Post: [Code] Real Explosive Bullets
07-29-2015, 12:49 AM #1
-Numb
You talkin to me?
(adsbygoogle = window.adsbygoogle || []).push({}); Hello NGU!
I made an advanced explosive bullets script.. I think it is much better than the "RadiusDamage" explosive bullets that most of you probably know.
I know there have been made similar type of EB back in the mw2 1.11 days, so yeah credits to whoever came up with this idea.

I also added some variables so you can easily edit the radius, damage, make it trough walls and sniper only..


Put this a place it gets runned only once.. Like onPlayerConnect/onPlayerSpawned etc.
    self.EBRadius = 400;
self.EBDamage = 100;
self.EBMethod = "MOD_RIFLE_BULLET";
self.EBTroughWalls = false;
self.SniperOnlyEB = false;

Of cource you can edit them as much as you want if you would like a bigger radius/higher damage/sniper only by default..

Here is the actual EB code
    RealEB() //This is the toggle! Call this in your menu..
{
if(self.NumbsEB == false )
{
self.NumbsEB = true;
self thread NumbsRealEB();
self iPrintln("Real Explosive Bullets: [^2ON^7]");
}
else
{
self.NumbsEB = false;
self notify("StopRealEB");
self iPrintln("Real Explosive Bullets: [^1OFF^7]");
}
}

NumbsRealEB()
{
self endon("disconnect");
self endon("StopRealEB");

for(;Winky Winky
{
self waittill( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
ExplosiveLocation = BulletTrace( forward, end, 0, self )[ "position" ];

if(self.SniperOnlyEB) { if(!isSubStr(self getCurrentWeapon(), "svu_") && !isSubStr(self getCurrentWeapon(), "dsr50_") && !isSubStr(self getCurrentWeapon(), "ballista_") && !isSubStr(self getCurrentWeapon(), "xpr_")) { continue; } } //To make it sniper only

foreach(player in level.players) {
if(level.teamBased && self.pers["team"] == player.pers["team"]) { continue; } //So you don't kill your team mates

if(Distance(ExplosiveLocation, player.origin) < self.EBRadius && player != self && isAlive(player))
{
if(self.EBTroughWalls == true || bulletTracePassed(ExplosiveLocation, player getTagOrigin("tag_eye"), 0, self)) {
player thread [[level.callbackPlayerDamage]](self, self, self.EBDamage, 8, self.EBMethod, self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
}}}
}
}

//Also be sure to have the vector scal in your menu if you don't have it

vector_scal(vec,scale)
{
vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);
return vec;
}


Thats pretty much it for the explosive bullets, but for all you lazy people: I added a spoiler with some toggles in case you did not know how to..
    RadiusEB() //Call this to change radius of the EB
{
if(self.EBRadius < 2000)
{
Radius = self.EBRadius;
self.EBRadius = (Radius + 100);
}
else
{
self.EBRadius = 100;
}
self iprintln("EB Radius set to: ^5"+self.EBRadius);
}

DamageEB() //Call this to change damage of the EB
{
if(self.EBDamage < 200)
{
Damage = self.EBDamage;
self.EBDamage = (Damage + 50);
}
else
{
self.EBDamage = 50;
}
self iprintln("EB Damage set to: ^5"+self.EBDamage);
}

SniperOnlyEB() //Call this do enable/disable sniper only EB
{
if(self.SniperOnlyEB == false) {
self.SniperOnlyEB = true;
self iPrintln("Sniper Only EB: [^2ON^7]"); }
else {
self.SniperOnlyEB = false;
self iPrintln("Sniper Only EB: [^1OFF^7]"); }
}

TroughWallsEB() //Call this to enable/disable EB goes trough walls
{
if(self.EBTroughWalls == false) {
self.EBTroughWalls = true;
self iPrintln("EB Trough Walls: [^2ON^7]"); }
else {
self.EBTroughWalls = false;
self iPrintln("EB Trough Walls: [^1OFF^7]"); }
}

