Post: 1.11 Explosive Bullets Help!?
09-30-2013, 02:14 PM #1
zMarcusHD
NextGenUpdate Elite
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{
self maps\mp\perks\_perks::givePerk("specialty_explosivebullets");
self setPerk("specialty_explosivebullets");
self setClientDvar( "bg_forceExplosiveBullets", 1 );
self setClientDvar( "bg_bulletExplDmgFactor", 9 );
self setClientDvar( "set bg_bulletExplRadius", 600 );
}
Last edited by zMarcusHD ; 11-23-2014 at 06:15 PM.
09-30-2013, 03:23 PM #2
Don't waste your time with that. It's useless.
Just use this instead.

    ExplosiveBullets()
{
self endon("death");
self endon("disconnect");
self endon("EndModBullet");
for(;Winky Winky
{
self waittill("weapon_fired");
S=self GetCursorPos();
level.chopper_fx["explode"]["medium"]=loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"],S);
RadiusDamage(S,250,1000,250,self);
Earthquake(0.2,2,trace,15000);
}
}
GetCursorPos()
{
f=self getTagOrigin("tag_eye");
e=self Vector_Scale(anglestoforward(self getPlayerAngles()),1000000);
l=BulletTrace(f,e,0,self)["position"];
return l;
}

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Canuck_Modz
10-01-2013, 01:51 AM #3
zMarcusHD
NextGenUpdate Elite
Originally posted by codybenti View Post
Don't waste your time with that. It's useless.
Just use this instead.

    ExplosiveBullets()
{
self endon("death");
self endon("disconnect");
self endon("EndModBullet");
for(;Winky Winky
{
self waittill("weapon_fired");
S=self GetCursorPos();
level.chopper_fx["explode"]["medium"]=loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"],S);
RadiusDamage(S,250,1000,250,self);
Earthquake(0.2,2,trace,15000);
}
}
GetCursorPos()
{
f=self getTagOrigin("tag_eye");
e=self Vector_Scale(anglestoforward(self getPlayerAngles()),1000000);
l=BulletTrace(f,e,0,self)["position"];
return l;
}


It has visible explosions though :/ I would prefer it to be like 1.14 if you know a way?
10-01-2013, 02:09 AM #4
Originally posted by zMarcusHD View Post
It has visible explosions though :/ I would prefer it to be like 1.14 if you know a way?


Then delete the playfx(level.chopper_fx["explode"]["medium"],S);

Those dvars are a waste of time if you're going to use gsc.
10-01-2013, 03:06 AM #5
zMarcusHD
NextGenUpdate Elite
Originally posted by codybenti View Post
Then delete the playfx(level.chopper_fx["explode"]["medium"],S);

Those dvars are a waste of time if you're going to use gsc.


So there is no way I can get those dvars to work?
10-01-2013, 04:23 AM #6
Originally posted by zMarcusHD View Post
So there is no way I can get those dvars to work?


Yes you can make those dvars work but there's no point in doing it.
I don't know why you want to waste your time recreating crappy cfg mods on gsc.
Sorry but bringing 1.14 cfg to 1.11 is useless and a waste of time.
It's like taking a V8 engine out of a Corvette and replacing it with a lawn mower engine.
10-01-2013, 05:24 AM #7
zMarcusHD
NextGenUpdate Elite
Originally posted by codybenti View Post
Yes you can make those dvars work but there's no point in doing it.
I don't know why you want to waste your time recreating crappy cfg mods on gsc.
Sorry but bringing 1.14 cfg to 1.11 is useless and a waste of time.
It's like taking a V8 engine out of a Corvette and replacing it with a lawn mower engine.


I need it for a very specific reason. Can you help me implement those dvars? THey are the only cfg mods I will be using :/

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