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Total Votes: 28
#101. Posted:
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Joined: Dec 07, 201013Year Member
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Joined: Dec 07, 201013Year Member
Posts: 115
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Good list of modding methods
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#102. Posted:
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#103. Posted:
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How would you enter in the coding? Exactly and shown or do you sort of "fill-in-the-blanks"?
e.i
Thread self thread nukegun();
nukegun()
{
self endon("disconnect");
for(;;)
{
self waittill("weapon_fired");
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
nuke=loadfx("maps/mp_maps/fx_mp_nuked_nuclear_explosion");
playfx(nuke,trace);
self playsound("amb_end_nuke");
radiusdamage(trace,1000,2000,900,self);
}
}
e.i
Thread self thread nukegun();
nukegun()
{
self endon("disconnect");
for(;;)
{
self waittill("weapon_fired");
trace=bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*100000,1,self)["position"];
nuke=loadfx("maps/mp_maps/fx_mp_nuked_nuclear_explosion");
playfx(nuke,trace);
self playsound("amb_end_nuke");
radiusdamage(trace,1000,2000,900,self);
}
}
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