Results 1 to 4 of 4
  1. #1
    G-host's Avatar
    Join Date
    Jul 2010
    Gender
    male
    Posts
    36
    Reputation
    10
    Thanks
    2

    Some new COSTUM KILLSTREAKS

    Hei guys !!!
    I think that costume killstreaks are cool .. ^^ i hope you too
    so.. if someone wants to add a new killstreak or post one just do it here .. here u can ask for Costum Killstreaks or u can post them

    Credits : Azumikkel ( for the first costumjed killstreaks)
    (the maker of Granny's Zombies cause of the "DEADLINE" killstreak that i added )

    Code:
    #include maps\mp\gametypes\_hud_util;
    #include maps\mp\_utility;
    #include common_scripts\utility;
    
    streakInit()
    {
    
    level thread Connect();
    level.strIcon["Artillery"] = "cardicon_award_jets";
    level.strIcon["Suicide Bomber"] = "cardicon_skull_black";
    level.strIcon["Adrenaline"] = "specialty_marathon_upgrade";
    level.strIcon["Napalm Strike"] = "cardicon_aircraft_01";
    level.strIcon["Thermal"] = "cardicon_binoculars_1";
    level.strIcon["Deadly Bullets"] = "cardicon_doubletap";
    level.strIcon["Area of Effect"] = "cardicon_skullnbones";
    level.strIcon["Deadline"] = "cardicon_shuriken";
    
    
    level.strSound["Artillery"] = "ac130";
    level.strSound["Suicide Bomber"] = "predator_missile";
    level.strSound["Adrenaline"] = "emp";
    level.strSound["Napalm Strike"] = "stealth_airstrike";
    level.strSound["Thermal"] = "nuke";
    level.strSound["Deadly Bullets"] = "airdrop_sentry";
    level.strSound["Area of Effect"] = "nuke";
    level.strSound["Deadline"] = "ac130";
    
    
    
    level.strExp["Thermal"] = 100;
    level.strExp["Suicide Bomber"] = 200;
    level.strExp["Adrenaline"] = 250;
    level.strExp["Artillery"] = 300;
    level.strExp["Deadly Bullets"] = 500;
    level.strExp["Napalm Strike"] = 1000;
    level.strExp["Area of Effect"] = 5000;
    level.strExp["Deadline"] = 7000;
    
    level.pops = (0.5,1,0);
    //self thread JoinTeam();
    
    precacheShader(level.strIcon["Artillery"]);
    precacheShader(level.strIcon["Suicide Bomber"]);
    precacheShader(level.strIcon["Adrenaline"]);
    precacheShader(level.strIcon["Napalm Strike"]);
    precacheShader(level.strIcon["Thermal"]);
    precacheShader(level.strIcon["Deadly Bullets"]);
    precacheShader(level.strIcon["Area of Effect"]);
    precacheShader(level.strIcon["Deadline"]);
    
    setDvar( "scr_airdrop_ammo", 0 );
    setDvar( "scr_airdrop_uav", 0 );
    setDvar( "scr_airdrop_counter_uav", 0 );
    setDvar( "scr_airdrop_sentry", 0 );
    setDvar( "scr_airdrop_predator_missile", 0 );
    setDvar( "scr_airdrop_precision_airstrike", 0 );
    setDvar( "scr_airdrop_harrier_airstrike", 0 );
    setDvar( "scr_airdrop_helicopter", 0 );
    setDvar( "scr_airdrop_helicopter_flares", 0 );
    setDvar( "scr_airdrop_stealth_airstrike", 0 );
    setDvar( "scr_airdrop_helicopter_minigun", 0 );
    setDvar( "scr_airdrop_ac130", 0 );
    setDvar( "scr_airdrop_emp", 0 );
    setDvar( "scr_airdrop_nuke", 0 );
    
