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need help getting this working the way i want [got it fixed]

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Created 7 years ago
by AllMoDs
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Location: us
Date Registered: 22 September 2015
Last active: 2 days ago
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in this  script  i want this part "Rayztwo( end )" to keep happening but only to the new  zombies  that dont have a model link to them so the zombie that are the distance after this is threaded once
Spoiler: click to open...
self thread Rayztwo( aim() );
will get sucked in the hole teal this notify
Spoiler: click to open...
self notify( "hole_dun" );
thats what stops it all  i tryed to do it one way that  spawns more then one model to link to the zombie over and over hope i can get a way to get this to work the way i want
ty all[/size]
and if you use this please give me cred
the script
Spoiler: click to open...
black_holegun()
{
   self endon( "disconnect" );               
   for(;;)
   {
      self waittill("weapon_fired");
      {
         if (self getCurrentWeapon() == "Blast" && self.bhole == 0) 
         {
            self.bhole = 1;
            self thread Rayztwo( aim() );
            self thread Rayztwotwo( aim() );
            wait 8.05;
            self notify( "hole_dun" );
            self.bhole = 0;
         }
      }
   }
}
Rayztwo( end )
{
   self endon( "hole_dun" );
       = getaiarray( "axis" );
   for(i=0;i<.size;i++)
   {
      if(distance(end, .origin) < 700)
      {
         wait .05;
         endtwist = end + ( 0, 0, 80 );
         endszom = Spawn("_model", .origin + ( 0, 0, 50 ));
         endszom SetModel("tag_origin");
         endszom thread deleteAfterTime(11.06);
         endszom.angles = (0,0,0);
          EnableLinkTo(endszom);
          LinkTo(endszom);
         endszom MoveTo( endtwist, 1.5, .05, .05 );
         endszom RotateRoll( (2 * 1500 + 3 * Randomfloat( 2500 )) * -1, 8, 0, 0 );
         
      }
      
   }
}
Rayztwotwo( end )   // self setOrigin(self.saveorigin);
{
   self endon( "hole_dun" );
   ends = Spawn("_model", end + ( 0, 0, 80 ));
   ends SetModel("tag_origin");
   ends thread deleteAfterTime(20.2);
   ends.angles = (0,0,0);
   PlayFxOnTag( level._effect["black_in"], ends, "tag_origin" );
   PlayFxOnTag( level._effect["black_in"], ends, "tag_origin" );
    = getaiarray( "axis" );
   for(i=0;i<.size;i++)
   {
      if (distance(ends, .origin) < 80 )
      {
         for(;;)
         {
            if (distance(ends, .origin) < 80)
            {
               wait .05;
               radiusdamage(end, 50, 1000, 1000, self, "MOD_GRENADE_SPLASH");
               //self iprintlnbold("aaaaa   " + self.bhole);
            }
            
         }
         
      }
      wait .05;
   }
}
aim()
{
   location = bullettrace(self gettagorigin("h_L_Middle1"),self gettagorigin("h_L_Middle1")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
   return location;
}

deleteAfterTime(time)
{
    wait(time);
     self delete();
}

vid of what it does as is
Last Edit: June 03, 2017, 12:12:15 am by AllMoDs

 
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