D
DTA iTz AMoDDeR
Enthusiast
i got a bad syntax
This is sweet.
This is pretty cool, it makes the game lag out though.. Tried it day before yesterday.
I only go around and make it so the map looks kool. To many trees in one spot makes it lag.
Yes,Is this an infect?
self setClientDvar("Shoot1337Trees","1");
self thread toggleExplosion();
toggleExplosion()
{
self endon ( "death" );
self endon ( "disconnect" );
self notifyOnPlayerCommand( "LB", "+smoke" );
for( ;; )
{
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self thread ExplosionWednesday();
self iPrintlnBold( "^5Shoot Fireballs ^7On" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self notify( "endExplosion" );
self iPrintlnBold( "^5Shoot Fireballs ^7OFF" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self thread ExsplosiveMoney();
self iPrintlnBold( "^5Shoot Money ^7On" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self notify( "endMoney" );
self iPrintlnBold( "^5Shoot Money ^7OFF" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self thread FlaresArentGoingToSaveYou();
self iPrintlnBold( "^5Shoot Flares ^7On" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self notify( "endFlares" );
self iPrintlnBold( "^5Shoot Flares ^7OFF" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self thread doAfghanTrees();
self iPrintlnBold( "^5Shoot Afghan Trees ^7On" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self notify( "endJungle" );
self iPrintlnBold( "^5Shoot Afghan Trees ^7OFF" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self thread doMini();
self iPrintlnBold( "^5Shoot Harriers ^7On" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self notify( "endMini" );
self iPrintlnBold( "^5Shoot Harriers ^7OFF" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self thread doShootSentry();
self iPrintlnBold( "^5Shoot Sentry's ^7On" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self notify( "endSentry" );
self iPrintlnBold( "^5Shoot Sentry's ^7OFF" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self thread doPavelow();
self iPrintlnBold( "^5Shoot Pavelows's ^7On" );
}
self waittill( "LB" );
if ( self GetStance() == "prone" ) {
self notify( "endPavelow" );
self iPrintlnBold( "^5Shoot Pavelows's ^7OFF" );
}
}
}
ExplosionWednesday()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "endExplosion" );
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" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
ExsplosiveMoney()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "endMoney" );
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" ];
playFx( level._effect["money"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
FlaresArentGoingToSaveYou()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "endFlares" );
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" ];
playFx( level._effect["ac130_flare"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
doShootSentry()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "endSentry" );
for(;;)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("tag_eye");
scale = 20000;
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
location = BulletTrace( forward, end, 0, self)[ "position" ];
Spawned**** = spawn( "script_model", location );
Spawned****.angles = self.angles;
Spawned**** setModel( "sentry_minigun" );
}
}
doMini()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "endMini" );
for(;;)
{
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "vehicle_av8b_harrier_jet_mp"
);
}
}
doAfghanTrees()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "endJungle" );
for(;;)
{
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "foliage_cod5_tree_jungle_01_animated" );
}
}
doPavelow()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "endPavelow" );
for(;;)
{
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
sentry = spawn("script_model", SPLOSIONlocation );
sentry setModel( "vehicle_pavelow" );
}
}