,120));
 
SCP(Location+(0,-270,0));
SCP(Location+(0,-270,20));
SCP(Location+(0,-270,40));
SCP(Location+(0,-270,60));
SCP(Location+(0,-270,80));
SCP(Location+(0,-270,100));
SCP(Location+(0,-270,120));
 
//|
SCP(Location+(0,-330,-20));
SCP(Location+(0,-330,0));
SCP(Location+(0,-330,20));
SCP(Location+(0,-330,40));
SCP(Location+(0,-330,60));
SCP(Location+(0,-330,80));
SCP(Location+(0,-330,100));
SCP(Location+(0,-330,120));
SCP(Location+(0,-330,140));
 
//T
SCP(Location+(0,-450,0));
SCP(Location+(0,-450,20));
SCP(Location+(0,-450,40));
SCP(Location+(0,-450,60));
SCP(Location+(0,-450,80));
SCP(Location+(0,-450,100));
SCP(Location+(0,-450,120));
 
SCP(Location+(0,-420,120));
SCP(Location+(0,-390,120));
SCP(Location+(0,-450,120));
SCP(Location+(0,-480,120));
SCP(Location+(0,-510,120));
self SetOrigin(Location+(100,100,35));
}
SCP(Location){
Mod=spawn("script_model",Location);
Mod setModel("com_plasticcase_enemy");
Mod Solid();
Mod CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
MakeCPLine(Location,X,Y,Z,Q){
for(i=0;i<X;i++)SCP(Location+(i*55,0,0));
for(i=0;i<Y;i++)SCP(Location+(0,i*30,0));
for(i=0;i<Z;i++)SCP(Location+(0,0,i*25));
}
 

xAleexis06

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Reply from xAleexis06 Jeux-vidéo Call of Duty 🎮 Call of Duty 6 : Modern Warfare 2 [MW2] Hacking et modifications [MW2] Patchs, CFG, eboots & tools [MW2] Logiciel / Eboot Outdated : Scripts : Eagle Nuke | War & Death Machine | Wrath of Zeus #2
Hey all !

Voici mes dernières petites fonctions en C++.
Crédits:
The Unknown (Bunker)
Wrath of Zeus
Nom de fonction: ColereZeus()

Code:
ColereZeus() {
	  if (!self.IsRain) {
			  self thread rainbullets();
			  self.IsRain=true;
	  } else {
			  self thread endbullets();
			  self.IsRain=false;
	  }
}
 
rainBullets() {
	self endon("disconnect");
	self endon("redoTehBulletz");
	for(;;) {
			x = randomIntRange(-5000,5000);
			y = randomIntRange(-5000,5000);
			z = randomIntRange(2100,5000);
			MagicBullet( "ac130_105mm_mp", (x,y,z), (x,y,0), self );
		wait 0.02;
		}
}
 
endBullets() {
		self notify("redoTehBulletz");
}

Death Machine
Nom de fonction: MachineDeMort()

Code:
MachineDeMort(){
self endon("disconnect");
self thread maps\mp\gametypes\_hud_message::hintMessage("Machine de Mort deployer");
self attach("weapon_minigun", "tag_weapon_left", false);
self giveWeapon("defaultweapon_mp", 7, false);
self switchToWeapon("defaultweapon_mp");
self.bullets =	998;
self.notshown = false;
self.ammoDeathMachine = spawnstruct();
self.ammoDeathMachine = self createFontString( "default", 2.0 );
self.ammoDeathMachine setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
	for(;;){
		if(self AttackButtonPressed() && self getCurrentWeapon() == "defaultweapon_mp")
		{
			self.notshown = false;
			self allowADS(false);
			self.bullets--;
			self.ammoDeathMachine setValue(self.bullets);
			self.ammoDeathMachine.color = (0,1,0);
			tagorigin = self getTagOrigin("tag_weapon_left");
			firing = xoxd();
			x = randomIntRange(-50, 50);
			y = randomIntRange(-50, 50);
			z = randomIntRange(-50, 50);
			MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
		} else {
			if(self.notshown == false)
			{
				self.ammoDeathMachine setText(" ");
				self.notshown = true;}self allowADS(true);
			}
			if(self.bullets == 0)
			{
				self takeWeapon("defaultweapon_mp");
				self.ammoDeathMachine destroy();
				self allowADS(true);
 
				break;
			}
 
			if(!isAlive(self))
			{
				self.ammoDeathMachine destroy();
				self allowADS(true);
 
				break;
			}
			wait 0.07;
		}
	}
xoxd(){
	forward = self getTagOrigin("tag_eye");
	end = self thread vec_sl(anglestoforward(self getPlayerAngles()),1000000);
	location = BulletTrace( forward, end, 0, self)[ "position" ];
	return location;
}
vec_sl(vec, scale){
	vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
	return vec;
}

