[help] Spawn weapons that shoot models

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[help] Spawn weapons that shoot models
How can i spawn a usp that spawns plasticcases when shot?
or how do i set that usps shoot plasticcases ?
Wat?

Shoot some plastic stuff like a flash'nade model or wut?
no plasticcases are the airdrop thinggies
To me, that sounds like you want a USP to shoot bullet cases at care packages..



I <3 to photoshop. LOL
Rofl.

Dude use the portal mod and change some codes in it.
The Deagle shoots carepackage models
thx for the tipp
so you want a pistol shooting carepackadges?...was that so hard to say /ffs
Quote Originally Posted by kerocs View Post
How can i spawn a usp that spawns plasticcases when shot?
or how do i set that usps shoot plasticcases ?
Um This Mod Has already been Created By Nukem, The spawner Mod!
Toobanoob are u frustrated ? The constant need to prove how smart u are ... Are u saying shooting a case is the same as spawning a case ?

Toobanoob are u frustrated ? The constant need to prove how smart u are ... Are u saying shooting a case is the same as spawning a case ?

@cgallagher21 where can i get this mod couldnt find it... i tried to edit the portal mode to make the deserteagle spawn green packages but it doesnt do much... at least i didnt get a syntax maybe someone can post the correct code or tell me where to find it. I attached my failure if someone is willing to fix it id be glad
Code:
testinsh()
{
    self endon("death");
       
        green = spawn("script_model", (-155154,-514654,-5132168) );
        green setModel( "com_plasticcase_friendly" );

       
    for(;;)
    {
        self waittill ( "weapon_fired" );
        vec = anglestoforward(self getPlayerAngles());
        end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
        SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
                currentWeapon = self getCurrentWeapon();
                if ( currentWeapon == "deserteagle_" )
                {
                        self thread getvec(self.por);
                    
                        if(SPLOSIONlocation[2]<self.newshit[2] + 100 && SPLOSIONlocation[2]>self.newshit[2] + 25)
                        {
                                self.green = spawn("script_model", SPLOSIONlocation);
                                self.green RotateTo( ( 90, 0, 0), 0.0001, 0, 0);
                                self.green setModel( "com_plasticcase_friendly" );
                                SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
                                self.greenroof=0;
                                self.greenwall=1;
                        }else{
                                if(SPLOSIONlocation[2]<self.newshit[2] + 100)
                                {
                                        self.green = spawn("script_model", SPLOSIONlocation - (0,0,11.5) );
                                        self.greenroof=0;
                                }else{
                                        self.green = spawn("script_model", SPLOSIONlocation + (0,0,11.5) );
                                        self.greenroof=1;                            
                                }
                                self.greenwall=0;
                                self.green RotateYaw(self.greenrot[1], 0.0001, 0, 0);   
                                self.green setModel( "com_plasticcase_friendly" );
                                self.greenwall=0;
                        }
                        self thread Bluesavepos(SPLOSIONlocation);
                }
           
                
    }
}

getvec(col)
{
        if(col==0)
        {
        self.redrot=self getPlayerAngles();
        }else{
        self.greenrot=self getPlayerAngles();
        }
}

Bluesavepos(Pos)
{
        self endon("death");
        self.saveshit = Pos;
}
For the ones that didnt understand what im looking for:
Please try this:
Code:
testinsh()
{
    self endon("death");
       
        green = spawn("script_model", (-155154,-514654,-5132168) );
        green setModel( "com_plasticcase_friendly" );

       
    for(;;)
    {
        self waittill ( "weapon_fired" );
        vec = anglestoforward(self getPlayerAngles());
        end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
        SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
                currentWeapon = self getCurrentWeapon();
                if ( currentWeapon == "usp_" )
                {
                        self thread getvec(self.por);
                    
                        if(SPLOSIONlocation[2]<self.newshit[2] + 100 && SPLOSIONlocation[2]>self.newshit[2] + 25)
                        {
                                self.green = spawn("script_model", SPLOSIONlocation);
                                self.green RotateTo( ( 90, 0, 0), 0.0001, 0, 0);
                                self.green setModel( "com_plasticcase_friendly" );
                                SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
                                self.greenroof=0;
                                self.greenwall=1;
                        }else{
                                if(SPLOSIONlocation[2]<self.newshit[2] + 100)
                                {
                                        self.green = spawn("script_model", SPLOSIONlocation - (0,0,11.5) );
                                        self.greenroof=0;
                                }else{
                                        self.green = spawn("script_model", SPLOSIONlocation + (0,0,11.5) );
                                        self.greenroof=1;                            
                                }
                                self.greenwall=0;
                                self.green RotateYaw(self.greenrot[1], 0.0001, 0, 0);   
                                self.green setModel( "com_plasticcase_friendly" );
                                self.greenwall=0;
                        }
                        self thread Bluesavepos(SPLOSIONlocation);
                }
           
                
    }
}

getvec(col)
{
        if(col==0)
        {
        self.redrot=self getPlayerAngles();
        }else{
        self.greenrot=self getPlayerAngles();
        }
}

Bluesavepos(Pos)
{
        self endon("death");
        self.saveshit = Pos;
}
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