Post: ENZO's / Tree Patch Devil Earthquake code?
01-17-2011, 07:49 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Ok, so anyone knows the code of Eartquake what is in ENZO-F or Tree Patch Devil?

I tried to convert Enzos patch but I got bad state when I opened it in FF Viewer...:confused:
Also I tried the code from DEREKTROTTERS Code thread - Didnt work

Thanks :love:

Dont hate....
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01-17-2011, 07:54 PM #2
cjmurder123
What do I say here?
Originally posted by TuhoajaFIN View Post
Ok, so anyone knows the code of Eartquake what is in ENZO-F?

I tried to convert Enzos patch but I got bad state when I opened it in FF Viewer...:confused:
Also I tried the code from DEREKTROTTERS Code thread - Didnt work

Thanks :love:

Dont hate....


I would tell you but I don't have the code in front of me right now because I'm on my iPad. But personally I don't like that one because every time you sprint it goes off. I always change it with the one that flashes colors. So it doesn't go off when you sprint. That's just me.
01-17-2011, 08:00 PM #3
Originally posted by cjmurder123 View Post
I would tell you but I don't have the code in front of me right now because I'm on my iPad. But personally I don't like that one because every time you sprint it goes off. I always change it with the one that flashes colors. So it doesn't go off when you sprint. That's just me.


Ok no problem man.

Do you know the code of EarthQuake whats in Devil v3.0?
01-18-2011, 02:24 AM #4
cjmurder123
What do I say here?
Originally posted by TuhoajaFIN View Post
Ok no problem man.

Do you know the code of EarthQuake whats in Devil v3.0?


Not on me but I think it's in here.(my computer is messed up so it takes a hour to start up lol so I have to stay on my iPad)

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01-18-2011, 08:55 PM #5
cjmurder123
What do I say here?
Originally posted by TuhoajaFIN View Post
Ok no problem man.

Do you know the code of EarthQuake whats in Devil v3.0?


Here is the earthquake I use.

doQuake()
{
player = self;
nukeDistance = 5000;
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
nukeEnt setModel( "tag_origin" );
nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
player playsound( "nuke_explosion" );
// change this sound , if you want. player playsound( "nuke_wave" );
//Change this sound , if you want. PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin" );
afermathEnt = getEntArray( "mp_global_intermission", "classname" );
afermathEnt = afermathEnt[0];
up = anglestoup( afermathEnt.angles );
right = anglestoright( afermathEnt.angles );
earthquake( 0.6, 10, self.origin, 100000 );
// Change variabl PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
level.nukeVisionInProgress = true;
visionSetNaked( "blackout_nvg", 2 );
wait 3;
visionSetNaked("ac130_inverted", 2000);
wait 15;
visionSetNaked( "default", .1 );
wait 1;
level.nukeVisionInProgress = undefined;
AmbientStop(1);
}

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Tuhoaja
01-19-2011, 01:32 PM #6
Originally posted by cjmurder123 View Post
Here is the earthquake I use.


Okay thanks

No need to sprint to get it started?
01-20-2011, 12:19 AM #7
cjmurder123
What do I say here?
Originally posted by TuhoajaFIN View Post
Okay thanks

No need to sprint to get it started?


No this one all you do is hit it in your menu and it goes off then stops. It puts a layer of fog too. If you want to do it again just hit it in the menu again.

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