Post: [Script] STREET FIGHTER Hadouken!
06-05-2013, 07:22 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); STREET FIGHTER Hadouken!


It's Capcom's 30th anniversary!!! I loved all there games but my favorite was Street Fighter 2.
When I was a little kid I would stuff my pockets full of quarters and ride my bike to the local arcade to play Street Fighter 2 with my friends!!! Even today I still play a bit of Street Fighter 2.
So here is a cheesy little script for you called Hadouken!!!
Thank you Capcom!

    Hadouken()
{
self endon("death");
self endon("disconnect");
self giveWeapon("defaultweapon_mp");
self switchToWeapon("defaultweapon_mp");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="defaultweapon_mp")
{
self thread HadoukenBlast();
}
wait .5;
}
}
HadoukenBlast()
{
eye=self getTagOrigin("tag_eye");
gcp=getCursorPos();
blast=spawn("script_model",eye);
blast setModel("projectile_rpg7");
blast.angles=self getPlayerAngles()+(-180,0,0);
time=calc(980,blast.origin,gcp);
blast fx(time);
blast moveTo(gcp,time);
wait time;
boom=loadfx("explosions/aerial_explosion");
playfx(boom,blast.origin);
blast playsound("exp_suitcase_bomb_main");
radiusdamage(gcp,500,700,400,self,"MOD_EXPLOSIVE","rpg_mp");
Earthquake(0.3,2,gcp,15000);
blast delete();
}
GetCursorPos()
{
forward=self getTagOrigin("tag_eye");
end=self thread vector_Scale(anglestoforward(self getPlayerAngles()),1000000);
location=BulletTrace(forward,end,0,self)["position"];
return location;
}
calc(speed,origin,moveTo)
{
return(distance(origin,moveTo)/speed);
}
fx(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.fx_airstrike_afterburner,self,"tag_origin");
wait .01;
}
}

Don't forget to put this into your init()
    level.fx_airstrike_afterburner=loadfx("fire/jet_afterburner");


Credit goes to x_DaftVader_x :y:
Last edited by codybenti ; 07-03-2013 at 01:10 AM.

The following 10 users say thank you to codybenti for this useful post:

AlexStrife, Canuck_Modz, FutureOps, philipeininger, Savage_847, Shock_Mods, Sweet_Cheeba, x_DaftVader_x
06-05-2013, 07:45 PM #2
Yo Cody, isn't there a way you could like.... make it so everytime one of those blasts comes out... text on screen pops up saying "HADOUKEN!!" ?? Lool tht would b good.... :p
06-05-2013, 07:56 PM #3
Originally posted by AlexStrife View Post
Yo Cody, isn't there a way you could like.... make it so everytime one of those blasts comes out... text on screen pops up saying "HADOUKEN!!" ?? Lool tht would b good.... :p


Or I could put KAMEHAMEHAAAAAAAAAAAAAAA!!!!
OOOPS that's dragon ball not street fighter.X_X
06-05-2013, 09:12 PM #4
looool or.. SHOOORYUKENNN!!! Looool do itttt!!! when I'm VIP with u again I wanna c that!!! haha or are u not adding it into ur patch? :p
06-06-2013, 07:33 AM #5
Mango_Knife
In my man cave
Originally posted by codybenti View Post
STREET FIGHTER Hadouken!


It is Capcom's 30th anniversary!!! I loved all there games but my favorite was Street Fighter 2.^_^
When I was a little kid I would stuff my pockets full of quarters and ride my bike to the local arcade to play Street Fighter 2 with my friends!!! Even today I still play a bit of Street Fighter 2.
So here is a cheesy little script for you called Hadouken!!!
Thank you Capcom!:love:

    Hadouken()
{
self endon("death");
self endon("disconnect");
self giveWeapon("defaultweapon_mp");
self switchToWeapon("defaultweapon_mp");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="defaultweapon_mp")
{
self thread HadoukenBlast();
}
wait .5;
}
}
HadoukenBlast()
{
eye=self getTagOrigin("tag_eye");
gcp=getCursorPos();
blast=spawn("script_model",eye);
blast setModel("projectile_rpg7");
blast.angles=self getPlayerAngles()+(-180,0,0);
time=calc(980,blast.origin,gcp);
blast fx(time);
blast moveTo(gcp,time);
wait time;
boom=loadfx("explosions/aerial_explosion");
playfx(boom,blast.origin);
blast playsound("exp_suitcase_bomb_main");
radiusdamage(gcp,500,700,400,self,"MOD_EXPLOSIVE","rpg_mp");
Earthquake(0.3,2,gcp,15000);
blast delete();
}
GetCursorPos()
{
forward=self getTagOrigin("tag_eye");
end=self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location=BulletTrace(forward,end,0,self)["position"];
return location;
}
calc(speed,origin,moveTo)
{
return(distance(origin,moveTo)/speed);
}
fx(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.fx_airstrike_afterburner,self,"tag_origin");
wait .01;
}
}

Don't forget to put this into your init()
    level.fx_airstrike_afterburner=loadfx("fire/jet_afterburner");


Credit goes to x_DaftVader_x :y:


Sick Man
I Like It
06-06-2013, 09:03 PM #6
Originally posted by codybenti View Post
STREET FIGHTER


<In Capcom Voice>

PERFECT!!