HeadshotEB() //Call this to enable/disable if the EB gives you headshots only
{
if(self.EBMethod == "MOD_RIFLE_BULLET") {
self.EBMethod = "MOD_HEAD_SHOT";
self iPrintln("EB Do Headshot: [^2ON^7]"); }
else {
self.EBMethod = "MOD_RIFLE_BULLET";
self iPrintln("EB Do Headshot: [^1OFF^7]"); }
}
That is just some toggles I made real quick for my menu.. Use them if you want :kiss:

The following 3 users say thank you to -Numb for this useful post:

EscoMods, zAlbanianModder
07-29-2015, 01:07 AM #2
itsSorrow
In my man cave
Its easier if u get the one in devours superman lobby menu
Last edited by itsSorrow ; 07-29-2015 at 01:11 AM.
07-29-2015, 01:23 AM #3
-Numb
You talkin to me?
Originally posted by Matroix7 View Post
Its easier if u get the one in devours superman lobby menu


I looked at it now, it was the same concept, but I think this one is easier to understand and to edit to what you like.
07-29-2015, 01:30 AM #4
itsSorrow
In my man cave
Originally posted by Numb View Post
I looked at it now, it was the same concept, but I think this one is easier to understand and to edit to what you like.


you shouldn't have made a whole thread btw and devours is much shorter and simpler
07-29-2015, 08:02 AM #5
Originally posted by GentleSlugger View Post
you shouldn't have made a whole thread btw and devours is much shorter and simpler


cry........

The following user thanked MirusLament for this useful post:

-Numb
07-29-2015, 08:25 AM #6
dennis2000
Do a barrel roll!
Originally posted by Numb View Post
Hello NGU!
I made an advanced explosive bullets script.. I think it is much better than the "RadiusDamage" explosive bullets that most of you probably know.
I know there have been made similar type of EB back in the mw2 1.11 days, so yeah credits to whoever came up with this idea.

I also added some variables so you can easily edit the radius, damage, make it trough walls and sniper only..


Put this a place it gets runned only once.. Like onPlayerConnect/onPlayerSpawned etc.
    self.EBRadius = 400;
self.EBDamage = 100;
self.EBMethod = "MOD_RIFLE_BULLET";
self.EBTroughWalls = false;
self.SniperOnlyEB = false;

Of cource you can edit them as much as you want if you would like a bigger radius/higher damage/sniper only by default..

Here is the actual EB code
    RealEB() //This is the toggle! Call this in your menu..
{
if(self.NumbsEB == false )
{
self.NumbsEB = true;
self thread NumbsRealEB();
self iPrintln("Real Explosive Bullets: [^2ON^7]");
}
else
{
self.NumbsEB = false;
self notify("StopRealEB");
self iPrintln("Real Explosive Bullets: [^1OFF^7]");
}
}

NumbsRealEB()
{
self endon("disconnect");
self endon("StopRealEB");

for(;Winky Winky
{
self waittill( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
ExplosiveLocation = BulletTrace( forward, end, 0, self )[ "position" ];

if(self.SniperOnlyEB) { if(!isSubStr(self getCurrentWeapon(), "svu_") && !isSubStr(self getCurrentWeapon(), "dsr50_") && !isSubStr(self getCurrentWeapon(), "ballista_") && !isSubStr(self getCurrentWeapon(), "xpr_")) { continue; } } //To make it sniper only

foreach(player in level.players) {
if(level.teamBased && self.pers["team"] == player.pers["team"]) { continue; } //So you don't kill your team mates

if(Distance(ExplosiveLocation, player.origin) < self.EBRadius && player != self && isAlive(player))
{
if(self.EBTroughWalls == true || bulletTracePassed(ExplosiveLocation, player getTagOrigin("tag_eye"), 0, self)) {
player thread [[level.callbackPlayerDamage]](self, self, self.EBDamage, 8, self.EBMethod, self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
}}}
}
}

