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  1. #16
    master131's Avatar
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    Quote Originally Posted by EpicPlayer View Post
    Yeah, almost the same
    (Except you don't pick it up, you get it xD)
    That's very easy to fix though. Coding it might be a little tedious though. You can see a retarded example of one in my never-to-be-completed Zombie Dog Mod for Black Ops.
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  2. #17
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    where can i download this mod??? plz tell me!!!

  3. #18
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    Quote Originally Posted by EpicPlayer View Post
    Hey guys, Yamato and me have been improving Arasonic's pre-released Zombie mod... (Also been making more stuffs by our own :P)

    A picture, explains more than thousand words... so I guess this video explains more than that:


    YouTube - Mod preview
    ummm 4FunPlayin Made A EPIC Raygun for his GZ, Here's the code(might need editing for ur mod):
    Code:
    giveRayGun()
    {
        self takeWeapon( self GetCurrentWeapon() );
    	self giveWeapon( "pp2000_silencer_mp", 1, false );
    	self switchToWeapon("pp2000_silencer_mp");
    	self thread doRaygunSync();
    	textz = spawnstruct();
    	textz.text = game["clientmsg"]["FIRE_LAST_HUMAN"];
    	wait 0.23;
    	self.newfkinorigin = (0, 0, 1000); //default
    	switch(getDvar("mapname"))
    	{
    	case "mp_estate":
    	    self.newfkinorigin = (-525, 2810, 160);
    		break;
    	case "mp_highrise":
    	    self.newfkinorigin = (-800, 6418, 3000);
    		break;
    	case "mp_checkpoint":
    	    self.newfkinorigin = (1814, -444, 140);
    		break;
    	case "mp_quarry":
    	    self.newfkinorigin = (-4572, 3006, 65);
    		break;
    	case "mp_terminal":
    	    self.newfkinorigin = (606, 2929, 207);
    		break;
    	case "mp_underpass":
    	    self.newfkinorigin = (-84, 948, 76);
    		break;
    	case "mp_invastion":
    	    self.newfkinorigin = (-275, -1743, 500);
    		break;
    	case "mp_rust":
    	    self.newfkinorigin = (351, 1057, 190);
    		break;
    	case "mp_boneyard":
    	    self.newfkinorigin = (731, 343, 150);
    		break;
    	case "mp_rundown":
    	    self.newfkinorigin = (448, -80, 100);
    		break;
    	case "mp_nightshift":
    	    self.newfkinorigin = (844, 47, 150);
    		break;
    	case "mp_favela":
    	    self.newfkinorigin = (432, 2544, 350);
    		break;
    	case "mp_brecourt":
    	    self.newfkinorigin = (0, 1000, 500);
    		break;
    	}
    	self setOrigin(self.newfkinorigin);
    	wait 1;
    	self maps\mp\perks\_perks::givePerk("specialty_marathon");
    	self maps\mp\perks\_perks::givePerk("specialty_longersprint");
    	self maps\mp\perks\_perks::givePerk("specialty_lightweight");
    	wait 0.1;
    	self.maxhealth = 130;
    	self.health = 130;
    	wait 0.1;
    	
    	self iPrintLnBold(textz.text);
    	
    	self giveZombiePoints( 5000 );
    }
    
    doRaygunSync() //IDFK.. W@W WAS EPIC.
    {
        self endon("disconnect");
    	self endon("death");
    	self endon("game_ended");
    	
    	//I don't know how to make a custom ammo clip so I will use the good old way.
    	
    	self.textRayGunVal = spawnstruct();
    	self.textRayGunVal = self createFontString( "default", 2.0 );
    	self.textRayGunVal setPoint( "TOPRIGHT", "TOPRIGHT", -20, 40);
        self thread zmod\mp\_OtherFunctions::DestroyOnDeath(self.textR  ayGunVal);
    	texta = spawnstruct();
    	texta.text = game["clientmsg"]["TO_FAR_POINT_RAYGUN"];
    	for(self.ammoclipray = 120; self.ammoclipray > -1; self.ammoclipray--)
    	{
    		self waittill("weapon_fired");
    		iWeap = self GetCurrentWeapon();
    		if(iWeap == "pp2000_silencer_mp")
    		{
    		startB = GetCursorPos();
    		RadiusDamage( startB, 101, 520, 507, self );
    		startA = self getTagOrigin("tag_weapon_left");
    		xD = distance(startA, startB);
    		//We will have to do a limit of range, or else error 'no free dobjs'
    		if(xD < 855)
    		{
    	    pointe = roundUp(xD/13.5);
    		self.textRayGunVal setValue(self.ammoclipray);
    		self.textRayGunVal.color = (0,1,0);
    		CX = startA[0] - startB[0];
    		CY = startA[1] - startB[1];
    		CZ = startA[2] - startB[2];
    		