The following user thanked x_DaftVader_x for this useful post:

codybenti
06-06-2013, 09:36 PM #7
seb5594
Proud Former Admin
omg this is sick ^^

The following 2 users say thank you to seb5594 for this useful post:

codybenti, Kush Friendly
06-06-2013, 10:25 PM #8
Originally posted by x View Post
<In Capcom Voice>

PERFECT!!

Thanks!!!
<In Capcom Voice>
Round one...
FIGHT!!

Originally posted by seb5594 View Post
omg this is sick ^^

As a kid I spent more time playing Street fighter 2 then all the call of duties combined.lol
Once in awhile I will play it on my arcade emulator and it still kicks ass!

The following user thanked codybenti for this useful post:

x_DaftVader_x
06-07-2013, 02:14 PM #9
Found a mistake in the script so it should work now.
Updated the thread.

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

AlexStrife, Sweet_Cheeba
06-19-2013, 05:02 AM #10
FutureOps
Little One
Originally posted by codybenti View Post
STREET FIGHTER Hadouken!


It's Capcom's 30th anniversary!!! I loved all there games but my favorite was Street Fighter 2.^_^
When I was a little kid I would stuff my pockets full of quarters and ride my bike to the local arcade to play Street Fighter 2 with my friends!!! Even today I still play a bit of Street Fighter 2.
So here is a cheesy little script for you called Hadouken!!!
Thank you Capcom!:love:

    Hadouken()
{
self endon("death");
self endon("disconnect");
self giveWeapon("defaultweapon_mp");
self switchToWeapon("defaultweapon_mp");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="defaultweapon_mp")
{
self thread HadoukenBlast();
}
wait .5;
}
}
HadoukenBlast()
{
eye=self getTagOrigin("tag_eye");
gcp=getCursorPos();
blast=spawn("script_model",eye);
blast setModel("projectile_rpg7");
blast.angles=self getPlayerAngles()+(-180,0,0);
time=calc(980,blast.origin,gcp);
blast fx(time);
blast moveTo(gcp,time);
wait time;
boom=loadfx("explosions/aerial_explosion");
playfx(boom,blast.origin);
blast playsound("exp_suitcase_bomb_main");
radiusdamage(gcp,500,700,400,self,"MOD_EXPLOSIVE","rpg_mp");
Earthquake(0.3,2,gcp,15000);
blast delete();
}
GetCursorPos()
{
forward=self getTagOrigin("tag_eye");
end=self thread vector_Scale(anglestoforward(self getPlayerAngles()),1000000);
location=BulletTrace(forward,end,0,self)["position"];
return location;
}
calc(speed,origin,moveTo)
{
return(distance(origin,moveTo)/speed);
}
fx(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.fx_airstrike_afterburner,self,"tag_origin");
wait .01;
}
}

Don't forget to put this into your init()
    level.fx_airstrike_afterburner=loadfx("fire/jet_afterburner");


Credit goes to x_DaftVader_x :y:


Lol noticed the above posts about the message when shooting. Pretty much common sense but if you did want the text this is all you need to do

    Hadouken()
{
self endon("death");
self endon("disconnect");
self giveWeapon("defaultweapon_mp");
self switchToWeapon("defaultweapon_mp");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="defaultweapon_mp")
{
self thread HadoukenBlast();
self iPrintlnBold("^1KAMEHAMEHAAAAAAAAAAAAAAA");
}
wait .5;
}
}
HadoukenBlast()
{
eye=self getTagOrigin("tag_eye");
gcp=getCursorPos();
blast=spawn("script_model",eye);
blast setModel("projectile_rpg7");
blast.angles=self getPlayerAngles()+(-180,0,0);
time=calc(980,blast.origin,gcp);
blast fx(time);
blast moveTo(gcp,time);
wait time;
boom=loadfx("explosions/aerial_explosion");
playfx(boom,blast.origin);
blast playsound("exp_suitcase_bomb_main");
radiusdamage(gcp,500,700,400,self,"MOD_EXPLOSIVE","rpg_mp");
Earthquake(0.3,2,gcp,15000);
blast delete();
}
GetCursorPos()
{
forward=self getTagOrigin("tag_eye");
end=self thread vector_Scale(anglestoforward(self getPlayerAngles()),1000000);
location=BulletTrace(forward,end,0,self)["position"];
return location;
}
calc(speed,origin,moveTo)
{
return(distance(origin,moveTo)/speed);
}
fx(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.fx_airstrike_afterburner,self,"tag_origin");
wait .01;
}
}

The following user thanked FutureOps for this useful post:

codybenti

Copyright © 2024, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo