Originally posted by TuhoajaFIN
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);
}