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Should this be sticky?

Yes
62.50% (10 votes)
Some bugs :(
37.50% (6 votes)

Total Votes: 16

#81. Posted:
TTG_CHI-City
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video looks pretty awesome. definately gonna try this one out.
#82. Posted:
TeamFSD
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TTG_CHI-City wrote video looks pretty awesome. definately gonna try this one out.
If you do i hope you like it
#83. Posted:
Jamy
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Extreme rape of a bomb

202020
#84. Posted:
TeamFSD
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Jamypatch44 wrote Extreme **** of a bomb

202020
Thanks hoped you like usung it im making away better one when i get the time
#85. Posted:
Moderatez1v8
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Easier to read now:

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;
        }
}


Just saying
#86. Posted:
TeamFSD
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I_sLaP_ZoMbIeZ wrote Easier to read now:

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;
        }
}


Just saying
Thanks for posting this +1
#87. Posted:
muffmagnet09
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BestBuy wrote
xGOATx wrote how do we get the patch in the vid?
That is not released by me yet sorry will release soon


you wont release anything soon because it's not your patch on that video
#88. Posted:
TeamFSD
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muffmagnet09 wrote
BestBuy wrote
xGOATx wrote how do we get the patch in the vid?
That is not released by me yet sorry will release soon


you wont release anything soon because it's not your patch on that video
and would you like to tell me where i said that ?
#89. Posted:
benjtagv12
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BestBuy wrote
[font=Good Times:07247926c5]Great new Black ops mods



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. ]

[quote="BestBuy"][align=center][font=Good Times]Great new Black ops mods
#90. Posted:
xLoGiiKzZo
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i love u for giving me credit.
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