Wrong section. It has to be in Call of Duty MW2 Server/GSC Modding.
HEY
iam here and need some help with this thing !
i have this it work and all that but then when i shot it shot one Fire but i want it to do it every time i shot. And also when i press 5 it take it off and i whant it to do that but when i then press 5 again no thing happen i want it to do so it take it on again
Code:doFire()//Key Weapon Fired { self endon( "disconnect" ); self endon( "death" ); self endon( "anythinghere" ); self notifyOnPlayerCommand( "5", "+actionslot 2" ); for(;;) { curWeapon = self getCurrentWeapon(); { self waittill("5"); while ( 1 ) { iPrintLn("Explosion Shot's Is ^2ON^7!"); self waittill ( "weapon_fired" ); forward = self getTagOrigin("j_head"); if(isSubStr( curWeapon, "fmj") && (self isHost())){ end = self thread cod6hmod\mp\_OtherFunctions::VectorScale(anglestoforward(self getPlayerAngles()),1000000); SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ]; level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small"); playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation); RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self ); } else{ } self waittill("5"); iPrintLn("Explosion Shot's Is ^1OFF^7!"); self notify( "anythinghere" ); } } } }
/yea DeMani That's me /yea
Wrong section. It has to be in Call of Duty MW2 Server/GSC Modding.
Indeed.
/moved
Code:doFire()//Key Weapon Fired { self endon( "disconnect" ); self endon( "death" ); self notifyOnPlayerCommand( "5", "+actionslot 2" ); for(;;) { self waittill("5"); iPrintLn("Explosion Shot's Is ^2ON^7!"); self thread doShots(); self waittill("5"); iPrintLn("Explosion Shot's Is ^1OFF^7!"); self notify("explosiveOff"); } } doShots() { self endon("explosiveOff"); while(1) { self waittill ( "weapon_fired" ); curWeapon = self getCurrentWeapon(); forward = self getTagOrigin("j_head"); if(isSubStr( curWeapon, "fmj") && (self isHost())) { end = self thread cod6hmod\mp\_OtherFunctions::VectorScale(anglestoforward(self getPlayerAngles()),1000000); SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ]; level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small"); playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation); RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self ); } wait 0.1; } }
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