zxz0O0's Valkyrie Rockets *old aIW Mod*
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Well guys this is just going to be a copy and paste of a cached page I found from the good old times.
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Small mod, Valkyrie Rockets like the killstreak in Black Ops. Pretty much fun to use. This mod will give you 2 Valkyrie Rockets when you spawn.
Please ignore the random shit in the video, its my testing mod
Here's the code for it:
Initialize() { self notifyOnPlayerCommand("aim", "+toggleads_throw"); for(; { self waittill("spawned_player"); self giveWeapon("javelin_mp", 0); self setWeaponAmmoStock("javelin_mp", 2); self.javelinStock = 2; self setActionSlot(4, "weapon", "javelin_mp"); self thread InitStage(); wait 0.1; } } InitStage() { self endon("valkyrie_fired"); self endon("death"); self.stage = 1; for(; { if(self.stage==1) { if(self getCurrentWeapon()=="javelin_mp" && self PlayerADS()) { self.stage = 2; self thread makeBar(); wait 0.05; } } if(self.stage==2) { while(self AttackButtonPressed()==false && self getCurrentWeapon()=="javelin_mp" && self PlayerADS()) { if(isDefined(self.javelinStage)) { maps\mp\_javelin::ResetJavelinLocking(); } wait 0.1; } if(self getCurrentWeapon()=="javelin_mp" && self PlayerADS()) { self thread FireValkyrie(); } else { self.stage = 1; } } wait 0.1; } } makeBar() { self endon("destroy_bar"); self endon("death"); self thread destroyBar(); wait 0.5; self.tehbar = createPrimaryProgressBar(-250); self.tehbar.bar.x = -40; self.tehbar.x = 20; self.tehbar.bar.color = (0.3,0.8,0.5); self.tehbar updateBar(1); self waittill("valkyrie_fired"); maxtime = 12; timeleft = 12; for(; { wait 0.05; timeleft=timeleft - 0.05; self.tehbar updateBar(timeleft/maxtime); if(timeleft/maxtime<0.45) { self.tehbar.bar.color = (1,0,0); } } } destroyBar() { self endon("valkyrie_fired"); self endon("destroy_bar"); for(; { self waittill_any("death", "weapon_change", "aim"); { self.tehbar.bar destroy(); self.tehbar destroy(); self notify("destroy_bar"); } wait 0.05; } } FireValkyrie() { forward = self getTagOrigin("j_head"); end = self thread vector_scal(anglesToForward(self getPlayerAngles()),1000000); Crosshair = BulletTrace(forward, end, 0, self)["position"]; valkyrie = MagicBullet("remotemissile_projectile_mp", forward, Crosshair, self); self notify("valkyrie_fired"); if(!isDefined(valkyrie)) return; valkyrie setCanDamage(true); MissileEyes(self, valkyrie); self.javelinStock--; self setWeaponAmmoClip("javelin_mp", 0); if(self.javelinStock<1) { self switchToWeapon(self getLastWeapon()); while(self getCurrentWeapon()=="javelin_mp") { wait 0.1; } self takeWeapon("javelin_mp"); } else { self thread InitStage(); } } MissileEyes(player, valkyrie) { player endon("joined_team"); player endon("joined_spectators"); valkyrie thread maps\mp\killstreaks\_remotemissile::Rocket_CleanupOnDeath(); player thread maps\mp\killstreaks\_remotemissile::Player_CleanupOnGameEnded(valkyrie); player thread maps\mp\killstreaks\_remotemissile::Player_CleanupOnTeamChange(valkyrie); player VisionSetMissilecamForPlayer("black_bw", 0); player endon ("disconnect"); if(isDefined(valkyrie)) { player VisionSetMissilecamForPlayer(game["thermal_vision"], 0); player ThermalVisionFOFOverlayOn(); player CameraLinkTo(valkyrie, "tag_origin"); player ControlsLinkTo(valkyrie); if(getDvarInt("camera_thirdPerson")) player setThirdPersonDOF(false); valkyrie waittill("death"); player notify("destroy_bar"); player.tehbar.bar destroy(); player.tehbar destroy(); player ControlsUnlink(); player freezeControlsWrapper(true); if(!level.gameEnded || isDefined(player.finalKill)) player thread maps\mp\killstreaks\_remotemissile::staticEffect(0.5); wait 0.5; player ThermalVisionFOFOverlayOff(); player CameraUnlink(); if(getDvarInt("camera_thirdPerson")) player setThirdPersonDOF(true); } player clearUsingRemote(); } vector_scal(vec, scale) { vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale); return vec; }This in OnPlayerConnect thread:
self setClientDvar("missileRemoteFOV", 35);//camera fov self setClientDvar("missileRemoteSpeedTargetRange", "1700 2300");//(speed, speed with boost) self setClientDvar("missileRemoteSteerPitchRange", "-180 180");//steering degrees self setClientDvar("missileRemoteSteerPitchRate", 140);//steering, higher = easier self setClientDvar("missileRemoteSteerYawRate", 140);//steering, higher = easier self setClientDvar("missileRemoteSpeedUp", 900);//speed at launchAnd this in OnPlayerSpawned (not in the loop)
Credits:
zxz0O0 - creating
Lost4468 - dvars
Cached page: http://web.archive.org/web/201011290118 ... 72&t=28217