ZeiiKeN

[GSC - Script ] Black Ops 2 - Walking AC-130 Zombie Mode

Mar 10th, 2015
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  1. /*
  2. *    Black Ops 2 - Walking AC-130 Script For Zombie Mode
  3. *
  4. *    Creator : ZeiiKeN
  5. *    Maps Working : All Maps
  6. *        Credits : ZeiiKeN ( Creator Script ), IELIITEMODZX's( cod4 walking hud ), iMCSx ( GSC Studio )
  7. *        Use : self thread doWalkingAC130();
  8. *    Version : 1.0.0
  9. *        Video : https://www.youtube.com/watch?v=9HNcc0L8XhU
  10. */ 
  11.  
  12. doWalkingAC130()
  13. {
  14.     if(self.AC130_Activate == false)
  15.     {
  16.         self WalkingOtherSettings();
  17.         self thread InitialiseWalkingAC130();
  18.         self iprintln( "Walking AC-130 [^2ON^7]" );
  19.         self.AC130_Activate = true;
  20.     }
  21.     else
  22.     {
  23.         self notify( "Stop_AC130" );
  24.         self WalkingOtherSettings();
  25.         self iprintln( "Walking AC-130 [^1OFF^7]" );
  26.         self.AC130_Activate = false;
  27.     }
  28. }
  29. InitialiseWalkingAC130()
  30. {
  31.     self endon( "Stop_AC130" );
  32.     self thread Walking_Crosshair();
  33.     self thread WalkingAmmo();
  34.     self thread WalkingBullet();
  35.     self thread WalkingBulletType("usrpg_upgraded_zm");
  36. }
  37.  
  38. WalkingOtherSettings()
  39. {
  40.     if(self.WalkingSettings == false)
  41.     {
  42.         self hide();
  43.         self setclientthirdperson(1);
  44.         MyWeapon = self getCurrentWeapon();
  45.         self takeWeapon( MyWeapon );
  46.         self giveweapon( "defaultweapon_mp" );
  47.         self switchToWeapon( "defaultweapon_mp" );
  48.         setDvar("perk_weapRateMultiplier", "0.001");
  49.         setDvar("perk_weapReloadMultiplier", "0.001");
  50.         setDvar("perk_fireproof", "0.001");
  51.         setDvar("cg_weaponSimulateFireAnims", "0.001");
  52.         self setperk("specialty_rof");
  53.         self setperk("specialty_fastreload");
  54.         self.WalkingSettings = true;
  55.     }
  56.     else
  57.     {
  58.         self endon("Stop_AC130");
  59.         self show();
  60.         self setclientthirdperson(0);
  61.         self takeWeapon( "defaultweapon_mp" );
  62.         self giveweapon( MyWeapon );
  63.         self switchToWeapon( MyWeapon );
  64.         setDvar("perk_weapRateMultiplier", "1");
  65.         setDvar("perk_weapReloadMultiplier", "1");
  66.         setDvar("perk_fireproof", "1");
  67.         setDvar("cg_weaponSimulateFireAnims", "1");
  68.         self unsetperk("specialty_rof");
  69.         self unsetperk("specialty_fastreload");
  70.         self iprintln( "Walking AC-130 [^1OFF^7]" );
  71.         self.WalkingSettings = false;
  72.     }
  73. }
  74.  
  75. WalkingAmmo()
  76. {
  77.     self endon("Stop_AC130");
  78.     while(1)
  79.     {
  80.         weap=self GetCurrentWeapon();
  81.         self setWeaponAmmoClip(weap,150);
  82.         wait .02;
  83.     }
  84. }
  85.  
  86. WalkingBullet()
  87. {
  88.     self endon("Stop_AC130");
  89.     for(;;)
  90.     {
  91.         self waittill("weapon_fired");
  92.         trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
  93.         nuke=loadfx("explosions/fx_default_explosion");
  94.         playfx(nuke,trace);
  95.         radiusdamage(trace,1000,2000,900,self);
  96.     }
  97. }
  98.  
  99. WalkingBulletType(A)
  100. {
  101.     self endon("Stop_AC130");
  102.     for(;;)
  103.     {
  104.         self waittill("weapon_fired");
  105.         B=self getTagOrigin("tag_eye");
  106.         C=self thread Bullet(anglestoforward(self getPlayerAngles()),1000000);
  107.         D=BulletTrace(B,C,0,self)["position"];
  108.         MagicBullet(A,B,D,self);
  109.     }
  110. }
  111.  
  112. Bullet(A,B)
  113. {
  114.     return (A[0]*B,A[1]*B,A[2]*B);
  115. }
  116.  
  117. Walking_Crosshair()
  118. {
  119.     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",";");
  120.     for(k=0;k<coord.size;k++)
  121.     {
  122.         tCoord=strTok(coord[k],",");
  123.         self.r[k]=createHuds(int(tCoord[0]),int(tCoord[1]),int(tCoord[2]),int(tCoord[3]));
  124.         self.r[k].alpha=1;
  125.     }
  126. }
  127.  
  128. createHuds(x,y,width,height)
  129. {
  130.     hud = newClientHudElem(self);
  131.     hud.width = width;
  132.     hud.height = height;
  133.     hud.align = "CENTER";
  134.     hud.relative = "MIDDLE";
  135.     hud.children = [];
  136.     hud.sort = 3;
  137.     hud.alpha = 1;
  138.     hud setParent(level.uiParent);
  139.     hud setShader("white",width,height);
  140.     hud.hidden = false;
  141.     hud setPoint("CENTER","",x,y);
  142.     hud thread destroyGunHuds(self);
  143.     return hud;
  144. }
  145.  
  146. destroyGunHuds(player)
  147. {
  148.     player waittill("Stop_AC130");
  149.     if(isDefined(self)) self destroyElem();
  150. }
  151.  
  152. vector_scal(vec,scale)
  153. {
  154.     vec=(vec[0] * scale,vec[1] * scale,vec[2] * scale);
  155.     return vec;
  156. }
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