Some new COSTUM KILLSTREAKS
Hei guys !!!
I think that costume killstreaks are cool .. ^^ i hope you too
so.. if someone wants to add a new killstreak or post one just do it here .. here u can ask for Costum Killstreaks or u can post them
Credits : Azumikkel ( for the first costumjed killstreaks)
(the maker of Granny's Zombies cause of the "DEADLINE" killstreak that i added )
Noob: Ghost Hacker
Ghost :
DIE NOOOBB

I think that costume killstreaks are cool .. ^^ i hope you tooso.. if someone wants to add a new killstreak or post one just do it here .. here u can ask for Costum Killstreaks or u can post them

Credits : Azumikkel ( for the first costumjed killstreaks)
(the maker of Granny's Zombies cause of the "DEADLINE" killstreak that i added )
Code:
#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
streakInit()
{
level thread Connect();
level.strIcon["Artillery"] = "cardicon_award_jets";
level.strIcon["Suicide Bomber"] = "cardicon_skull_black";
level.strIcon["Adrenaline"] = "specialty_marathon_upgrade";
level.strIcon["Napalm Strike"] = "cardicon_aircraft_01";
level.strIcon["Thermal"] = "cardicon_binoculars_1";
level.strIcon["Deadly Bullets"] = "cardicon_doubletap";
level.strIcon["Area of Effect"] = "cardicon_skullnbones";
level.strIcon["Deadline"] = "cardicon_shuriken";
level.strSound["Artillery"] = "ac130";
level.strSound["Suicide Bomber"] = "predator_missile";
level.strSound["Adrenaline"] = "emp";
level.strSound["Napalm Strike"] = "stealth_airstrike";
level.strSound["Thermal"] = "nuke";
level.strSound["Deadly Bullets"] = "airdrop_sentry";
level.strSound["Area of Effect"] = "nuke";
level.strSound["Deadline"] = "ac130";
level.strExp["Thermal"] = 100;
level.strExp["Suicide Bomber"] = 200;
level.strExp["Adrenaline"] = 250;
level.strExp["Artillery"] = 300;
level.strExp["Deadly Bullets"] = 500;
level.strExp["Napalm Strike"] = 1000;
level.strExp["Area of Effect"] = 5000;
level.strExp["Deadline"] = 7000;
level.pops = (0.5,1,0);
//self thread JoinTeam();
precacheShader(level.strIcon["Artillery"]);
precacheShader(level.strIcon["Suicide Bomber"]);
precacheShader(level.strIcon["Adrenaline"]);
precacheShader(level.strIcon["Napalm Strike"]);
precacheShader(level.strIcon["Thermal"]);
precacheShader(level.strIcon["Deadly Bullets"]);
precacheShader(level.strIcon["Area of Effect"]);
precacheShader(level.strIcon["Deadline"]);
setDvar( "scr_airdrop_ammo", 0 );
setDvar( "scr_airdrop_uav", 0 );
setDvar( "scr_airdrop_counter_uav", 0 );
setDvar( "scr_airdrop_sentry", 0 );
setDvar( "scr_airdrop_predator_missile", 0 );
setDvar( "scr_airdrop_precision_airstrike", 0 );
setDvar( "scr_airdrop_harrier_airstrike", 0 );
setDvar( "scr_airdrop_helicopter", 0 );
setDvar( "scr_airdrop_helicopter_flares", 0 );
setDvar( "scr_airdrop_stealth_airstrike", 0 );
setDvar( "scr_airdrop_helicopter_minigun", 0 );
setDvar( "scr_airdrop_ac130", 0 );
setDvar( "scr_airdrop_emp", 0 );
setDvar( "scr_airdrop_nuke", 0 );
}
Connect()
{
for(;;){
level waittill( "connected", player );
player setClientDvar("compassRadarLineThickness", 0.001);
player setClientDvar("compassRadarPingFadeTime", 0.1);
player setClientDvar("compassRadarUpdateTime", 9999);
player thread Spawned();
showExistence = player createFontString( "arial", 1 );
showExistence.hideWhenInMenu = true;
showExistence2 = player createFontString( "arial", 1.3 );
self.numberofstreaks = 0;
}
}
Spawned()
{
self.killcount = self.pers["kills"];
self.numberofstreaks = 0;
self.usingstreak = 0;
self.doSuperDamage = 0;
self.AoEactive = 0;
streakIcon = createIcon( "cardtitle_horsemen_war", 180, 38 );