War Machine
Nom de fonction: MachineDeGuerre()

Code:
MachineDeGuerre(){
self endon("disconnect");
self thread maps\mp\gametypes\_hud_message::hintMessage("Machine de Guerre deployer");
self attach("weapon_minigun", "tag_weapon_left", false);
self giveWeapon("defaultweapon_mp", 7, false);
self switchToWeapon("defaultweapon_mp");
self.bullets =	998;
self.notshown = false;
self.ammoDeathMachine = spawnstruct();
self.ammoDeathMachine = self createFontString( "default", 2.0 );
self.ammoDeathMachine setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
	for(;;){
		if(self AttackButtonPressed() && self getCurrentWeapon() == "defaultweapon_mp")
		{
			self.notshown = false;
			self allowADS(false);
			self.bullets--;
			self.ammoDeathMachine setValue(self.bullets);
			self.ammoDeathMachine.color = (0,1,0);
			tagorigin = self getTagOrigin("tag_weapon_left");
			firing = xoxd();
			x = randomIntRange(-50, 50);
			y = randomIntRange(-50, 50);
			z = randomIntRange(-50, 50);
			MagicBullet( "gl_famas_mp", tagorigin, firing+(x, y, z), self );
		} else {
			if(self.notshown == false)
			{
				self.ammoDeathMachine setText(" ");
				self.notshown = true;}self allowADS(true);
			}
			if(self.bullets == 0)
			{
				self takeWeapon("defaultweapon_mp");
				self.ammoDeathMachine destroy();
				self allowADS(true);
 
				break;
			}
 
			if(!isAlive(self))
			{
				self.ammoDeathMachine destroy();
				self allowADS(true);
 
				break;
			}
			wait 0.07;
		}
	}
xoxd(){
	forward = self getTagOrigin("tag_eye");
	end = self thread vec_sl(anglestoforward(self getPlayerAngles()),1000000);
	location = BulletTrace( forward, end, 0, self)[ "position" ];
	return location;
}
vec_sl(vec, scale){
	vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
	return vec;
}

Desert Eagle Nuke Death
Nom de fonction: nukeEagleMortelle()

Code:
nukeEagleMortelle() {
	self endon ( "disconnect" );
	self endon ( "death" );
		self iPrintln( "^3Desert Eagle Nuke Mortelle prete" );
		self giveWeapon("deserteaglegold_mp", 6, false);
		self switchToWeapon("deserteaglegold_mp", 6, false);
		for(;;)
		{
				self waittill ( "weapon_fired" );
				if ( self getCurrentWeapon() == "deserteaglegold_mp" ) {
					if ( level.teambased )
						thread teamPlayerCardSplash( "used_nuke", self, self.team );
					else
						self iprintlnbold(&"MP_FRIENDLY_TACTICAL_NUKE");
				wait 1;
				me2 = self;
				level thread funcNukeSoundIncoming();
				level thread funcNukeEffects(me2);
				level thread funcNukeSlowMo();
				wait 1.5;
	foreach( player in level.players )
	{
	if (player.name != me2.name)
		if ( isAlive( player ) )
				player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( me2, me2, 999999, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
	}
	wait .1;
	level notify ( "done_nuke2" );
	self suicide();
 
				}
		}
}
 
funcNukeSlowMo()
{
	level endon ( "done_nuke2" );
	setSlowMotion( 1.0, 0.25, 0.5 );
	wait 2;
	setSlowMotion( 0, 0, 0 );
}
 
funcNukeEffects(me2)
{
	level endon ( "done_nuke2" );
 
	foreach( player in level.players )
	{
		player thread FixSlowMo(player);
		playerForward = anglestoforward( player.angles );
		playerForward = ( playerForward[0], playerForward[1], 0 );
		playerForward = VectorNormalize( playerForward );
 
		nukeDistance = 100;
 
		nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
		nukeEnt setModel( "tag_origin" );
		nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
 
		nukeEnt thread funcNukeEffect( player );
		player.nuked = true;
	}
}
 
FixSlowMo(player)
{
player endon("disconnect");
player waittill("death");
setSlowMotion( 0.25, 1, 2.0 );
wait 1;
setSlowMotion( 0, 0, 0 );
}
 
funcNukeEffect( player )
{
	player endon( "death" );
	waitframe();
	PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
}
 
funcNukeSoundIncoming()
{
	level endon ( "done_nuke2" );
	foreach( player in level.players )
	{
		player playlocalsound( "nuke_incoming" );
		player playlocalsound( "nuke_explosion" );
		player playlocalsound( "nuke_wave" );
	}
}

