Hy!
One AC130 I would like an airplane to load up the stick zombie into the menu of buying my manner somebody would write here a script?
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Hy!
One AC130 I would like an airplane to load up the stick zombie into the menu of buying my manner somebody would write here a script?
Hello everyone!
Cod2 stick botzombie it would like to be loaded up into the menu of buying my manner one AC130 airplane somebody irna for me scripts?
Answers greet!
Song lyrics:
Code:Hy
One AC130
I would like an airplane
to load up the stick
Zombie into the menu
of buying my manner
somebody would write
here a script
tl;dr:Code:hello everyone
Cod2 stick botzombie
it would like to be
loaded up into the menu
of buying my manner
one AC130 airplane
somebody irna
for me scripts
answers greet
stop using google translate.
AC130 Script pls
stick zombie into a manner would be needed one AC130 script
I merged your double post. You did not provide any new information, and your english is still shit.
Hello everyone! This stick zombie I would like to load it up into my manner. But is out of order
PHP Code:
ac130()
{
self endon("disconnect");
self endon("killed_player");
if(isDefined(level.ac130_act))
{
if(!self.lang) self iprintlnbold("^1AC130 is already one on the track! call me later!"); else self iprintlnbold("^1AC130 is already one on the track! call me later!");
return;
}
self.last_time_used_ac130 = gettime();
self setclientcvar("cg_thirdperson","0");
self.ac130=0;
self.ac130_act=self;
level.ac130_act=self;
self.ac130=1;
self.predator_act=1;
self.airstrike_act=1;
self.inv=true;
jatekos = getentarray("player", "classname");
for(i=0;i<jatekos.size;i++)
{
if(self.pers["team"]==jatekos[i].pers["team"])
jatekos[i] playlocalsound("use_ac130");
else
jatekos[i] playlocalsound("use_enemy_ac130");
}
self._oldpos=self.origin;
self setorigin(ac_map());
cost=15000;
/*self thread scripts\bzmod::money(cost*(-1));
//if(!self.lang) self iprintlnbold("^2AC 130 ^5Megvéve ^3"+cost+" ^2$"); else self iprintlnbold("^2AC 130 ^Buyed ^3"+cost+" ^2$");*/
self._ac=spawn("script_origin", self.origin);
self._ac_model=spawn("script_model",self.origin+(1000,0,0));
self._ac.angles=(0,40,0);
self._ac_model.angles=(0,40,0);
self._ac_model linkTo(self._ac);
self setorigin(self._ac_model.origin);
self hide();
self linkto(self._ac_model);
self._ac_model setmodel("xmodel/vehicle_condor");
self._ac_model playloopsound("gunship_ambient");
self thread ac_move();
self disableweapon();
self.ac_gun=1;
wait 1.5;
self.inv=true;
self thread ac_gun();
self thread ac_gun_switch();
self._ac_gun1_ammo=400;
self._ac_gun2_ammo=100;
self._ac_gun3_ammo=50;
self.hud_ac_gun = newClientHudElem(self);
self.hud_ac_gun setShader("gunship_overlay_25mm", 128, 128);
self.hud_ac_gun.alpha = 1;
self.hud_ac_gun.alignX = "center";
self.hud_ac_gun.alignY = "middle";
self.hud_ac_gun.sort = 9999;
self.hud_ac_gun.x = 320;
self.hud_ac_gun.y = 240;
self.hud_ac_gun.color = (1,0,0);
self thread ac130_hud();
}
ac_gun_switch()
{
self endon("disconnect");
self endon("killed_player");
self endon("ac130_end");
for(;;)
{
self disableweapon();
if(self usebuttonpressed())
{
self.ac_gun++;
if(self.ac_gun>3)
self.ac_gun=1;
if(self.ac_gun==1)