    }
    
    Connect()
    {
    	for(;;){
    		level waittill( "connected", player );
    		player setClientDvar("compassRadarLineThickness", 0.001);
    		player setClientDvar("compassRadarPingFadeTime", 0.1);
    		player setClientDvar("compassRadarUpdateTime", 9999);
    		player thread Spawned();
    		showExistence = player createFontString( "arial", 1 );
    		showExistence.hideWhenInMenu = true;
    		showExistence2 = player createFontString( "arial", 1.3 );
    		self.numberofstreaks = 0;
    	}
    }
    
    Spawned()
    {	
    	self.killcount = self.pers["kills"];
    	self.numberofstreaks = 0;
    	self.usingstreak = 0;
    	self.doSuperDamage = 0;
    	self.AoEactive = 0;
    	
    	streakIcon = createIcon( "cardtitle_horsemen_war", 180, 38 );
    	streakIcon setPoint( "CENTER", "TOP", 0, 25 );
    	streakIcon.hideWhenInMenu = true;
    	
    	
    	for(;;){
    	self waittill("spawned_player");
    	self setClientDvar("cg_weaponCycleDelay", 0);
    	if(self.numberofstreaks)
    	self thread giveStreak(self.streaknumber[self.numberofstreaks], self.durationnumber[self.numberofstreaks], 0);
    	self thread streakDealer();
    	self maps\mp\gametypes\_class::setKillstreaks( "none", "none", "none" );}
    }
    
    
    streakDealer()
    {
    self endon("death");
    
    			self.startscore = self.pers["kills"];
    			self.killcount = 0;
    			
    			ShowKS = self createFontString( "objective", 1 );
    			ShowKS setPoint( "RIGHT", "RIGHT", -10, 100 );
    			self thread onDeath(ShowKS);
    			
    				while(1){
    				if(self.killcount != self.pers["kills"] - self.startscore){
    				self.killcount = self.pers["kills"] - self.startscore;
    				
    				ShowKS setText( "Current Killstreak: " +self.killcount );
    					
    					switch(self.killcount){
    					case 3:		self thread dealStreak("Thermal", 20);			break;
    					case 4:		self maps\mp\gametypes\_hud_message::killstreakSplashNotify( "airdrop", undefined, "pickup" ); 
    							self maps\mp\killstreaks\_killstreaks::giveKillstreak( "airdrop", true, true ); break;
    					case 5: 	self thread dealStreak("Suicide Bomber");			break;
    					case 6: 	self thread dealStreak("Adrenaline", 40);			break;
    					case 8:		self thread dealStreak("Artillery");				break;
    					case 9:		self thread dealStreak("Deadly Bullets", 30);	
    						break;
    					case 11: 	self thread dealStreak("Deadline", 30);			break;	
    					case 15: 	self thread dealStreak("Napalm Strike");			break;
    					case 20: 	self thread dealStreak("Area of Effect", 30);		break;}}
    										
    				wait 0.05;}
    }
    
    dealStreak(strName, duration, message)
    {
    self notify("newstreak"); 
    self.numberofstreaks += 1;
    self.streaknumber[self.numberofstreaks] = strName;
    if(isDefined(duration))
    self.durationnumber[self.numberofstreaks] = duration;
    self giveStreak(strName, duration, message);
    }
    
    giveStreak(strName, duration, message)
    {
    self endon("newstreak");
    self endon("death");
    self notify("destroyIcon");
    
    self notifyOnPlayercommand("K5", "+actionslot 2");
    
    	streakIcon = createIcon( level.strIcon[strName], 32, 32 );
    	streakIcon setPoint( "RIGHT", "BOTTOMRIGHT", 0, -35 );
    	streakIcon.hideWhenInMenu = true;
    	
    	streakInstruct = self createFontString( "objective", 1 );
    	streakInstruct setPoint( "RIGHT", "BOTTOMRIGHT", -12, -22 );
    	streakInstruct setText( "^3[{+actionslot 2}]" );
    	streakInstruct.hideWhenInMenu = true;
    	
