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Should this be sticky?
Yes
62.50% (10 votes)
62.50% (10 votes)
Some bugs :(
37.50% (6 votes)
37.50% (6 votes)
Total Votes: 16
[RELEASE]Kamikaze Bomber Script[Release]
Posted:
[RELEASE]Kamikaze Bomber Script[Release]Posted:
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Joined: Jan 22, 201113Year Member
Posts: 1,516
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Status: Offline
Joined: Jan 22, 201113Year Member
Posts: 1,516
Reputation Power: 91
[font=Good Times:0de82a09fc]Great new Black ops mods
Well heres the script:
Put this on your onplayerspawned:
You just press the Melee Button and then the Map should come up and you select a location where you want the nuke to drop.
Download Patch: [ Register or Signin to view external links. ]
Still need someone to record it and have a video so i can put on here to make it look cooler.
Recommendations:Should i make a patch that has the plane crash and explode ?
Add your own recomends and i will try and make them
Credits:ORIGINAL POSTER :xLoGiiKzZo
Me - For Making this
Lost4468 - For teaching me, and scripts.
NITRAM - For the Nuke FX and the Napalm Location Selector and fixing scripts.
SOURCE: se7ensins
[ Register or Signin to view external links. ]
Well heres the script:
NukePlane()
{
self endon ("disconnect");
nuke = spawnStruct();
nuke.fx = loadfx( "maps/mp_maps/fx_mp_nuked_nuclear_explosion" );
for(;;)
{
if(self meleebuttonpressed())
{
napalmSelectorSize = getDvarIntDefault( #"scr_napalmSelectorSize", 3000 );
self beginLocationNapalmSelection( "map_napalm_selector", napalmSelectorSize, "killstreak_napalm" );
self.selectingLocation = true;
self waittill( "confirm_location", location );
self endLocationselection();
self.selectingLocation = false;
nuke.planemodel = spawn("script_model", self.origin + ( 24000, 15000, 25000 ) );
nuke.planemodel setModel( "t5_veh_air_b52" );
nuke.planemodel.angles = vectorToAngles( Location - ( self.origin + ( 8000, 5000, 10000 ) ) );
nuke.planemodel moveto( location + ( 0, 0, 200 ), 2.9 );
wait 2.8;
nuke.dropmodel = spawn("script_model", nuke.planemodel.origin );
nuke.dropmodel setModel( "mp_supplydrop_axis" );
nuke.dropmodel.angles = vectorToAngles( location - ( self.origin + ( 8000, 5000, 10000 ) ) );
nuke.planemodel delete();
PlaySoundAtPosition( "amb_end_nuke", location );
nuke.dropmodel moveto( location, .9 );
wait 1.2;
Earthquake( 0.4, 4, location, 800 );
playfx( nuke.fx, nuke.dropmodel.origin );
wait .05;
nuke.dropmodel delete();
radiusdamage( location, 999999999, 3000, 900, self );
}
wait .05;
}
}
Put this on your onplayerspawned:
self thread NukePlane();
You just press the Melee Button and then the Map should come up and you select a location where you want the nuke to drop.
Download Patch: [ Register or Signin to view external links. ]
Still need someone to record it and have a video so i can put on here to make it look cooler.
Recommendations:Should i make a patch that has the plane crash and explode ?
Add your own recomends and i will try and make them
Credits:ORIGINAL POSTER :xLoGiiKzZo
Me - For Making this
Lost4468 - For teaching me, and scripts.
NITRAM - For the Nuke FX and the Napalm Location Selector and fixing scripts.
SOURCE: se7ensins
[ Register or Signin to view external links. ]
Last edited by TeamFSD ; edited 10 times in total
#2. Posted:
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Joined: Jan 22, 201113Year Member
Posts: 1,516
Reputation Power: 91
Status: Offline
Joined: Jan 22, 201113Year Member
Posts: 1,516
Reputation Power: 91
Help anyone at all ?
Tested >?
Tested >?
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#3. Posted:
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Joined: Jan 18, 201113Year Member
Posts: 336
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Joined: Jan 18, 201113Year Member
Posts: 336
Reputation Power: 17
works fine its fun to play around with lol froze my jtag 4 times lol great mod...
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#4. Posted:
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Joined: Aug 18, 201014Year Member
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dude that looks sick
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#5. Posted:
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Joined: Jan 22, 201113Year Member
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-Evan- wrote dude that looks sickThaks i am making it way better now
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#6. Posted:
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Joined: Jul 12, 201014Year Member
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Joined: Jul 12, 201014Year Member
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yea its legit and awesome. I didn't test it but the coding looks right.
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#7. Posted:
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Joined: Feb 21, 201014Year Member
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Looks like a pretty cool mod... And I'm glad you actually gave them credit so no one will start a flame war :p
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#8. Posted:
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Joined: Jan 22, 201113Year Member
Posts: 1,516
Reputation Power: 91
Status: Offline
Joined: Jan 22, 201113Year Member
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Reputation Power: 91
RDCAx wrote yea its legit and awesome. I didn't test it but the coding looks right.Thanks man needed people to test and post legiit
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#9. Posted:
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Joined: Jan 22, 201113Year Member
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Status: Offline
Joined: Jan 22, 201113Year Member
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Reputation Power: 91
3OH3 wrote Looks like a pretty cool mod... And I'm glad you actually gave them credit so no one will start a flame war :pwell they did help alot so they deserve credit
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#10. Posted:
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Joined: Nov 02, 201014Year Member
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Joined: Nov 02, 201014Year Member
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Reputation Power: 95
That is freaken sick.
Sick release man what else does this patch include?
Sick release man what else does this patch include?
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