{
self.hud_ac_gun setShader("gunship_overlay_25mm", 128, 128);
self.hud_ac_gun.color = (1,0,0);
}
if(self.ac_gun==2)
{
self.hud_ac_gun setShader("gunship_overlay_40mm", 256, 256);
self.hud_ac_gun.color = (0,1,0);
}
if(self.ac_gun==3)
{
self.hud_ac_gun setShader("gunship_overlay_105mm", 512, 512);
self.hud_ac_gun.color = (0,1,1);
}
wait 0.5;
}
wait 0.005;
}
}
ac_gun()
{
self endon("disconnect");
self endon("killed_player");
self endon("ac130_end");
for(;;)
{
if(self.ac_gun==1)
{
if(self attackbuttonpressed() && isalive(self) && self._ac_gun1_ammo>0)
{
self playsound("gunship_25mm_fire");
earthquake(0.3,0.5, self.origin, 80);
vec=anglestoforward(self getplayerangles());
trace=bullettrace(self geteye()+(0,0,18),self geteye()+(20000*vec[0],20000*vec[1],20000*vec[2]+18),true,self);
if(isDefined(self.acsound))
self.acsound delete();
self.acsound = spawn("script_origin",trace["position"]);
pos = trace["position"];
bullet = spawn("script_model", self.origin);
bullet setmodel("xmodel/prop_mortar_ammunition");
bullet.angles = self getplayerangles();
bullet moveto(pos, 0.2);
wait 0.25;
if(isDefined(trace["surfacetype"]) && trace["surfacetype"] == "water")
{
playfx(level._effect["water_small"],trace["position"]);
self.acsound playsound("bullet_small_water");
}
else
{
playfx(level._effect["ac25mm"],trace["position"]);
}
bullet delete();
self._ac_gun1_ammo--;
self FinishPlayerDamage (self, 50, 0, "MOD_RIFLE_BULLET", "d2_mp", self.origin, (0,0,0), "none",0);
zoms=getentarray("script_model","classname");
for(i=0;i<zoms.size;i++)
if(isdefined(zoms[i].id))
{
{
{
if(distance(trace["position"],zoms[i].origin)<80)
{
earthquake(0.5,1, trace["position"], 80);
zoms[i] FinishPlayerDamage (zoms[i], self, 50, 0, "MOD_RIFLE_BULLET", "d2_mp",zoms[i].origin, (0,0,0), "none",0);
{
if(!zoms[i].boss)
zoms[i].trig notify("damage",int(level.zommaxhealth/800)+5000,self,true);
else
zoms[i].trig notify("damage",int(level.zommaxhealth/1600)+5000,self,true);
}
}
}
}
}
}
}
if(self.ac_gun==2)
{
if(self attackbuttonpressed() && isalive(self) && self._ac_gun2_ammo>0)
{
self playsound("gunship_40mm_fire");
earthquake(0.7,0.7, self.origin, 80);
vec=anglestoforward(self getplayerangles());
trace=bullettrace(self geteye()+(0,0,18),self geteye()+(20000*vec[0],20000*vec[1],20000*vec[2]+18),true,self);
if(isDefined(self.acsound))
self.acsound delete();
self.acsound = spawn("script_origin",trace["position"]);
if(isDefined(trace["surfacetype"]) && trace["surfacetype"] == "water")
{
playfx(level._effect["water"],trace["position"]);
self.acsound playsound("rocket_explode_water");
}
else
{
playfx(level._effect["ac40mm"],trace["position"]);
self.acsound playsound("rocket_explode_wood");
}
self._ac_gun2_ammo--;
self FinishPlayerDamage (self, 100, 0, "MOD_RIFLE_BULLET", "d6_mp", self.origin, (0,0,0), "none",0);
zoms=getentarray("script_model","classname");
for(i=0;i<zoms.size;i++)
if(isdefined(zoms[i].id))
{
{
{
if(distance(trace["position"],zoms[i].origin)<150)
{
earthquake(0.5,1, trace["position"], 150);
zoms[i] FinishPlayerDamage (zoms[i], self, 100, 0, "MOD_RIFLE_BULLET", "panzerschreck_mp", self.origin + (0,0,-10), vectornormalize(zoms[i].origin - (trace["position"] - (0, 0, 800))), "none", 0);
