Post: **[SCRIPT]** J&B*'s Nukenade v2!! BIGGER THAN EVER!!
12-28-2011, 06:21 AM #1
Jacob-And-Britt
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); Hey guys this one is basically the same except now its like a real nuke it will kill any one in the map! Well enough talking check it out!
FIXED

Script
    
Britts_NukeNade_Destroy_all()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("^1Nukenade Imbound Its Over!!");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
}



Credits

Ivi40a3fusionz (Giving me the ammount of zeros thats needed)
(adsbygoogle = window.adsbygoogle || []).push({});
12-28-2011, 08:23 AM #2
Blackstorm
Veni. Vidi. Vici.
This won't work lol..

The following 2 users say thank you to Blackstorm for this useful post:

IELIITEMODZX, x_DaftVader_x
12-28-2011, 09:24 AM #3
247Yamato
< ^ > < ^ >
} went for a walk?

The following 3 users say thank you to 247Yamato for this useful post:

Blackstorm, Vampytwistッ, x_DaftVader_x
12-28-2011, 10:44 AM #4
Shouldn't you post a video preview of this and then never release it? ..
12-28-2011, 01:40 PM #5
Originally posted by jbglitching View Post
Hey guys this one is basically the same except now its like a real nuke it will kill any one in the map! Well enough talking check it out!


Script
    
Britts_NukeNade_Destroy_all()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("^1Nukenade Imbound Its Over!!");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );



Credits

Ivi40a3fusionz (Giving me the ammount of zeros thats needed)


why dont you just update your old thread, its doesnt even have V1 in the title so you can update it stare

The following user thanked Uk_ViiPeR for this useful post:

Blackstorm
12-28-2011, 01:53 PM #6
Jacob-And-Britt
I’m too L33T
Originally posted by Blackstorm View Post
This won't work lol..

try it bro my screen recorder was a free trial i need a new one i tired to get ont but youtube said it wasen't compatible but it works 100% i don't release stuff that don't work so.. try it!
12-28-2011, 02:59 PM #7
247Yamato
< ^ > < ^ >
Originally posted by jbglitching View Post
try it bro my screen recorder was a free trial i need a new one i tired to get ont but youtube said it wasen't compatible but it works 100% i don't release stuff that don't work so.. try it!


Maybe this helps.

    Britts_NukeNade_Destroy_all() //ok
{ //ok
self giveweapon ("frag_mp"); //ok
self waittill( "grenade_fire", Grenade ); //ok
wait 0.01; //waiting less than a frame? use 0.05 instead
self sayall ("^1Nukenade Imbound Its Over!!"); //is beggining no? O.o
wait 0.01; //waiting less than a frame? use 0.05 instead
Grenade waittill( "explode"); //ok
wait 0.01; //waiting less than a frame? use 0.05 instead
my = self gettagorigin("j_head"); //ok
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"]; //ok
playfx(level.expbullt,trace); //ok, but what is the fx?, is it loaded?
self playSound( "artillery_impact" ); //ok
dis=distance(self.origin, trace); //ok
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self ); //ok, but this is really weird
RadiusDamage( trace, 10000000, 10000000, 10000000, self ); //ok
RadiusDamage( trace, 10000000, 10000000, 10000000, self ); //ok, with one is enough.....
//where are you "}"?

The following 4 users say thank you to 247Yamato for this useful post:

Blackstorm, INSAN3LY_D34TH, Uk_ViiPeR, Vampytwistッ
12-28-2011, 04:01 PM #8
IVI40A3Fusionz
Former Gaming Squad Member
Originally posted by jbglitching View Post
Hey guys this one is basically the same except now its like a real nuke it will kill any one in the map! Well enough talking check it out!


Script
    
Britts_NukeNade_Destroy_all()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("^1Nukenade Imbound Its Over!!");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );



Credits

Ivi40a3fusionz (Giving me the ammount of zeros thats needed)


Syntax error like everyone else has pointed out also you will only need one RadiusDamage adding more than one won't affect how the script functions in game Winky Winky.
12-28-2011, 06:13 PM #9
Blackstorm
Veni. Vidi. Vici.
Originally posted by x. View Post
Shouldn't you post a video preview of this and then never release it? ..



LMFAO!!!! xD
12-28-2011, 08:42 PM #10
Correy
I'm the Original
Originally posted by jbglitching View Post
Hey guys this one is basically the same except now its like a real nuke it will kill any one in the map! Well enough talking check it out!
FIXED

Script
    
Britts_NukeNade_Destroy_all()
{
self giveweapon ("frag_mp");
self waittill( "grenade_fire", Grenade );
wait 0.01;
self sayall ("^1Nukenade Imbound Its Over!!");
wait 0.01;
Grenade waittill( "explode");
wait 0.01;
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
}



Credits

Ivi40a3fusionz (Giving me the ammount of zeros thats needed)


you need to paraeche the level.expbullt

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