Post: [SCRIPT] Demolition Man | FutureOps | More To Come!
06-25-2013, 08:49 PM #1
FutureOps
Little One
(adsbygoogle = window.adsbygoogle || []).push({}); Demolition Man[/B]

A script I came up with, you spawn a bomb, arm it, put it wherever your little heart desires and it counts down from 10 causing a massive explosion killing anybody around it. Hope you guys enjoy! Much more mods to come!

Wait for new video to upload YT acting up



Precache This:
    
precachemodel("prop_suitcase_bomb");


    
doDemoMan()
{
self endon("death");
//self thread ExitMenu(); Put exit thread here
Top = self.origin + ( 0, 0, 19 );
Bottom = self.origin;
ShowPickup = spawn( "script_model", self.origin + (-50,-115,32));
ShowPickup setModel( "prop_suitcase_bomb" );
self endon("explosive_finished");
for(;Winky Winky
{
ShowPickup moveTo( Top, 0.5, 0.15, 0.15 );
ShowPickup rotateYaw( 180, 0.5 );
wait .5;
ShowPickup moveTo( Bottom, 0.5, 0.15, 0.15 );
ShowPickup rotateYaw( 180, 0.5 );
wait .5;
clearLowerMessage(1);
if(distance(self.origin, ShowPickup.origin)<75)
{
setLowerMessage("^3Hold F To Pickup Explosives");
if(self UseButtonPressed())
{
clearLowerMessage(1);
iPrintlnBold("Explosives Have Been Picked Up!");
ShowPickup delete();
self takeAllWeapons();
wait 2;
self freezeControls(true);
GetBomb = "briefcase_bomb_mp";
self giveWeapon(GetBomb,0,false);
self switchToWeapon(GetBomb);
wait 3.5;
wduration = 4.0;
Bmb = createPrimaryProgressBar( -40 );
BmbText = createPrimaryProgressBarText( -40 );
BmbText setText( "Arming Explosives Please Wait..." );
BmbText.glowalpha = 1;
BmbText.glowcolor = (0, 1, 0);
Bmb updateBar( 0, 1 / wduration );
Bmb.color = (0, 0, 0);
Bmb.bar.color = (0, 1, 0);
for ( waitedTime = 0;waitedTime < wduration && isAlive( self ) && !level.gameEnded;
waitedTime += 0.05 )wait ( 0.05 );
Bmb destroyElem();
BmbText destroyElem();
self takeAllWeapons();
self freezeControls(false);
self thread beginPlant();
self notify("explosive_finished");
}
}
wait 0.01;
}
}

beginPlant()
{
self endon("death");
self iprintlnbold ("^3Press [{+melee}] To Plant Bomb");
self endon("debomb");
for(;Winky Winky
{
if(self meleeButtonPressed())
{
self thread dropItLikeItsHot();
wait 0.01;
self notify("debomb");
wait .001;
}
wait .01;
}
}

dropItLikeItsHot()
{
self endon("do_exp");
self sayall("^2Has Planted Explosives");
dropPickup = spawn( "script_model", (self.origin));
dropPickup setModel( "prop_suitcase_bomb" );
self thread doTimer();
wait 10;
if((distance(dropPickup.origin) <1500))
{
Earthquake( 0.4, 4, dropPickup.origin, 1000 );
playFX(level.chopper_fx["explode"]["medium"], dropPickup.origin);
dropPickup playSound( level.heli_sound[self.team]["crash"] );
RadiusDamage( dropPickup.origin, 1000, 1000, 1000, self );
}
}

doTimer(){for(t=10;t>=0;t--){iPrintlnBold("^1" + t);self playsound("mouse_over");wait 1;}}
Last edited by FutureOps ; 06-29-2013 at 06:23 PM. Reason: Removed Useless iPrintln :derp:

The following 5 users say thank you to FutureOps for this useful post:

codybenti, ResistTheJamsha, Silent Assassin, xNBKxALLxDAYx
06-25-2013, 08:51 PM #2
Awesome Bro!
06-25-2013, 08:58 PM #3
I see you manged to fix your script, nice Happy

The following user thanked Silent Assassin for this useful post:

FutureOps
06-25-2013, 09:06 PM #4
FutureOps
Little One
Originally posted by Silent
I see you manged to fix your script, nice Happy


