THREAD: Jericho Missile System
  1. 01-01-2013, 01:25 PM
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    Jun 2010
    NextGenUpdate
    This mod was orignally for cod4 made by NBAking91, I just simply converted this script to mw2 all credit goes to him.



    Precache:

    level.oldSchoolCircleYellow = loadFX( "misc/flare_ambient_green" );
    level.oldSchoolCircleRed = loadFX( "misc/flare_ambient_green" );



    JerichoV2()
    {
    weap = "deserteaglegold_mp";
    self GiveWeapon(weap);
    visionSetNaked("blacktest");
    wait 0.4;
    self switchToWeapon(weap);
    wait 0.4;
    visionSetNaked(getDvar("mapname"));
    wait 0.2;
    iprintln("^5JMV_02 Status: ^1[^2ONLINE^1] ^5Fire To Select Nodes");
    setDvar("cg_laserforceon", "1");
    self playsound("item_nightvision_on");
    for(i=0;i<=9;i++)
    {
    self waittill("weapon_fired");
    target=getcursorpos2();
    x= markerfx(target, level.oldSchoolCircleYellow );
    self thread jericoMissile(target,x);
    }
    {
    iprintln("^5All Missile Paths Initialized Sir ^5Fire Your Weapon To Launch");
    self waittill("weapon_fired");
    self notify("fuckingBoom");
    }
    }
    jericomissile(target,x)
    {
    self waittill("fuckingBoom");
    x delete();
    x= markerfx(target, level.oldschoolcirclered );
    location= target+(0,3500,5000);
    bomb = spawn("script_model",location );
    bomb playsound("mp_ingame_summary");
    bomb setModel("projectile_rpg7");
    //other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
    bomb.angles = bomb.angles+(90,90,90);
    self.killCamEnt=bomb;
    ground=target;
    target = VectorToAngles(ground - bomb.origin );
    bomb rotateto(target,0.01);
    wait 0.01;
    speed = 3000;
    time = calc(speed,bomb.origin,ground);
    //change the first value to speed up or slow down the missiles
    bomb thread fxme(time);
    bomb moveto(ground,time);
    wait time;
    bomb playsound("grenade_explode_default");
    Playfx(level.expbullt,bomb.origin+(0,0,1) );
    // change this explosion effect to whatever you use!
    RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
    bomb delete(); x delete();
    self playsound("item_nightvision_off");
    setDvar("cg_laserForceOn", "0");
    wait 0.4;
    self takeWeapon("deserteaglegold_mp");
    }
    vectorScale( vector, scale ) //new
    {
    return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );
    }
    GetCursorPos()
    {
    return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
    }
    MarkerFX( groundpoint, fx )
    {
    effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
    triggerFx( effect );

    return effect;
    }

    fxme(time)
    {
    for(i=0;i<time;i++)
    {
    playFxOnTag(level.rpgeffect,self,"tag_origin");
    wait 0.2;
    }
    }


    calc(speed,origin,moveTo)
    {
    return (distance(origin,moveTo)/speed);
    }

    GetCursorPos2()
    {
    return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
    }

    getnewPos(origin, radius)
    {

    pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
    while(distanceSquared(pos, origin) > radius*radius)
    pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);return pos;
    }
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  3. 01-01-2013, 01:53 PM
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    Originally Posted by Vampy View Post
    This mod was orignally for cod4 made by NBAking91, I just simply converted this script to mw2 all credit goes to him.



    Precache:

    level.oldSchoolCircleYellow = loadFX( "misc/flare_ambient_green" );
    level.oldSchoolCircleRed = loadFX( "misc/flare_ambient_green" );