    		XA = CX/pointe;
    		YA = CY/pointe;
    		ZA = CZ/pointe;
    		self.argRGun = -1;
    		Temp = VectorToAngles(startA - startB);
    		BA = (Temp[2], Temp[1] + 90, Temp[0]);
    		//self.playingfxatm = playfx(level.spawnGlow["enemy"], startB);
    		for(b = pointe; b > -1; b--)
    		{
          	  	self.pointRGW[self.argRGun] = spawn( "script_model", (startB + ((XA, YA, ZA) * b)) );
    	   		self.pointRGW[self.argRGun] setModel("projectile_m67fraggrenade_bombsquad");
    			self.pointRGW[self.argRGun].angles = BA;
    			self thread removeRayGunShotEffect(self.pointRGW[self.argRGun]);
    		}
    		} else {
    		    self iPrintLnBold(texta.text);
    		}
    		}
    		if(self.ammoclipray == 0)
    		{
    		    self thread deathMachine();
    			self.textRayGunVal.color = (1,0,0);
    		}
    	}
    }
    
    removeRayGunShotEffect(DObj)
    {
        wait 0.3;
    	DObj delete();
    }
    Here's the self-thread code
    Code:
    self thread giveRayGun();
    Here's A video for Proof its better


    PS: I'm good at modding and Have tons of experenise Making Zombie Mods (I guess this one is AI?) and I would love to help you ( I have working On CP-Map Making and CQZM, GZ, And Flyable Heli Mod)
    Last edited by superbomb17; 02-16-2011 at 05:50 PM.

  4. #19
    Arasonic's Avatar
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    Can't say I like it, but good job for continuing I guess

  5. #20
    MuLtiHuNTeR's Avatar
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    Mhm..the balistic knife isnt that hard to do..
    self giveWeapon("usp_akimbo_mp", 0, true); yes it better coz have odd knife animation
    and
    MagicBullet "throwingknife_mp" and etc.
    Good job anyway and maybe make juggornog permanent..

  6. #21
    Arasonic's Avatar
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    Quote Originally Posted by MuLtiHuNTeR View Post
    Mhm..the balistic knife isnt that hard to do..
    self giveWeapon("usp_akimbo_mp", 0, true); yes it better coz have odd knife animation
    and
    MagicBullet "throwingknife_mp" and etc.
    Good job anyway and maybe make juggornog permanent..
    Throwingknife magicBullet doesn't work.

  7. #22
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    Quote Originally Posted by Arasonic View Post
    Throwingknife magicBullet doesn't work.
    No, that was the first thing I tried to make balistic knife, and then I found a super easy way to do it,

    Talking about raygun, we decided to make an own raygun, also 4funplaying one crashes the mod if the bunker or edit is very big, because it shots models, also, it laggs more than our one, .
    Last edited by Yamato; 02-17-2011 at 08:40 AM.

  8. #23
    EpicPlayer's Avatar
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    Quote Originally Posted by master131 View Post
    That's very easy to fix though. Coding it might be a little tedious though. You can see a retarded example of one in my never-to-be-completed Zombie Dog Mod for Black Ops.
    I saw that, how did you make the gun "fall" If you know what I mean? lol
    Physgravity?

  9. #24
    Arasonic's Avatar
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    <name> moveTo(location, time);
    ..?

  10. #25
    xbeatsszzx's Avatar
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    looks kewl cant w8.
    I Am on this site for the mods for mw2 ONLY. Not hacks.

  11. #26
    lucianolopes700's Avatar
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    where is download link?

  12. #27
    EpicPlayer's Avatar
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    Quote Originally Posted by lucianolopes700 View Post
    where is download link?
    It's a preview, not the final product...

  13. #28
    lucianolopes700's Avatar
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    Why he doesnt place a the release?

  14. #29
    SneakyPete's Avatar
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    OMG CANY WAIT TILL RELEASE

    Waiting between worlds that divide through a choice undefined
    A break in the line where all paths intertwine
    And no roads lead or progress behind
    And all signs read: "Know The Way. Decide"



  15. #30
    EpicPlayer's Avatar
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    Quote Originally Posted by lucianolopes700 View Post
    Why he doesnt place a the release?
    We're not done yet lol

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