Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

  1. Home
  2. BO2 Modding Releases & Resources
  3. Spawntrap bullet pen (Better than ORION)

Spawntrap bullet pen (Better than ORION)

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
1 Posts 1 Posters 356 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 4ringsundefined Offline
    4ringsundefined Offline
    4rings
    Banned
    wrote on last edited by
    #1

    With this script you can hit many more variations of traps. For whatever reason this script seems to 'penetrate' more than normal ones I have experienced.

    Test at your own will.

    init()
    {
    // Maximize bullet penetration settings
    setDvar("bullet_penetration_enabled", 1); // Enable penetration
    setDvar("perk_bulletPenetrationMultiplier", 50); // Extreme penetration boost
    setDvar("penetrationCount", 20); // Pierce many surfaces
    setDvar("penetration_depth", 500); // Deep penetration distance
    setDvar("bullet_ricochet_enabled", 0); // No ricochet, just penetration

    // Boost damage for one-shot kills
    setDvar("player_meleeDamageMultiplier", 100); // Melee boost
    setDvar("player_bulletDamageMultiplier", 100); // Bullet damage boost
    
    level thread onPlayerConnect();
    

    }

    onPlayerConnect()
    {
    for(;;)
    {
    level waittill("connected", player);
    player thread onPlayerSpawned();
    }
    }

    onPlayerSpawned()
    {
    self endon("disconnect");

    for(;;)
    {
        self waittill("spawned_player");
        self thread setupWallbangOneShot();
    }
    

    }

    setupWallbangOneShot()
    {
    self endon("death");
    self endon("disconnect");

    // Apply FMJ-like perk for max penetration (specialty_bulletpenetration is valid in BO2)
    self setPerk("specialty_bulletpenetration");
    
    // Ensure one-shot kills by monitoring damage
    self thread monitorDamage();
    

    }

    monitorDamage()
    {
    self endon("death");
    self endon("disconnect");

    while (true)
    {
        self waittill("damage", amount, attacker, direction_vec, point, type);
        if (isDefined(attacker) && attacker != self && type != "MOD_MELEE")
        {
            // Use doDamage to apply lethal damage
            self doDamage(9999, self.origin, attacker, attacker, "none", "MOD_RIFLE_BULLET", 0);
        }
        wait 0.05;
    }
    

    }

    1 Reply Last reply
    0
    Reply
    • Reply as topic
    Log in to reply
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes


    • Login

    • Don't have an account? Register

    • Login or register to search.
    • First post
      Last post
    0
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Donate