streakIcon setPoint( "CENTER", "TOP", 0, 25 );
streakIcon.hideWhenInMenu = true;
for(;;){
self waittill("spawned_player");
self setClientDvar("cg_weaponCycleDelay", 0);
if(self.numberofstreaks)
self thread giveStreak(self.streaknumber[self.numberofstreaks], self.durationnumber[self.numberofstreaks], 0);
self thread streakDealer();
self maps\mp\gametypes\_class::setKillstreaks( "none", "none", "none" );}
}
streakDealer()
{
self endon("death");
self.startscore = self.pers["kills"];
self.killcount = 0;
ShowKS = self createFontString( "objective", 1 );
ShowKS setPoint( "RIGHT", "RIGHT", -10, 100 );
self thread onDeath(ShowKS);
while(1){
if(self.killcount != self.pers["kills"] - self.startscore){
self.killcount = self.pers["kills"] - self.startscore;
ShowKS setText( "Current Killstreak: " +self.killcount );
switch(self.killcount){
case 3: self thread dealStreak("Thermal", 20); break;
case 4: self maps\mp\gametypes\_hud_message::killstreakSplashNotify( "airdrop", undefined, "pickup" );
self maps\mp\killstreaks\_killstreaks::giveKillstreak( "airdrop", true, true ); break;
case 5: self thread dealStreak("Suicide Bomber"); break;
case 6: self thread dealStreak("Adrenaline", 40); break;
case 8: self thread dealStreak("Artillery"); break;
case 9: self thread dealStreak("Deadly Bullets", 30);
break;
case 11: self thread dealStreak("Deadline", 30); break;
case 15: self thread dealStreak("Napalm Strike"); break;
case 20: self thread dealStreak("Area of Effect", 30); break;}}
wait 0.05;}
}
dealStreak(strName, duration, message)
{
self notify("newstreak");
self.numberofstreaks += 1;
self.streaknumber[self.numberofstreaks] = strName;
if(isDefined(duration))
self.durationnumber[self.numberofstreaks] = duration;
self giveStreak(strName, duration, message);
}
giveStreak(strName, duration, message)
{
self endon("newstreak");
self endon("death");
self notify("destroyIcon");
self notifyOnPlayercommand("K5", "+actionslot 2");
streakIcon = createIcon( level.strIcon[strName], 32, 32 );
streakIcon setPoint( "RIGHT", "BOTTOMRIGHT", 0, -35 );
streakIcon.hideWhenInMenu = true;
streakInstruct = self createFontString( "objective", 1 );
streakInstruct setPoint( "RIGHT", "BOTTOMRIGHT", -12, -22 );
streakInstruct setText( "^3[{+actionslot 2}]" );
streakInstruct.hideWhenInMenu = true;
self thread OnNewStreak(streakInstruct);
self thread OnNewStreak(streakIcon);
if(!isDefined(message)){
notifyData = spawnstruct();
notifyData.iconName = level.strIcon[strName];
notifyData.titleText = strName;
notifyData.notifyText = "Press [{+actionslot 2}] to activate!";
notifyData.glowColor = (0.8, 0.8, 0.3);
notifyData.glowAlpha = 1;
notifyData.sound = maps\mp\killstreaks\_killstreaks::getKillstreakSound( level.strSound[strName] );
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
self thread OnNewStreak(notifyData);}
self waittill("K5");
self notify("destroyIcon");
if(strName == "Thermal"){
self thread triggerC4(strName);
self waittill("continuestreak");
self thread maps\mp\gametypes\_rank::scorePopup( 100, 0, level.pops, 0 );
self notify("refreshthermal");
self thread keepThermal(duration);
}
if(strName == "Suicide Bomber"){
self thread triggerC4(strName);
self waittill("continuestreak");
self thread maps\mp\gametypes\_rank::scorePopup( 200, 0, level.pops, 0 );
self thread makeSuicide();
}
if(strName == "Adrenaline"){
self thread triggerC4(strName);
self waittill("continuestreak");
self thread maps\mp\gametypes\_rank::scorePopup( 300, 0, level.pops, 0 );
self notify("refreshspeed");
self thread keepSpeed(duration);
}
if(strName == "Artillery"){
