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- /*
- * Black Ops 2 - Walking AC-130 Script For Zombie Mode
- *
- * Creator : ZeiiKeN
- * Maps Working : All Maps
- * Credits : ZeiiKeN ( Creator Script ), IELIITEMODZX's( cod4 walking hud ), iMCSx ( GSC Studio )
- * Use : self thread doWalkingAC130();
- * Version : 1.0.0
- * Video : https://www.youtube.com/watch?v=9HNcc0L8XhU
- */
- doWalkingAC130()
- {
- if(self.AC130_Activate == false)
- {
- self WalkingOtherSettings();
- self thread InitialiseWalkingAC130();
- self iprintln( "Walking AC-130 [^2ON^7]" );
- self.AC130_Activate = true;
- }
- else
- {
- self notify( "Stop_AC130" );
- self WalkingOtherSettings();
- self iprintln( "Walking AC-130 [^1OFF^7]" );
- self.AC130_Activate = false;
- }
- }
- InitialiseWalkingAC130()
- {
- self endon( "Stop_AC130" );
- self thread Walking_Crosshair();
- self thread WalkingAmmo();
- self thread WalkingBullet();
- self thread WalkingBulletType("usrpg_upgraded_zm");
- }
- WalkingOtherSettings()
- {
- if(self.WalkingSettings == false)
- {
- self hide();
- self setclientthirdperson(1);
- MyWeapon = self getCurrentWeapon();
- self takeWeapon( MyWeapon );
- self giveweapon( "defaultweapon_mp" );
- self switchToWeapon( "defaultweapon_mp" );
- setDvar("perk_weapRateMultiplier", "0.001");
- setDvar("perk_weapReloadMultiplier", "0.001");
- setDvar("perk_fireproof", "0.001");
- setDvar("cg_weaponSimulateFireAnims", "0.001");
- self setperk("specialty_rof");
- self setperk("specialty_fastreload");
- self.WalkingSettings = true;
- }
- else
- {
- self endon("Stop_AC130");
- self show();
- self setclientthirdperson(0);
- self takeWeapon( "defaultweapon_mp" );
- self giveweapon( MyWeapon );
- self switchToWeapon( MyWeapon );
- setDvar("perk_weapRateMultiplier", "1");
- setDvar("perk_weapReloadMultiplier", "1");
- setDvar("perk_fireproof", "1");
- setDvar("cg_weaponSimulateFireAnims", "1");
- self unsetperk("specialty_rof");
- self unsetperk("specialty_fastreload");
- self iprintln( "Walking AC-130 [^1OFF^7]" );
- self.WalkingSettings = false;
- }
- }
- WalkingAmmo()
- {
- self endon("Stop_AC130");
- while(1)
- {
- weap=self GetCurrentWeapon();
- self setWeaponAmmoClip(weap,150);
- wait .02;
- }
- }
- WalkingBullet()
- {
- self endon("Stop_AC130");
- for(;;)
- {
- self waittill("weapon_fired");
- trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
- nuke=loadfx("explosions/fx_default_explosion");
- playfx(nuke,trace);
- radiusdamage(trace,1000,2000,900,self);
- }
- }
- WalkingBulletType(A)
- {
- self endon("Stop_AC130");
- for(;;)
- {
- self waittill("weapon_fired");
- B=self getTagOrigin("tag_eye");
- C=self thread Bullet(anglestoforward(self getPlayerAngles()),1000000);
- D=BulletTrace(B,C,0,self)["position"];
- MagicBullet(A,B,D,self);
- }
- }
- Bullet(A,B)
- {
- return (A[0]*B,A[1]*B,A[2]*B);
- }
- Walking_Crosshair()
- {
- coord=strTok("21,0,2,24;-20,0,2,24;0,-11,40,2;0,11,40,2;0,-39,2,57;0,39,2,57;-48,0,57,2;49,0,57,2;-155,-122,2,21;-154,122,2,21;155,122,2,21;155,-122,2,21;-145,132,21,2;145,-132,21,2;-145,-132,21,2;146,132,21,2",";");
- for(k=0;k<coord.size;k++)
- {
- tCoord=strTok(coord[k],",");
- self.r[k]=createHuds(int(tCoord[0]),int(tCoord[1]),int(tCoord[2]),int(tCoord[3]));
- self.r[k].alpha=1;
- }
- }
- createHuds(x,y,width,height)
- {
- hud = newClientHudElem(self);
- hud.width = width;
- hud.height = height;
- hud.align = "CENTER";
- hud.relative = "MIDDLE";
- hud.children = [];
- hud.sort = 3;
- hud.alpha = 1;
- hud setParent(level.uiParent);
- hud setShader("white",width,height);
- hud.hidden = false;
- hud setPoint("CENTER","",x,y);
- hud thread destroyGunHuds(self);
- return hud;
- }
- destroyGunHuds(player)
- {
- player waittill("Stop_AC130");
- if(isDefined(self)) self destroyElem();
- }
- vector_scal(vec,scale)
- {
- vec=(vec[0] * scale,vec[1] * scale,vec[2] * scale);
- return vec;
- }
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