RAINBOW vision:
self setClientDvar( "r_debugShader", "1" );
See enemy names constantly
doDvars
{
self setClientDvar("cg_drawThroughWalls", "1")
Welcome message
self thread mapsmpgametypes_hud_message::hintMessage( "Welcome To "+level.hostname+"`s Modded Lobby!" );
Shooting Trees
Tree()
{
for(;
{
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" ];
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "foliage_cod5_tree_jungle_01_animated" );
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
This is just a couple more people asked for
self setClientDvar( "r_debugShader", "1" );
See enemy names constantly
doDvars
{
self setClientDvar("cg_drawThroughWalls", "1")
Welcome message
self thread mapsmpgametypes_hud_message::hintMessage( "Welcome To "+level.hostname+"`s Modded Lobby!" );
Shooting Trees
Tree()
{
for(;
{
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" ];
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "foliage_cod5_tree_jungle_01_animated" );
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
This is just a couple more people asked for