Post: [script] J&B*'s Cod 4 tactical nuke!
01-04-2012, 03:47 AM #1
Jacob-And-Britt
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); I have been working on this for a little over 2 days now hope you like it lol its as close as i can get it to the mw2 nuke has a timer that dosen't use set text or hud emblems and the timer has a sound to so ya pretty good nuke mod for cod 4!


Skip to 38 sorry vid for some reason messed up! :(



Precaches
    
level.exp3 = loadfx("dust/dust_wind_fast");
level.exp2 = loadfx("weather/fog_daytime");
level.exp = loadfx("explosions/grenadeExp_concrete_1");
precachemodel ( "com_plasticcase_beige_big" );



Nuke script
    
Britts_more_realistic_Nuke()
{
self sayall("^2NUKE INCOMMING!!");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
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 );
Earthquake( 0.4, 4, level.Mine.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
level.exp3 = loadfx("dust/dust_wind_fast");
level.exp2 = loadfx("weather/fog_daytime");
self setclientDvar ("r_filmtweakenable", "1");
self setclientDvar ("r_filmtweakdarktint", "1.75 1.65 1.85");
self setclientDvar ("r_filmtweaklighttint", "0.25 0.45 0.45");
self setclientDvar ("r_filmtweakdesaturation", "0");
self setclientDvar ("r_filmTweakContrast", "2.35");
self setclientDvar ("r_filmTweakBrightness", "0.28");
self setclientDvar ("r_gamma", "0.66");
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");
}
Nuke_timer()
{
self iprintlnBold ("^310");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^39");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^38");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^37");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^36");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^35");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^34");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^13");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^12");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^11");
self playsound("mouse_over");
}



You can use this if you like this was created by ivi40a3fusionz!
    
BrittsNuke_Launch()
{
level.Juggernaut = spawn( "script_model", (self.origin+(0,-10,0)) );
level.Juggernaut setModel( "com_plasticcase_beige_big" );
for(;Winky Winky
{
self clearLowerMessage();
if(distance(self.origin, level.Juggernaut.origin) <40)
{
self setLowerMessage("^1Press [{+usereload}] To Ignite Nuke!");
if(self usebuttonpressed())
{
self thread Britts_more_realistic_Nuke();
self clearLowerMessage();
}
}
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01-04-2012, 10:40 PM #11
Originally posted by .Choco View Post
Not sure if the nuke sound exists, but here's my version...
I don't think it does.. And you should look at Hawkins nuke function from his zombieland. It has the low gravity throw back when the nuke goes off like the one from MW2...
01-05-2012, 09:34 PM #12
Originally posted by jbglitching View Post
I have been working on this for a little over 2 days now hope you like it lol its as close as i can get it to the mw2 nuke has a timer that dosen't use set text or hud emblems and the timer has a sound to so ya pretty good nuke mod for cod 4!


Skip to 38 sorry vid for some reason messed up! :(



Precaches
    
level.exp3 = loadfx("dust/dust_wind_fast");
level.exp2 = loadfx("weather/fog_daytime");
level.exp = loadfx("explosions/grenadeExp_concrete_1");
precachemodel ( "com_plasticcase_beige_big" );



Nuke script
    
Britts_more_realistic_Nuke()
{
self sayall("^2NUKE INCOMMING!!");
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3");
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 0.4;
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 );
Earthquake( 0.4, 4, level.Mine.origin, 100 );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
RadiusDamage( trace, 10000000, 10000000, 10000000, self );
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(256, 512, 1, 1, 1, 0);
level.exp3 = loadfx("dust/dust_wind_fast");
level.exp2 = loadfx("weather/fog_daytime");
self setclientDvar ("r_filmtweakenable", "1");
self setclientDvar ("r_filmtweakdarktint", "1.75 1.65 1.85");
self setclientDvar ("r_filmtweaklighttint", "0.25 0.45 0.45");
self setclientDvar ("r_filmtweakdesaturation", "0");
self setclientDvar ("r_filmTweakContrast", "2.35");
self setclientDvar ("r_filmTweakBrightness", "0.28");
self setclientDvar ("r_gamma", "0.66");
wait 0.02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait 0.01;
self setclientdvar("timescale", "1");
}
Nuke_timer()
{
self iprintlnBold ("^310");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^39");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^38");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^37");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^36");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^35");
self playsound("mouse_over");
wait 1;
self iprintlnBold ("^34");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^13");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^12");
self playsound("mouse_over");
wait 1;
self iprintlnbold ("^11");
self playsound("mouse_over");
}



You can use this if you like this was created by ivi40a3fusionz!
    
BrittsNuke_Launch()
{
level.Juggernaut = spawn( "script_model", (self.origin+(0,-10,0)) );
level.Juggernaut setModel( "com_plasticcase_beige_big" );
for(;Winky Winky
{
self clearLowerMessage();
if(distance(self.origin, level.Juggernaut.origin) <40)
{
self setLowerMessage("^1Press [{+usereload}] To Ignite Nuke!");
if(self usebuttonpressed())
{
self thread Britts_more_realistic_Nuke();
self clearLowerMessage();
}
}


to record at a 50fps frame rate use either these:
    
-Fraps
-XFire
-weGame

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