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.

The following 2 users say thank you to nay1995 for this useful post:

Kearney158, Niall-Griffiths

The following user groaned nay1995 for this awful post:

Jacob-And-Britt
02-12-2012, 02:12 AM #2
Jacob-And-Britt
I’m too L33T
Originally posted by nay View Post
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.lolol = 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;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.lololol,trace);
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 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 thread RandomWeap();
}


have fun

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

Credits?? to jbglitching thats my nuke just edited why you leeching look at mine You must login or register to view this content. Look at the radius's and earthquake and compare?????

The following 2 users groaned at Jacob-And-Britt for this awful post:

Kane500, xRaW
02-12-2012, 02:15 AM #3
IVI40A3Fusionz
Former Gaming Squad Member
I'd have to admit this is pretty nice, could use a few tweaks to make it more realistic i mean like wait for the bomb to hit the ground before the slow motion maybe? Also credits to jbglitching for the original code? Other than that good work.

---------- Post added at 02:15 AM ---------- Previous post was at 02:13 AM ----------

Originally posted by jbglitching View Post
Credits?? to jbglitching thats my nuke just edited why you leeching look at mine You must login or register to view this content. Look at the radius's and earthquake and compare?????


You both made the same mistake of using two radius damages :p having two their won't make the radius damage bigger.
02-12-2012, 02:17 AM #4
Jacob-And-Britt
I’m too L33T
Originally posted by IVI40A3Fusionz View Post
I'd have to admit this is pretty nice, could use a few tweaks to make it more realistic i mean like wait for the bomb to hit the ground before the slow motion maybe? Also credits to jbglitching for the original code? Other than that good work.

---------- Post added at 02:15 AM ---------- Previous post was at 02:13 AM ----------



You both made the same mistake of using two radius damages :p having two their won't make the radius damage bigger.
Yeah he did a good edit of it my W@W bazooka nuke does basiclly all of that but is stays foggy at the end!

---------- Post added at 10:17 PM ---------- Previous post was at 10:16 PM ----------

Originally posted by IVI40A3Fusionz View Post
I'd have to admit this is pretty nice, could use a few tweaks to make it more realistic i mean like wait for the bomb to hit the ground before the slow motion maybe? Also credits to jbglitching for the original code? Other than that good work.

---------- Post added at 02:15 AM ---------- Previous post was at 02:13 AM ----------



You both made the same mistake of using two radius damages :p having two their won't make the radius damage bigger.
I tryed taking them out and it diddnt kill me :/
02-12-2012, 02:18 AM #5
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by jbglitching View Post
Yeah he did a good edit of it my W@W bazooka nuke does basiclly all of that but is stays foggy at the end!

---------- Post added at 10:17 PM ---------- Previous post was at 10:16 PM ----------

I tryed taking them out and it diddnt kill me :/


Hence why you raise the damage caused :p or just use self suicide?
02-12-2012, 07:33 AM #6
Jacob-And-Britt
I’m too L33T
Originally posted by nay View Post
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.lolol = 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;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.lololol,trace);
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 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 thread RandomWeap();
}


have fun

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

also bad syntax right here! You must login or register to view this content.
02-12-2012, 10:06 AM #7
nay1995
The Master
Originally posted by jbglitching View Post
Credits?? to jbglitching thats my nuke just edited why you leeching look at mine You must login or register to view this content. Look at the radius's and earthquake and compare?????


original code isnt your its from derektrotters mw2 code list so stfu

---------- Post added at 05:06 AM ---------- Previous post was at 05:05 AM ----------

Originally posted by jbglitching View Post
also bad syntax right here! You must login or register to view this content.


and that isnt bad syntax its unknown function i forgot to take it out!
02-12-2012, 10:09 AM #8
Otib
lolololololol
Nice one der! Looks beast!
02-12-2012, 10:09 AM #9
nay1995
The Master
Originally posted by jbglitching View Post
Credits?? to jbglitching thats my nuke just edited why you leeching look at mine You must login or register to view this content. Look at the radius's and earthquake and compare?????


all you have done its copied the one in mw2 and changed the radius, hardly yours.
02-12-2012, 02:52 PM #10
Originally posted by nay View Post
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.lolol = 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;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.lololol,trace);
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 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!



its not level.lolol its level.lololol xD fix it LoL

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