Post: Tactical Insertion
09-02-2011, 11:26 PM #1
Amanda
Can’t trickshot me!
(adsbygoogle = window.adsbygoogle || []).push({}); Here is another simple but very funny script. I tried to make it as realistic as possible. Smile Only One Request: Don't use this code for Helicopter Boosting!!!! [There are no nukes in COD4, so I say Helis] :p [/I][/B]

Init()
    level.circle = loadfx( "misc/ui_pickup_unavailable" );


OnPlayerSpawned() OUTSIDE THE for( ;; ) LOOP
    self.TI = undefined;


OnPlayerSpawned() INSIDE THE for( ;; ) LOOP
    if ( IsDefined( self.TI ) ) self thread ResetTI();


FUNCTIONS

    ResetTI(){ self SetOrigin( self.TI ); self playSound("oldschool_return"); self notify("DENIED"); wait 0.5; self.Insertion Delete(); self.InsertC4 Delete(); self.C4TI Delete(); self.TI = undefined; }


    TI() {
self endon("DENIED");
if (isDefined(self.Insertion)) { self.Insertion Delete(); self.InsertC4 Delete(); self.C4TI Delete(); self.TI = undefined; }
team = self.pers["team"];
otherteam = "axis";
if (team == "axis")
otherteam = "allies";
O = self.origin;
self.TI = O;
self.Insertion = SpawnFx(level.circle, O);
TriggerFX(self.Insertion);
self.C4TI=spawn("script_model", O);
self.C4TI setModel("weapon_c4_mp");
self.InsertC4 = SpawnFx(level.C4FXid,(O +(0,0,10)));
TriggerFX(self.InsertC4);
self playlocalSound("mp_ingame_summary");
wait 1;
for (;Winky Winky {
for (i = 0; i < level.players.size; i++) {
P = level.players[i];
if((P.team == team) && (P.name != self.name))continue;
wait 0.01;
R = distance(O, P.origin);
if (R < 75) {
if(P.name != self.name) P setLowerMessage("Press [{+usereload}] to smash Tactical Insertion");
else P setLowerMessage("Press [{+usereload}] to pick up Tactical Insertion");
if (P UseButtonPressed()) wait 0.1;
if (P UseButtonPressed()) {
P clearLowerMessage(1);
V = self;
if(P.name != self.name) P thread TIremove(P,V);
else P thread TIremovebyMe();
}
}
else P clearLowerMessage(1);
}
}
}

TIremove(P,V){if(isDefined(P)) P PlayLocalSound("mp_war_objective_taken"); P iprintlnbold("^3DENIED!\n^1You Destroyed An Enemy Tactical Insertion!"); V.Insertion Delete(); V.InsertC4 Delete(); V.C4TI Delete(); V.TI = undefined; V notify("DENIED"); V PlayLocalSound("mp_war_objective_lost"); V iprintlnBold("^3YOUR TACTICAL INSERTION IS PREVENTED!"); wait 1; V iprintln("^0" + P.name + "^6DESTROYED YOUR TACTICAL INSERTION");}

TIremovebyMe(){ self.Insertion Delete(); self.InsertC4 Delete(); self.C4TI Delete(); self.TI = undefined; self notify("DENIED"); self playlocalsound("oldschool_pickup"); }

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The following 4 users say thank you to Amanda for this useful post:

MeowDev, Choco, HeAdsWillRoLL, x_DaftVader_x
09-03-2011, 12:42 AM #2
Originally posted by Amanda View Post
Here is another simple but very funny script. I tried to make it as realistic as possible. Smile Only One Request: Don't use this code for Helicopter Boosting!!!! [There are no nukes in COD4, so I say Helis] :p [/I][/B]

You could stop heli boosting by either
1) taking the heli from the player( remember its given as a weapon Winky Winky ) ,
or
2) by using self setactionslot(4,"");
or
3) using level.chopper=true; so they can't call it in..
09-03-2011, 01:42 AM #3
Correy
I'm the Original
Originally posted by Amanda View Post
Here is another simple but very funny script. I tried to make it as realistic as possible. Smile Only One Request: Don't use this code for Helicopter Boosting!!!! [There are no nukes in COD4, so I say Helis] :p [/I][/B]

