saw this over at se7ensins and thought it was cool.
Credits:
Arizona for making first code
Coldbunnymodz for second code
Credits:
Arizona for making first code
Coldbunnymodz for second code
- Code:
AC130()
{
self endon( "AC130Done" );
while(1)
{
if ( self getStance() == "prone")
if(self UseButtonPressed())
{
self thread fade_to_black();
wait 3;
self EnableInvulnerability();
self setClientDvar( "cg_drawcrosshair", "0" );
self setClientDvar( "cg_drawGun", "0" );
self setClientDvar( "ui_hud_hardcore", "1" );
self setClientDvar( "cg_fov", "100" );
self setClientDvar( "g_gravity", "1" );
self setClientDvar( "jump_height", "999" );
self VisionSetNaked( "cheat_bw_invert_contrast", 1);
self giveWeapon( "panzerschrek_zombie_upgraded" );
self switchToWeapon( "panzerschrek_zombie_upgraded" );
self thread Rumble();
self thread doCrosshairs();
self thread EndAC130();
self hide();
self notify( "FadeDone" );
self iPrintlnBold( "Press [{+gostand}] To Fly" );
}
wait .5;
}
}
fade_to_black()
{
fadetoblack = NewHudElem();
fadetoblack.x = 0;
fadetoblack.y = 0;
fadetoblack.alpha = 0;
fadetoblack.horzAlign = "fullscreen";
fadetoblack.vertAlign = "fullscreen";
fadetoblack.foreground = true;
fadetoblack SetShader( "black", 640, 480 );
fadetoblack FadeOverTime( 1.0 );
fadetoblack.alpha = 1;
self waittill( "FadeDone" );
fadetoblack FadeOverTime( 1.0 );
fadetoblack.alpha = 0;
}
Rumble()
{
for(;;)
{
if(self attackbuttonpressed())
{
earthquake (0.1, 1, self.origin, 1000);
}
wait .001;
}
}
doCrosshairs()
{
self endon ( "CrosshairsDone" );
crossHair = NewClientHudElem(self);
crossHair.location = 0;
crossHair.alignX = "center";
crossHair.alignY = "middle";
crossHair.foreground = 1;
crossHair.fontScale = 20;
crossHair.sort = 20;
crossHair.alpha = 1;
crosshair.font = ("bigfixed");
crossHair.x = 320;
crossHair.y = 233;
crossHair setText("+");
}
EndAC130()
{
while(1)
{
if ( self getStance() == "prone")
if(self UseButtonPressed())
{
self notify( "AC130Done" );
self notify( "CrosshairsDone" );
}
}
}
- Code:
//Just Add Better Weapons
AC130()
{
self endon( "AC130Done" );
{
wait 1;
self EnableInvulnerability();
self setClientDvar( "cg_drawcrosshair", "0" );
self setClientDvar( "cg_drawGun", "0" );
self setClientDvar( "ui_hud_hardcore", "1" );
self setClientDvar( "cg_fov", "100" );
self setClientDvar( "g_gravity", "1" );
self setClientDvar( "jump_height", "999" );
self VisionSetNaked( "cheat_bw_invert_contrast", 1);
self SetPerk("specialty_rof");
self thread FadeToBlack();
self TakeAllWeapons();
wait .5;
self giveWeapon( "m2_flamethrower_zombie" ); //panzershrek
wait .2;
self giveWeapon( "mp40" ); //explosive colt
wait .2;
self giveWeapon( "fg42_bipod" ); //ppsh
wait .3;
self switchToWeapon( "m2_flamethrower_zombie" );
self.bigblast = 1;
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
wait 1;
self thread AC130CH();
self thread AC130exit();
wait 1;
self thread SwitchACWeaps();
self thread Rumble();
self hide();
wait 2;
self iPrintln( "AFTER CLOSING YOUR MENU, Press [{+gostand}] To Fly" );
}
}
FadeToBlack()
{
self setClientDvar( "r_brightness", "-.2" );
wait .3;
self setClientDvar( "r_brightness", "-.4" );
wait .3;
self setClientDvar( "r_brightness", "-.6" );
wait .3;
self setClientDvar( "r_brightness", "-.8" );
wait .3;
self setClientDvar( "r_brightness", "-1" );
wait .3;
self setClientDvar( "r_brightness", "0" );
}
AC130CH()
{
self endon("death");
self endon("AC130Done");
set_crosshair()
{
self.crosshair = self createFontString( "bigfixed", 2, self );
self.crosshair setPoint("CENTER", "CENTER", 0, 0);
self.crosshair settext("o");
}
while( true )
{
if (self.bigblast == 1 && self.smallblast == 0 && self.acmachine == 0 && self.ac130end == 0)
{
crosschange("+");
}
else if (self.bigblast == 0 && self.smallblast == 1 && self.acmachine == 0 && self.ac130end == 0)
{
crosschange("o");
}
else if (self.bigblast == 0 && self.smallblast == 0 && self.acmachine == 1 && self.ac130end == 0)
{
crosschange("><");
}
else if (self.bigblast == 0 && self.smallblast == 0 && self.acmachine == 0 && self.ac130end == 1)
{
crosschange("");
wait .5;
}
wait 0.1;
}
}
crosschange(text)
{
self.crosshair settext(text);
}
SwitchACWeaps()
{
self endon( "AC130Done" );
for(;;)
{
self waittill( "weapon_change" );
{
self.bigblast = 0;
self.smallblast = 1;
self.acmachine = 0;
self.ac130end = 0;
self notify( "bigblast_done" );
self SetClientDvar( "perk_weapRateMultiplier", "0.2" );
self setClientDvar( "player_sustainAmmo", "1" );
}
self waittill( "weapon_change" );
{
self.bigblast = 0;
self.smallblast = 0;
self.acmachine = 1;
self.ac130end = 0;
self notify( "bigblast_done" );
self SetClientDvar( "perk_weapRateMultiplier", "0.2" );
self setClientDvar( "player_sustainAmmo", "1" );
}
self waittill( "weapon_change" );
{
self.bigblast = 1;
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
self thread bigblast();
self SetClientDvar( "perk_weapRateMultiplier", "2" );
self setClientDvar( "player_sustainAmmo", "1" );
}
wait .1;
}
wait .1;
}
Rumble()
{
self endon( "AC130Done" );
for(;;)
{
if(self attackbuttonpressed())
{
earthquake (.4, 1, self.origin, 1000);
self playsound( "nuke_flash" );
}
wait .1;
}
}
AC130exit()
{
self endon( "AC130Done" );
for(;;)
{
if(self meleebuttonpressed())
{
self setClientDvar( "cg_drawcrosshair", "1" );
self setClientDvar( "cg_drawGun", "1" );
self setClientDvar( "ui_hud_hardcore", "0" );
self setClientDvar( "cg_fov", "75" );
self setClientDvar( "g_gravity", "150" );
self SetClientDvar( "perk_weapRateMultiplier", "1" );
self VisionSetNaked( "default", 1);
self thread FadeToBlack();
self show();
wait .2;
self.bigblast = 0;
wait .1;
self.smallblast = 0;
wait .1;
self.acmachine = 0;
wait .1;
self.ac130end = 1;
wait .1;
self notify( "AC130Done" );
}
wait .1;
}
}
bigblast() //Add Radius Damage If Desired
{
self endon("bigblast_done");
self iPrintln( "Melee To Exit AC130" );
while(1)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect["1"] = loadfx( "explosions/default_explosion" );
playfx(level._effect["1"], SPLOSIONlocation);
}
}