Post: GSC Script: Pack-A-Punch
10-01-2014, 08:21 AM #1
Curz
CurzHD
(adsbygoogle = window.adsbygoogle || []).push({}); Pack-A-Punch Dancing



    Packopunch()
{
self setOrigin((300,100,40.5));
level.NGU = spawn( "script_model", (0,0,40.5) );
level.NGU.angles = (0,10,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;Winky Winky
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 4.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press ^6SQUARE ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That Shit Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now Fuck Shit Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}



Credits:
Me(Curz)
SoHax
Teh1337
Last edited by Curz ; 10-01-2014 at 09:52 AM. Reason: Added video thanks to RileyErased

The following 5 users say thank you to Curz for this useful post:

clark1226, DexTeamModding, EternalHabit, RTE, Script Kiddie
10-01-2014, 09:05 AM #2
ReFleX MoDzZ
Error… Cat invasion!
Originally posted by Curz View Post
Pack-A-Punch Dancing

If someone could record it that would be great.

    Packopunch()
{
self setOrigin((300,100,40.5));
level.NGU = spawn( "script_model", (0,0,40.5) );
level.NGU.angles = (0,10,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;Winky Winky
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 4.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press ^6SQUARE ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That Shit Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now Fuck Shit Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}



Credits:
Me(Curz)
SoHax
Teh1337


zombie mode or mp?
10-01-2014, 09:12 AM #3
Curz
CurzHD
Originally posted by ReFleX
zombie mode or mp?


multiplayer
10-01-2014, 09:16 AM #4
Script Kiddie
At least I can fight
Originally posted by Curz View Post
Pack-A-Punch Dancing

If someone could record it that would be great.

    Packopunch()
{
self setOrigin((300,100,40.5));
level.NGU = spawn( "script_model", (0,0,40.5) );
level.NGU.angles = (0,10,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;Winky Winky
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 4.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press ^6SQUARE ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That Shit Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now Fuck Shit Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;Winky Winky
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}



Credits:
Me(Curz)
SoHax
Teh1337


Last edited by Script Kiddie ; 10-01-2014 at 09:48 AM.
10-01-2014, 09:16 AM #5
ReFleX MoDzZ
Error… Cat invasion!
Originally posted by Curz View Post
multiplayer


ok thx Smile and what does it do? and you should post it here You must login or register to view this content.
10-01-2014, 09:24 AM #6
SyGnUs
Give a F*** About Your Lifestyle
Originally posted by ReFleX
ok thx Smile and what does it do? and you should post it here You must login or register to view this content.


Makes your gun shoot explosive bullets after its goes in the carepackage.
10-01-2014, 09:30 AM #7
ReFleX MoDzZ
Error… Cat invasion!
Originally posted by SyGnUs View Post
Makes your gun shoot explosive bullets after its goes in the carepackage.


nice Smile will add this to my menu! Smile you should make a ray gun/thundergun and stuff too Happy
10-01-2014, 09:42 AM #8
nay1995
The Master
i wish people would stop using scripts that other people have made from older cod's, please give correct credits, this goes to everyone else aswell.

Note: this isn't my script, i think its mikeeey's?

The following user thanked nay1995 for this useful post:

SaberNGU
10-01-2014, 09:48 AM #9
Curz
CurzHD
Originally posted by nay1995 View Post
i wish people would stop using scripts that other people have made from older cod's, please give correct credits, this goes to everyone else aswell.

Note: this isn't my script, i think its mikeeey's?


Actually the correct credits are given.

The following user thanked Curz for this useful post:

Leo
10-01-2014, 10:26 AM #10
nay1995
The Master
Originally posted by Curz View Post
Actually the correct credits are given.


not 100% sure, i know this has been around for years, anyway, this wasn't my main reason for being here, im just seeing people take old work and re uploading it for black ops 2.

The following 2 users say thank you to nay1995 for this useful post:

Leo, TheFallen

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