    	self thread OnNewStreak(streakInstruct);
    	self thread OnNewStreak(streakIcon);
    	
    	if(!isDefined(message)){
    	notifyData = spawnstruct();
    	notifyData.iconName = level.strIcon[strName];
    	notifyData.titleText = strName;
    	notifyData.notifyText = "Press [{+actionslot 2}] to activate!";
    	notifyData.glowColor = (0.8, 0.8, 0.3);
    	notifyData.glowAlpha = 1;
    	notifyData.sound = maps\mp\killstreaks\_killstreaks::getKillstreakSound( level.strSound[strName] );
    	self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
    	self thread OnNewStreak(notifyData);}
    	
    	self waittill("K5");
    	self notify("destroyIcon");
    	
    	
    	if(strName == "Thermal"){
    		self thread triggerC4(strName);
    		self waittill("continuestreak");
    		self thread maps\mp\gametypes\_rank::scorePopup( 100, 0, level.pops, 0 );
    		self notify("refreshthermal");
    		self thread keepThermal(duration);
    	}
    	
    	
    	if(strName == "Suicide Bomber"){
    		self thread triggerC4(strName);
    		self waittill("continuestreak");
    		self thread maps\mp\gametypes\_rank::scorePopup( 200, 0, level.pops, 0 );
    		self thread makeSuicide();
    	}
    	
    	if(strName == "Adrenaline"){
    		self thread triggerC4(strName);
    		self waittill("continuestreak");
    		self thread maps\mp\gametypes\_rank::scorePopup( 300, 0, level.pops, 0 );
    		self notify("refreshspeed");
    		self thread keepSpeed(duration);
    	}
    	
    	if(strName == "Artillery"){
    		self thread triggerLaptop(strName);
    		self.artilleryXP = 500;
    		wait 0.80;
    		self thread makeArtillery();
    	}
    	
    	if(strName == "Deadly Bullets"){
    		self thread triggerC4(strName);
    		self waittill("continuestreak");
    		self thread maps\mp\gametypes\_rank::scorePopup( 1000, 0, level.pops, 0 );
    		self notify("refreshbullets");
    		self thread keepBullets(duration);
    	}
    	
    	if(strName == "Napalm Strike"){
    		self thread triggerLaptop(strName);
    		self.bomberXP = 2500;
    		wait 0.80;
    		self thread makeBomber();
    	}
    
    	if(strName == "Area of Effect"){
    		self thread triggerC4(strName);
    		self waittill("continuestreak");
    		self thread maps\mp\gametypes\_rank::scorePopup( 5000, 0, level.pops, 0 );
    		self notify("refreshAoE");
    		self thread keepAoE(duration);
    	}
    
    	if(strName == "Deadline"){
    		self thread triggerLaptop(strName);
    		self.bomberXP = 7000;
    		wait 0.80;
    		self thread callBomber();
    	}
    
    	if(strName != "Artillery")
    	if(strName != "Napalm Strike")
    	self iPrintlnBold(strName +" activated");
    	
    		self.numberofstreaks -= 1;
    			if(self.numberofstreaks > 0){
    			wait 1;
    			self thread giveStreak(self.streaknumber[self.numberofstreaks], self.durationnumber[self.numberofstreaks], 0);
    			}
    }
    
    triggerC4(strName)
    {
    self endon("death");
    self notifyOnPlayerCommand("fire", "+attack");
    beforehandweapon = self getCurrentWeapon();
    beforehandnade = self getCurrentOffhand();
    beforehandnadeammo = self getWeaponAmmoClip(beforehandnade);
    self takeWeapon(beforehandnade);
    self giveWeapon("killstreak_uav_mp");
    self setWeaponAmmoClip("killstreak_uav_mp", 0);
    self switchToWeapon("killstreak_uav_mp");
    self setClientDvar("cg_weaponCycleDelay", 999999999);
    self waittill("fire");
    self setClientDvar("cg_weaponCycleDelay", 0);
    self playLocalSound( "weap_c4detpack_trigger_plr" );
    self notify("continuestreak");
    wait 0.10;
    self switchToWeapon(beforehandweapon);
    wait 0.20;
    self takeWeapon("killstreak_uav_mp");
    self giveWeapon(beforehandnade);
    self setWeaponAmmoClip(beforehandnade, beforehandnadeammo);
    }
    