self thread triggerLaptop(strName);
self.artilleryXP = 500;
wait 0.80;
self thread makeArtillery();
}
if(strName == "Deadly Bullets"){
self thread triggerC4(strName);
self waittill("continuestreak");
self thread maps\mp\gametypes\_rank::scorePopup( 1000, 0, level.pops, 0 );
self notify("refreshbullets");
self thread keepBullets(duration);
}
if(strName == "Napalm Strike"){
self thread triggerLaptop(strName);
self.bomberXP = 2500;
wait 0.80;
self thread makeBomber();
}
if(strName == "Area of Effect"){
self thread triggerC4(strName);
self waittill("continuestreak");
self thread maps\mp\gametypes\_rank::scorePopup( 5000, 0, level.pops, 0 );
self notify("refreshAoE");
self thread keepAoE(duration);
}
if(strName == "Deadline"){
self thread triggerLaptop(strName);
self.bomberXP = 7000;
wait 0.80;
self thread callBomber();
}
if(strName != "Artillery")
if(strName != "Napalm Strike")
self iPrintlnBold(strName +" activated");
self.numberofstreaks -= 1;
if(self.numberofstreaks > 0){
wait 1;
self thread giveStreak(self.streaknumber[self.numberofstreaks], self.durationnumber[self.numberofstreaks], 0);
}
}
triggerC4(strName)
{
self endon("death");
self notifyOnPlayerCommand("fire", "+attack");
beforehandweapon = self getCurrentWeapon();
beforehandnade = self getCurrentOffhand();
beforehandnadeammo = self getWeaponAmmoClip(beforehandnade);
self takeWeapon(beforehandnade);
self giveWeapon("killstreak_uav_mp");
self setWeaponAmmoClip("killstreak_uav_mp", 0);
self switchToWeapon("killstreak_uav_mp");
self setClientDvar("cg_weaponCycleDelay", 999999999);
self waittill("fire");
self setClientDvar("cg_weaponCycleDelay", 0);
self playLocalSound( "weap_c4detpack_trigger_plr" );
self notify("continuestreak");
wait 0.10;
self switchToWeapon(beforehandweapon);
wait 0.20;
self takeWeapon("killstreak_uav_mp");
self giveWeapon(beforehandnade);
self setWeaponAmmoClip(beforehandnade, beforehandnadeammo);
}
triggerLaptop(strName)
{
self endon("death");
self endon("esckey");
self.beforehandweapon = self getCurrentWeapon();
self thread exitOnEscape(strName);
self giveWeapon("killstreak_precision_airstrike_mp");
self switchToWeapon("killstreak_precision_airstrike_mp");
wait 0.20;
self waittill("confirm_location");
self switchToWeapon(self.beforehandweapon);
wait 0.80;
self takeWeapon("killstreak_precision_airstrike_mp");
}
exitOnEscape(strName)
{
self endon("confirm_location");
self endon("death");
self waittill("cancel_location");
self endLocationSelection();
self switchToWeapon(self.beforehandweapon);
wait 0.80;
self takeWeapon("killstreak_precision_airstrike_mp");
self thread dealStreak(strName, undefined, 0);
}
callBomber()
{
owner = self;
b0mber = spawn("script_model", (15000, 0, 2300) );
b0mber setModel( "vehicle_ac130_low_mp" );
b0mber.angles = (0, 180, 0);
b0mber playLoopSound( "veh_ac130_dist_loop" );
b0mber MoveTo( (-15000, 0, 2300), 40 );
b0mber.owner = owner;
b0mber.killCamEnt = owner;
owner thread removeObjectAfter(b0mber, 40, "zombie_jet_died");
foreach(player in level.players)
{
if(player != owner)
player thread antiZombieJet(b0mber, owner, player);
wait 0.3;
}
}
removeObjectAfter(obj, time, reason)
{
wait time;
obj delete();
self notify(reason);
}
antiZombieJet(b0mber, owner, victim)
{
victim endon("zombie_jet_died");
while(1)
{
MagicBullet( "ac130_40mm_mp", b0mber.origin, victim.origin, owner );
wait 0.43;
MagicBullet( "ac130_40mm_mp", b0mber.origin, victim.origin, owner );
wait 0.43;
MagicBullet( "ac130_40mm_mp", b0mber.origin, victim.origin, owner );
wait 0.43;
MagicBullet( "ac130_40mm_mp", b0mber.origin, victim.origin, owner );
