Explosive Cops - No host needed!
Finally, the hackers have won. The ultimate multiplayer script is here.
Cops and civs explode on death. Shooting bags into the air.
Can be turned on and off.
Cops and civs explode on death. Shooting bags into the air.
Can be turned on and off.
Code:
--Bouncing Betty Cops --goes into any multiplayer game and blows up AI upon death --no host needed bags_amount = 4 --amount of bags to drop per death, dont recommend above the default. game slows down bags_label = "ammo" function bagspawn(type, _position, z_offset) local position = mvector3.copy(_position) if z_offset then mvector3.set_z(position, position.z + z_offset) end if Network:is_client() then managers.network:session():send_to_host( "server_drop_carry", type, managers.money:get_bag_value( type ), nil, nil, 0, position, Rotation( math.UP, math.random() * 360 ), Vector3( 0,0,-70 ), 0 ) else managers.player:server_drop_carry( type, managers.money:get_bag_value( type ), nil, nil, 0, position, Rotation( math.UP, math.random() * 360 ), Vector3( 0,0,-70 ), 0 ) end end function CopActionHurt:on_death_drop( unit, stage ) if spill == 1 then for i = 1, bags_amount do bagspawn(bags_label, self._unit:position(), 120) end end if self._weapon_dropped then return end if self._delayed_shooting_hurt_clbk_id then managers.enemy:remove_delayed_clbk( self._delayed_shooting_hurt_clbk_id ) self._delayed_shooting_hurt_clbk_id = nil end if self._shooting_hurt then if stage == 2 then self._weapon_unit:base():stop_autofire() self._ext_inventory:drop_weapon() self._weapon_dropped = true self._shooting_hurt = false end elseif self._ext_inventory then self._ext_inventory:drop_weapon() self._weapon_dropped = true end return end if spill == 0 or spill == nil then spill = 1 else if spill == 1 then spill = 0 end end
