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  1. #1
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    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
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    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
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    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
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    Read the rules on how to release.

    /Closed
    Insane
    Ex Middleman
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    PM|VM]
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    Quote Originally Posted by Boombox View Post
    Shut the fuck up insane you pussy bitch.
    Quote Originally Posted by arunforce View Post
    Shut the fuck up kid, everything that comes out of your mouth sounds retarded as fuck.

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

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