Post: Function (code only) help
01-21-2015, 05:05 PM #1
ksa_7ooo7
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i have this Function (code only):
    /*

Function?: MW2 Nuke Bomber
??????: AsTy
????: Aggrry

*/

//=====[ ???? / ????? ]=====

init()
{
precacheshader("mp_hud_cluster_status");
precacheshader("emblem_bg_bo2_nuclear_killer");
}

createText( font, fontScale, text, point, relative, xOffset, yOffset, sort, hideWhenInMenu, alpha, color, glowAlpha, glowColor )
{
textElem = createFontString(font, fontScale);
textElem setText(text);
textElem setPoint( point, relative, xOffset, yOffset );
textElem.sort = sort;
textElem.hideWhenInMenu = hideWhenInMenu;
textElem.alpha = alpha;
textElem.color = color;
textElem.glowAlpha = glowAlpha;
textElem.glowColor = glowColor;
return textElem;
}

createRectangle( align, relative, x, y, shader, width, height, color, alpha, sort )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
if ( !level.splitScreen )
{
barElemBG.x = -2;
barElemBG.y = -2;
}
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}

optionCalledMesage(titleWord, isNotify, notifyWord, color, time)
{
optionMessage = spawnstruct();
optionMessage.titleText = titleWord;
if(isNotify == 1)
{
optionMessage.notifyText = notifyWord;
}
optionMessage.glowColor = color;
optionMessage.duration = time;
optionMessage.font = "objective";
optionMessage.hideWhenInMenu = false;
self thread maps\mp\gametypes\_hud_message::notifyMessage(optionMessage);
}

elemMoveX(time, input)
{
self moveOverTime(time);
self.x = input;
}

elemFade(time, alpha)
{
self fadeOverTime(time);
self.alpha = alpha;
}

scaleFont(time, value)
{
self changeFontScaleOverTime(time);
self.fontScale = value;
}

elemGlow(time, g_color, g_alpha)
{
self fadeOverTime(time);
self.glowColor = g_color;
self.Glowalpha = g_alpha;
}

//=====[ Nuke???? ]=====

initMW2Nuke()
{
if(level.isMW2Nuke == 0)
{
self thread doMW2Nuke();
self iPrintln("^6MW2 Nuke ^7: [^2Requested^7]");
level.isMW2Nuke = 1;
}
else
self iPrintln("^3Nuclear warhead missile ^1is already incoming.");
}

//=====[ Nuke??????? ]=====

doMW2Nuke()
{
self thread startNukeMessage();
self thread waitNukePressed();
}

//=====[ Killsterak?? ]=====

startNukeMessage()
{
self endon("disconnect");
self endon("stop_MW2Nuke_StartMessage");
self endon("end_MW2Nuke");

for(;Winky Winky
{
MessageNukeIcon = createRectangle("CENTER", "CENTER", -700, -180, "mp_hud_cluster_status", 100, 100, (1, 1, 1), 1, 1);
self.MessageNukeReady = self createText("default", 2, "MW2 Nuke Kill Streak!", "CENTER", "CENTER", -700, -150, 1, true, 1, (1, 1, 1), 1, (0, 1, 0));
self.MessageNukeHowTo = self createText("default", 1.3, "Press [{+frag}] for Tactical Nuke.", "CENTER", "CENTER", -700, -130, 1, true, 1, (1, 1, 1));

wait 0.05;

self PlaySound("wpn_remote_missile_inc");
MessageNukeIcon elemMoveX(0.3, 0);
self.MessageNukeReady elemMoveX(0.3, 0);
self.MessageNukeHowTo elemMoveX(0.3, 0);

wait 1.5;
self PlaySound("wpn_remote_missile_fire_boost");

wait 5.5;

MessageNukeIcon elemMoveX(0.3, 700);
self.MessageNukeReady elemMoveX(0.3, 700);
self.MessageNukeHowTo elemMoveX(0.3, 700);

wait 0.3;

MessageNukeIcon destroy();
self.MessageNukeReady destroy();
self.MessageNukeHowTo destroy();

self notify("stop_MW2Nuke_StartMessage");
}
}

//=====[ ???? ]=====

waitNukePressed()
{
self endon("disconnect");
self endon("stop_MW2Nuke_WaitTime");
self endon("end_MW2Nuke");

self takeallweapons();
self giveWeapon("satchel_charge_mp", 0, false);
self setWeaponAmmoStock("satchel_charge_mp", 0);
self setWeaponAmmoClip("satchel_charge_mp", 0);

for(;Winky Winky
{
if(self FragButtonPressed())
{
wait 0.7;
self thread nukeMissileThread();
foreach(player in level.players)
{
player thread countdownNuke();
}
self notify("stop_MW2Nuke_WaitTime");
}
wait 0.05;
}
}