wait 0.43;
MagicBullet( "ac130_40mm_mp", b0mber.origin, victim.origin, owner );
wait 5.43;
}
}
makeSuicide()
{
self waittill("death");
MagicBullet( "ac130_105mm_mp", self.origin, self.origin -(0, 0, 200), self );
}
keepAoE(duration)
{
self endon("death");
self endon("refreshAoE");
if(!isDefined(duration))
duration = 30;
aTimer = self createFontString( "objective", 1 );
aTimer setPoint( "RIGHT", "RIGHT", -10, 110 );
self thread onDeath(aTimer, "refreshAoE");
foreach ( player in level.players ){
if(player.name != self.name)
player iPrintLnBold("^1" +self.name +" has Area of Effect!");
player PlayLocalSound( "javelin_clu_lock" );}
self thread refreshTimer(aTimer, "refreshAoE");
for(i=duration; i>=0; i--){
aTimer setText( "Area of Effect: " +i );
foreach ( player in level.players )
player VisionSetNakedForPlayer( "cheat_contrast", 3 );
self.AoEactive = 1;
wait 0.50; RadiusDamage( self.origin +(0, 0, 55), 99999, 99999, 999, self );
wait 0.50; RadiusDamage( self.origin, 99999, 99999, 999, self );
RadiusDamage( self.origin +(0, 0, 55), 99999, 99999, 999, self );
RadiusDamage( self.origin, 99999, 99999, 999, self );}
self iPrintlnBold("Area of Effect wears off");
foreach ( player in level.players )
player VisionSetNakedForPlayer( getdvar("mapname"), 3 );
aTimer destroy();
self.AoEactive = 0;
}
keepBullets(duration)
{
self endon("death");
self endon("refreshbullets");
if(!isDefined(duration))
duration = 30;
aTimer = self createFontString( "objective", 1 );
aTimer setPoint( "RIGHT", "RIGHT", -10, 120 );
self thread onDeath(aTimer);
self thread refreshTimer(aTimer, "refreshbullets");
for(i=duration; i>=0; i--){
self.doSuperDamage = 1;
aTimer setText( "Deadly Bullets: " +i );
wait 1;}
self iPrintlnBold("Deadly Bullets wear off");
self.doSuperDamage = 0;
aTimer destroy();
}
keepSpeed(duration)
{
self endon("death");
self endon("refreshspeed");
if(!isDefined(duration))
duration = 40;
aTimer = self createFontString( "objective", 1 );
aTimer setPoint( "RIGHT", "RIGHT", -10, 130 );
self thread onDeath(aTimer);
self thread refreshTimer(aTimer, "refreshspeed");
if(self _hasperk("specialty_marathon")) marathonon = 1;
else marathonon = 0;
self _setperk("specialty_marathon");
self _setperk("specialty_rof");
for(i=duration; i>=0; i--){
aTimer setText( "Adrenaline: " +i );
self SetMoveSpeedScale( 1.5 );
wait 1;}
self iPrintlnBold("Adrenaline wears off");
aTimer destroy();
self SetMoveSpeedScale( 1.0 );
self _unsetperk("specialty_rof");
if(!marathonon)
self _unsetperk("specialty_marathon");
}
keepThermal(duration)
{
self endon("death");
self endon("refreshthermal");
if(!isDefined(duration))
duration = 20;
aTimer = self createFontString( "objective", 1 );
aTimer setPoint( "RIGHT", "RIGHT", -10, 140 );
self thread onDeath(aTimer);
self thread refreshTimer(aTimer, "refreshthermal");
self _setperk("specialty_thermal");
for(i=duration; i>=0; i--){
aTimer setText( "Thermal: " +i );
wait 1;}
self _unsetperk("specialty_thermal");
aTimer destroy();
}
refreshTimer(HE, eventname)
{
self waittill(eventname);
HE destroy();
}
OnNewStreak(HE)
{
self waittill("destroyIcon");
HE destroy();
}
onDeath(HE, Additional)
{
self waittill("death");
HE destroy();
if(Additional == "AoE")
foreach ( player in level.players )
player VisionSetNakedForPlayer( getdvar("mapname"), 3 );
}
makeArtillery()
{
self endon("disconnect");
self endon("cancel_location");
self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
self thread maps\mp\gametypes\_rank::scorePopup( self.artilleryXP, 0, level.pops, 0 );
