Post: [Source] Attack dogs with changeable weapons
06-26-2017, 07:29 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Hey guys here is how the full script I made on dogs with changeable weapons

simply replace the weapon in the magic bullet with one of the following

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Preview:


    
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : xboxkrnl
* Project : RocketDoggo
* Mode : Multiplayer
* Date : 2017/06/17 - 09:57:59
*
*/

#include maps\mp\_utility;
#include common_scripts\utility;
#include maps/mp/killstreaks/_dogs;

init()
{
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawned();

}
}

onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
self waittill("spawned_player");
if(self == gethostplayer())
{
self thread spawn_doge();
self thread set_doge_meme();
self freezecontrols(false);
self enableInvulnerability();
}
}
}


spawn_doge()
{
for(i = 0; i < 10; i++)
{
wait ( 5 );
devgui_dog_spawn(self.team);
}
}

devgui_dog_spawn( team )
{
player = gethostplayer();
dog_spawner = getent( "dog_spawner", "targetname" );
level.dog_abort = 0;
if ( !isDefined( dog_spawner ) )
{
iprintln( "No dog spawners found in map" );
return;
}
direction = player getplayerangles();
direction_vec = anglesToForward( direction );
eye = player geteye();
scale = 8000;
direction_vec = ( direction_vec[ 0 ] * scale, direction_vec[ 1 ] * scale, direction_vec[ 2 ] * scale );
trace = bullettrace( eye, eye + direction_vec, 0, undefined );
nodes = getnodesinradius( trace[ "position" ], 256, 0, 128, "Path", 8 );
if ( !nodes.size )
{
iprintln( "No nodes found near crosshair position" );
return;
}
iprintln( "Spawning dog at your crosshair position" );
node = getclosest( trace[ "position" ], nodes );
dog = dog_manager_spawn_dog( player, player.team, node, 5 );
PlayFX(level.torch,dog.origin+(0,0,60));

if ( team != player.team )
{
dog.aiteam = team;
dog clearentityowner();
dog notify( "clear_owner" );
}
}

set_doge_meme()
{
for(;Winky Winky
{
wait ( 0.1 );
dogs = dog_manager_get_dogs();

foreach( doggo in dogs )
{
forward = anglestoforward(doggo GetShootAtPos());
start = doggo GetShootAtPos();
end = vectorscale(forward, 9999);
magicbullet("ai_tank_drone_rocket_mp", start, bullettrace(start, start + end, false, undefined)["position"], self);
}
}
}

dog_manager_get_dogs()
{
dogs = getentarray( "attack_dog", "targetname" );
return dogs;
}

Last edited by xboxkrnl ; 06-27-2017 at 08:33 PM. Reason: Left a few accidental threads

The following 4 users say thank you to xboxkrnl for this useful post:

DF_AUS, DH63, DoraTheKiller97, iMoD1998

The following 2 users groaned at xboxkrnl for this awful post:

anthonything, Patrick
06-27-2017, 12:33 AM #2
DoraTheKiller97
Treasure hunter
That's pretty chaotic. Lmao

The following 2 users say thank you to DoraTheKiller97 for this useful post:

DF_AUS, itsSorrow
06-27-2017, 02:05 PM #3
i like you & your work but this doesent need a full thread.
06-27-2017, 06:43 PM #4
Patrick
League Champion
Originally posted by xboxkrnl View Post
Hey guys here is how the full script I made on dogs with changeable weapons

simply replace the weapon in the magic bullet with one of the following

You must login or register to view this content.

Preview:


    
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : xboxkrnl
* Project : RocketDoggo
* Mode : Multiplayer
* Date : 2017/06/17 - 09:57:59
*
*/

#include maps\mp\_utility;
#include common_scripts\utility;
#include maps/mp/killstreaks/_dogs;

init()
{
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawned();

}
}

onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
self waittill("spawned_player");
if(self == gethostplayer())
{
self thread PinRev();
self thread spawn_doge();
self thread set_doge_meme();
self freezecontrols(false);
self enableInvulnerability();
}
}
}


spawn_doge()
{
for(i = 0; i < 10; i++)
{
wait ( 5 );
devgui_dog_spawn(self.team);
}
}

devgui_dog_spawn( team )
{
player = gethostplayer();
dog_spawner = getent( "dog_spawner", "targetname" );
level.dog_abort = 0;
if ( !isDefined( dog_spawner ) )
{
iprintln( "No dog spawners found in map" );
return;
}
direction = player getplayerangles();
direction_vec = anglesToForward( direction );
eye = player geteye();
scale = 8000;
direction_vec = ( direction_vec[ 0 ] * scale, direction_vec[ 1 ] * scale, direction_vec[ 2 ] * scale );
trace = bullettrace( eye, eye + direction_vec, 0, undefined );
nodes = getnodesinradius( trace[ "position" ], 256, 0, 128, "Path", 8 );
if ( !nodes.size )
{
iprintln( "No nodes found near crosshair position" );
return;
}
iprintln( "Spawning dog at your crosshair position" );
node = getclosest( trace[ "position" ], nodes );
dog = dog_manager_spawn_dog( player, player.team, node, 5 );
PlayFX(level.torch,dog.origin+(0,0,60));

if ( team != player.team )
{
dog.aiteam = team;
dog clearentityowner();
dog notify( "clear_owner" );
}
}

set_doge_meme()
{
for(;Winky Winky
{
wait ( 0.1 );
dogs = dog_manager_get_dogs();

foreach( doggo in dogs )
{
doggo Attach( "defaultactor", "tag_weapon_left" );
forward = anglestoforward(doggo GetShootAtPos());
start = doggo GetShootAtPos();
end = vectorscale(forward, 9999);
magicbullet("ai_tank_drone_rocket_mp", start, bullettrace(start, start + end, false, undefined)["position"], self);
}
}
}

dog_manager_get_dogs()
{
dogs = getentarray( "attack_dog", "targetname" );
return dogs;
}



What is this trash? Post stuff like this in the managed codes list. :/

The following 2 users groaned at Patrick for this awful post:

DF_AUS, DoraTheKiller97
06-27-2017, 08:30 PM #5
Okay so this was my first submission and was not aware I need to clutter another thread with it.

I apologize and will not be releasing any more finds as trash.
06-27-2017, 08:32 PM #6
iMoD1998
Pokemon Trainer
Thats dope!

The following user thanked iMoD1998 for this useful post:

DF_AUS
07-22-2017, 08:38 AM #7
oCmKs_4_LiFe
< ^ > < ^ >
Originally posted by xboxkrnl View Post
Okay so this was my first submission and was not aware I need to clutter another thread with it.

I apologize and will not be releasing any more finds as trash.


release more! thanks x
08-01-2017, 05:46 PM #8
DH63
Retired Staff
It's like the dogs from Zombies but they have been Pack-a-Punched lmfao. Great work dude!

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