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PS3/Xbox 360 Scripts : Eagle Nuke | War & Death Machine | Wrath of Zeus

Discussion dans '[MW2] Patchs, CFG, eboots & tools' créé par FM|T ZoRo, 7 Décembre 2012.

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  1. FM|T ZoRo

    FM|T ZoRo Membre

    Inscrit:
    4 Novembre 2012
    Messages:
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    Appréciations:
    118
    Points:
    2 463
    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 aime ça.


  2. xAleexis06

    xAleexis06 Membre Premium Premium

    Inscrit:
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    Messages:
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    Appréciations:
    186
    Points:
    4 113
    Merci du partage GG :)
     
    FMT_ZoRo aime ça.
  3. FM|T ZoRo

    FM|T ZoRo Membre

    Inscrit:
    4 Novembre 2012
    Messages:
    62
    Appréciations:
    118
    Points:
    2 463
    De rien. :)
     
    xAleexis06 aime ça.
  4. xANTRHACKx

    xANTRHACKx Membre

    Inscrit:
    28 Septembre 2012
    Messages:
    105
    Appréciations:
    5
    Points:
    608
    as tu un script pour le color score losqu'on kill le 50 en multicolor ou autre couleurs stp ?
     
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