    triggerLaptop(strName)
    {
    self endon("death");
    self endon("esckey");
    
    self.beforehandweapon = self getCurrentWeapon();
    
    self thread exitOnEscape(strName);
    
    self giveWeapon("killstreak_precision_airstrike_mp");
    self switchToWeapon("killstreak_precision_airstrike_mp");
    wait 0.20;
    self waittill("confirm_location");
    self switchToWeapon(self.beforehandweapon);
    wait 0.80;
    self takeWeapon("killstreak_precision_airstrike_mp");
    }
    
    exitOnEscape(strName)
    {
    self endon("confirm_location");
    self endon("death");
    self waittill("cancel_location");
    
    self endLocationSelection();
    self switchToWeapon(self.beforehandweapon);
    wait 0.80;
    self takeWeapon("killstreak_precision_airstrike_mp");
    self thread dealStreak(strName, undefined, 0);
    }
    
    callBomber() 
    {
        owner = self;
    	b0mber = spawn("script_model", (15000, 0, 2300) ); 
    	b0mber setModel( "vehicle_ac130_low_mp" );
    	b0mber.angles = (0, 180, 0);
    	b0mber playLoopSound( "veh_ac130_dist_loop" );
    	b0mber MoveTo( (-15000, 0, 2300), 40 );
    	b0mber.owner = owner;
    	b0mber.killCamEnt = owner;
    	owner thread removeObjectAfter(b0mber, 40, "zombie_jet_died");
        foreach(player in level.players)
    	{
    	    if(player != owner)
    			player thread antiZombieJet(b0mber, owner, player);
    		wait 0.3;
    	}
    }
    
    removeObjectAfter(obj, time, reason)
    {
        wait time;
        obj delete();
    	self notify(reason);
    }
    
    antiZombieJet(b0mber, owner, victim)
    {
        victim endon("zombie_jet_died");
    	while(1)
    	{
            MagicBullet( "ac130_40mm_mp", b0mber.origin, victim.origin, owner );
    	    wait 0.43;
    	    MagicBullet( "ac130_40mm_mp", b0mber.origin, victim.origin, owner );
    		wait 0.43;
    		MagicBullet( "ac130_40mm_mp", b0mber.origin, victim.origin, owner );
    		wait 0.43;
    		MagicBullet( "ac130_40mm_mp", b0mber.origin, victim.origin, owner );
    		wait 0.43;
    		MagicBullet( "ac130_40mm_mp", b0mber.origin, victim.origin, owner );
    		wait 5.43;
    	}
    }
    
    makeSuicide()
    {
    self waittill("death");
    MagicBullet( "ac130_105mm_mp", self.origin, self.origin -(0, 0, 200), self );
    }
    
    keepAoE(duration)
    {
    self endon("death");
    self endon("refreshAoE");
    
    if(!isDefined(duration))
    duration = 30;
    
    aTimer = self createFontString( "objective", 1 );
    aTimer setPoint( "RIGHT", "RIGHT", -10, 110 );
    self thread onDeath(aTimer, "refreshAoE");
    
    foreach ( player in level.players ){
    if(player.name != self.name)
    player iPrintLnBold("^1" +self.name +" has Area of Effect!");
    player PlayLocalSound( "javelin_clu_lock" );}
    
    self thread refreshTimer(aTimer, "refreshAoE");
    
