Post: Snow Storm / Water Storm
06-29-2015, 10:53 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Water :


level._effect[ "vehicle/treadfx/fx_heli_water_spray" ] = loadfx( "vehicle/treadfx/fx_heli_water_spray" );

Snow :
[


level._effect[ "vehicle/treadfx/fx_heli_snow_spray" ] = loadfx( "vehicle/treadfx/fx_heli_snow_spray" );
Last edited by Breadboy981 ; 06-29-2015 at 10:56 PM.

The following 2 users say thank you to Breadboy981 for this useful post:

Chen Madhala, TheCodModderHD
06-29-2015, 10:56 PM #2
oCmKs_4_LiFe
< ^ > < ^ >
no need to make a whole thread for 1 fx haha. go post it on GSC codes list 3.
06-29-2015, 11:56 PM #3
itsSorrow
In my man cave
Not hating but this is straight off the water gun gsc
06-30-2015, 12:08 AM #4
its not same one
06-30-2015, 01:01 AM #5
itsSorrow
In my man cave
Originally posted by Breadboy981 View Post
its not same one

its the same effect
06-30-2015, 07:40 AM #6
TehMerkMods
I’m too L33T
Originally posted by Breadboy981 View Post
Water :


level._effect[ "vehicle/treadfx/fx_heli_water_spray" ] = loadfx( "vehicle/treadfx/fx_heli_water_spray" );

Snow :
[


level._effect[ "vehicle/treadfx/fx_heli_snow_spray" ] = loadfx( "vehicle/treadfx/fx_heli_snow_spray" );


You are aware there are three different threads dedicated to Scripts? stop creating different threads
06-30-2015, 11:19 AM #7
FRINZ
I’m too L33T
lol iposted ts le 2 days o in questions thread bro this fx aint hard to get just sum ppl lazy

here a l33t h4x0r 1 for yall c: ported by CmK LOL
caca()
{
if(self.cacaON == 0)
{
self.cacaON = 1;
self thread shit();
self iPrintlnbold("caca Man Enabled");
}
else
{
self.cacaON = 0;
self notify("stop_caca");
self disableInvulnerability();
self iPrintlnbold("caca Man Disabled");
}
}
shit()
{
self endon("disconnect");
self endon("death");
self endon("stop_caca");

level._effect["fx_treadfx_talon_dirt"] = loadfx( "vehicle/treadfx/fx_treadfx_talon_dirt" ); ///////////
self enableInvulnerability();
while(1)
{
PlayFX(level._effect["fx_treadfx_talon_dirt"] ,self.origin+(0,0,60));
wait 0.1;
}
}

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