zoms[i] FinishPlayerDamage (zoms[i], self, 100, 0, "MOD_RIFLE_BULLET", "panzerschreck_mp", self.origin + (0,0,-10), vectornormalize(zoms[i].origin - (trace["position"] - (0, 0, 800))), "none", 0);
zoms[i] FinishPlayerDamage (zoms[i], self, 100, 0, "MOD_RIFLE_BULLET", "panzerschreck_mp", self.origin + (0,0,-10), vectornormalize(zoms[i].origin - (trace["position"] - (0, 0, 800))), "none", 0);
zoms[i] FinishPlayerDamage (zoms[i], self, 100, 0, "MOD_RIFLE_BULLET", "d6_mp",zoms[i].origin, (0,0,0), "none",0);
if(!zoms[i].boss)
zoms[i].trig notify("damage",int(level.zommaxhealth/800)+10000,self,true);
else
zoms[i].trig notify("damage",int(level.zommaxhealth/1600)+10000,self,true);
}
}
}
}
wait 0.5;
}
}
if(self.ac_gun==3)
{
if(self attackbuttonpressed() && isalive(self) && self._ac_gun3_ammo>0)
{
self playsound("gunship_105mm_fire");
earthquake(1,1, self.origin, 80);
vec=anglestoforward(self getplayerangles());
trace=bullettrace(self geteye()+(0,0,18),self geteye()+(20000*vec[0],20000*vec[1],20000*vec[2]+18),true,self);
if(isDefined(self.acsound))
self.acsound delete();
self.acsound = spawn("script_origin",trace["position"]);
pos = trace["position"];
bullet = spawn("script_model", self.origin);
bullet.angles = self getplayerangles();
bullet setmodel("xmodel/predator_missle");
bullet moveto(pos, 0.8);
wait 0.8;
if(isDefined(trace["surfacetype"]) && trace["surfacetype"] == "water")
{
playfx(level._effect["water_big"],trace["position"]);
self.acsound playsound("rocket_explode_water");
}
else
{
playfx(level._effect["ac105mm"],trace["position"]);
self.acsound playsound("rocket_explode_wood");
}
bullet delete();
self._ac_gun3_ammo--;
self FinishPlayerDamage (self, 500, 0, "MOD_RIFLE_BULLET", "d6_mp", self.origin, (0,0,0), "none",0);
zoms=getentarray("script_model","classname");
for(i=0;i<zoms.size;i++)
if(isdefined(zoms[i].id))
{
{
{
if(distance(trace["position"],zoms[i].origin)<500)
{
earthquake(0.5,1, trace["position"], 500);
zoms[i] FinishPlayerDamage (zoms[i], self, 150, 0, "MOD_RIFLE_BULLET", "panzerschreck_mp", self.origin + (0,0,-10), vectornormalize(zoms[i].origin - (trace["position"] - (0, 0, 800))), "none", 0);
zoms[i] FinishPlayerDamage (zoms[i], self, 150, 0, "MOD_RIFLE_BULLET", "panzerschreck_mp", self.origin + (0,0,-10), vectornormalize(zoms[i].origin - (trace["position"] - (0, 0, 800))), "none", 0);
zoms[i] FinishPlayerDamage (zoms[i], self, 150, 0, "MOD_RIFLE_BULLET", "panzerschreck_mp", self.origin + (0,0,-10), vectornormalize(zoms[i].origin - (trace["position"] - (0, 0, 800))), "none", 0);
zoms[i] FinishPlayerDamage (zoms[i], self, 150, 0, "MOD_RIFLE_BULLET", "d6_mp",zoms[i].origin, (0,0,0), "none",0);
if(!zoms[i].boss)
zoms[i].trig notify("damage",int(level.zommaxhealth/8000)+15000,self,true);
else
zoms[i].trig notify("damage",int(level.zommaxhealth/16000)+15000,self,true);
}
}
}
}
self playlocalsound("gunship_105mm_reload");
wait 1;
}
}
wait 0.00001;
}
}
ac_move()
{
self endon("disconnect");
self endon("killed_player");
self endon("ac130_killed");
self._ac rotateyaw(1440, 120);
wait 30; //ac130 time ac time
self._ac moveto(self._ac.origin+(0,-3000,0),4,1,1);
wait 4;
self notify("ac130_end");
self unlink();
self._ac_model stopLoopSound();
self setorigin(self._oldpos);
self show();
