Navigation

P226 & MAGNUM AKIMBO (w/bullets)

File description

Final Versions :

Added bullets, bullet trails, decals
+ new reload animation for P226 projectile version.

If combining both together for your mod - Put Magnum files over P226 files.

Enjoy

Comments

0 0

Really great job!
Do you plan to share you script source code? You mentioned crouch slide, etc..?


Posted on 11.06.2020 / 10:11

been working on some other stuff.. so just haven't posted it yet cuz i just haven't finished writing it yet....
but no probs if u want to finish it... here it is

self thread ZLIDE();

ZLIDE()
{
while(1)
{
self.before = self getorigin();
wait 0.08;
self.after = self getorigin();
if ( self isOnGround() && ( distance(self.before, self.after) > 0.01 ) && self GetStance() == "crouch" )
{
for(time = 0; time < 0.1; time++)
{
self thread ZLIDE2();
}
}
}
}

ZLIDE2()
{
self endon("movedone");
while(1)
{
self.before = self getorigin();
wait 0.05;
self.after = self getorigin();
if ( self isOnGround() && ( distance(self.before, self.after) > 0.05 ) && self GetStance() == "crouch" )
{
self.mover = spawn("script_origin", self.origin);
self.mover SetContents(100);
self.mover solid();
self linkto (self.mover);
self.islinkedmover = true;
for(time = 0; time < 13.987; time++)
{
angle = self getplayerangles();
{
self thread moveonangle(angle);
self.ClampToGround = true;
self playSoundtoplayer( "mp_woosshh", self );
}
wait .05;
}
self.mover delete();
self.islinkedmover = false;
wait 1.9;
self thread AmStuck();
wait .05;
self notify("movedone");
wait .5;
self unlink();
}
wait .05;

}
}

moveonangle( angle )
{
self endon("movedone");
range = 1.74;
forward = maps\mp\_utility::vector_scale(anglestoforward(self.angles), 50 );
forward = maps\mp\_utility::vector_scale(forward, range);
forward2 = maps\mp\_utility::vector_scale(anglestoforward(self.angles), 75 );
forward2 = maps\mp\_utility::vector_scale(forward, range);

if( bullettracepassed( self.origin, self.origin + forward2, false, undefined ) )
{
self.mover moveto( self.mover.origin + forward, 0.205 );
}
else
{
self.mover moveto( self.mover.origin + forward, 0.205 );
}
}

AmStuck()
{
self endon("disconnect");
self endon("death");
self endon("stop_ticking");
self endon("movestart");

for(;
{
self.before = self getorigin();
wait 10;
self.after = self getorigin();

if ( !self isOnGround() && (!self.islinkedmover == true) && ( distance(self.before, self.after) < 1) )
{
announcement("^1Stuck ? ^7ABOUT TO GET BOOMD back!");
}
wait 5;
self.after = self getorigin();
if ( !self isOnGround() && (!self.islinkedmover == true) && ( distance(self.before, self.after) < 1) )
{
self thread BOOMD();
wait .05;
self notify("movestart");
break;
}
}
wait .05;
}

BOOMD()
{
self endon("disconnect");
self endon("death");
self endon("stop_ticking");
while(1)
{
self.before = self getorigin();
wait 3;
self.after = self getorigin();
if ( !self isOnGround() && (!self.islinkedmover == true) && ( distance(self.before, self.after) < 1) )
{
self.mover = spawn("script_origin", self.origin);
self linkto (self.mover);
self.islinkedmover = true;
for(time = 0; time < 12.987; time++)
{
angle = self getplayerangles();
{
self thread moveonangle2(angle);
self playSoundtoplayer( "weap_type99_fire_plr", self );
}
wait .05;
}
self.mover delete();
self.islinkedmover = false;
wait 1.95;

//self notify("movedone");
//self notify("movestart");
wait .5;
self unlink();
}
wait .05;

}
}

moveonangle2( angle )
{
self endon("stop_ticking");
range = 10;
up = maps\mp\_utility::vector_scale(anglestoup(angle), 50 );
up = maps\mp\_utility::vector_scale(up, range);
up2 = maps\mp\_utility::vector_scale(anglestoup(angle), 75 );
up2 = maps\mp\_utility::vector_scale(up, range);

if( bullettracepassed( self.origin, self.origin + up2, false, undefined ) )
{
self.mover moveto( self.mover.origin + up, 0.19 );
}
else
{
self.mover moveto( self.mover.origin + up, 0.19 );
}
wait 2;
self.mover delete();
self notify("stop_ticking");
}


Posted on 13.06.2020 / 22:11

0 0

j007l whixh thing,s cod is it?
:


Posted on 07.07.2020 / 9:42

0 0

4


Posted on 11.07.2020 / 23:18

Post comment

ONLY USERS CAN POST COMMENTS.

Related files