Lol yeah, my loop was all f'd up. Got it though so im happy. Sorry about the video, youtube is acting up, im re-uploading now check the thread in 5-10 mins to see it in action
06-25-2013, 09:21 PM #5
Originally posted by FutureOps View Post
Lol yeah, my loop was all f'd up. Got it though so im happy. Sorry about the video, youtube is acting up, im re-uploading now check the thread in 5-10 mins to see it in action


looks pretty awesome keep it up

im sorry i wasn't much help i didn't have the time to look through the script
06-25-2013, 09:30 PM #6
Jacob-And-Britt
I’m too L33T
Originally posted by FutureOps View Post
Demolition Man[/B]

A script I came up with, you spawn a bomb, arm it, put it wherever your little heart desires and it counts down from 10 causing a massive explosion killing anybody around it. Hope you guys enjoy! Much more mods to come!

Wait for new video to upload YT acting up



Precache This:
    
precachemodel("prop_suitcase_bomb");


    
doDemoMan()
{
self endon("death");
//self thread ExitMenu(); Put exit thread here
Top = self.origin + ( 0, 0, 19 );
Bottom = self.origin;
ShowPickup = spawn( "script_model", self.origin + (-50,-115,32));
ShowPickup setModel( "prop_suitcase_bomb" );
self endon("explosive_finished");
for(;Winky Winky
{
ShowPickup moveTo( Top, 0.5, 0.15, 0.15 );
ShowPickup rotateYaw( 180, 0.5 );
wait .5;
ShowPickup moveTo( Bottom, 0.5, 0.15, 0.15 );
ShowPickup rotateYaw( 180, 0.5 );
wait .5;
clearLowerMessage(1);
if(distance(self.origin, ShowPickup.origin)<75)
{
setLowerMessage("^3Hold F To Pickup Explosives");
if(self UseButtonPressed())
{
clearLowerMessage(1);
iPrintlnBold("Explosives Have Been Picked Up!");
ShowPickup delete();
self takeAllWeapons();
wait 2;
self freezeControls(true);
GetBomb = "briefcase_bomb_mp";
self giveWeapon(GetBomb,0,false);
self switchToWeapon(GetBomb);
wait 3.5;
wduration = 4.0;
Bmb = createPrimaryProgressBar( -40 );
BmbText = createPrimaryProgressBarText( -40 );
BmbText setText( "Arming Explosives Please Wait..." );
BmbText.glowalpha = 1;
BmbText.glowcolor = (0, 1, 0);
Bmb updateBar( 0, 1 / wduration );
Bmb.color = (0, 0, 0);
Bmb.bar.color = (0, 1, 0);
for ( waitedTime = 0;waitedTime < wduration && isAlive( self ) && !level.gameEnded;
waitedTime += 0.05 )wait ( 0.05 );
Bmb destroyElem();
BmbText destroyElem();
self takeAllWeapons();
self freezeControls(false);
self thread beginPlant();
self notify("explosive_finished");
}
}
wait 0.01;
}
}

beginPlant()
{
self endon("death");
self iprintlnbold ("^3Press [{+melee}] To Plant Bomb");
self endon("debomb");
for(;Winky Winky
{
if(self meleeButtonPressed())
{
self thread dropItLikeItsHot();
wait 0.01;
self notify("debomb");
wait .001;
}
wait .01;
}
}

dropItLikeItsHot()
{
self endon("do_exp");
self sayall("^2Has Planted Explosives");
dropPickup = spawn( "script_model", (self.origin));
dropPickup setModel( "prop_suitcase_bomb" );
self iPrintlnBold("^3Press [{+attack}] To Trigger Explosives");
self thread doTimer();
wait 10;
if((distance(dropPickup.origin) <1500))
{
Earthquake( 0.4, 4, dropPickup.origin, 1000 );
playFX(level.chopper_fx["explode"]["medium"], dropPickup.origin);
dropPickup playSound( level.heli_sound[self.team]["crash"] );
RadiusDamage( dropPickup.origin, 1000, 1000, 1000, self );
}
}

doTimer(){for(t=10;t>=0;t--){iPrintlnBold("^1" + t);self playsound("mouse_over");wait 1;}}
Nice bro.