Init()
    level.circle = loadfx( "misc/ui_pickup_unavailable" );


OnPlayerSpawned() OUTSIDE THE for( ;; ) LOOP
    self.TI = undefined;


OnPlayerSpawned() INSIDE THE for( ;; ) LOOP
    if ( IsDefined( self.TI ) ) self thread ResetTI();


FUNCTIONS

    ResetTI(){ self SetOrigin( self.TI ); self playSound("oldschool_return"); self notify("DENIED"); wait 0.5; self.Insertion Delete(); self.InsertC4 Delete(); self.C4TI Delete(); self.TI = undefined; }


    TI() {
self endon("DENIED");
if (isDefined(self.Insertion)) { self.Insertion Delete(); self.InsertC4 Delete(); self.C4TI Delete(); self.TI = undefined; }
team = self.pers["team"];
otherteam = "axis";
if (team == "axis")
otherteam = "allies";
O = self.origin;
self.TI = O;
self.Insertion = SpawnFx(level.circle, O);
TriggerFX(self.Insertion);
self.C4TI=spawn("script_model", O);
self.C4TI setModel("weapon_c4_mp");
self.InsertC4 = SpawnFx(level.C4FXid,(O +(0,0,10)));
TriggerFX(self.InsertC4);
self playlocalSound("mp_ingame_summary");
wait 1;
for (;Winky Winky {
for (i = 0; i < level.players.size; i++) {
P = level.players[i];
if((P.team == team) && (P.name != self.name))continue;
wait 0.01;
R = distance(O, P.origin);
if (R < 75) {
if(P.name != self.name) P setLowerMessage("Press [{+usereload}] to smash Tactical Insertion");
else P setLowerMessage("Press [{+usereload}] to pick up Tactical Insertion");
if (P UseButtonPressed()) wait 0.1;
if (P UseButtonPressed()) {
P clearLowerMessage(1);
V = self;
if(P.name != self.name) P thread TIremove(P,V);
else P thread TIremovebyMe();
}
}
else P clearLowerMessage(1);
}
}
}

TIremove(P,V){if(isDefined(P)) P PlayLocalSound("mp_war_objective_taken"); P iprintlnbold("^3DENIED!\n^1You Destroyed An Enemy Tactical Insertion!"); V.Insertion Delete(); V.InsertC4 Delete(); V.C4TI Delete(); V.TI = undefined; V notify("DENIED"); V PlayLocalSound("mp_war_objective_lost"); V iprintlnBold("^3YOUR TACTICAL INSERTION IS PREVENTED!"); wait 1; V iprintln("^0" + P.name + "^6DESTROYED YOUR TACTICAL INSERTION");}

TIremovebyMe(){ self.Insertion Delete(); self.InsertC4 Delete(); self.C4TI Delete(); self.TI = undefined; self notify("DENIED"); self playlocalsound("oldschool_pickup"); }



this is awesome, there is an easier way using RecklessKillers method of save and load scripts but atleast you got one, good work Winky Winky
09-03-2011, 01:51 PM #4
Damn, I liked cod4 but now there are boosters again?
09-04-2011, 11:00 AM #5
Amanda
Can’t trickshot me!
I don't know if the actionslot method works because there is no NotifyOnPlayerCommand() here. Another way is to disable it from FFA Winky Winky
     if(level.gametype != "dm") self thread TI(); // "dm" = FFA
09-04-2011, 12:35 PM #6
Originally posted by Amanda View Post
I don't know if the actionslot method works because there is no NotifyOnPlayerCommand() here. Another way is to disable it from FFA Winky Winky
     if(level.gametype != "dm") self thread TI(); // "dm" = FFA


The actionslot works. It has nothing to do with notifyonplayercommand.

I use it in my unlimited noob tubes code in my patch... You can also set the other actionslots for other weapons etc..

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