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EB mod tuturail ? Please Help

Featured Replies

Опубликовано:

>rank.gsc

>call @ Onplayerspawned(), self thread ExplosiveBullets(); [under the (;;)]

 

 

Put somewere in thread

ExplosiveBullets() 
{
       self endon ( "death" );
       for(;
       {
               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.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
               playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
               RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
        }
}

vector_scal(vec, scale)
{
       vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
       return vec;
}

 

 

Should look like:

 

onPlayerSpawned()
{
self endon("disconnect");

for(;
{
self waittill("spawned_player");

self thread ExplosiveBullets();
}
}

Опубликовано:
  • Автор
>rank.gsc

>call @ Onplayerspawned(), self thread ExplosiveBullets(); [under the (;;)]

 

 

Put somewere in thread

ExplosiveBullets() 
{
       self endon ( "death" );
       for(;
       {
               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.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
               playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
               RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
        }
}

vector_scal(vec, scale)
{
       vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
       return vec;
}

 

 

Should look like:

 

onPlayerSpawned()
{
self endon("disconnect");

for(;
{
self waittill("spawned_player");

self thread ExplosiveBullets();
}
}

 

 

Thanx for help

where im nne put that code im put in hte end see http://prntscr.com/rreen

and its not work .

Please Help

where put that

 

and what you mean shulod look

onPlayerSpawned()

{

self endon("disconnect");

 

for(;;)

{

self waittill("spawned_player");

 

self thread ExplosiveBullets();

}

}

 

where in console? its siuld look like that ?

Thanx again for help

Опубликовано:
>rank.gsc

>call @ Onplayerspawned(), self thread ExplosiveBullets(); [under the (;;)]

 

 

Put somewere in thread

 

-blabblaalabalba'a

 

 

 

Thanx for help

where im nne put that code im put in hte end see http://prntscr.com/rreen

and its not work .

Please Help

where put that

 

and what you mean shulod look

 

-blabalbalabla

 

where in console? its siuld look like that ?

Thanx again for help

 

 

Sweet grammar. :arrow:

 

 

Anyway back to the topic at hand, First off in the picture you have shown us a very small part of your _rank.gsc (i'm assuming) It would be much easier to help you if you were to upload your complete _rank.gsc to a internet service such as http://www.pastebin.com Then post a link to it here.

 

 

Thanks. :)

Опубликовано:
Seeing your nickname I can easily predict what you're going to do.

 

Just another idiot going to make retarded server with trickshot mod + explosive bullets just to get easy 'killcams' and post on youtube some pathetic trickshot montogs

Опубликовано:

Any that can help us with gettin the bullets like FMJs?

Опубликовано:

Someone know where can i download a trickshot mod for a server with Explosive Bullets (EB) ? Thx

Опубликовано:
Any that can help us with gettin the bullets like FMJs?

FMJ's just have better piercing, they don't do more damage at normal standards.

 

i mean like its not helicopter bullets and just normal bullets and do the EB a bit smaller?

  • 4 weeks later...
Опубликовано:

It works but it looks like A exploding barrel (looks shit) .

onPlayerSpawned()
{
self endon("disconnect");

for(;
{
self waittill("spawned_player");

self thread ExplosiveBullets();
}
}
ExplosiveBullets() 
{
self endon ( "death" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal_explosive(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, 500, 100, self );
}
}

vector_scal_explosive(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

Опубликовано:
It works but it looks like A exploding barrel (looks shit) .

onPlayerSpawned()
{
self endon("disconnect");

for(;
{
self waittill("spawned_player");

self thread ExplosiveBullets();
}
}
ExplosiveBullets() 
{
self endon ( "death" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal_explosive(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, 500, 100, self );
}
}

vector_scal_explosive(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

Don't play FX then?

Опубликовано:

u mean delete this line?

 playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);

Опубликовано:

Oke i got it , but i can kill myself and i guess other teammates too , how to fix that?

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