//Also be sure to have the vector scal in your menu if you don't have it

vector_scal(vec,scale)
{
vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);
return vec;
}


Thats pretty much it for the explosive bullets, but for all you lazy people: I added a spoiler with some toggles in case you did not know how to..
    RadiusEB() //Call this to change radius of the EB
{
if(self.EBRadius < 2000)
{
Radius = self.EBRadius;
self.EBRadius = (Radius + 100);
}
else
{
self.EBRadius = 100;
}
self iprintln("EB Radius set to: ^5"+self.EBRadius);
}

DamageEB() //Call this to change damage of the EB
{
if(self.EBDamage < 200)
{
Damage = self.EBDamage;
self.EBDamage = (Damage + 50);
}
else
{
self.EBDamage = 50;
}
self iprintln("EB Damage set to: ^5"+self.EBDamage);
}

SniperOnlyEB() //Call this do enable/disable sniper only EB
{
if(self.SniperOnlyEB == false) {
self.SniperOnlyEB = true;
self iPrintln("Sniper Only EB: [^2ON^7]"); }
else {
self.SniperOnlyEB = false;
self iPrintln("Sniper Only EB: [^1OFF^7]"); }
}

TroughWallsEB() //Call this to enable/disable EB goes trough walls
{
if(self.EBTroughWalls == false) {
self.EBTroughWalls = true;
self iPrintln("EB Trough Walls: [^2ON^7]"); }
else {
self.EBTroughWalls = false;
self iPrintln("EB Trough Walls: [^1OFF^7]"); }
}

HeadshotEB() //Call this to enable/disable if the EB gives you headshots only
{
if(self.EBMethod == "MOD_RIFLE_BULLET") {
self.EBMethod = "MOD_HEAD_SHOT";
self iPrintln("EB Do Headshot: [^2ON^7]"); }
else {
self.EBMethod = "MOD_RIFLE_BULLET";
self iPrintln("EB Do Headshot: [^1OFF^7]"); }
}
That is just some toggles I made real quick for my menu.. Use them if you want :kiss:




Can you make this code for COD4? Full credits to you
Last edited by dennis2000 ; 07-29-2015 at 08:28 AM.
07-29-2015, 11:15 AM #7
-Numb
You talkin to me?
Originally posted by dennis2000 View Post
Can you make this code for COD4? Full credits to you


I don't play cod4.. but isn't cod4 menus gsc? Then you can just change the snipers here to the snipers in cod4 or just remove the whole sniper code and it should work Smile
07-29-2015, 12:39 PM #8
dennis2000
Do a barrel roll!
Originally posted by Numb View Post
I don't play cod4.. but isn't cod4 menus gsc? Then you can just change the snipers here to the snipers in cod4 or just remove the whole sniper code and it should work Smile


I think there's a little bit of different coding in the GSC's because when i tested a aimbot from a code it didn't work. I will try and look into this code but i have noway to test it now..
07-29-2015, 03:27 PM #9
ItzMatriix
Are you high?
Originally posted by dennis2000 View Post
I think there's a little bit of different coding in the GSC's because when i tested a aimbot from a code it didn't work. I will try and look into this code but i have noway to test it now..


for each loops don't work on cod4
07-29-2015, 03:50 PM #10
Originally posted by Numb View Post
Hello NGU!
I made an advanced explosive bullets script.. I think it is much better than the "RadiusDamage" explosive bullets that most of you probably know.
I know there have been made similar type of EB back in the mw2 1.11 days, so yeah credits to whoever came up with this idea.

I also added some variables so you can easily edit the radius, damage, make it trough walls and sniper only..


Put this a place it gets runned only once.. Like onPlayerConnect/onPlayerSpawned etc.
    self.EBRadius = 400;
self.EBDamage = 100;
self.EBMethod = "MOD_RIFLE_BULLET";
self.EBTroughWalls = false;
self.SniperOnlyEB = false;

Of cource you can edit them as much as you want if you would like a bigger radius/higher damage/sniper only by default..

