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  1. #1
    mathieutje12's Avatar
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    Anti Close Range NoSope

    Hey all,

    Does anyone know how to make a anti close range no scope thread?

    Something like if enemy distance > 200 & self allowADS(false)
    than dont shoot or no damage can somebody make this?

    Tnx

    Edit:
    I tryed this but it doesnt work..

    Code:
    anticrns()
    {
    foreach(player in level.players)
     
    player[i].origin = level.origin;
                    { 
                    if(Distance(self.origin, level.origin) <= 300) && self allowADS(false)){
    
    announcement("test");	
    	}
    }
    }
    another question: if u active the killstreak it dont go where it have to go. Its like 5000 coordinates lower
    Code:
    doDiving()
    {
    	self beginLocationSelection( "map_artillery_selector", false, ( level.mapSize / 5.625 ) );
    	self.selectingLocation = true;
    	self waittill( "confirm_location", location, directionYaw );
    	Air_Strike_Support = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
    	self endLocationSelection();
    	self.selectingLocation = undefined;
    	Airstrike_support = spawn("script_model", (Air_Strike_Support[0], Air_Strike_Support[1], 25000) );
    	Airstrike_support setModel( "vehicle_mig29_desert" );
    	Airstrike_support.angles = (70, directionYaw, 0);
    	Airstrike_support playLoopSound( "veh_b2_dist_loop" );
       test = vector_multiply(AnglesToForward((0, directionYaw, 0)), 1400);
    	Airstrike_support moveTo( Air_Strike_Support + (test[0], test[1], 3000), 5 );
    	wait 4;
    	Air_Strike_Support = BulletTrace( Airstrike_support.origin, ( Airstrike_support.origin + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(0, -40, 0), self );
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(0, 40, 0), self );
    	wait 0.1;
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(150, -30, 0), self );
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(-150, 30, 0), self );
    	wait 0.1;
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(0, -180, 0), self );
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(0, 180, 0), self );
    	wait 0.1;
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(50, -180, 0), self );
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(-50, 180, 0), self );
    	wait 0.1;
    	MagicBullet( "ac130_105mm_mp", Airstrike_support.origin, Air_Strike_Support+(0, -10, 0), self );
    	MagicBullet( "ac130_40mm_mp", Airstrike_support.origin, Air_Strike_Support+(0, 10, 0), self );
    	wait 0.2;
    	for(i=70;i>-1;i-=10) {
    		Airstrike_support.angles = (i, directionYaw, 0);
    		Airstrike_support moveTo( Airstrike_support.origin+(vector_multiply(AnglesToForward((0, directionYaw, 0)), 1570)[0], vector_multiply(AnglesToForward((0, directionYaw, 0)), 1570)[1], -500), 2 );
    		if(i != 30) wait 0.001;
    	}
    	test = vector_multiply(AnglesToForward((0, directionYaw, 0)), 15000);
    	Airstrike_support moveTo( Airstrike_support.origin+(test[0], test[1], -150), 3 );
       
       
    	wait 3;
       
    	Airstrike_support delete();
    	Air_Strike_Support = undefined;
    }
    Last edited by Moto; 06-03-2011 at 04:01 AM.

  2. #2
    Yamato's Avatar
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    Quote Originally Posted by mathieutje12 View Post
    another question: if u active the killstreak it doesnt shoot at the place what u have chose. Any fix for this?
    Code:
    doDiving()
    {
    	self beginLocationSelection( "map_artillery_selector", false, ( level.mapSize / 5.625 ) );
    	self.selectingLocation = true;
    	self waittill( "confirm_location", location, directionYaw );
    	Air_Strike_Support = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
    	self endLocationSelection();
    	self.selectingLocation = undefined;
    	Airstrike_support = spawn("script_model", (Air_Strike_Support[0], Air_Strike_Support[1], 25000) );
    	Airstrike_support setModel( "vehicle_mig29_desert" );
    	Airstrike_support.angles = (70, directionYaw, 0);
    	Airstrike_support playLoopSound( "veh_b2_dist_loop" );
       test = vector_multiply(AnglesToForward((0, directionYaw, 0)), 1400);
    	Airstrike_support moveTo( Air_Strike_Support + (test[0], test[1], 3000), 5 );
    	wait 4;
    	Air_Strike_Support = BulletTrace( Airstrike_support.origin, ( Airstrike_support.origin + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(0, -40, 0), self );
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(0, 40, 0), self );
    	wait 0.1;
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(150, -30, 0), self );
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(-150, 30, 0), self );
    	wait 0.1;
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(0, -180, 0), self );
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(0, 180, 0), self );
    	wait 0.1;
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(50, -180, 0), self );
    	MagicBullet( "stinger_mp", Airstrike_support.origin+(0,0,-800), Air_Strike_Support+(-50, 180, 0), self );
    	wait 0.1;
    	MagicBullet( "ac130_105mm_mp", Airstrike_support.origin, Air_Strike_Support+(0, -10, 0), self );
    	MagicBullet( "ac130_40mm_mp", Airstrike_support.origin, Air_Strike_Support+(0, 10, 0), self );
    	wait 0.2;
    	for(i=70;i>-1;i-=10) {
    		Airstrike_support.angles = (i, directionYaw, 0);
    		Airstrike_support moveTo( Airstrike_support.origin+(vector_multiply(AnglesToForward((0, directionYaw, 0)), 1570)[0], vector_multiply(AnglesToForward((0, directionYaw, 0)), 1570)[1], -500), 2 );
    		if(i != 30) wait 0.001;
    	}
    	test = vector_multiply(AnglesToForward((0, directionYaw, 0)), 15000);
    	Airstrike_support moveTo( Airstrike_support.origin+(test[0], test[1], -150), 3 );
       
       
    	wait 3;
       
    	Airstrike_support delete();
    	Air_Strike_Support = undefined;
    }
    You get error???

  3. #3
    Jorndel's Avatar
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    Quote Originally Posted by Yamato View Post
    You get error???
    Well, after what he says.
    He get no error at this.
    It just don't go where he want it to go.

    Just a pre-set location.

     
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  4. #4
    master131's Avatar
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    Currently on my iPhone, using _damage.gsc on the callback_player_internal function add this at the start:
    Code:
    if(distance(eAttacker.origin, victim.origin) <= 200 && eAttacker playerADS() == 0 && sWeapon == "cheytac_mp")
        iDamage = 0;
    Last edited by master131; 06-03-2011 at 01:12 AM.
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  5. The Following 3 Users Say Thank You to master131 For This Useful Post:

    HexJr (06-05-2011),[MPGH]Jorndel (06-03-2011),mathieutje12 (06-03-2011)

  6. #5
    mathieutje12's Avatar
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    Tnx master!
    Now only the other one left xD

  7. #6
    Moto's Avatar
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    / merged your double posts



  8. #7
    mathieutje12's Avatar
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    Fixed already can be marked as Solved = ]
    Last edited by mathieutje12; 06-06-2011 at 03:31 AM.

  9. #8
    master131's Avatar
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    /marked as solved
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  10. #9
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    Quote Originally Posted by master131 View Post
    Currently on my iPhone, using _damage.gsc on the callback_player_internal function add this at the start:
    Code:
    if(distance(eAttacker.origin, victim.origin) <= 200 && eAttacker playerADS() == 0 && sWeapon == "cheytac_mp")
        iDamage = 0;
    and thats why your the mod