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  1. Original Post
    Ronald McDonald
    IELIITEMODZX's Avatar

    Wink [RELEASE] Reaper Mod

    This is based of the reaper from mw3, but it has a AI detection system aswell...
    it has 0 bugs that i know of, but if it dose have some bugs please tell me and ill fix them.



    Thread this:
    Code:
    self thread reaper();
    and add this to the gsc
    Code:
    reaper()
    {
    	if(!self.reaper)
    	{
    		self iPrintln("Press [{+frag}] To Exit Reaper");
    		self.reaper = true;
    		self.oldPos = self getOrigin();
    		thread reaperHud();
    		self.rLoc = getPosition();
    		self.maxhealth = 99999999999;
    		self.health = self.maxhealth;
    		thread reaperLink();
    		thread reaperWeapon();
    		self playLocalSound("item_nightvision_on");
    	}
    }
    reaperLink()
    {
    	thread reaperDeath();
    	self.reap["veh"] = spawn("script_model",(self.rLoc[0]+(1150*cos(0)),self.rLoc[1]+(1150*sin(0)),self.rLoc[2]));
    	self.reap["veh"] setModel("vehicle_mi24p_hind_desert");
    	thread reaperMove();
    	self linkTo(self.reap["veh"],"tag_player",(0,100,-120),(0,0,0));
    	self hide();
    	thread reaperExit();
    	self disableWeapons();
    }
    reaperExit()
    {
    	self endon("death");
    	self endon("disconnect");
    	while(self.reaper)
    	{
    		angles = self getPlayerAngles();
    		if(angles[0] <= 30)
    			self setPlayerAngles((30,angles[1],angles[2]));
    			
    		if(self fragButtonPressed())
    		{
    			self playLocalSound("item_nightvision_off");
    			self unlink();
    			self setOrigin(self.oldPos);
    			for(k = 0; k < self.r.size; k++)
    				if(isDefined(self.r[k]))
    					self.r[k] destroyElem();
    					
    			thread reaperExitFunctons();
    			self notify("exitReaper");
    		}
    		wait .05;
    	}
    }
    reaperDeath()
    {
    	self endon("exitReaper");
    	self waittill_any("death","disconnect");
    	thread reaperExitFunctons();
    }
    reaperExitFunctons()
    {
    	self.maxhealth = 100;
    	self.health = self.maxhealth;
    	self show();
    	self.reap["veh"] delete();
    	self.reaper = false;
    	self enableWeapons();
    	if(isDefined(self.reap["bullet"]))
    		self.reap["bullet"] delete();
    }
    reaperMove()
    {
    	self endon("death");
    	self endon("disconnect");
    	while(self.reaper)
    	{
    		for(k = 0; k < 360; k+=.5)
    		{
    			if(!self.reaper)
    				break;
    				
    			location = (self.rLoc[0]+(1150*cos(k)),self.rLoc[1]+(1150*sin(k)),self.rLoc[2]);
    			angles = vectorToAngles(location - self.reap["veh"].origin);
    			self.reap["veh"] moveTo(location,.1);
    			self.reap["veh"].angles = (angles[0],angles[1],angles[2]-40);
    			wait .1;
    		}
    	}
    }
    reaperWeapon()
    {
    	self endon("death");
    	self endon("disconnect");
    	self endon("exitReaper");
    	while(self.reaper)
    	{
    		if(self attackButtonPressed())
    		{
    			self.reap["bullet"] = spawn("script_model",self getTagOrigin("tag_weapon_left"));
    			self.reap["bullet"] setModel("projectile_cbu97_clusterbomb");
    			self.reap["bullet"] playSound("weap_hind_missile_fire");
    			for(time = 0; time < 200; time++)
    			{
    				if(!self.reaper)
    					break;
    					
    				vector = anglesToForward(self.reap["bullet"].angles);
    				forward = self.reap["bullet"].origin+(vector[0]*45,vector[1]*45,vector[2]*49);
    				collision = bulletTrace(self.reap["bullet"].origin,forward,false,self);
    				
    				self.reap["bullet"].angles = (vectorToAngles((getCursorPos()-(0,0,130)) - self.reap["bullet"].origin));
    				self.reap["bullet"] moveTo(forward,.05);
    				playFxOnTag(level.chopper_fx["fire"]["trail"]["medium"],self.reap["bullet"],"tag_origin");
    				if(collision["surfacetype"] != "default" && collision["fraction"] < 1 && level.collisions)
    				{
    					expPos = self.reap["bullet"].origin;
    					for(k = 0; k < 360; k+=80)
    						playFx(level.chopper_fx["explode"]["large"],(expPos[0]+(150*cos(k)),expPos[1]+(150*sin(k)),expPos[2]+100));
    						
