Post: [script] J&B*'s tactical nuke v2! (Smaller)
01-06-2012, 01:35 AM #1
Jacob-And-Britt
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); Hey guys this is my v2 of the nuke its smaller and looks better now the timer is in say all so everyone will see it and its not in the middle so it looks way better! I hope you have fun and im not including the detonator you can get that from my v1 and change the thread if you like Winky Winky the timer is smaller now and i tryed to take out 2 of the radiuses and it diddnt kill anyone lmao so i put them back and also i took out the fxes because they weren't even noticable so its smaller better and still as fun as ever stick around on ngu for my release of the emp thanks guys! Also who ever gave me the code to make the timer smaller i will put you in creds later or come and tell me if it was you and i will add you to creds!


Video by xRaw



Nuke v2
    
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;}}
Last edited by Jacob-And-Britt ; 01-06-2012 at 06:47 PM.

The following 2 users say thank you to Jacob-And-Britt for this useful post:

247Yamato,
01-06-2012, 01:44 AM #2
Originally posted by jbglitching View Post
Hey guys this is my v2 of the nuke its smaller and looks better now the timer is in say all so everyone will see it and its not in the middle so it looks way better! I hope you have fun and im not including the detonator you can get that from my v1 and change the thread if you like Winky Winky the timer is smaller now and i tryed to take out 2 of the radiuses and it diddnt kill anyone lmao so i put them back and also i took out the fxes because they weren't even noticable so its smaller better and still as fun as ever stick around on ngu for my release of the emp thanks guys! Also who ever gave me the code to make the timer smaller i will put you in creds later or come and tell me if it was you and i will add you to creds!




Nuke v2
    
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;}}

I'm going to record a less laggy video for you Winky Winky
01-06-2012, 01:46 AM #3
Jacob-And-Britt
I’m too L33T
Originally posted by FourzerotwoFAILS View Post
I'm going to record a less laggy video for you Winky Winky
Thanks..........
01-06-2012, 01:52 AM #4
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by jbglitching View Post
Hey guys this is my v2 of the nuke its smaller and looks better now the timer is in say all so everyone will see it and its not in the middle so it looks way better! I hope you have fun and im not including the detonator you can get that from my v1 and change the thread if you like Winky Winky the timer is smaller now and i tryed to take out 2 of the radiuses and it diddnt kill anyone lmao so i put them back and also i took out the fxes because they weren't even noticable so its smaller better and still as fun as ever stick around on ngu for my release of the emp thanks guys! Also who ever gave me the code to make the timer smaller i will put you in creds later or come and tell me if it was you and i will add you to creds!




Nuke v2
    
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;}}


Why didn't you just update the old thread? :\ And i need a Youtube so i can start uploading some videos ^^.

The following user thanked IVI40A3Fusionz for this useful post:

Woof
01-06-2012, 02:19 AM #5
Originally posted by jbglitching View Post
Hey guys this is my v2 of the nuke its smaller and looks better now the timer is in say all so everyone will see it and its not in the middle so it looks way better! I hope you have fun and im not including the detonator you can get that from my v1 and change the thread if you like Winky Winky the timer is smaller now and i tryed to take out 2 of the radiuses and it diddnt kill anyone lmao so i put them back and also i took out the fxes because they weren't even noticable so its smaller better and still as fun as ever stick around on ngu for my release of the emp thanks guys! Also who ever gave me the code to make the timer smaller i will put you in creds later or come and tell me if it was you and i will add you to creds!




Nuke v2
    
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;}}


next time just update the old threads Happy

The following user thanked IELIITEMODZX for this useful post:

Jacob-And-Britt
01-06-2012, 04:17 AM #6
Originally posted by jbglitching View Post

Nuke v2
    
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;}}


Even Smaller yet. Not sure if needing the color effects I cant see them(but i'm partially color blind).
    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;}}
01-06-2012, 05:49 AM #7
Jacob-And-Britt
I’m too L33T
Originally posted by Jdog View Post
Even Smaller yet. Not sure if needing the color effects I cant see them(but i'm partially color blind).
    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;}}
lol it makes the may white like the exsplosion went off Winky Winky
01-06-2012, 10:36 AM #8
Dreamcather
Call me Eddie Winky Winky
lol get an better computer, that video is laggy as hell...

The following 2 users say thank you to Dreamcather for this useful post:

Jacob-And-Britt, xRaW
01-06-2012, 04:52 PM #9
xRaW
xI2aW-
Originally posted by jbglitching View Post
Hey guys this is my v2 of the nuke its smaller and looks better now the timer is in say all so everyone will see it and its not in the middle so it looks way better! I hope you have fun and im not including the detonator you can get that from my v1 and change the thread if you like Winky Winky the timer is smaller now and i tryed to take out 2 of the radiuses and it diddnt kill anyone lmao so i put them back and also i took out the fxes because they weren't even noticable so its smaller better and still as fun as ever stick around on ngu for my release of the emp thanks guys! Also who ever gave me the code to make the timer smaller i will put you in creds later or come and tell me if it was you and i will add you to creds!




Nuke v2
    
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;}}


ive made a video for you :p it shud be in hd after i have finished uploading to utube

---------- Post added at 04:52 PM ---------- Previous post was at 04:40 PM ----------

Heres the video i made, the graphics are bad because my computer sucks but it shows exactly what it does

The following user thanked xRaW for this useful post:

Jacob-And-Britt
01-06-2012, 06:59 PM #10
xRaW
xI2aW-
Originally posted by reScript
I think I'm going to record it with my 300fps 1080p just to show off later :fa:


its in 1080p :p but not 300fps, just my graphics card and processor sucks.

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