FineNerds

killstreak.gsc

Oct 28th, 2014
241
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C++ 2.57 KB | None | 0 0
  1. /*
  2. *    Black Ops 2 - GSC Studio by iMCSx
  3. *
  4. *    Name : killstreaks
  5. *    Description : Custom Killstreaks
  6. *    Date : 2014/10/28 - 15:24:50  
  7. *
  8. */
  9.  
  10. killstreakMonitor()
  11. {
  12.     level endon("game_ended");
  13.     level endon("death");
  14.    
  15.     self.killstreakCount = 0;
  16.     self.currentkills = self.pers["kills"];
  17.     wait 1;
  18.     for(;;)
  19.     {
  20.         if(self.currentkills > self.pers["kills"])
  21.         {
  22.             self.killstreakCount = self.killstreakCount + 1;
  23.             self.iPrintln("Killstreak is:" + self.killstreak);
  24.         }
  25.     }
  26. }
  27.  
  28. csKillstreakMonitor()
  29. {
  30.     thread killStreakMonitor()
  31.     while(1)
  32.     {
  33.         if(self.killstreak = 5)
  34.         {
  35.             ThunGun();
  36.         }
  37.         wait 0.03;
  38.     }
  39. }
  40.  
  41. ThunGun()
  42. {
  43.     self endon("disconnect");
  44.     self endon ("death");
  45.     level.bettydestroyedfx = loadfx( "weapon/bouncing_betty/fx_betty_destroyed" );
  46.     namezy = self;
  47.     self giveWeapon("ksg_mp", 7, false);
  48.     self switchToWeapon("ksg_mp");
  49.     self setWeaponAmmoStock("ksg_mp", 0);
  50.     self setWeaponAmmoClip("ksg_mp", 1);
  51.     self iPrintlnBold("^2ForceBlast Ready! ^48^7:Shots Remaining");
  52.     for(j = 8; j > 0; j--)
  53.     {
  54.         self waittill ( "weapon_fired" );
  55.     if( self getCurrentWeapon() == "ksg_mp" )
  56.         {  
  57.         forward = self getTagOrigin("j_head");
  58.         end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
  59.         BlastLocation = BulletTrace( forward, end, false, self )["position"];
  60.         fxthun = playfx(level.bettydestroyedfx, self getTagOrigin("tag_weapon_right"));
  61.         fxthun.angles = (100,0,0);
  62.         TriggerFX(fxthun);
  63.         RadiusDamage(BlastLocation, 200, 500, 100, self);
  64.         earthquake( 0.9, 0.9, self.origin, 600 );
  65.         PlayRumbleOnPosition( "grenade_rumble", self.origin );
  66.         foreach(player in level.players)
  67.         {
  68.                 if(player.team != self.team)
  69.                 {
  70.                     if(Distance(self.origin, player.origin) < 600)
  71.             {
  72.                 player thread ThunDamage();
  73.             }
  74.                  }
  75.              }
  76.          self switchToWeapon("ksg_mp");
  77.          wait 0.8;
  78.          wait .5;
  79.          bulletz = (j - 1);
  80.          self iPrintlnBold("^2ForceBlast Ready. ^4" + bulletz + "^7:Shots Remaining");
  81.          self setWeaponAmmoStock("ksg_mp", 0);
  82.          self setWeaponAmmoClip("ksg_mp", 1);
  83.          self switchToWeapon("ksg_mp");
  84.          } 
  85.              else
  86.              {
  87.              j++;
  88.          }
  89.         }
  90.     self takeWeapon( "ksg_mp" );
  91.     wait 2;
  92.     self notify ("THUNGONE");
  93. }
  94. ThunDamage()
  95. {
  96.     self endon("disconnect");
  97.     for(m = 4; m > 0; m--)
  98.     {  
  99.         self setvelocity(self getvelocity()+(250,250,250));
  100.     wait .1;
  101.     }
  102.     self setvelocity(0,0,0);
  103.     wait 7;
  104. }
Advertisement
Add Comment
Please, Sign In to add comment