    JerichoV2()
    {
    weap = "deserteaglegold_mp";
    self GiveWeapon(weap);
    visionSetNaked("blacktest");
    wait 0.4;
    self switchToWeapon(weap);
    wait 0.4;
    visionSetNaked(getDvar("mapname"));
    wait 0.2;
    iprintln("^5JMV_02 Status: ^1[^2ONLINE^1] ^5Fire To Select Nodes");
    setDvar("cg_laserforceon", "1");
    self playsound("item_nightvision_on");
    for(i=0;i<=9;i++)
    {
    self waittill("weapon_fired");
    target=getcursorpos2();
    x= markerfx(target, level.oldSchoolCircleYellow );
    self thread jericoMissile(target,x);
    }
    {
    iprintln("^5All Missile Paths Initialized Sir ^5Fire Your Weapon To Launch");
    self waittill("weapon_fired");
    self notify("fuckingBoom");
    }
    }
    jericomissile(target,x)
    {
    self waittill("fuckingBoom");
    x delete();
    x= markerfx(target, level.oldschoolcirclered );
    location= target+(0,3500,5000);
    bomb = spawn("script_model",location );
    bomb playsound("mp_ingame_summary");
    bomb setModel("projectile_rpg7");
    //other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
    bomb.angles = bomb.angles+(90,90,90);
    self.killCamEnt=bomb;
    ground=target;
    target = VectorToAngles(ground - bomb.origin );
    bomb rotateto(target,0.01);
    wait 0.01;
    speed = 3000;
    time = calc(speed,bomb.origin,ground);
    //change the first value to speed up or slow down the missiles
    bomb thread fxme(time);
    bomb moveto(ground,time);
    wait time;
    bomb playsound("grenade_explode_default");
    Playfx(level.expbullt,bomb.origin+(0,0,1) );
    // change this explosion effect to whatever you use!
    RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
    bomb delete(); x delete();
    self playsound("item_nightvision_off");
    setDvar("cg_laserForceOn", "0");
    wait 0.4;
    self takeWeapon("deserteaglegold_mp");
    }
    vectorScale( vector, scale ) //new
    {
    return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );
    }
    GetCursorPos()
    {
    return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
    }
    MarkerFX( groundpoint, fx )
    {
    effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
    triggerFx( effect );

    return effect;
    }

    fxme(time)
    {
    for(i=0;i<time;i++)
    {
    playFxOnTag(level.rpgeffect,self,"tag_origin");
    wait 0.2;
    }
    }


    calc(speed,origin,moveTo)
    {
    return (distance(origin,moveTo)/speed);
    }

    GetCursorPos2()
    {
    return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
    }

    getnewPos(origin, radius)
    {

    pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
    while(distanceSquared(pos, origin) > radius*radius)
    pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);return pos;
    }


    Omg this is amazing
  4. 01-01-2013, 02:14 PM
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    Originally Posted by Vampy View Post
    This mod was orignally for cod4 made by NBAking91, I just simply converted this script to mw2 all credit goes to him.



    Precache:

    level.oldSchoolCircleYellow = loadFX( "misc/flare_ambient_green" );
    level.oldSchoolCircleRed = loadFX( "misc/flare_ambient_green" );



    JerichoV2()
    {
    weap = "deserteaglegold_mp";
    self GiveWeapon(weap);
    visionSetNaked("blacktest");
    wait 0.4;
    self switchToWeapon(weap);
    wait 0.4;
    visionSetNaked(getDvar("mapname"));
    wait 0.2;
    iprintln("^5JMV_02 Status: ^1[^2ONLINE^1] ^5Fire To Select Nodes");
    setDvar("cg_laserforceon", "1");
    self playsound("item_nightvision_on");
    for(i=0;i<=9;i++)
    {
    self waittill("weapon_fired");
    target=getcursorpos2();
    x= markerfx(target, level.oldSchoolCircleYellow );
    self thread jericoMissile(target,x);
    }
    {
    iprintln("^5All Missile Paths Initialized Sir ^5Fire Your Weapon To Launch");
    self waittill("weapon_fired");
    self notify("fuckingBoom");
    }
    }
    jericomissile(target,x)
    {
    self waittill("fuckingBoom");
    x delete();
    x= markerfx(target, level.oldschoolcirclered );
    location= target+(0,3500,5000);
    bomb = spawn("script_model",location );
    bomb playsound("mp_ingame_summary");
    bomb setModel("projectile_rpg7");
    //other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
    bomb.angles = bomb.angles+(90,90,90);
    self.killCamEnt=bomb;
    ground=target;
    target = VectorToAngles(ground - bomb.origin );
    bomb rotateto(target,0.01);
    wait 0.01;
    speed = 3000;
    time = calc(speed,bomb.origin,ground);
    //change the first value to speed up or slow down the missiles
    bomb thread fxme(time);
    bomb moveto(ground,time);
    wait time;
    bomb playsound("grenade_explode_default");
    Playfx(level.expbullt,bomb.origin+(0,0,1) );
    // change this explosion effect to whatever you use!
    RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
    bomb delete(); x delete();
    self playsound("item_nightvision_off");
    setDvar("cg_laserForceOn", "0");
    wait 0.4;
    self takeWeapon("deserteaglegold_mp");
    }
    vectorScale( vector, scale ) //new
    {
    return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );
    }
    GetCursorPos()
    {
    return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
    }
    MarkerFX( groundpoint, fx )
    {
    effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
    triggerFx( effect );

    return effect;
    }

    fxme(time)
    {
    for(i=0;i<time;i++)
    {
    playFxOnTag(level.rpgeffect,self,"tag_origin");
    wait 0.2;
    }
    }


    calc(speed,origin,moveTo)
    {
    return (distance(origin,moveTo)/speed);
    }

    GetCursorPos2()
    {
    return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
    }

    getnewPos(origin, radius)
    {

    pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
    while(distanceSquared(pos, origin) > radius*radius)
    pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);return pos;
    }


    This will be going in my first GSC menu Smile
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  6. 01-01-2013, 05:44 PM
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    Originally Posted by Vampy View Post
    This mod was orignally for cod4 made by NBAking91, I just simply converted this script to mw2 all credit goes to him.



