Gorilla Glue 4
Enthusiast
HERE IS THE CODE ITS NOT REALLY A FIX AND NOT A RELEASE I JUST CALL THINGS RELEASE SO NO NEED TO FLAME I COPIED HIS CODE BUT IT DIDNT WORK SO ALL I DID WAS CLICK ENTER ON ALL THE STUFF JUST TO HELP PEOPLE THAT DONT KNOW HOW TO DO IT
Code:
Terminator()
{
self endon ( "disconnect" );
self endon ( "term1" );
for(;;)
{
self iPrintlnBold("^1Terminator activated");
self playlocalsound("laugh_child");
self freezeControls(true);
wait 2;
self iPrintlnBold("^1Transformation Beginning");
self thread Term();
wait 3;
self freezeControls(false);
self thread doTerm();
self thread TerminatorShoot();
self iPrintlnBold("^1Transformation ^2Complete !");
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
wait 10;
self playlocalsound("laugh_child");
self thread EndTerm();
}
wait 0.05;
}
//Need to find gun models....
Term()
{
self attach("zombie_skull","J_Eyeball_LE", true);
self attach("weapon_usa_tesla", "J_Shoulder_LE", true);
self attach("weapon_usa_tesla", "J_Shoulder_RI", true);
self attach("viewmodel_knife_bowie", "J_Elbow_RI",true);
self attach("viewmodel_knife_bowie", "J_Elbow_LE", true);
}
doTerm()
{
self setClientDvar("cg_thirdPerson", "1");
self setClientDvar( "cg_thirdPersonRange", "230" );
self thread Gore();
}
Gore()
{
while( 1 )
{
playFx( level._effect["headshot"], self getTagOrigin( "j_head" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_neck" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_wrist_RI" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_wrist_LE" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_SpineLower" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_SpineUpper" ) );
wait .5;
}
}
EndTerm()
{
self notify ( "term1" );
}
TerminatorShoot()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;;)
{
self waittill( "weapon_fired" );
SWGun = self getTagOrigin("J_Shoulder_LE");
SWGun2 = self getTagOrigin("J_Shoulder_RI");
GunShot = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);
MagicBullet( "panzerschrek", SWGun, GunShot+(x, y, z), self );
MagicBullet( "panzerschrek", SWGun2, GunShot+(x, y, z), self );
}
}
GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}