self.ac_gun=0;
self.ac130_act=0;
self.predator_act=0;
self.airstrike_act=0;
self._ac delete();
self._ac_model unlink();
self._ac_model delete();
self.hud_ac_gun destroy();
self.acido destroy();
self.hud_ac_info destroy();
self enableweapon();
self.inv=false;
level.ac130_act=undefined;
}
ac_killed()
{
if(isdefined(level.ac130_act) && level.ac130_act==self)
{
self notify("ac130_end");
self notify("ac130_killed");
self unlink();
self show();
self._ac_model stopLoopSound();
self._ac delete();
self._ac_model unlink();
self._ac_model delete();
self.ac_gun=0;
self enableweapon();
self.ac130_act=0;
self.predator_act=0;
self.airstrike_act=0;
self.inv=false;
self.ac=0;
level.ac130_act=undefined;
if(isdefined(self.hud_ac_gun))
self.hud_ac_gun destroy();
if(isdefined(self.hud_ac_info))
self.hud_ac_info destroy();
if(isdefined(self.acido))
self.acido destroy();
}
else if(isdefined(level.ac130_act) && (!isPlayer(level.ac130_act) || !isAlive(level.ac130_act)))
{
level.ac130_act=undefined;
}
}
ac130_hud()
{
self.hud_ac_info = newClientHudElem(self);
self.hud_ac_info.x = 320;
self.hud_ac_info.y = 440;
self.hud_ac_info.alignx = "left";
self.hud_ac_info.horzAlign = "left";
self.hud_ac_info.fontScale = 1.1;
self.hud_ac_info.label = &"^1Press ^2F^1 to switch weapons!";
self.acido = newClientHudElem(self);
self.acido.horzAlign = "fullscreen";
self.acido.vertAlign = "fullscreen";
self.acido.x = 320;
self.acido.y = 60;
self.acido.alignX = "center";
self.acido.fontScale = 1.5;
self.acido setTimer(30);
self.acido.color = (1,0,0);
}
money(x)
{
if(self.money>=x)
self.money-=x;
else
self iprintlnbold("^1No Enought Money");
}
Then put in in the correct order.
Seriously, if you cannot make yourself and/or your point clear in english we cannot help you in any form.
I'm From Hungary
And I am hungry.
Please help
One AC130 I would love to load up the cod2 botzombie my manner on the server the game type bzmod and the shopping I would like to load it up into a menu it AC130
only unfortunately not good the script what I wrote down here
Somebody help me
Your english sucks and due to that we cannot help you. learn english, then ask your question again.
I found someone to translate this into hungarian for you so you can finally understand why we arent helping you.
Tanulj meg angolul, addig nem tudunk segíteni.
Végre találtam valakit aki lefordítja ezt magyarra, szóval megérted miért nem segítünk.
És ha magyarul írok akkor segítetek?
https://i.gyazo.com/0133b822c633b725...9579b92004.png
Google translate fails. Do you see now why we cannot help you unless you speak proper english?
I will not help you in hungarian.
Akkor google fordítóval fogok angolul írni oké ? Úgy segítetek nekem ?
As established earlier in this thread: we do not understand you if you use google translate either.
Yet when you were willing to help you ?
I am (maybe) willing to help you the moment i can understand your english without having to ask for a further explanation 5 times. Your non-knowledge of english makes debugging so damn time consuming that its not worth the effort.
Now you can help me .
Buy a manner Botzombi want a menu AC130 - but this will put it at a script does not work. Help me plz
That is not english. That is shit.