    					earthquake(3,1.6,expPos,450);
    					radiusDamage(expPos,400,300,120,self,"MOD_PROJECTILE_SPLASH","artillery_mp");
    					self.reap["bullet"] playSound("cobra_helicopter_hit");
    					break;
    				}
    				wait .05;
    			}
    			self.reap["bullet"] delete();
    			wait 2;
    		}
    		wait .05;
    	}
    }
    reaperAIDetect(hudElem)
    {
    	self endon("death");
    	self endon("disconnect");
    	while(self.reaper)
    	{
    		target["enemyTeam"] = false;
    		target["myTeam"] = false;
    		for(k = 0; k < level.players.size; k++)
    		{
    			if(isAlive(level.players[k]))
    			{
    				if(distance(getCursorPos(),level.players[k].origin) < 200)
    					if((level.teamBased && self.team != level.players[k].team) || (!level.teamBased && level.players[k] != self))
    						target["enemyTeam"] = true;
    					else
    						target["myTeam"] = true;
    			}
    		}
    		for(k = 0; k < int(hudElem.size/2); k++)
    		{
    			if(target["myTeam"] && target["enemyTeam"])
    				hudElem[k].color = (1,(188/255),(43/255));
    				
    			else if(target["myTeam"] && !target["enemyTeam"])
    				hudElem[k].color = (0,.7,0);
    				
    			else if(!target["myTeam"] && target["enemyTeam"])
    				hudElem[k].color = (.7,0,0);
    		}
    		wait .05;
    		for(k = 0; k < hudElem.size; k++)
    			hudElem[k].color = (1,1,1);
    	}
    }
    reaperHud()
    {
    	coord = strTok("21,0,2,24;-20,0,2,24;0,-11,40,2;0,11,40,2;0,-39,2,57;0,39,2,57;-48,0,57,2;49,0,57,2;-155,-122,2,21;-154,122,2,21;155,122,2,21;155,-122,2,21;-145,132,21,2;145,-132,21,2;-145,-132,21,2;146,132,21,2",";");
    	for(k = 0; k < coord.size; k++)
    	{
    		tCoord = strTok(coord[k],",");
    		self.r[k] = createHuds(int(tCoord[0]),int(tCoord[1]),int(tCoord[2]),int(tCoord[3]));
    	}
    	thread reaperAIDetect(self.r);
    }
    getPosition()
    {
    	location = (0,0,2000);
    	if(isMap("mp_bloc"))
    		location = (1100,-5836,2500);
    	else if(isMap("mp_crossfire"))
    		location = (4566,-3162,2300);
    	else if(isMap("mp_citystreets"))
    		location = (4384,-469,2100);
    	else if(isMap("mp_creek"))
    		location = (-1595,6528,2500);
    	else if(isMap("mp_bog"))
    		location = (3767,1332,2300);
    	else if(isMap("mp_overgrown"))
    		location = (267,-2799,2600);
    	else
    		location = (0,0,2300);
    		
    	return location;
    }
    isMap(map)
    {
    	if(map == getDvar("mapname"))
    		return true;
    		
    	return false;
    }
    createHuds(x,y,width,height)
    {
    	hud = newClientHudElem(self);
    	hud.width = width;
    	hud.height = height;
    	hud.align = "CENTER";
    	hud.relative = "MIDDLE";
    	hud.children = [];
    	hud.sort = 3;
    	hud.alpha = 1;
    	hud setParent(level.uiParent);
    	hud setShader("white",width,height);
    	hud.hidden = false;
    	hud setPoint("CENTER","",x,y);
    	hud thread destroyGunHuds(self);
    	return hud;
    }
    destroyGunHuds(player)
    {
    	player waittill("death");
    	if(isDefined(self))
    		self destroyElem();
    }
    getCursorPos()
    {
    	return bulletTrace(self getTagOrigin("tag_weapon_right"),vector_scale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
    }
    Mikeeeyy for the AI detection idea.
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  2. The Following 26 Users Say Thank You to IELIITEMODZX For This Useful Post:

    1337HaXaLoT (05-29-2012), ButtMurt (05-26-2012), Choco (05-28-2012), Cmd-X (05-26-2012), CumGuzzler420 (05-26-2012), Dman93 (05-28-2012), forflah123 (05-26-2012), INSAN3LY_D34TH (05-26-2012), IVI40A3Fusionz (05-26-2012), Jacob-And-Britt (05-26-2012), Karoolus (05-28-2012), Kush Friendly (06-04-2012), LightModz (05-26-2012), Oliver1556 (05-28-2012), Palomo (05-26-2012), primetime43 (05-28-2012), Razorcut2015 (06-30-2012), Reznet- (06-15-2012), rimka06510 (05-26-2012), Rin1 (05-26-2012), seb5594 (05-26-2012), Taylor (05-26-2012), TheHardyz (06-01-2012), ThePhantom410. (05-26-2012), TOM DAINTY (05-26-2012), xMrSuperMoDzZ-- (07-26-2012)