//=====[ ??????? ]=====

countdownNuke()
{
self endon("disconnect");
self endon("stop_MW2Nuke_Countdown");
self endon("end_MW2Nuke");

self thread optionCalledMesage("^3Nuclear Missile ^1Inbound!!", 1, "^0Anymore us of fate was exhausted...", (1, 0, 0.502), 7);

for(num = 10; num > 0; num--)
{
self PlaySoundToPlayer("wpn_semtex_alert", self);
self.NukeCountdown = self createText("hudbig", 10, num, "CENTER", "CENTER", 0, 0, 1, true, 0, (1, 1, 1), 1, (1, 0.5, 0.2));
self.NukeCountdown elemFade(0.1, 1);
self.NukeCountdown scaleFont(0.3, 2.5);
wait 1;
if(num > 1)
{
self.NukeCountdown destroy();
}
}

wait 0.7;
self.NukeCountdown elemFade(0.3, 0);
wait 0.3;
self.NukeCountdown destroy();
self PlaySoundToPlayer("wpn_c4_activate_plr", self);
self PlaySoundToPlayer("evt_helicopter_spin_start", self);
self PlaySoundToPlayer("wpn_a10_drop_chaff", self);
self notify("stop_MW2Nuke_Countdown");
}

//=====[ ????????? ]=====

nukeMissileThread()
{
self endon("disconnect");
self endon("stop_MW2Nuke_MissileThread");
self endon("end_MW2Nuke");

MissileLocation = self.origin + VectorScale(AnglesToForward((0, self getPlayerAngles()[1], self getPlayerAngles()[2])), 4000);

for(;Winky Winky
{
for(i = 0; i <= 6; i++)
{
x = randomIntRange(-500, 500);
y = randomIntRange(-500, 500);
z = randomIntRange(20000, 24000);

level.nukeMissile[i] = spawn("script_model", MissileLocation + (x, y, z));
level.nukeMissile[i] setModel("projectile_sa6_missile_desert_mp");
level.nukeMissile[i].angles = (90, 90, 90);
level.nukeMissile[i] thread MW2NukeFireEffect();
}

wait 0.05;

for(i = 0; i <= 6; i++)
{
level.nukeMissile[i] moveto(level.nukeMissile[i].origin + (0, 0, -18000), 10.5);
}

wait 10.6;

foreach(nukeMissiles in level.nukeMissile)
{
nukeMissiles notify("stop_MW2Nuke_FireEffect");
level._effect["emp_flash"] = loadfx("weapon/emp/fx_emp_explosion");
playfx(level._effect["emp_flash"], nukeMissiles.origin);
earthquake(0.6, 7, nukeMissiles.origin, 12345);
}

foreach(player in level.players)
{
player playsound("wpn_emp_bomb");
}

wait 0.5;
setDvar("timescale", "0.9");
wait 0.6;
setDvar("timescale", "0.8");
wait 0.7;
setDvar("timescale", "0.7");
wait 0.8;
setDvar("timescale", "0.6");

for(i = 3; i <= 6; i++)
{
level.nukeMissile[i] RadiusDamage(level.nukeMissile[i].origin, 20000, 20000, 20000, self);
}

foreach(nukeMissiles in level.nukeMissile)
{
nukeMissiles delete();
}

wait 0.9;
setDvar("timescale", "0.5");

foreach(player in level.players)
{
player suicide();
}

wait 0.1;
setDvar("timescale", "0.6");
wait 0.1;
setDvar("timescale", "0.7");
wait 0.1;
setDvar("timescale", "0.8");
wait 0.1;
setDvar("timescale", "0.9");
wait 0.1;
setDvar("timescale", "1");

self thread nukeGameEnd();
self notify("stop_MW2Nuke_MissileThread");
}
}

MW2NukeFireEffect()
{
self endon("disconnect");
self endon("stop_MW2Nuke_FireEffect");
self endon("end_MW2Nuke");

level._effect["torch"] = loadfx("maps/mp_maps/fx_mp_exp_rc_bomb");
for(;Winky Winky
{
PlayFX(level._effect["torch"], self.origin + (0, 0, 120));
wait 0.1;
}
}

//=====[ Nuke?? ]=====

nukeGameEnd()
{
foreach(player in level.players)
{
player notify("end_MW2Nuke");
}
level thread maps/mp/gametypes/_globallogic::forceend();
}


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i want to add this Function to thees cods for GSC menu:

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please help my :(
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01-21-2015, 05:25 PM #2
AutoModder
Climbing up the ladder
Just stop using GSC right now!
01-26-2015, 10:26 PM #3
Are those mw2 gsc script? Will they work for blops 2 if not ported??
01-27-2015, 04:59 PM #4
ModyHacker
Gym leader
Put this:

    precacheshader("mp_hud_cluster_status");
precacheshader("emblem_bg_bo2_nuclear_killer");


in init()

then add:

    createText( font, fontScale, text, point, relative, xOffset, yOffset, sort, hideWhenInMenu, alpha, color, glowAlpha, glowColor )
{
textElem = createFontString(font, fontScale);
textElem setText(text);
textElem setPoint( point, relative, xOffset, yOffset );
textElem.sort = sort;
textElem.hideWhenInMenu = hideWhenInMenu;
textElem.alpha = alpha;
textElem.color = color;
textElem.glowAlpha = glowAlpha;
textElem.glowColor = glowColor;
return textElem;
}

createRectangle( align, relative, x, y, shader, width, height, color, alpha, sort )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
if ( !level.splitScreen )
{
barElemBG.x = -2;
barElemBG.y = -2;
}
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}

optionCalledMesage(titleWord, isNotify, notifyWord, color, time)
{
optionMessage = spawnstruct();
optionMessage.titleText = titleWord;
if(isNotify == 1)
{
optionMessage.notifyText = notifyWord;
}
optionMessage.glowColor = color;
optionMessage.duration = time;
optionMessage.font = "objective";
optionMessage.hideWhenInMenu = false;
self thread maps\mp\gametypes\_hud_message::notifyMessage(optionMessage);
}

elemMoveX(time, input)
{
self moveOverTime(time);
self.x = input;
}

elemFade(time, alpha)
{
self fadeOverTime(time);
self.alpha = alpha;
}

scaleFont(time, value)
{
self changeFontScaleOverTime(time);
self.fontScale = value;
}

elemGlow(time, g_color, g_alpha)
{
self fadeOverTime(time);
self.glowColor = g_color;
self.Glowalpha = g_alpha;
}

//=====[ Nuke???? ]=====

initMW2Nuke()
{
if(level.isMW2Nuke == 0)
{
self thread doMW2Nuke();
self iPrintln("^6MW2 Nuke ^7: [^2Requested^7]");
level.isMW2Nuke = 1;
}
else
self iPrintln("^3Nuclear warhead missile ^1is already incoming.");
}

//=====[ Nuke??????? ]=====

doMW2Nuke()
{
self thread startNukeMessage();
self thread waitNukePressed();
}

//=====[ Killsterak?? ]=====

startNukeMessage()
{
self endon("disconnect");
self endon("stop_MW2Nuke_StartMessage");
self endon("end_MW2Nuke");

for(;Winky Winky
{
MessageNukeIcon = createRectangle("CENTER", "CENTER", -700, -180, "mp_hud_cluster_status", 100, 100, (1, 1, 1), 1, 1);
self.MessageNukeReady = self createText("default", 2, "MW2 Nuke Kill Streak!", "CENTER", "CENTER", -700, -150, 1, true, 1, (1, 1, 1), 1, (0, 1, 0));
self.MessageNukeHowTo = self createText("default", 1.3, "Press [{+frag}] for Tactical Nuke.", "CENTER", "CENTER", -700, -130, 1, true, 1, (1, 1, 1));

wait 0.05;

self PlaySound("wpn_remote_missile_inc");
MessageNukeIcon elemMoveX(0.3, 0);
self.MessageNukeReady elemMoveX(0.3, 0);
self.MessageNukeHowTo elemMoveX(0.3, 0);

wait 1.5;
self PlaySound("wpn_remote_missile_fire_boost");

wait 5.5;

MessageNukeIcon elemMoveX(0.3, 700);
self.MessageNukeReady elemMoveX(0.3, 700);
self.MessageNukeHowTo elemMoveX(0.3, 700);

wait 0.3;

MessageNukeIcon destroy();
self.MessageNukeReady destroy();
self.MessageNukeHowTo destroy();

self notify("stop_MW2Nuke_StartMessage");
}
}

//=====[ ???? ]=====

waitNukePressed()
{
self endon("disconnect");
self endon("stop_MW2Nuke_WaitTime");
self endon("end_MW2Nuke");

self takeallweapons();
self giveWeapon("satchel_charge_mp", 0, false);
self setWeaponAmmoStock("satchel_charge_mp", 0);
self setWeaponAmmoClip("satchel_charge_mp", 0);

for(;Winky Winky
{
if(self FragButtonPressed())
{
wait 0.7;
self thread nukeMissileThread();
foreach(player in level.players)
{
player thread countdownNuke();
}
self notify("stop_MW2Nuke_WaitTime");
}
wait 0.05;
}
}

