Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, self.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");
}
Nuke_timer(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, self.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");
}
Nuke_timer(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, self.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");
}
Nuke_timer(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, self.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");
}
Nuke_timer(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, self.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");
}
Nuke_timer(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
Britts_more_realistic_Nuke_v2()
{
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3","r_lightTweakSunLight", "1","r_lightTweakSunColor", "2 2","r_colorMap", "2");
wait .4;
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound("artillery_impact");
Earthquake(.4,4,self.origin,100);
RadiusDamage(trace,10000000,10000000,10000000,self );
wait 2;
self setClientDvar("r_colorMap", "1","r_lightTweakSunLight", ".1","r_lightTweakSunColor", ".1 .1");
SetExpFog(256,512,1,1,1,0);
wait .02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait .01;
self setclientdvar("timescale", "1");
}
Nuke_Timer(){self sayall("^2Tactical Nuke Inbound");wait 1;for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
Britts_more_realistic_Nuke_v2()
{
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3","r_lightTweakSunLight", "1","r_lightTweakSunColor", "2 2","r_colorMap", "2");
wait .4;
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound("artillery_impact");
Earthquake(.4,4,self.origin,100);
RadiusDamage(trace,10000000,10000000,10000000,self );
wait 2;
self setClientDvar("r_colorMap", "1","r_lightTweakSunLight", ".1","r_lightTweakSunColor", ".1 .1");
SetExpFog(256,512,1,1,1,0);
wait .02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait .01;
self setclientdvar("timescale", "1");
}
Nuke_Timer(){self sayall("^2Tactical Nuke Inbound");wait 1;for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
Earthquake( 0.4, 4, self.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");
}
Nuke_timer(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
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