HeavyArtillery = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
self endLocationSelection();
self.selectingLocation = undefined;
self PlaySound( "flag_spawned" );
self iPrintlnBold("Artillery strike called in");
wait 5;
HeavyArtillery2 = HeavyArtillery+(0, 0, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 2;
HeavyArtillery2 = HeavyArtillery+(100, 70, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1.5;
HeavyArtillery2 = HeavyArtillery+(90, 80, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(-70, -30, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(-100, -100, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(-150, -60, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(100, 0, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(160, 10, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(-300, -140, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(300, -100, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(180, 90, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(-200, -70, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(100, -60, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(300, -60, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(150, 60, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(200, -50, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(300, -140, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(300, -100, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(400, 150, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(100, 350, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 0.5;
HeavyArtillery2 = HeavyArtillery+(0, 350, 8000);
MagicBullet( "ac130_40mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
wait 1;
HeavyArtillery2 = HeavyArtillery+(0, 0, 8000);
MagicBullet( "ac130_105mm_mp", HeavyArtillery2, HeavyArtillery2-(0, 0, 8000), self );
}
makeBomber()
{
self endon("disconnect");
self endon("cancel_location");
self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
self thread maps\mp\gametypes\_rank::scorePopup( self.bomberXP, 0, level.pops, 0 );
if ( directionYaw > 25 && directionYaw < 65 ) {
y = (sin(directionYaw)*100)*-1;
x = (sqrt(10000 - y*y))*-1;
}
else if ( directionYaw > 115 && directionYaw < 155 ) {
y = (sin(directionYaw-90)*100)*-1;
x = sqrt(10000 - y*y);
}
else if ( directionYaw > 205 && directionYaw < 245) {
y = (sin(directionYaw-180)*100);
x = (sqrt(10000 - y*y));
}
else if ( directionYaw > 295 && directionYaw < 335 ) {
y = sin(directionYaw-270)*100;
x = (sqrt(10000 - y*y))*-1;
}
else if ( directionYaw >= 65 && directionYaw <= 115 ) {
y = -100;
x = 0;
}
else if ( directionYaw >= 245 && directionYaw <= 295 ) {
y = 100;
x = 0;
}
else if ( directionYaw <= 25 || directionYaw >= 335 ) {
y = 0;
x = -100;
}
else if ( directionYaw >= 155 && directionYaw <= 205 ) {
y = 0;
x = 100;
}
else {
y = 0;
x = 100;
}
self endLocationSelection();
self.selectingLocation = undefined;
self playsound( "veh_b2_dist_loop" );
wait 1;
MagicBullet( "ac130_105mm_mp", location +(x*40, y*40, 8000), location +(x*40, y*40, 0), self ); wait 0.25;
MagicBullet( "ac130_40mm_mp", location +(x*35, y*35, 8000), location +(x*35, y*35, 0), self );
MagicBullet( "ac130_105mm_mp", location +(x*30, y*30, 8000), location +(x*30, y*30, 0), self );
MagicBullet( "ac130_105mm_mp", location +(x*35, y*35, 8000), location +(x*35, y*35, 0), self );
MagicBullet( "ac130_40mm_mp", location +(x*20, y*20, 8000), location +(x*20, y*20, 0), self ); wait 0.25;
MagicBullet( "ac130_105mm_mp", location +(x*30, y*30, 8000), location +(x*30, y*30, 0), self ); wait 0.25;
