hmmm, let me think....... A intelligent C4? :O
I'm not so sure if you can do this on GSC.... But on C++? Nope.
I got this idea for hack but im just started learning c++ so i cant make it myself.
but basiclt the idea is that you can through a c4 and when a enemy get into the field of the c4s explosive ratio it auto detonate, so my question is this possible and
if (possible = true) compile a version of this?
hmmm, let me think....... A intelligent C4? :O
I'm not so sure if you can do this on GSC.... But on C++? Nope.
GSC coding? Yes.
C++? No.
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i have a zombie patch with it , it auto-detonates when the zombie goes close from it. ill see if i find the code ,and i thing that there is a way, trown a c4 , getc4 y getc4 x getc4 z . but i dont thing we can get c4 x y and z LOL
It is ok to remove this thread now thnaks for all the answers
Last edited by winberg; 02-01-2011 at 04:10 AM.
I would say: Use claymores.
Only difference is that they only detonate when you walk in-front of them. But heck, that might be the solution. No need to make some hack!
originally posted by Alexak92 on u c - f o r **:
You will need weapon esp for this to work.
Example usageCode:void C4AutoDetonate( int i ) { CWeapon* Weapon = (CWeapon* )( Game.GetCWeapon(cg_entities[i].WeaponNum)); if(cg_entities[i].typ == EXPLOSIVE && cg_entities[i].valid == EXPLOSIVE )// <- Cheking if our weapon is valid and an explosive { if(strstr(Weapon->WeaponInfo->Name , "c4"))//<-is the explosive an c4 { for(int I = 0; I < 18; I++) //<- looping through players { if(clientInfo[I].team == clientInfo[cg->ClientNum].team)//<-TeamChecking continue; float Distance = Math.GetDistance( cg_entities[i].pos , cg_entities[I].pos)/ 48; // ^-Getting the distance-^ if(Distance < 3.5)//<-Is Player in range { if( j == 20 ){ SendCommandToConsole( 1 , 1 , "+activate"); SendCommandToConsole( 1 , 1 , "-activate"); } if( j == 40 ){ SendCommandToConsole( 1 , 1 , "+activate"); SendCommandToConsole( 1 , 1 , "-activate"); j = 0; } j++; } } } } }
Code:for(int i = 18 ; i < 2048; i++) { C4AutoDetonate( i ); }