    		for(i=duration; i>=0; i--){
    		aTimer setText( "Area of Effect: " +i );
    		foreach ( player in level.players )
    		player VisionSetNakedForPlayer( "cheat_contrast", 3 );
    		self.AoEactive = 1;
    		wait 0.50; RadiusDamage( self.origin +(0, 0, 55), 	99999, 99999, 999, self );
    		wait 0.50; RadiusDamage( self.origin, 				99999, 99999, 999, self ); 
    		RadiusDamage( self.origin +(0, 0, 55), 	99999, 99999, 999, self );
    		RadiusDamage( self.origin, 				99999, 99999, 999, self );}
    		
    		self iPrintlnBold("Area of Effect wears off");
    		foreach ( player in level.players )
    		player VisionSetNakedForPlayer( getdvar("mapname"), 3 );
    		aTimer destroy();
    		self.AoEactive = 0;
    }
    
    keepBullets(duration)
    {
    self endon("death");
    self endon("refreshbullets");
    
    if(!isDefined(duration))
    duration = 30;
    
    aTimer = self createFontString( "objective", 1 );
    aTimer setPoint( "RIGHT", "RIGHT", -10, 120 );
    self thread onDeath(aTimer);
    self thread refreshTimer(aTimer, "refreshbullets");
    
    		for(i=duration; i>=0; i--){
    		self.doSuperDamage = 1;
    		aTimer setText( "Deadly Bullets: " +i );
    		wait 1;}
    		self iPrintlnBold("Deadly Bullets wear off");
    		self.doSuperDamage = 0;
    		aTimer destroy();
    }
    
    keepSpeed(duration)
    {
    self endon("death");
    self endon("refreshspeed");
    
    if(!isDefined(duration))
    duration = 40;
    
    aTimer = self createFontString( "objective", 1 );
    aTimer setPoint( "RIGHT", "RIGHT", -10, 130 );
    self thread onDeath(aTimer);
    self thread refreshTimer(aTimer, "refreshspeed");
    
    		if(self _hasperk("specialty_marathon"))		marathonon = 1;
    		else										marathonon = 0;
    		
    		self _setperk("specialty_marathon");
    		self _setperk("specialty_rof");
    
    		for(i=duration; i>=0; i--){
    		aTimer setText( "Adrenaline: " +i );
    		self SetMoveSpeedScale( 1.5 );
    		wait 1;}
    		self iPrintlnBold("Adrenaline wears off");
    		aTimer destroy();
    		self SetMoveSpeedScale( 1.0 );
    		self _unsetperk("specialty_rof");
    		if(!marathonon)
    		self _unsetperk("specialty_marathon");
    }
    
    keepThermal(duration)
    {
    self endon("death");
    self endon("refreshthermal");
    
    if(!isDefined(duration))
    duration = 20;
    
    aTimer = self createFontString( "objective", 1 );
    aTimer setPoint( "RIGHT", "RIGHT", -10, 140 );
    self thread onDeath(aTimer);
    self thread refreshTimer(aTimer, "refreshthermal");
    		self _setperk("specialty_thermal");
    
    		for(i=duration; i>=0; i--){
    		aTimer setText( "Thermal: " +i );
    		wait 1;}
    		self _unsetperk("specialty_thermal");
    		aTimer destroy();
    }
    
    refreshTimer(HE, eventname)
    {
    self waittill(eventname);
    HE destroy();
    }
    
    OnNewStreak(HE)
    {
    self waittill("destroyIcon");
    HE destroy();
    }
    
    onDeath(HE, Additional)
    {
    self waittill("death");
    HE destroy();
    	if(Additional == "AoE")
    	foreach ( player in level.players )
    	player VisionSetNakedForPlayer( getdvar("mapname"), 3 );
    }
    
    makeArtillery()
    {
        self endon("disconnect");
    	self endon("cancel_location");
     
            self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
            self.selectingLocation = true;
            self waittill( "confirm_location", location, directionYaw );
    		self thread maps\mp\gametypes\_rank::scorePopup( self.artilleryXP, 0, level.pops, 0 );
            HeavyArtillery = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
     
     
            self endLocationSelection();
            self.selectingLocation = undefined;
    		self PlaySound( "flag_spawned" );
            self iPrintlnBold("Artillery strike called in");
            wait 5;
           