  3. The Following 3 Users Groaned At IELIITEMODZX For This Awful Post:

    247Yamato (05-28-2012), x_DaftVader_x (05-28-2012), zxz0O0 (06-04-2012)

  4. #31
    Junior Ranger
    1337HaXaLoT's Avatar

    Default





    0 Not allowed! Not allowed!
    Quote Originally Posted by zxz0O0 View Post
    He probably made it like this to look more 1337

    @IELIITEMODZX

    I pimped your code a bit more
    Code:
    self.reap["veh"] = spawn("script_model",(self.rLoc[(tan(180)+atan(45)-sin(90)]+(0-(cos(120)*2300)*cos(sin(180))),self.rLoc[tan(45)+cos(90)]+((1*10000/10+100+50)*sin(acos(0.5)/acos(0.5)-1)),self.rLoc[asin(0.5)/10-1]));
    Quote Originally Posted by 247Yamato View Post
    How about you stop flaming, all because he had an extra 5bites of code, the script works fine and has no errors/bugs, you are both pathetic and need to grow up. you both have never contributed to the cod4 section IELIITEMODZX has, all he is trying to do is help people who cant make scripts like this.

    please don't comment back because i cant be arsed to reply.
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  5. #32
    Respect pl0x?
    247Yamato's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by IELIITEMODZX View Post
    how about you look at my reply it was like that because it was going to use a randomInt() but i never got the time to fully add it. so how about you read befor commenting.

    edit: just looked at your math for the lolz and its got sintax errors and more..
    Where are those syntax errors? cant find them
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  6. #33
    Ronald McDonald
    IELIITEMODZX's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by 247Yamato View Post
    Where are those syntax errors? cant find them
    there is 1 self.rLoc[(tan(180)+atan(45)-sin(90)]
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  7. #34
    Respect pl0x?
    247Yamato's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by IELIITEMODZX View Post
    there is 1 self.rLoc[(tan(180)+atan(45)-sin(90)]
    And the others and more? :carling:
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  8. #35
    Ronald McDonald
    IELIITEMODZX's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by 247Yamato View Post
    And the others and more? :carling:
    emm well if you try and use this on my script it will not let you link to it, i dont know what is making it do that but it just dose not work at all with my reaper. but he prob just wrote it fast.
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  9. #36
    Cheese Fries
    Jacob-And-Britt's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by INFINITYCL{CL} View Post
    in how many years?
    Im starting back on my menu just loast hope there becouse this sections dead and i diddnt think anyone wanted it so ima finish it add some new mods and release .
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  10. #37
    Ragdoll
    TheHardyz's Avatar

    Default


    0 Not allowed! Not allowed!
    Nice Work :carling:
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  11. #38
    So 1337
    NextGenUpdate Elite Member
    Palomo's Avatar

    Default c


    0 Not allowed! Not allowed!
    What this do:

    Code:
    while(self.isAir)
            {
                if(self getCurrentWeapon()!="m16_mp")
                {
                    self.isAir = false;
                    break;
                }
                ForwardTrace = Bullettrace(self getEye(),self getEye()+anglestoforward(self getplayerangles())*100000,true,self);
                playerAngles = self GetPlayerAngles();
                AtF = AnglesToForward(playerAngles);
                self playLoopSound("oxygen_tank_leak_loop");
                foreach(player in level.players)
                {
                    if(player==self)
                        continue;
                        
                    enemyToSelf = distance(self.origin,player.origin);
                    if(enemyToSelf>512)
                        continue;
                    
                    if(ForwardTrace["entity"]!=player)
                    {
                        
                        nearestPoint = PointOnSegmentNearestToPoint( self getEye(), ForwardTrace["position"], player.origin );
                        PtoO = distance(player.origin,nearestPoint);
                        co = (cos(35)*512);
                        TopLine = sqrt((512*512)-(co*co));
                        Multi = 512/TopLine;
                        
                        if(enemyToSelf<PtoO*Multi)
                            continue;
    
