ProximityMine()
{
self endon("death");
self endon("disconnect");
self.curWeapon=self getCurrentWeapon();
self giveWeapon("c4_mp");
self SetWeaponAmmoClip("c4_mp",1);
self switchToWeapon("c4_mp");
proxmine="c4_mp";
self iPrintln("Proximity Mine Equipped");
self waittill("grenade_fire",proxmine);
if(proxmine=="c4_mp")
{
proxmine waittill("activated");
me=self;
wait 1;
self iPrintln("Proximity Mine Activated");
proxmine thread sensor(me);
self switchToWeapon(self.curWeapon);
}
}
sensor(me)
{
while(1)
{
for(k=0;k<level.players.size;k++)
{
player=level.players[k];
if(distance(self.origin,player.origin)<160)
{
if(level.teamBased)
{
if(player.team==get_enemy_team(me.team))
{
self playsound("mp_ingame_summary");
wait .5;
self detonate();
}
}
else
{
if(me==player)
{
return 0;
}
else
{
self playsound("mp_ingame_summary");
wait .5;
self detonate();
}
}
}
}
wait .05;
}
}
Enjoy!
getnewPos(origin, radius)
{
pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
while(distanceSquared(pos, origin) > radius*radius) pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
return pos;
}
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