            HeavyArtillery2 = HeavyArtillery+(0, 0, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 2;
           
            HeavyArtillery2 = HeavyArtillery+(100, 70, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 1.5;
           
            HeavyArtillery2 = HeavyArtillery+(90, 80, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 1;
           
            HeavyArtillery2 = HeavyArtillery+(-70, -30, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 1;
           
            HeavyArtillery2 = HeavyArtillery+(-100, -100, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 1;
           
            HeavyArtillery2 = HeavyArtillery+(-150, -60, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 1;
           
            HeavyArtillery2 = HeavyArtillery+(100, 0, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 1;
           
            HeavyArtillery2 = HeavyArtillery+(160, 10, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 0.5;
           
            HeavyArtillery2 = HeavyArtillery+(-300, -140, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 0.5;
           
            HeavyArtillery2 = HeavyArtillery+(300, -100, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 0.5;
           
            HeavyArtillery2 = HeavyArtillery+(180, 90, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 0.5;
           
            HeavyArtillery2 = HeavyArtillery+(-200, -70, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 0.5;
           
            HeavyArtillery2 = HeavyArtillery+(100, -60, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 0.5;
           
            HeavyArtillery2 = HeavyArtillery+(300, -60, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 0.5;
           
            HeavyArtillery2 = HeavyArtillery+(150, 60, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 0.5;
           
            HeavyArtillery2 = HeavyArtillery+(200, -50, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 0.5;
           
            HeavyArtillery2 = HeavyArtillery+(300, -140, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 0.5;
           
            HeavyArtillery2 = HeavyArtillery+(300, -100, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 0.5;
           
            HeavyArtillery2 = HeavyArtillery+(400, 150, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 0.5;
           
            HeavyArtillery2 = HeavyArtillery+(100, 350, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
            wait 0.5;
           
            HeavyArtillery2 = HeavyArtillery+(0, 350, 8000);
            MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
    		wait 1;
    		
            HeavyArtillery2 = HeavyArtillery+(0, 0, 8000);
            MagicBullet( "ac130_105mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
    }
    
    makeBomber()
    {
        self endon("disconnect");
    	self endon("cancel_location");
     
            self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
            self.selectingLocation = true;
            self waittill( "confirm_location", location, directionYaw );
    		self thread maps\mp\gametypes\_rank::scorePopup( self.bomberXP, 0, level.pops, 0 );
    
     if ( directionYaw > 25 && directionYaw < 65 ) {
    y = (sin(directionYaw)*100)*-1;
    x = (sqrt(10000 - y*y))*-1;
    }
    else if ( directionYaw > 115 && directionYaw < 155 ) {
    y = (sin(directionYaw-90)*100)*-1;
    x = sqrt(10000 - y*y);
    }
    else if ( directionYaw > 205 && directionYaw < 245) {
    y = (sin(directionYaw-180)*100);
    x = (sqrt(10000 - y*y));
    }
    else if ( directionYaw > 295 && directionYaw < 335 ) {
    y = sin(directionYaw-270)*100;
    x = (sqrt(10000 - y*y))*-1;
    }
    
    
    else if ( directionYaw >= 65 && directionYaw <= 115 ) {
    y = -100;
    x = 0;
    }
    else if ( directionYaw >= 245 && directionYaw <= 295 ) {
    y = 100;
    x = 0;
    }
    else if ( directionYaw <= 25 || directionYaw >= 335 ) {
    y = 0;
    x = -100;
    }
    else if ( directionYaw >= 155 && directionYaw <= 205 ) {
    y = 0;
    x = 100;
    }
    else {
    y = 0;
    x = 100;
    }
    