Cod2 botzombie AC130 Script pls
zombie Damage script please
PHP Code:
ac130_map()
{
switch(getcvar("mapname"))
{
case "mp_breakout":
pos = (5104.71, 4590.66, 719.575);
break;
case "mp_brecourt":
pos = (303.484, -95.4473, 1099.09);
break;
case "mp_burgundy":
pos = (182.98, 1769.79, 713.716);
break;
case "mp_carentan":
pos = (607.311, 1578.8, 882.759);
break;
case "mp_dawnville":
pos = (281.478, -16613.9, 1192.51);
break;
case "mp_decoy":
pos = (7659.53, -13808.1, 489.326);
break;
case "mp_downtown":
pos = (1790.15, -704.283, 1108.93);
break;
case "mp_farmhouse":
pos = (-901.278, 32.5462, 951.845);
break;
case "mp_harbor":
pos = (-9415.82, -7883.12, 1132.97);
break;
case "mp_leningrad":
pos = (-173.722, 172.36, 945.778);
break;
case "mp_matmata":
pos = (3949.02, 6291.85, 939.556);
break;
case "mp_railyard":
pos = (-1175.54, 882.376, 861.803);
break;
case "mp_rhine":
pos = (4836.92, 15695.8, 1273.27);
break;
case "mp_trainstation":
pos = (5916.46, -3621.71, 741.293);
break;
case "mp_toujane":
pos = (1248.98, 1465.97, 856.338);
break;
case "botzom_ring":
pos = (-1205.98, -1914.52, 1355.56);
break;
case "botzom_bridge":
pos = (-78.2709, 1779.8, 1217.5);
break;
case "botzom_navy_byneon":
pos = (-680.921, -1291.5, 782.517);
break;
case "botzom_focipalya":
pos = (613.073, -445.874, 431.873);
break;
case "botzom_lidl":
pos = (-2457.47, 1933.51, 448.362);
break;
case "botzom_horror_toujane_night":
pos = (1242.4, -30.2063, 450.704);
break;
case "botzom_horror_arena":
pos = (-1.03672, -43.502, 906.246);
break;
case "botzom_horror_container":
pos = (392.867, 2232.86, 1266.03);
break;
case "botzom_horror_dust":
pos = (392.867, 832.86, 1366.03);
break;
case "botzom_horror_shipment":
pos = (-541.123, -1335.51, 1762.42);
break;
case "botzom_horror_space":
pos = (420.34, -603.276, 529.598);
break;
case "botzom_horror_bus":
pos = (-420.781, -1128.4, 1750.82);
break;
default:
pos = (0,0,0);
break;
}
return pos;
}
ac130()
{
self endon("disconnect");
self endon("killed_player");
players=getentarray("player", "classname");
for(i=0;i<players.size;i++)
if(self.pers["team"]==players[i].pers["team"]) players[i] playlocalsound("use_ac130"); else players[i] playlocalsound("use_enemy_ac130");
self.acoldpos=self.origin;
self.ac130_gun=1;
self disableweapon();
self.ks_ac=1;
self.lhm=true;
self hide();
self.spawn_vedelem=true;
self setclientcvar("cg_thirdperson","0");
self setclientcvar("r_fullbright","1");
self setorigin(ac130_map());
self.ac_rp=spawn("script_origin", self.origin);
self.ac_rp.angles=(0,75,0);
self.ac_model=spawn("script_model", self.origin+(1900,0,0));
self.ac_model.angles=(0,75,0);
self.ac_model setmodel("xmodel/vehicle_condor");
self setorigin(self.ac_model.origin);
self linkto(self.ac_model);
self.ac_model linkto(self.ac_rp);
self.ac_model playloopsound("gunship_ambient");
self thread ac130_weapon_switch();
self thread ac130_weapons();
self thread ac130_player_disconnect();
self thread ac130_player_death();
self.ac_rp rotateyaw(360,40);
wait 40;
self.ac_rp rotateyaw(360,40);
wait 39;
self.ac_rp moveto(self.ac_rp.origin+(0,4000,0),5,1,1);
wait 5;
self.ac_model stoploopsound();
self notify("ac130_end");
self unlink();
self.spawn_vedelem=false;
self show();
self.ks_ac=0;
self.lhm=false;
self.spawn_vedelem=false;
self.ac_model unlink();
self setorigin(self.acoldpos);
self enableweapon();
if(isDefined(self.ac_rp))
self.ac_rp delete();
if(isDefined(self.ac_model))
self.ac_model delete();
if(isDefined(self.hud_ac130_weapon))
self.hud_ac130_weapon destroy();
self setclientcvar("r_fullbright","0");
}
ac130_weapon_switch()
{
self endon("disconnect");
self endon("killed_player");
self endon("ac130_end");
if(isDefined(self.hud_ac130_weapon))
self.hud_ac130_weapon destroy();
self.hud_ac130_weapon = newClientHudElem(self);
self.hud_ac130_weapon setShader("gunship_overlay_25mm", 512, 512);
self.hud_ac130_weapon.alignX = "center";
