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 );
}
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 );
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 "}"?
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 );
.
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 );
}
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