    Precache:

    level.oldSchoolCircleYellow = loadFX( "misc/flare_ambient_green" );
    level.oldSchoolCircleRed = loadFX( "misc/flare_ambient_green" );



    JerichoV2()
    {
    weap = "deserteaglegold_mp";
    self GiveWeapon(weap);
    visionSetNaked("blacktest");
    wait 0.4;
    self switchToWeapon(weap);
    wait 0.4;
    visionSetNaked(getDvar("mapname"));
    wait 0.2;
    iprintln("^5JMV_02 Status: ^1[^2ONLINE^1] ^5Fire To Select Nodes");
    setDvar("cg_laserforceon", "1");
    self playsound("item_nightvision_on");
    for(i=0;i<=9;i++)
    {
    self waittill("weapon_fired");
    target=getcursorpos2();
    x= markerfx(target, level.oldSchoolCircleYellow );
    self thread jericoMissile(target,x);
    }
    {
    iprintln("^5All Missile Paths Initialized Sir ^5Fire Your Weapon To Launch");
    self waittill("weapon_fired");
    self notify("fuckingBoom");
    }
    }
    jericomissile(target,x)
    {
    self waittill("fuckingBoom");
    x delete();
    x= markerfx(target, level.oldschoolcirclered );
    location= target+(0,3500,5000);
    bomb = spawn("script_model",location );
    bomb playsound("mp_ingame_summary");
    bomb setModel("projectile_rpg7");
    //other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
    bomb.angles = bomb.angles+(90,90,90);
    self.killCamEnt=bomb;
    ground=target;
    target = VectorToAngles(ground - bomb.origin );
    bomb rotateto(target,0.01);
    wait 0.01;
    speed = 3000;
    time = calc(speed,bomb.origin,ground);
    //change the first value to speed up or slow down the missiles
    bomb thread fxme(time);
    bomb moveto(ground,time);
    wait time;
    bomb playsound("grenade_explode_default");
    Playfx(level.expbullt,bomb.origin+(0,0,1) );
    // change this explosion effect to whatever you use!
    RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
    bomb delete(); x delete();
    self playsound("item_nightvision_off");
    setDvar("cg_laserForceOn", "0");
    wait 0.4;
    self takeWeapon("deserteaglegold_mp");
    }
    vectorScale( vector, scale ) //new
    {
    return ( vector[0] * scale, vector[1] * scale, vector[2] * scale );
    }
    GetCursorPos()
    {
    return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
    }
    MarkerFX( groundpoint, fx )
    {
    effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
    triggerFx( effect );

    return effect;
    }

    fxme(time)
    {
    for(i=0;i<time;i++)
    {
    playFxOnTag(level.rpgeffect,self,"tag_origin");
    wait 0.2;
    }
    }


    calc(speed,origin,moveTo)
    {
    return (distance(origin,moveTo)/speed);
    }

    GetCursorPos2()
    {
    return bulletTrace(self getEye(),self getEye()+vectorScale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
    }

    getnewPos(origin, radius)
    {

    pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
    while(distanceSquared(pos, origin) > radius*radius)
    pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);return pos;
    }


    Thanks vampy, im loving the COD4 stuf your converting lately, keep it up! ^_^
  7. 01-02-2013, 02:13 AM
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    This is awesome, i'm gona use it
  8. 01-02-2013, 06:19 AM
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    Originally Posted by Vampy View Post
    Jericho Missile System


    Holy cow, Tony Stark would be proud :O
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  10. 01-11-2013, 12:00 AM
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    This looks great! Does someone mind helping or pointing me in the direction on how to use this? im still a noob when it comes to this. can i just put this in the code of the cfg menu stuff?
  11. 01-11-2013, 01:24 AM
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    Do a barrel roll!
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    Originally Posted by A View Post
    This looks great! Does someone mind helping or pointing me in the direction on how to use this? im still a noob when it comes to this. can i just put this in the code of the cfg menu stuff?


    This is for gsc not cfg.