self.hud_ac130_weapon.alignY = "middle";
self.hud_ac130_weapon.sort = 9999;
self.hud_ac130_weapon.x = 320;
self.hud_ac130_weapon.y = 240;
for(;;)
{
if(self usebuttonpressed())
{
self.ac130_gun++;
if(self.ac130_gun>3) self.ac130_gun=1;
if(self.ac130_gun==1) self.hud_ac130_weapon setShader("gunship_overlay_25mm", 512, 512);
if(self.ac130_gun==2) self.hud_ac130_weapon setShader("gunship_overlay_40mm", 512, 512);
if(self.ac130_gun==3) self.hud_ac130_weapon setShader("gunship_overlay_105mm", 512, 512);
wait .5;
}
wait .005;
}
}
ac130_weapons()
{
self endon("disconnect");
self endon("killed_player");
self endon("ac130_end");
for(;;)
{
if(self.ac130_gun==1 && self attackbuttonpressed() && isalive(self))
{
self playsound("gunship_25mm_fire");
earthquake(0.3,0.5, self.origin, 80);
vec=anglestoforward(self getplayerangles());
trace=bullettrace(self geteye()+(0,0,18),self geteye()+(20000*vec[0],20000*vec[1],20000*vec[2]+18),true,self);
playfx(level._effect["ac25mm"],trace["position"]);
players=getentarray("player","classname");
for(a=0;a<players.size;a++)
{
if(players[a].pers["team"]!=self.pers["team"] && isAlive(players[a]) && distance(trace["position"],players[a].origin)<80 && !players[a].spawn_vedelem)
{
earthquake(0.5,1, trace["position"], 80);
players[a] FinishPlayerDamage(players[a], self, 200, 0, "MOD_RIFLE_BULLET", "ac130_mp", players[a].origin, (0,0,0), "none",0);
self thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback();
}
}
}
else if(self.ac130_gun==2 && self attackbuttonpressed() && isalive(self))
{
self playsound("gunship_40mm_fire");
earthquake(0.7,0.7, self.origin, 80);
vec=anglestoforward(self getplayerangles());
trace=bullettrace(self geteye()+(0,0,18),self geteye()+(20000*vec[0],20000*vec[1],20000*vec[2]+18),true,self);
playfx(level._effect["ac40mm"],trace["position"]);
players=getentarray("player","classname");
for(a=0;a<players.size;a++)
{
if(players[a].pers["team"]!=self.pers["team"] && isAlive(players[a]) && distance(trace["position"],players[a].origin)<150 && !players[a].spawn_vedelem)
{
earthquake(1,2, trace["position"], 150);
players[a] FinishPlayerDamage(players[a], self, 500, 0, "MOD_RIFLE_BULLET", "ac130_mp", players[a].origin, (0,0,0), "none",0);
self thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback();
}
}
wait .5;
}
else if(self.ac130_gun==3 && self attackbuttonpressed() && isalive(self))
{
self playsound("gunship_105mm_fire");
earthquake(1,1, self.origin, 80);
vec=anglestoforward(self getplayerangles());
trace=bullettrace(self geteye()+(0,0,18),self geteye()+(20000*vec[0],20000*vec[1],20000*vec[2]+18),true,self);
playfx(level._effect["ac105mm"],trace["position"]);
players=getentarray("player","classname");
for(a=0;a<players.size;a++)
{
if(players[a].pers["team"]!=self.pers["team"] && isAlive(players[a]) && distance(trace["position"],players[a].origin)<350 && !players[a].spawn_vedelem)
{
earthquake(1,2, trace["position"], 350);
players[a] FinishPlayerDamage(players[a], self, 2000, 0, "MOD_RIFLE_BULLET", "ac130_mp", players[a].origin, (0,0,0), "none",0);
self thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback();
}
}
self playlocalsound("gunship_105mm_reload");
wait 3;
}
wait .005;
}
}
ac130_player_disconnect()
{
self endon("killed_player");
self endon("ac130_end");
self waittill("disconnect");
self.ac_model stoploopsound();
self.ac_model unlink();
if(isDefined(self.ac_rp))
self.ac_rp delete();
if(isDefined(self.ac_model))
self.ac_model delete();
}
ac130_player_death()
{
self endon("disconnect");
self endon("ac130_end");
self waittill("killed_player");
self.ac_model stoploopsound();
self unlink();
self show();
self.ks_ac=0;
self.lhm=false;
self.spawn_vedelem=false;
self setclientcvar("r_fullbright","0");
self.ac_model unlink();
if(isDefined(self.ac_rp))
self.ac_rp delete();
if(isDefined(self.ac_model))
self.ac_model delete();
if(isDefined(self.hud_ac130_weapon))
self.hud_ac130_weapon destroy();
}