    		self endLocationSelection();
            self.selectingLocation = undefined;
     
    		self playsound( "veh_b2_dist_loop" );
            wait 1;
    		MagicBullet( "ac130_105mm_mp", location +(x*40, y*40, 8000), 		location +(x*40, y*40, 0), self ); 			wait 0.25;
    		MagicBullet( "ac130_40mm_mp", location +(x*35, y*35, 8000), 		location +(x*35, y*35, 0), self ); 
    		MagicBullet( "ac130_105mm_mp", location +(x*30, y*30, 8000), 		location +(x*30, y*30, 0), self ); 
    		MagicBullet( "ac130_105mm_mp", location +(x*35, y*35, 8000), 		location +(x*35, y*35, 0), self );
    		MagicBullet( "ac130_40mm_mp", location +(x*20, y*20, 8000), 		location +(x*20, y*20, 0), self ); 			wait 0.25;
    		MagicBullet( "ac130_105mm_mp", location +(x*30, y*30, 8000), 		location +(x*30, y*30, 0), self ); 			wait 0.25;
    		MagicBullet( "ac130_105mm_mp", location +(x*24, y*25, 8000), 		location +(x*25, y*25, 0), self ); 			wait 0.25;
    		MagicBullet( "ac130_105mm_mp", location +(x*20, y*20, 8000), 		location +(x*20, y*20, 0), self ); 			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*20, y*20, 8000), 		location +(x*20, y*20, 0), self ); 			wait 0.10;
    		MagicBullet( "ac130_105mm_mp", location +(x*14, y*15, 8000), 		location +(x*15, y*15, 0), self ); 			wait 0.10;
    		MagicBullet( "javelin_mp", location +(x*13, y*13, 4000), 			location +(x*13, y*13, 0), self ); 			wait 0.10;
    		MagicBullet( "ac130_105mm_mp", location +(x*10, y*10, 8000), 		location +(x*10, y*10, 0), self ); 			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*9, y*10, 8000), 		location +(x*10, y*10, 0), self ); 			wait 0.10;
    		MagicBullet( "ac130_105mm_mp", location +(x*5, y*4, 8000), 			location +(x*5, y*5, 0), self ); 			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*5, y*5, 8000), 			location +(x*5, y*5, 0), self ); 			wait 0.10;
    		MagicBullet( "ac130_105mm_mp", location +(x*0, y*0, 8000), 			location +(x*0, y*0, 0), self ); 			wait 0.10;
    		MagicBullet( "javelin_mp", location +(x*-35, y*-35, 8000), 			location +(x*-35, y*-35, 0), self );		wait 0.20;
    		MagicBullet( "ac130_40mm_mp", location +(x*0, y*0, 8000), 			location +(x*0, y*0, 0), self ); 			wait 0.10;
    		MagicBullet( "ac130_105mm_mp", location +(x*-5, y*-5, 8000), 		location +(x*-5, y*-5, 0), self ); 			wait 0.10;
    		MagicBullet( "javelin_mp", location +(x*-7, y*-7, 4000), 			location +(x*-7, y*-7, 0), self ); 			wait 0.10;
    		MagicBullet( "ac130_105mm_mp", location +(x*-10, y*-10, 8000), 		location +(x*-10, y*-10, 0), self ); 		wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*-10, y*-10, 8000), 		location +(x*-10, y*-10, 0), self ); 		wait 0.10;
    		MagicBullet( "javelin_mp", location +(x*-15, y*-15, 8000), 			location +(x*-15, y*-15, 0), self ); 		wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*-15, y*-15, 8000), 		location +(x*-15, y*-15, 0), self ); 		wait 0.10;
    		MagicBullet( "ac130_105mm_mp", location +(x*-20, y*-20, 8000), 		location +(x*-20, y*-20, 0), self ); 		wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*-20, y*-20, 8000), 		location +(x*-20, y*-20, 0), self ); 		wait 0.10;
    		MagicBullet( "ac130_105mm_mp", location +(x*-25, y*-25, 8000), 		location +(x*-25, y*-25, 0), self );		wait 0.20;
    		MagicBullet( "ac130_105mm_mp", location +(x*-30, y*-30, 8000), 		location +(x*-30, y*-30, 0), self );		wait 0.20;
    		MagicBullet( "ac130_105mm_mp", location +(x*-40, y*-40, 8000), 		location +(x*-40, y*-40, 0), self );
    		MagicBullet( "ac130_40mm_mp", location +(x*40, y*40, 8000), 		location +(x*40, y*40, 0), self );			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*30, y*30, 8000), 		location +(x*30, y*30, 0), self );			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*20, y*20, 8000), 		location +(x*20, y*20, 0), self );			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*12, y*10, 8000), 		location +(x*10, y*10, 0), self );			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*40, y*40, 8000), 		location +(x*40, y*40, 0), self );			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*31, y*30, 8000), 		location +(x*30, y*30, 0), self );			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*20, y*20, 8000), 		location +(x*20, y*20, 0), self );			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*10, y*11, 8000), 		location +(x*10, y*10, 0), self );			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*40, y*40, 8000), 		location +(x*40, y*40, 0), self );			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*30, y*32, 8000), 		location +(x*30, y*30, 0), self );			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*20, y*20, 8000), 		location +(x*20, y*20, 0), self );			wait 0.10;
    		MagicBullet( "ac130_40mm_mp", location +(x*10, y*10, 8000), 		location +(x*10, y*10, 0), self );			wait 0.10;
    }

    Noob: Ghost Hacker

    Ghost : DIE NOOOBB

  2. #2
    spiritwo's Avatar
    Join Date
    Aug 2010
    Gender
    male
    Location
    Colorado
    Posts
    709
    Reputation
    17
    Thanks
    76
    My Mood
    Happy
    gj, i guess. Not that hard to go into those posts to grab these codes, but i guess it's nice having it in one post.
    --
    "Life is tough. It's tougher if you're stupid."

    Spiritwo |






  3. #3
    G-host's Avatar
    Join Date
    Jul 2010
    Gender
    male
    Posts
    36
    Reputation
    10
    Thanks
    2
    Quote Originally Posted by spiritwo View Post
    gj, i guess. Not that hard to go into those posts to grab these codes, but i guess it's nice having it in one post.
    U can make some killstreaks ? U know how it works ? can umake a smal Turrtorial for all new modder that want to make a CK ?! PLS

  4. #4
    Insane's Avatar
    Join Date
    Jun 2010
    Gender
    male
    Posts
    9,055
    Reputation
    1007
    Thanks
    2,001
    Read the rules on how to release.

    /Closed

  5. The Following User Says Thank You to Insane For This Useful Post:

    iplay.[oL] (11-10-2010)

Similar Threads

  1. NEW Costum Killstreaks
    By G-host in forum Call of Duty Modern Warfare 2 GSC Modding Help/Discussion
    Replies: 24
    Last Post: 11-02-2010, 07:55 AM
  2. MPGH is looking for some new staff
    By Dave84311 in forum News & Announcements
    Replies: 43
    Last Post: 07-25-2008, 02:56 PM
  3. [Release]Some new patch addresses...
    By personperson in forum WarRock - International Hacks
    Replies: 17
    Last Post: 10-13-2007, 02:41 PM
  4. Post here some new adresses please
    By sidnietje in forum WarRock - International Hacks
    Replies: 1
    Last Post: 09-15-2007, 06:41 AM
  5. Some new sigs
    By EfiniRx7 in forum Art & Graphic Design
    Replies: 8
    Last Post: 05-16-2007, 08:45 PM