Post: fakebullettrail question
03-30-2016, 02:59 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); can anyone help me to fix the fakebullettrail code? the bullettrail should go to the enemy but it doesnt


    
fakebullettrail()
{
self endon("disconnect");
self endon("death");
self iPrintLn("Fake Bullet Trail ^2Given ^7");

for(;Winky Winky
{
self waittill("weapon_fired");

if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "fnp45_") || isSubStr(self getCurrentWeapon(), "sa58_") || isSubStr(self getCurrentWeapon(), "knife_ballistic_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "as50_"))
{
x = randomint(10);
if(x==1)
{
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_head"), aimAt getTagOrigin("pelvis"), self);
}
else
{
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_mainroot"), aimAt getTagOrigin("pelvis"), self);
}
}
}
}
Last edited by John ; 04-02-2016 at 02:00 PM.
03-30-2016, 05:27 PM #2
iiiCenTurY
Gym leader
Originally posted by arbus94 View Post
can anyone help me to fix the fakebullettrail code? the bullettrail should go to the enemy but it doesnt



fakebullettrail()
{
self endon("disconnect");
self endon("death");
self iPrintLn("Fake Bullet Trail ^2Given ^7");

for(;Winky Winky
{
self waittill("weapon_fired");

if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "fnp45_") || isSubStr(self getCurrentWeapon(), "sa58_") || isSubStr(self getCurrentWeapon(), "knife_ballistic_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "as50_"))
{
x = randomint(10);
if(x==1)
{
MagicBullet(self getCurrentWeapon(), self getTagOrigin("j_head"), aimAt getTagOrigin("pelvis"), self);
}
else
{
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_mainroot"), aimAt getTagOrigin("pelvis"), self);
}
}
}
}


    fakebullettrail()
{
self endon("disconnect");
self endon("death");
self iPrintLn("Fake Bullet Trail ^2Given ^7");

for(;Winky Winky
{
self waittill("weapon_fired");

if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "fnp45_") || isSubStr(self getCurrentWeapon(), "sa58_") || isSubStr(self getCurrentWeapon(), "knife_ballistic_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "as50_"))
{
x = randomint(10);
if(x==1)
{
MagicBullet(self getCurrentWeapon(), self getTagOrigin("j_head"), aimAt getTagOrigin("pelvis"), self);
}
else
{
MagicBullet(self getCurrentWeapon(), self getTagOrigin("j_mainroot"), aimAt getTagOrigin("pelvis"), self);
}
}
}
}


i think i fixed it
03-31-2016, 04:29 PM #3
i´ll try it now and let you know if it works
03-31-2016, 04:41 PM #4
nope it doesn´t work
03-31-2016, 06:12 PM #5
iRnZ
NextGenUpdate Elite
Originally posted by iiiCenTurY View Post
    fakebullettrail()
{
self endon("disconnect");
self endon("death");
self iPrintLn("Fake Bullet Trail ^2Given ^7");

for(;Winky Winky
{
self waittill("weapon_fired");

if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "fnp45_") || isSubStr(self getCurrentWeapon(), "sa58_") || isSubStr(self getCurrentWeapon(), "knife_ballistic_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "as50_"))
{
x = randomint(10);
if(x==1)
{
MagicBullet(self getCurrentWeapon(), self getTagOrigin("j_head"), aimAt getTagOrigin("pelvis"), self);
}
else
{
MagicBullet(self getCurrentWeapon(), self getTagOrigin("j_mainroot"), aimAt getTagOrigin("pelvis"), self);
}
}
}
}


i think i fixed it


loooooooool
03-31-2016, 06:14 PM #6
iRnZ
NextGenUpdate Elite
Originally posted by arbus94 View Post
can anyone help me to fix the fakebullettrail code? the bullettrail should go to the enemy but it doesnt



fakebullettrail()
{
self endon("disconnect");
self endon("death");
self iPrintLn("Fake Bullet Trail ^2Given ^7");

for(;Winky Winky
{
self waittill("weapon_fired");

if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "fnp45_") || isSubStr(self getCurrentWeapon(), "sa58_") || isSubStr(self getCurrentWeapon(), "knife_ballistic_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "as50_"))
{
x = randomint(10);
if(x==1)
{
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_head"), aimAt getTagOrigin("pelvis"), self);
}
else
{
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_mainroot"), aimAt getTagOrigin("pelvis"), self);
}
}
}
}


are u crazy aimAt and player not definde Sal
03-31-2016, 06:58 PM #7
yes you´re right and thanks alot, i fixed it and it works now Smile


here´s the fixed code if anyone needs it



togglebullettrail()
{
if(self.trail == 0)
{
self iprintln("Fake BulletTrail: ^2ON");
self thread fakebullettrail();
self.trail = 1;
}
else
{
self iprintln("Fake BulletTrail: ^1OFF");
self notify("stop_fakebullettrail");
self.trail = 0;
}
}

fakebullettrail()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "stop_fakebullettrail" );
for(;Winky Winky
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_hip_le");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(ExpLocation, player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else aimAt = player;
}
if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "fnp45_") || isSubStr(self getCurrentWeapon(), "sa58_") || isSubStr(self getCurrentWeapon(), "knife_ballistic_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "as50_"))
{
x = randomint(10);
if(x==1)
{
wait 0.05;
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_head"), aimAt getTagOrigin("pelvis"), self);
}
else
{
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_mainroot"), aimAt getTagOrigin("pelvis"), self);
}
}
}
}
04-01-2016, 06:06 AM #8
akse
Do a barrel roll!
Originally posted by arbus94 View Post
yes you´re right and thanks alot, i fixed it and it works now Smile


here´s the fixed code if anyone needs it



togglebullettrail()
{
if(self.trail == 0)
{
self iprintln("Fake BulletTrail: ^2ON");
self thread fakebullettrail();
self.trail = 1;
}
else
{
self iprintln("Fake BulletTrail: ^1OFF");
self notify("stop_fakebullettrail");
self.trail = 0;
}
}

fakebullettrail()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "stop_fakebullettrail" );
for(;Winky Winky
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_hip_le");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(ExpLocation, player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else aimAt = player;
}
if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "fnp45_") || isSubStr(self getCurrentWeapon(), "sa58_") || isSubStr(self getCurrentWeapon(), "knife_ballistic_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "as50_"))
{
x = randomint(10);
if(x==1)
{
wait 0.05;
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_head"), aimAt getTagOrigin("pelvis"), self);
}
else
{
MagicBullet(self getCurrentWeapon(), player getTagOrigin("j_mainroot"), aimAt getTagOrigin("pelvis"), self);
}
}
}
}


what do you mean with this one is fixed? there are still 2 bullettrails tho arent there?
04-01-2016, 06:58 AM #9
iRnZ
NextGenUpdate Elite
Originally posted by akse View Post
what do you mean with this one is fixed? there are still 2 bullettrails tho arent there?


one for head one for any where
04-01-2016, 07:00 AM #10
akse
Do a barrel roll!
Originally posted by iReZ View Post
one for head one for any where


so that means there are still 2 bullettrails in the normal perspective and in the killcam?

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