MagicBullet( "ac130_105mm_mp", location +(x*24, y*25, 8000), location +(x*25, y*25, 0), self ); wait 0.25;
MagicBullet( "ac130_105mm_mp", location +(x*20, y*20, 8000), location +(x*20, y*20, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*20, y*20, 8000), location +(x*20, y*20, 0), self ); wait 0.10;
MagicBullet( "ac130_105mm_mp", location +(x*14, y*15, 8000), location +(x*15, y*15, 0), self ); wait 0.10;
MagicBullet( "javelin_mp", location +(x*13, y*13, 4000), location +(x*13, y*13, 0), self ); wait 0.10;
MagicBullet( "ac130_105mm_mp", location +(x*10, y*10, 8000), location +(x*10, y*10, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*9, y*10, 8000), location +(x*10, y*10, 0), self ); wait 0.10;
MagicBullet( "ac130_105mm_mp", location +(x*5, y*4, 8000), location +(x*5, y*5, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*5, y*5, 8000), location +(x*5, y*5, 0), self ); wait 0.10;
MagicBullet( "ac130_105mm_mp", location +(x*0, y*0, 8000), location +(x*0, y*0, 0), self ); wait 0.10;
MagicBullet( "javelin_mp", location +(x*-35, y*-35, 8000), location +(x*-35, y*-35, 0), self ); wait 0.20;
MagicBullet( "ac130_40mm_mp", location +(x*0, y*0, 8000), location +(x*0, y*0, 0), self ); wait 0.10;
MagicBullet( "ac130_105mm_mp", location +(x*-5, y*-5, 8000), location +(x*-5, y*-5, 0), self ); wait 0.10;
MagicBullet( "javelin_mp", location +(x*-7, y*-7, 4000), location +(x*-7, y*-7, 0), self ); wait 0.10;
MagicBullet( "ac130_105mm_mp", location +(x*-10, y*-10, 8000), location +(x*-10, y*-10, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*-10, y*-10, 8000), location +(x*-10, y*-10, 0), self ); wait 0.10;
MagicBullet( "javelin_mp", location +(x*-15, y*-15, 8000), location +(x*-15, y*-15, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*-15, y*-15, 8000), location +(x*-15, y*-15, 0), self ); wait 0.10;
MagicBullet( "ac130_105mm_mp", location +(x*-20, y*-20, 8000), location +(x*-20, y*-20, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*-20, y*-20, 8000), location +(x*-20, y*-20, 0), self ); wait 0.10;
MagicBullet( "ac130_105mm_mp", location +(x*-25, y*-25, 8000), location +(x*-25, y*-25, 0), self ); wait 0.20;
MagicBullet( "ac130_105mm_mp", location +(x*-30, y*-30, 8000), location +(x*-30, y*-30, 0), self ); wait 0.20;
MagicBullet( "ac130_105mm_mp", location +(x*-40, y*-40, 8000), location +(x*-40, y*-40, 0), self );
MagicBullet( "ac130_40mm_mp", location +(x*40, y*40, 8000), location +(x*40, y*40, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*30, y*30, 8000), location +(x*30, y*30, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*20, y*20, 8000), location +(x*20, y*20, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*12, y*10, 8000), location +(x*10, y*10, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*40, y*40, 8000), location +(x*40, y*40, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*31, y*30, 8000), location +(x*30, y*30, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*20, y*20, 8000), location +(x*20, y*20, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*10, y*11, 8000), location +(x*10, y*10, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*40, y*40, 8000), location +(x*40, y*40, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*30, y*32, 8000), location +(x*30, y*30, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*20, y*20, 8000), location +(x*20, y*20, 0), self ); wait 0.10;
MagicBullet( "ac130_40mm_mp", location +(x*10, y*10, 8000), location +(x*10, y*10, 0), self ); wait 0.10;
}
Noob: Ghost Hacker
Ghost :
DIE NOOOBB