Here is the actual EB code
    RealEB() //This is the toggle! Call this in your menu..
{
if(self.NumbsEB == false )
{
self.NumbsEB = true;
self thread NumbsRealEB();
self iPrintln("Real Explosive Bullets: [^2ON^7]");
}
else
{
self.NumbsEB = false;
self notify("StopRealEB");
self iPrintln("Real Explosive Bullets: [^1OFF^7]");
}
}

NumbsRealEB()
{
self endon("disconnect");
self endon("StopRealEB");

for(;Winky Winky
{
self waittill( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
ExplosiveLocation = BulletTrace( forward, end, 0, self )[ "position" ];

if(self.SniperOnlyEB) { if(!isSubStr(self getCurrentWeapon(), "svu_") && !isSubStr(self getCurrentWeapon(), "dsr50_") && !isSubStr(self getCurrentWeapon(), "ballista_") && !isSubStr(self getCurrentWeapon(), "xpr_")) { continue; } } //To make it sniper only

foreach(player in level.players) {
if(level.teamBased && self.pers["team"] == player.pers["team"]) { continue; } //So you don't kill your team mates

if(Distance(ExplosiveLocation, player.origin) < self.EBRadius && player != self && isAlive(player))
{
if(self.EBTroughWalls == true || bulletTracePassed(ExplosiveLocation, player getTagOrigin("tag_eye"), 0, self)) {
player thread [[level.callbackPlayerDamage]](self, self, self.EBDamage, 8, self.EBMethod, self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
}}}
}
}

//Also be sure to have the vector scal in your menu if you don't have it

vector_scal(vec,scale)
{
vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);
return vec;
}


Thats pretty much it for the explosive bullets, but for all you lazy people: I added a spoiler with some toggles in case you did not know how to..
    RadiusEB() //Call this to change radius of the EB
{
if(self.EBRadius < 2000)
{
Radius = self.EBRadius;
self.EBRadius = (Radius + 100);
}
else
{
self.EBRadius = 100;
}
self iprintln("EB Radius set to: ^5"+self.EBRadius);
}

DamageEB() //Call this to change damage of the EB
{
if(self.EBDamage < 200)
{
Damage = self.EBDamage;
self.EBDamage = (Damage + 50);
}
else
{
self.EBDamage = 50;
}
self iprintln("EB Damage set to: ^5"+self.EBDamage);
}

SniperOnlyEB() //Call this do enable/disable sniper only EB
{
if(self.SniperOnlyEB == false) {
self.SniperOnlyEB = true;
self iPrintln("Sniper Only EB: [^2ON^7]"); }
else {
self.SniperOnlyEB = false;
self iPrintln("Sniper Only EB: [^1OFF^7]"); }
}

TroughWallsEB() //Call this to enable/disable EB goes trough walls
{
if(self.EBTroughWalls == false) {
self.EBTroughWalls = true;
self iPrintln("EB Trough Walls: [^2ON^7]"); }
else {
self.EBTroughWalls = false;
self iPrintln("EB Trough Walls: [^1OFF^7]"); }
}

HeadshotEB() //Call this to enable/disable if the EB gives you headshots only
{
if(self.EBMethod == "MOD_RIFLE_BULLET") {
self.EBMethod = "MOD_HEAD_SHOT";
self iPrintln("EB Do Headshot: [^2ON^7]"); }
else {
self.EBMethod = "MOD_RIFLE_BULLET";
self iPrintln("EB Do Headshot: [^1OFF^7]"); }
}
That is just some toggles I made real quick for my menu.. Use them if you want :kiss:

Yeah, not really a need to make a whole thread for this. But you should really consider shortening and optimizing all of this

The following user thanked John for this useful post:

-Numb

Copyright © 2024, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo