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is explosive bullets infectable on tu8?
Posted:
is explosive bullets infectable on tu8?Posted:
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Joined: Feb 05, 201311Year Member
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yeye the title says it all
#2. Posted:
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do u have the explosive bullets code?? and no i dont think so if u do can i have the code please
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#3. Posted:
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nahh im sorry i dont have it ;/ but i want it as an infection so bad
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#4. Posted:
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ohh ok i need the dvar code for it
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#5. Posted:
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Rgh-Xp-Lobby wrote ohh ok i need the dvar code for it
would this be it?
ExplosiveBullets()
{
self endon ( "death" );
for(;;)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
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#6. Posted:
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Offline- wroteRgh-Xp-Lobby wrote ohh ok i need the dvar code for it
would this be it?
ExplosiveBullets()
{
self endon ( "death" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
thanks bro I LOVE YOU LOL NO HOMO!!
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#7. Posted:
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Rgh-Xp-Lobby wroteOffline- wroteRgh-Xp-Lobby wrote ohh ok i need the dvar code for it
would this be it?
ExplosiveBullets()
{
self endon ( "death" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
thanks bro I LOVE YOU LOL NO HOMO!!
I hope it's correct.. Try that I found it on se7ensins
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#8. Posted:
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its not infectable. Never was and never will be
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#9. Posted:
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Joined: Apr 13, 201212Year Member
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Thought I'd just say that the one posted above me is for tu6 and wouldn't work on Tu8
Here is the closest thing to it ;
int PlayerState(int ClientIndex)
{
return(0x830CBF80 + (ClientIndex * 0x3700));
}
void ShootEquipmentHG(int client) // called like ; ShootEquipment(-1);
{
*(int *)(PlayerState(client) + 0x2BC) = 0x1A;
}
Here is the closest thing to it ;
int PlayerState(int ClientIndex)
{
return(0x830CBF80 + (ClientIndex * 0x3700));
}
void ShootEquipmentHG(int client) // called like ; ShootEquipment(-1);
{
*(int *)(PlayerState(client) + 0x2BC) = 0x1A;
}
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#10. Posted:
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Joined: Oct 16, 201113Year Member
Posts: 1,116
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Rgh-Xp-Lobby wroteOffline- wroteRgh-Xp-Lobby wrote ohh ok i need the dvar code for it
would this be it?
ExplosiveBullets()
{
self endon ( "death" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
thanks bro I LOVE YOU LOL NO HOMO!!
dude, this is a script, not a dvar
:facepalm:
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