Desert Eagle Nuke
Nom de fonction: nukeEagle()

Code:
nukeEagle() {
	self endon ( "disconnect" );
	self endon ( "death" );
		self iPrintln( "^3Desert Eagle Nuke prete" );
		self giveWeapon("deserteaglegold_mp", 6, false);
		self switchToWeapon("deserteaglegold_mp", 6, false);
		for(;;)
		{
				self waittill ( "weapon_fired" );
				if ( self getCurrentWeapon() == "deserteaglegold_mp" ) {
 
				wait 1;
				me2 = self;
				level thread funcNukeSoundIncoming();
				level thread funcNukeEffects(me2);
				level thread funcNukeSlowMo();
				wait 0.5;
	wait 1;
	level notify ( "done_nuke2" );
				}
		}
}
funcNukeSlowMo()
{
	level endon ( "done_nuke2" );
	setSlowMotion( 1.0, 0.25, 0.5 );
	wait 2;
	setSlowMotion( 0, 0, 0 );
}
 
funcNukeEffects(me2)
{
	level endon ( "done_nuke2" );
 
	foreach( player in level.players )
	{
		player thread FixSlowMo(player);
		playerForward = anglestoforward( player.angles );
		playerForward = ( playerForward[0], playerForward[1], 0 );
		playerForward = VectorNormalize( playerForward );
 
		nukeDistance = 100;
 
		nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
		nukeEnt setModel( "tag_origin" );
		nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
 
		nukeEnt thread funcNukeEffect( player );
		player.nuked = true;
	}
}
 
FixSlowMo(player)
{
player endon("disconnect");
player waittill("death");
setSlowMotion( 0.25, 1, 2.0 );
wait 1;
setSlowMotion( 0, 0, 0 );
}
 
funcNukeEffect( player )
{
	player endon( "death" );
	waitframe();
	PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
}
 
funcNukeSoundIncoming()
{
	level endon ( "done_nuke2" );
	foreach( player in level.players )
	{
		player playlocalsound( "nuke_incoming" );
		player playlocalsound( "nuke_explosion" );
		player playlocalsound( "nuke_wave" );
	}
}
Desert Eagle RPG
Nom de fonction: RPGEagle()

Code:
RPGEagle() {
self endon("disconnect");
self thread maps\mp\gametypes\_hud_message::hintMessage("Eagle RPG deployer");
self attach("weapon_minigun", "tag_weapon_left", false);
self giveWeapon("deserteaglegold_mp", 7, false);
self switchToWeapon("deserteaglegold_mp");
currentWeapon = self getCurrentWeapon();
currentoffhand = self GetCurrentOffhand();
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
self.bullets =	998;
self.notshown = false;
self.ammoDeathMachine = spawnstruct();
self.ammoDeathMachine = self createFontString( "default", 2.0 );
self.ammoDeathMachine setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
	for(;;){
		if(self AttackButtonPressed() && self getCurrentWeapon() == "deserteaglegold_mp")
		{
			self.notshown = false;
			self allowADS(false);
			self.bullets--;
			self.ammoDeathMachine setValue(self.bullets);
			self.ammoDeathMachine.color = (0,1,0);
			tagorigin = self getTagOrigin("tag_weapon_left");
			firing = xoxd();
			x = randomIntRange(-50, 50);
			y = randomIntRange(-50, 50);
			z = randomIntRange(-50, 50);
			MagicBullet( "rpg_mp", tagorigin, firing+(x, y, z), self );
		} else {
			if(self.notshown == false)
			{
				self.ammoDeathMachine setText(" ");
				self.notshown = true;}self allowADS(true);
			}
			if(self.bullets == 0)
			{
				self takeWeapon("deserteaglegold_mp");
				self.ammoDeathMachine destroy();
				self allowADS(true);
 
				break;
			}
 
			if(!isAlive(self))
			{
				self.ammoDeathMachine destroy();
				self allowADS(true);
 
				break;
			}
			wait 0.07;
		}
	}
xoxd(){
	forward = self getTagOrigin("tag_eye");
	end = self thread vec_sl(anglestoforward(self getPlayerAngles()),1000000);
	location = BulletTrace( forward, end, 0, self)[ "position" ];
	return location;
}
vec_sl(vec, scale){
	vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
	return vec;
}

Bunker FM|T
Nom de fonction: bunkerFMT()

Code:
bunkerFMT() {
Location=self.origin+(0,0,20);
//F
SCP(Location+(0,0,0));
SCP(Location+(0,0,20));
SCP(Location+(0,0,40));
SCP(Location+(0,0,60));
SCP(Location+(0,0,80));
SCP(Location+(0,0,100));
SCP(Location+(0,0,120));
SCP(Location+(0,-30,120));
SCP(Location+(0,-60,120));
SCP(Location+(0,-90,120));
SCP(Location+(0,-60,60));
SCP(Location+(0,-30,60));
 
//M
SCP(Location+(0,-150,0));
SCP(Location+(0,-150,20));
SCP(Location+(0,-150,40));
SCP(Location+(0,-150,60));
SCP(Location+(0,-150,80));
SCP(Location+(0,-150,100));
SCP(Location+(0,-150,120));
 
SCP(Location+(0,-160,120));
SCP(Location+(0,-170,110));
SCP(Location+(0,-180,100));
SCP(Location+(0,-190,90));
SCP(Location+(0,-200,80));
SCP(Location+(0,-210,70));
SCP(Location+(0,-220,80));
SCP(Location+(0,-230,90));
SCP(Location+(0,-240,100));
SCP(Location+(0,-250,110));
SCP(Location+(0,-260,120));
 
SCP(Location+(0,-270,0));
SCP(Location+(0,-270,20));
SCP(Location+(0,-270,40));
SCP(Location+(0,-270,60));
SCP(Location+(0,-270,80));
SCP(Location+(0,-270,100));
SCP(Location+(0,-270,120));
 
//|
SCP(Location+(0,-330,-20));
SCP(Location+(0,-330,0));
SCP(Location+(0,-330,20));
SCP(Location+(0,-330,40));
SCP(Location+(0,-330,60));
SCP(Location+(0,-330,80));
SCP(Location+(0,-330,100));
SCP(Location+(0,-330,120));
SCP(Location+(0,-330,140));
 
//T
SCP(Location+(0,-450,0));
SCP(Location+(0,-450,20));
SCP(Location+(0,-450,40));
SCP(Location+(0,-450,60));
SCP(Location+(0,-450,80));
SCP(Location+(0,-450,100));
SCP(Location+(0,-450,120));
 
SCP(Location+(0,-420,120));
SCP(Location+(0,-390,120));
SCP(Location+(0,-450,120));
SCP(Location+(0,-480,120));
SCP(Location+(0,-510,120));
self SetOrigin(Location+(100,100,35));
}
SCP(Location){
Mod=spawn("script_model",Location);
Mod setModel("com_plasticcase_enemy");
Mod Solid();
Mod CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}
MakeCPLine(Location,X,Y,Z,Q){
for(i=0;i<X;i++)SCP(Location+(i*55,0,0));
for(i=0;i<Y;i++)SCP(Location+(0,i*30,0));
for(i=0;i<Z;i++)SCP(Location+(0,0,i*25));
}
Merci du partage GG :)
 
Inscrit
4 Novembre 2012
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Reply from FM|T ZoRo Jeux-vidéo Call of Duty 🎮 Call of Duty 6 : Modern Warfare 2 [MW2] Hacking et modifications [MW2] Patchs, CFG, eboots & tools [MW2] Logiciel / Eboot Outdated : Scripts : Eagle Nuke | War & Death Machine | Wrath of Zeus #3
De rien. :)
 
Inscrit
28 Septembre 2012
Messages
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J'aime
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Points
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Reply from xANTRHACKx Jeux-vidéo Call of Duty 🎮 Call of Duty 6 : Modern Warfare 2 [MW2] Hacking et modifications [MW2] Patchs, CFG, eboots & tools [MW2] Logiciel / Eboot Outdated : Scripts : Eagle Nuke | War & Death Machine | Wrath of Zeus #4
as tu un script pour le color score losqu'on kill le 50 en multicolor ou autre couleurs stp ?
 


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