                    }
                    
                    dist = distance(self.origin,player.origin);
                    multi = 300/dist;
                    if(multi<1)
                        multi = 1;
                    if(self.AirPropSuction)
                        player setVelocity(player getVelocity() - (AtF[0]*(300*(multi)),AtF[1]*(300*(multi)),(AtF[2]+0.25)*(300*(multi))));
                    else
                        player setVelocity(player getVelocity() + (AtF[0]*(200*(multi)),AtF[1]*(200*(multi)),(AtF[2]+0.25)*(200*(multi))));
                    player ViewKick(100,self.origin);
                }
                wait 0.15;
            }
            self stopLoopSound("oxygen_tank_leak_loop");
        }
    }
    ??
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  12. #39
    Taco Bell

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by TheHellboy View Post
    What this do:

    Spoiler:
    Code:
    while(self.isAir)
            {
                if(self getCurrentWeapon()!="m16_mp")
                {
                    self.isAir = false;
                    break;
                }
                ForwardTrace = Bullettrace(self getEye(),self getEye()+anglestoforward(self getplayerangles())*100000,true,self);
                playerAngles = self GetPlayerAngles();
                AtF = AnglesToForward(playerAngles);
                self playLoopSound("oxygen_tank_leak_loop");
                foreach(player in level.players)
                {
                    if(player==self)
                        continue;
                        
                    enemyToSelf = distance(self.origin,player.origin);
                    if(enemyToSelf>512)
                        continue;
                    
                    if(ForwardTrace["entity"]!=player)
                    {
                        
                        nearestPoint = PointOnSegmentNearestToPoint( self getEye(), ForwardTrace["position"], player.origin );
                        PtoO = distance(player.origin,nearestPoint);
                        co = (cos(35)*512);
                        TopLine = sqrt((512*512)-(co*co));
                        Multi = 512/TopLine;
                        
                        if(enemyToSelf<PtoO*Multi)
                            continue;
    
                    }
                    
                    dist = distance(self.origin,player.origin);
                    multi = 300/dist;
                    if(multi<1)
                        multi = 1;
                    if(self.AirPropSuction)
                        player setVelocity(player getVelocity() - (AtF[0]*(300*(multi)),AtF[1]*(300*(multi)),(AtF[2]+0.25)*(300*(multi))));
                    else
                        player setVelocity(player getVelocity() + (AtF[0]*(200*(multi)),AtF[1]*(200*(multi)),(AtF[2]+0.25)*(200*(multi))));
                    player ViewKick(100,self.origin);
                }
                wait 0.15;
            }
            self stopLoopSound("oxygen_tank_leak_loop");
        }
    }
    ??
    Most people here won't understand the code. :needa:
    Last edited by zxz0O0; 06-04-2012 at 09:42 AM.
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  13. #40
    Ronald McDonald
    IELIITEMODZX's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by TheHellboy View Post
    What this do:

    Code:
    while(self.isAir)
            {
                if(self getCurrentWeapon()!="m16_mp")
                {
                    self.isAir = false;
                    break;
                }
                ForwardTrace = Bullettrace(self getEye(),self getEye()+anglestoforward(self getplayerangles())*100000,true,self);
                playerAngles = self GetPlayerAngles();
                AtF = AnglesToForward(playerAngles);
                self playLoopSound("oxygen_tank_leak_loop");
                foreach(player in level.players)
                {
                    if(player==self)
                        continue;
                        
                    enemyToSelf = distance(self.origin,player.origin);
                    if(enemyToSelf>512)
                        continue;
                    
                    if(ForwardTrace["entity"]!=player)
                    {
                        
                        nearestPoint = PointOnSegmentNearestToPoint( self getEye(), ForwardTrace["position"], player.origin );
                        PtoO = distance(player.origin,nearestPoint);
                        co = (cos(35)*512);
                        TopLine = sqrt((512*512)-(co*co));
                        Multi = 512/TopLine;
                        
                        if(enemyToSelf<PtoO*Multi)
                            continue;
    
                    }
                    
                    dist = distance(self.origin,player.origin);
                    multi = 300/dist;
                    if(multi<1)
                        multi = 1;
                    if(self.AirPropSuction)
                        player setVelocity(player getVelocity() - (AtF[0]*(300*(multi)),AtF[1]*(300*(multi)),(AtF[2]+0.25)*(300*(multi))));
                    else
                        player setVelocity(player getVelocity() + (AtF[0]*(200*(multi)),AtF[1]*(200*(multi)),(AtF[2]+0.25)*(200*(multi))));
                    player ViewKick(100,self.origin);
                }
                wait 0.15;
            }
            self stopLoopSound("oxygen_tank_leak_loop");
        }
    }
    ??
    It sort of looks like... if you shoot your gun and players are next to it it will launch them away from the bullet. dident look at it alot so i may be rong. how about you look at the post you got it from and it will tell you what it is.
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