😎 fireballs mod

Posts 1–11 of 11 Β· Page 1 of 1
😎 fireballs mod
i have seen numerous videos on youtube of mod and bullets are like fireballs and this is done on xbox 360. i can imagine what good coder can do on pc. can someone guide me how to or where to get them?
uh link to video please? i need some detail not just make me a fireball
He probably means this one, change the weapon to the one you want.:

Code:
NukeBullets() 
{
      self endon("death");
    for(;;)
    {
        self waittill ( "weapon_fired" );
        if ( self getCurrentWeapon() == "ump45_fmj_xmags_mp" ){
        forward = self getTagOrigin("j_head");
        end = self thread vector_Scal(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, 100, 300, 100, self );}
    }
}
here is some videos of it




i really like 1st video

Quote Originally Posted by Yamato View Post
He probably means this one, change the weapon to the one you want.:

Code:
NukeBullets() 
{
      self endon("death");
    for(;;)
    {
        self waittill ( "weapon_fired" );
        if ( self getCurrentWeapon() == "ump45_fmj_xmags_mp" ){
        forward = self getTagOrigin("j_head");
        end = self thread vector_Scal(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, 100, 300, 100, self );}
    }
}
i tryed this code under host connect and on player spawn in _rang.gsc and i get script error
I think he means AC-Bullets
Quote Originally Posted by edub18 View Post
I think he means AC-Bullets
nope i saw the video basically guns shoot fire by every bullet but not fireballs
the fire ball excists you have the flamethrower in zombie modd so you can adjust that code to i think
Code:
end = anglestoforward(self getPlayerAngles()) * 1000000;
Fixed.
Quote Originally Posted by master131 View Post
Code:
end = anglestoforward(self getPlayerAngles()) * 1000000;
Fixed.
Can you please explain how to make this work?
It are just explosions where the bullet ends.
Code:
onPlayerSpawned()
{
    self endon("disconnect");

    for(;;)
    {
         self waittill("spawned_player");
         self thread NukeBullets();
    }
}

NukeBullets() 
{
      self endon("death");
    for(;;)
    {
        self waittill ( "weapon_fired" );
        if ( self getCurrentWeapon() == "ump45_fmj_xmags_mp" ){
        forward = self getTagOrigin("j_head");
        end = 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, 100, 300, 100, self );}
    }
}
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