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#11. Posted:
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Joined: Jan 01, 201311Year Member
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The bullets aren't able to be infectable. Well, yet anyways. Maybe sometime down the road they will be though!
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#12. Posted:
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Joined: Oct 16, 201113Year Member
Posts: 1,116
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Status: Offline
Joined: Oct 16, 201113Year Member
Posts: 1,116
Reputation Power: 52
Bead wrote The bullets aren't able to be infectable. Well, yet anyways. Maybe sometime down the road they will be though!
i'm not arguing with you or anything so don't take this personal (like some people do on here :3) but scripts cannot be infected, or else people would be hosting fully loaded tree patches instead of pants cfg infectable ones:L
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#13. Posted:
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Joined: Jan 01, 201311Year Member
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vKraze wroteSorry, I wasn't sure. Thanks for correcting me though on it so now I know that it can't be done!Bead wrote The bullets aren't able to be infectable. Well, yet anyways. Maybe sometime down the road they will be though!
i'm not arguing with you or anything so don't take this personal (like some people do on here :3) but scripts cannot be infected, or else people would be hosting fully loaded tree patches instead of pants cfg infectable ones:L
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#14. Posted:
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Joined: Jun 07, 201311Year Member
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Joined: Jun 07, 201311Year Member
Posts: 24
Reputation Power: 1
No, too answer your question, this isnt infectable and i doubt that it will ever become infectable.
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#15. Posted:
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Joined: Oct 30, 201113Year Member
Posts: 342
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Status: Offline
Joined: Oct 30, 201113Year Member
Posts: 342
Reputation Power: 13
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!!
Good luck trying to infect that......
:facepalm: :facepalm: :facepalm: :facepalm: :facepalm:
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#16. Posted:
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Joined: Apr 13, 201212Year Member
Posts: 628
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THE-BLU-DRAGON wroteRgh-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!!
Good luck trying to infect that......
FACEPALM THING HERE:
Ahahaha he needs luck to even to get that to work never mind infect it , the only things you can infect on TU8 is DVARS like XP , also team changer ;)
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#17. Posted:
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Joined: Jun 08, 201311Year Member
Posts: 43
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Joined: Jun 08, 201311Year Member
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There NOT infectable, Sorry bro.
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#18. Posted:
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Joined: Apr 26, 201113Year Member
Posts: 3,982
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Status: Offline
Joined: Apr 26, 201113Year Member
Posts: 3,982
Reputation Power: 185
Explosive bullets aren't infectable.
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