Post: nay1995 advanced nuke
02-12-2012, 12:15 AM #1
nay1995
The Master
(adsbygoogle = window.adsbygoogle || []).push({}); just a bit of something i quickly made whilst creating my menu:

features:
*drops a bomb model in center of map
*nice nuke vision set
*low gravity set at last minute
*count down timer
*visual effect of explosion

Note: Remember to thread nay1995snuke(); from menu or whatever
make sure you precache the model

precache("aircraft_bomb");

and put this in the init();

level.lololol = loadfx("env/fire/fx_fire_player_md_mp");

    
nay1995snuke()
{
for ( t=0; t < level.players.size; t++ )
{
players = level.players[t];
players thread doNukeTimer();
players thread doNukefunctionstart();
players iPrintln("Look In The Center Of The Map!");
}
}
doNukeTimer()
{
self endon("stopnuketimer");

for(nuketimer=10;nuketimer>0;nuketimer--)
{
self.nukespawn = self createFontString("default", 1.5);
self.nukespawn setPoint( "TOP RIGHT", "TOP RIGHT", 0, -14 );
self.nukespawn setText("Nuke Inbound In: ^1" +nuketimer);
for(;Winky Winky
{
wait 1;
nuketimer--;
self.nukespawn setText("Nuke Inbound In: ^1" +nuketimer);
if(nuketimer == 0)
{
self.nukespawn destroy();
nuketimer destroy();
}
}
self waittill("death");
self.nukespawn destroy();
}
}
doNukefunctionstart()
{
level.mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter(level .spawnMins, level.spawnMaxs);
nuke = level.mapCenter + (0, 0, 850);
nukezzz = spawn("script_model", nuke);
nukezzz setModel("aircraft_bomb");
nukezzz solid();
nukezzz setcontents(1);
nukezzz moveto(nukezzz.origin-(0,0,865),10,0);
wait 6;
playfx(level.lololol,nukezzz.origin);
self setclientdvar("timescale", ".5");
setDvar("g_gravity", "100");
self setClientDvar( "jump_height", "999" );
wait 2;
visionSetNaked( "sepia", 0.2 );
Earthquake( 0.4, 4, self.origin, 100 );
wait 2;
edit1 = self gettagorigin("j_head");
trace=bullettrace(edit1, edit1 + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.lololol,trace);
Earthquake( 0.4, 4, self.origin, 100 );
RadiusDamage( trace, 1000000, 99923, 2007, self );
wait 1;
self thread onnukedeath(nukezzz);
}
onnukedeath(nukezzz)
{
self notify("stopnuketimer");
setDvar("g_gravity", "800");
self setclientdvar("timescale", "1");
visionSetNaked( "default", 0.2 );
self setClientDvar( "jump_height", "39" );
nukezzz delete();
self waittill("spawned_player");
self giveWeapon("mp40_mp");
}


have fun

video on nuke go to 5minute 39 seconds to see the nuke in action!

Last edited by nay1995 ; 02-12-2012 at 06:56 PM.

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Jacob-And-Britt
02-13-2012, 01:17 PM #29
Karoolus
I'm the W@W Menu Guy !
lol, what's with all the hating, you guys do know i'd kick all of your asses, right :carling:

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

COD5-MAN-, IVI40A3Fusionz
02-13-2012, 05:11 PM #30
yer the haters all the jelus much one!

---------- Post added at 12:11 PM ---------- Previous post was at 12:10 PM ----------

Originally posted by COD5
yer the haters all the jelus much one!


The haters a the jelus much ones...<3
02-13-2012, 05:25 PM #31
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by Karoolus View Post
lol, what's with all the hating, you guys do know i'd kick all of your asses, right :carling:


Oh i do love you Karoolus haha Happy.
02-13-2012, 05:35 PM #32
Originally posted by nay View Post
mate you dont even know what the radius is.. i asked you what the circumference of the damage and you couldnt answer, to code a radius you need to know the circumference otherwise you cant tell how far the radius damage reaches fail!


RadiusDamage( <origin>, <radius>, <maxDamage>, <mindamage>, <owner>, <MeansOfDeath>, <Weapon> );

Why do you need to know the circumference?
Last edited by x_DaftVader_x ; 02-13-2012 at 05:38 PM.
02-13-2012, 05:39 PM #33
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by x. View Post
RadiusDamage( <origin>, <radius>, <maxDamage>, <mindamage>, owner, MeansOfDeath, Weapon );

Why do you need to know the circumference?


If you want it to wipe out the whole level do what i do set the Radius and 2 damages to like 100k :carling:.
02-13-2012, 05:43 PM #34
nay1995
The Master
pie x radius squared is how far it will reach, yes or no? the radius is half the diameter, unless he guesed the radius, then how else to work it out duh?
Last edited by nay1995 ; 02-13-2012 at 05:46 PM.
02-13-2012, 05:48 PM #35
Originally posted by nay View Post
pie x radius squared is how far it will reach, yes or no?
No, radius is the distance from the origin to the edge of the circle. Everything in that circle will get killed.
Circumference is the length of the perimeter of the circle. It's not needed.

---------- Post added at 05:48 PM ---------- Previous post was at 05:46 PM ----------

Originally posted by nay View Post
pie x radius squared is how far it will reach, yes or no? the radius is half the diameter, unless he guesed the radius, then how else to work it out duh?


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02-13-2012, 05:49 PM #36
nay1995
The Master
yes and double the radius is the diameter, if you want to find the full length of impact, anyway this is how i do it.
02-13-2012, 05:55 PM #37
Originally posted by nay View Post
yes and double the radius is the diameter, if you want to find the full length of impact, anyway this is how i do it.


The damage isn't a length, its the area of the circle with the origin point at it's centre, which is defined by the radius.
That is what you define in the function.

You don't need to know the circumference or the diameter.

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