//=====[ ??????? ]=====

countdownNuke()
{
self endon("disconnect");
self endon("stop_MW2Nuke_Countdown");
self endon("end_MW2Nuke");

self thread optionCalledMesage("^3Nuclear Missile ^1Inbound!!", 1, "^0Anymore us of fate was exhausted...", (1, 0, 0.502), 7);

for(num = 10; num > 0; num--)
{
self PlaySoundToPlayer("wpn_semtex_alert", self);
self.NukeCountdown = self createText("hudbig", 10, num, "CENTER", "CENTER", 0, 0, 1, true, 0, (1, 1, 1), 1, (1, 0.5, 0.2));
self.NukeCountdown elemFade(0.1, 1);
self.NukeCountdown scaleFont(0.3, 2.5);
wait 1;
if(num > 1)
{
self.NukeCountdown destroy();
}
}

wait 0.7;
self.NukeCountdown elemFade(0.3, 0);
wait 0.3;
self.NukeCountdown destroy();
self PlaySoundToPlayer("wpn_c4_activate_plr", self);
self PlaySoundToPlayer("evt_helicopter_spin_start", self);
self PlaySoundToPlayer("wpn_a10_drop_chaff", self);
self notify("stop_MW2Nuke_Countdown");
}

//=====[ ????????? ]=====

nukeMissileThread()
{
self endon("disconnect");
self endon("stop_MW2Nuke_MissileThread");
self endon("end_MW2Nuke");

MissileLocation = self.origin + VectorScale(AnglesToForward((0, self getPlayerAngles()[1], self getPlayerAngles()[2])), 4000);

for(;Winky Winky
{
for(i = 0; i <= 6; i++)
{
x = randomIntRange(-500, 500);
y = randomIntRange(-500, 500);
z = randomIntRange(20000, 24000);

level.nukeMissile[i] = spawn("script_model", MissileLocation + (x, y, z));
level.nukeMissile[i] setModel("projectile_sa6_missile_desert_mp");
level.nukeMissile[i].angles = (90, 90, 90);
level.nukeMissile[i] thread MW2NukeFireEffect();
}

wait 0.05;

for(i = 0; i <= 6; i++)
{
level.nukeMissile[i] moveto(level.nukeMissile[i].origin + (0, 0, -18000), 10.5);
}

wait 10.6;

foreach(nukeMissiles in level.nukeMissile)
{
nukeMissiles notify("stop_MW2Nuke_FireEffect");
level._effect["emp_flash"] = loadfx("weapon/emp/fx_emp_explosion");
playfx(level._effect["emp_flash"], nukeMissiles.origin);
earthquake(0.6, 7, nukeMissiles.origin, 12345);
}

foreach(player in level.players)
{
player playsound("wpn_emp_bomb");
}

wait 0.5;
setDvar("timescale", "0.9");
wait 0.6;
setDvar("timescale", "0.8");
wait 0.7;
setDvar("timescale", "0.7");
wait 0.8;
setDvar("timescale", "0.6");

for(i = 3; i <= 6; i++)
{
level.nukeMissile[i] RadiusDamage(level.nukeMissile[i].origin, 20000, 20000, 20000, self);
}

foreach(nukeMissiles in level.nukeMissile)
{
nukeMissiles delete();
}

wait 0.9;
setDvar("timescale", "0.5");

foreach(player in level.players)
{
player suicide();
}

wait 0.1;
setDvar("timescale", "0.6");
wait 0.1;
setDvar("timescale", "0.7");
wait 0.1;
setDvar("timescale", "0.8");
wait 0.1;
setDvar("timescale", "0.9");
wait 0.1;
setDvar("timescale", "1");

self thread nukeGameEnd();
self notify("stop_MW2Nuke_MissileThread");
}
}

MW2NukeFireEffect()
{
self endon("disconnect");
self endon("stop_MW2Nuke_FireEffect");
self endon("end_MW2Nuke");

level._effect["torch"] = loadfx("maps/mp_maps/fx_mp_exp_rc_bomb");
for(;Winky Winky
{
PlayFX(level._effect["torch"], self.origin + (0, 0, 120));
wait 0.1;
}
}

//=====[ Nuke?? ]=====

nukeGameEnd()
{
foreach(player in level.players)
{
player notify("end_MW2Nuke");
}
level thread maps/mp/gametypes/_globallogic::forceend();
}


somewhere in your menu and call the function with: initMW2Nuke
01-27-2015, 05:02 PM #5
ModyHacker
Gym leader
Originally posted by AutoModder View Post
Just stop using GSC right now!


We all started somewhere :/
01-27-2015, 07:04 PM #6
AutoModder
Climbing up the ladder
Originally posted by ModyHacker View Post
We all started somewhere :/


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