. Any way onto the scripts!
self thread Toggles();
Toggles(){
self thread doBullets();
}
self addoption(M ,"Toggle Bullets",::ToggleBullets);
doBullets(){
self endon ( "death" );
for(;
{
self waittill ("Bullets");
self iPrintln("^2You Can Now Shoot Explosives!");
self thread mininukes();
self.nuke = true;
self notify("stop_plane");self notify("stop_hind");self notify("stop_box");
self.plane = false;self.box = false;self.hind = false;
self waittill ("Bullets");
self iPrintln("^2You Can Now Shoot HQ Boxes!");
self thread doHq();
self.box = true;
self notify("stop_plane");self notify("stop_hind");self notify("stop_nukes");
self.nuke = false;self.plane = false;self.hind = false;
self waittill ("Bullets");
self iPrintln("^2You Can Now Shoot Jets!");
self thread doShootingAirstike();
self.plane = true;
self notify("stop_hind");self notify("stop_box");self notify("stop_nukes");
self.nuke = false;self.box = false;self.hind = false;
self waittill ("Bullets");
self iPrintln("^2You Can Now Shoot Choppers!");
self thread doShootinghinds();
self.hind = true;
self notify("stop_plane");self notify("stop_box");self notify("stop_nukes");
self.nuke = false;self.plane = false;self.box = false;
self waittill ("Bullets");
self iPrintln("^1Normal Bullets!");
self notify("stop_plane");self notify("stop_box");self notify("stop_nukes");self notify("stop_hind");
self.nuke = false;self.plane = false;self.box = false;self.hind = false;
}}
ToggleBullets(){self notify( "Bullets" );}
mininukes(){
self endon("disconnect");
self endon("stop_nukes");
self endon("death");
for(;
{
self waittill ( "weapon_fired" );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
explode = loadfx( "explosions/aerial_explosion" );
playfx(explode, SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 1500, 2500, 800, self );
earthquake (0.3, 1, SPLOSIONlocation, 30000);
}
}
doShootingAirstike(){
self endon( "disconnect" );
self endon("stop_plane");
for(;
{
self waittill( "begin_firing" );
eye = self getTagOrigin("tag_eye");
end = self thread vector_scal(anglestoforward(self getplayerangles()), 10000);
plane = spawn( "script_model", eye );
plane setModel( "vehicle_mig29_desert" );
plane.angles = self getPlayerAngles();
plane moveTo( end, 2.1);
}}
doHq(){
self endon("stop_box");
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getplayerangles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
model = spawn("script_model", location);
model.angles = (0, 90, 0);
model setModel( "com_plasticcase_beige_big" );
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 );
level.solid.origin = location;
level.solid.angles = (0, 90, 0);
level.solid setContents( 1 );
}}
doShootinghinds(){
self endon( "disconnect" );
self endon("stop_hind");
for(;
{
self waittill( "begin_firing" );
eye = self getTagOrigin("tag_eye");
end = self thread vector_scal(anglestoforward(self getplayerangles()), 10000);
plane = spawn( "script_model", eye );
plane setModel( "vehicle_mi24p_hind_desert" );
plane.angles = self getPlayerAngles();
plane moveTo( end, 2.1);
}}
vector_scal(vec, scale){
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
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