the timer is smaller now and i tryed to take out 2 of the radiuses and it diddnt kill anyone lmao so i put them back and also i took out the fxes because they weren't even noticable so its smaller better and still as fun as ever stick around on ngu for my release of the emp thanks guys! Also who ever gave me the code to make the timer smaller i will put you in creds later or come and tell me if it was you and i will add you to creds!
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
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, self.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);
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(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
the timer is smaller now and i tryed to take out 2 of the radiuses and it diddnt kill anyone lmao so i put them back and also i took out the fxes because they weren't even noticable so its smaller better and still as fun as ever stick around on ngu for my release of the emp thanks guys! Also who ever gave me the code to make the timer smaller i will put you in creds later or come and tell me if it was you and i will add you to creds!
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
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, self.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);
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(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
the timer is smaller now and i tryed to take out 2 of the radiuses and it diddnt kill anyone lmao so i put them back and also i took out the fxes because they weren't even noticable so its smaller better and still as fun as ever stick around on ngu for my release of the emp thanks guys! Also who ever gave me the code to make the timer smaller i will put you in creds later or come and tell me if it was you and i will add you to creds!
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
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, self.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);
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(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
the timer is smaller now and i tryed to take out 2 of the radiuses and it diddnt kill anyone lmao so i put them back and also i took out the fxes because they weren't even noticable so its smaller better and still as fun as ever stick around on ngu for my release of the emp thanks guys! Also who ever gave me the code to make the timer smaller i will put you in creds later or come and tell me if it was you and i will add you to creds!
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
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, self.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);
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(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
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, self.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);
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(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
Britts_more_realistic_Nuke_v2()
{
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3","r_lightTweakSunLight", "1","r_lightTweakSunColor", "2 2","r_colorMap", "2");
wait .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");
Earthquake(.4,4,self.origin,100);
RadiusDamage(trace,10000000,10000000,10000000,self );
wait 2;
self setClientDvar("r_colorMap", "1","r_lightTweakSunLight", ".1","r_lightTweakSunColor", ".1 .1");
SetExpFog(256,512,1,1,1,0);
wait .02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait .01;
self setclientdvar("timescale", "1");
}
Nuke_Timer(){self sayall("^2Tactical Nuke Inbound");wait 1;for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
Britts_more_realistic_Nuke_v2()
{
self thread Nuke_timer();
wait 10;
self setclientdvar("timescale", ".3","r_lightTweakSunLight", "1","r_lightTweakSunColor", "2 2","r_colorMap", "2");
wait .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");
Earthquake(.4,4,self.origin,100);
RadiusDamage(trace,10000000,10000000,10000000,self );
wait 2;
self setClientDvar("r_colorMap", "1","r_lightTweakSunLight", ".1","r_lightTweakSunColor", ".1 .1");
SetExpFog(256,512,1,1,1,0);
wait .02;
if( level.rankedMatch ) thread maps\mp\gametypes\_globallogic::endGame( "axis", game["strings"]["allies_eliminated"] );
else map_restart(false);
wait .01;
self setclientdvar("timescale", "1");
}
Nuke_Timer(){self sayall("^2Tactical Nuke Inbound");wait 1;for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
the timer is smaller now and i tryed to take out 2 of the radiuses and it diddnt kill anyone lmao so i put them back and also i took out the fxes because they weren't even noticable so its smaller better and still as fun as ever stick around on ngu for my release of the emp thanks guys! Also who ever gave me the code to make the timer smaller i will put you in creds later or come and tell me if it was you and i will add you to creds!
Britts_more_realistic_Nuke_v2()
{
self sayall("^2Tactical Nuke Inbound");
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, self.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);
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(){for(t=10;t>=0;t--){self sayall("^3" + t);self playsound("mouse_over");wait 1;}}
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