Some new COSTUM KILLSTREAKS

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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 )

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
gj, i guess. Not that hard to go into those posts to grab these codes, but i guess it's nice having it in one post.
Quote Originally Posted by spiritwo View Post
gj, i guess. Not that hard to go into those posts to grab these codes, but i guess it's nice having it in one post.
U can make some killstreaks ? U know how it works ? can umake a smal Turrtorial for all new modder that want to make a CK ?! PLS
Read the rules on how to release.

/Closed
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