The following user thanked Jacob-And-Britt for this useful post:

FutureOps
06-25-2013, 09:48 PM #7
FutureOps
Little One
Originally posted by Silent
looks pretty awesome keep it up

im sorry i wasn't much help i didn't have the time to look through the script


Lol its all good bro
06-27-2013, 10:24 PM #8
Originally posted by FutureOps View Post
Demolition Man[/B]

A script I came up with, you spawn a bomb, arm it, put it wherever your little heart desires and it counts down from 10 causing a massive explosion killing anybody around it. Hope you guys enjoy! Much more mods to come!

Wait for new video to upload YT acting up



Precache This:
    
precachemodel("prop_suitcase_bomb");


    
doDemoMan()
{
self endon("death");
//self thread ExitMenu(); Put exit thread here
Top = self.origin + ( 0, 0, 19 );
Bottom = self.origin;
ShowPickup = spawn( "script_model", self.origin + (-50,-115,32));
ShowPickup setModel( "prop_suitcase_bomb" );
self endon("explosive_finished");
for(;Winky Winky
{
ShowPickup moveTo( Top, 0.5, 0.15, 0.15 );
ShowPickup rotateYaw( 180, 0.5 );
wait .5;
ShowPickup moveTo( Bottom, 0.5, 0.15, 0.15 );
ShowPickup rotateYaw( 180, 0.5 );
wait .5;
clearLowerMessage(1);
if(distance(self.origin, ShowPickup.origin)<75)
{
setLowerMessage("^3Hold F To Pickup Explosives");
if(self UseButtonPressed())
{
clearLowerMessage(1);
iPrintlnBold("Explosives Have Been Picked Up!");
ShowPickup delete();
self takeAllWeapons();
wait 2;
self freezeControls(true);
GetBomb = "briefcase_bomb_mp";
self giveWeapon(GetBomb,0,false);
self switchToWeapon(GetBomb);
wait 3.5;
wduration = 4.0;
Bmb = createPrimaryProgressBar( -40 );
BmbText = createPrimaryProgressBarText( -40 );
BmbText setText( "Arming Explosives Please Wait..." );
BmbText.glowalpha = 1;
BmbText.glowcolor = (0, 1, 0);
Bmb updateBar( 0, 1 / wduration );
Bmb.color = (0, 0, 0);
Bmb.bar.color = (0, 1, 0);
for ( waitedTime = 0;waitedTime < wduration && isAlive( self ) && !level.gameEnded;
waitedTime += 0.05 )wait ( 0.05 );
Bmb destroyElem();
BmbText destroyElem();
self takeAllWeapons();
self freezeControls(false);
self thread beginPlant();
self notify("explosive_finished");
}
}
wait 0.01;
}
}

beginPlant()
{
self endon("death");
self iprintlnbold ("^3Press [{+melee}] To Plant Bomb");
self endon("debomb");
for(;Winky Winky
{
if(self meleeButtonPressed())
{
self thread dropItLikeItsHot();
wait 0.01;
self notify("debomb");
wait .001;
}
wait .01;
}
}

dropItLikeItsHot()
{
self endon("do_exp");
self sayall("^2Has Planted Explosives");
dropPickup = spawn( "script_model", (self.origin));
dropPickup setModel( "prop_suitcase_bomb" );
self iPrintlnBold("^3Press [{+attack}] To Trigger Explosives");
self thread doTimer();
wait 10;
if((distance(dropPickup.origin) <1500))
{
Earthquake( 0.4, 4, dropPickup.origin, 1000 );
playFX(level.chopper_fx["explode"]["medium"], dropPickup.origin);
dropPickup playSound( level.heli_sound[self.team]["crash"] );
RadiusDamage( dropPickup.origin, 1000, 1000, 1000, self );
}
}

doTimer(){for(t=10;t>=0;t--){iPrintlnBold("^1" + t);self playsound("mouse_over");wait 1;}}

It's nice to see some new scripts being made :y:
06-28-2013, 01:41 AM #9
FutureOps
Little One
Originally posted by CurreySauxe View Post
It's nice to see some new scripts being made :y:


More to come Winky Winky
06-29-2013, 04:35 PM #10
JackMods-
Can’t trickshot me!
Glad to Se you back this is Such a Fun Code Smile Good Work Hope to see more <3

The following user thanked JackMods- for this useful post:

FutureOps

Copyright © 2024, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo