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Can any1 help me with sum patch editing(toggle nuke bullets)
Posted:
Can any1 help me with sum patch editing(toggle nuke bullets)Posted:
Status: Offline
Joined: Feb 21, 201014Year Member
Posts: 186
Reputation Power: 11
Status: Offline
Joined: Feb 21, 201014Year Member
Posts: 186
Reputation Power: 11
Nuke bullets dvar :
{
for(;;)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
Can any1 tell me the dvars to turn it off, like for normal bullets!
{
for(;;)
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 500, 1000, 500, self );
}
}
Can any1 tell me the dvars to turn it off, like for normal bullets!
#2. Posted:
Status: Offline
Joined: Apr 15, 201014Year Member
Posts: 760
Reputation Power: 135
Status: Offline
Joined: Apr 15, 201014Year Member
Posts: 760
Reputation Power: 135
Lol daz we both posted
My topic is better
My topic is better
- 0useful
- 0not useful
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