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  1. #1
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    Default [SC7E52] CODBO - AC130 Script

    I did not originally make this script, I only edited it and made it shorter. Many effects and improvements can be added to make a custom AC130 experience. This is a base script.
    Code:
    #include maps\mp\_utility;
    #using_animtree("ac130");
    
    init()
    {
        minimapOrigins = getEntArray( "minimap_corner", "targetname" );
    ac130Origin = (0,0,0);
        if ( miniMapOrigins.size )
        {
        ac130Origin = (miniMapOrigins[0].origin + miniMapOrigins[1].origin);
        vector_scale( ac130Origin, 0.5 );
        }
        level.ac130 = spawn( "script_model", ac130Origin );
        level.ac130 setModel( "c130_zoomrig" );
        level.ac130.angles = (0,75,0);
        level.ac130 hide();
        precacheShader("ac130_overlay_25mm");
        precacheShader("ac130_overlay_40mm");
        precacheShader("ac130_overlay_grain");
        precacheItem("ac130_25mm_mp");
        precacheItem("ac130_40mm_mp");
        precacheRumble("ac130_25mm_fire");
        precacheRumble("ac130_40mm_fire");
        level.gunReady["ac130_25mm"] = true;
        level.gunReady["ac130_40mm"] = true;
        level.ac130_rotationSpeed = 150;
        thread rotatePlane( "on" );
    }
    ac130_attachPlayer( player )
    {
        if ( isDefined( level.ac130Player ) )
        return;
        player = self;
        level.ac130Player = self;
        level.ac130Player takeAllWeapons();
        level.ac130Player giveWeapon( "ac130_40mm_mp" );
        level.ac130Player switchToWeapon( "ac130_40mm_mp" );
        level.ac130Player thread overlay();
        level.ac130Player thread attachPlayer();
        thread changeWeapons();
    }
    overlay()
    {
        level.ac130_overlay = newClientHudElem( self );
        level.ac130_overlay.x = 0;
    level.ac130_overlay.y = 0;
        level.ac130_overlay.alignX = "center";
        level.ac130_overlay.alignY = "middle";
        level.ac130_overlay.horzAlign = "center";
        level.ac130_overlay.vertAlign = "middle";
        level.ac130_overlay.foreground = true;
        level.ac130_overlay setshader ("ac130_overlay_105mm", 640, 480);
        grain = newClientHudElem( self );
        grain.x = 0;
        grain.y = 0;
        grain.alignX = "left";
        grain.alignY = "top";
        grain.horzAlign = "fullscreen";
        grain.vertAlign = "fullscreen";
        grain.foreground = true;
        grain setshader ("ac130_overlay_grain", 640, 480);
        grain.alpha = 0.5;
    }
    ac130ShellShock()
    {
        for (;;)
        {
            duration = 60;
            level.ac130Player shellshock( "ac130", duration );
            wait duration;
        }
    }
    rotatePlane(toggle)
    {
        level notify("stop_rotatePlane_thread");
        level endon("stop_rotatePlane_thread");
        if (toggle == "on")
        {
        for (;;)
            {level.ac130 rotateyaw( 360, level.ac130_rotationSpeed );
            wait level.ac130_rotationSpeed;
        }
        }
        else if (toggle == "off")
        {
            level.ac130 rotateyaw( level.ac130.angles[2], 0.05 );
        }
    }
    attachPlayer()
    {
        self linkTo( level.ac130, "tag_player", (1500,0,1000), (0,0,0) );
    }
    changeWeapons()
    {
        weapon = [];
    weapon[0] = spawnstruct();
        weapon[0].overlay = "ac130_overlay_40mm";
        weapon[0].fov = "25";
        weapon[0].name = "40mm";
        weapon[0].sound = "ac130_40mm_fire";
        weapon[0].weapon = "ac130_40mm_mp";
        weapon[1] = spawnstruct();
        weapon[1].overlay = "ac130_overlay_25mm";
        weapon[1].fov = "10";
        weapon[1].name = "25mm";
    weapon[1].sound = "ac130_25mm_fire";
        weapon[1].weapon = "ac130_25mm_mp";
        currentWeapon = 0;
        level.currentWeapon = weapon[currentWeapon].name;
        thread fire_screenShake();
        for(;;)
        {
        while( !level.ac130Player useButtonPressed() )
        wait 0.05;
        currentWeapon++;
        if (currentWeapon >= weapon.size)
    currentWeapon = 0;
        level.currentWeapon = weapon[currentWeapon].name;
        level.ac130_overlay setShader (weapon[currentWeapon].overlay, 640, 480);
        level.ac130Player setClientDvar( "cg_fov", weapon[currentWeapon].fov );
    level.ac130Player takeAllWeapons();
        level.ac130Player giveWeapon( weapon[currentWeapon].weapon );
        level.ac130Player switchToWeapon( weapon[currentWeapon].weapon );
        while( level.ac130Player useButtonPressed() )
        wait 0.05;
        }
        
    }
    sounds()
    {
        level.ac130Player playLoopSound( "ac130_ambient" );
        for (;;)
        {
        wait 2;
        level.ac130Player playLocalSound( "ac130_radio_1" );
        wait 3;
        level.ac130Player playLocalSound( "ac130_radio_2" );
        wait 1.5;
        level.ac130Player playLocalSound( "ac130_radio_3" );
        wait 8;
        level.ac130Player playLocalSound( "ac130_radio_4" );
        wait 8;
        level.ac130Player playLocalSound( "ac130_radio_5" );
        wait 10;
        }
    }
    fire_screenShake()
    {
    }
    gunReload(weaponName, reloadTime)
    {
        level notify ("reloading " + weaponName);
        level endon ("reloading " + weaponName);
        level.gunReady[weaponName] = false;
        wait (reloadTime);
        level.gunReady[weaponName] = true;
    }

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  2. #2
    Oh Noez Batman ChelseaGrin's Avatar

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    where do i put it?

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  3. #3
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    Impressive...

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  4. #4
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    Default

    where do i put it?
    Add it in a mod menu as a killstreak

    Ex.

    Code:
    self addOption( "AC130", modding\killstreaks\_ac130:init, "", true, 0 );

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  5. #5
    Oh Noez Batman ChelseaGrin's Avatar

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    Default

    Quote Originally Posted by HavoC View Post
    where do i put it?
    how do i put it in a function in a menu?

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  6. #6
    Just say no to drugs hell nah I ain't listen Drugs's Avatar

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    Have you tested this?

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    Not a drug addict.

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  7. #7
    V.XVII.XIV Synix's Avatar
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    Quote Originally Posted by HavoC View Post
    how do i put it in a function in a menu?
    Make a New .gsc and resize it then put it in.

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