Post: [script] J&B*'s tactical nuke v2! (Smaller)
01-06-2012, 01:35 AM #1
Jacob-And-Britt
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); Hey guys this is my v2 of the nuke its smaller and looks better now the timer is in say all so everyone will see it and its not in the middle so it looks way better! I hope you have fun and im not including the detonator you can get that from my v1 and change the thread if you like Winky Winky 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!


Video by xRaw



Nuke v2
    
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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The following 2 users say thank you to Jacob-And-Britt for this useful post:

247Yamato,
01-06-2012, 08:35 PM #11
247Yamato
< ^ > < ^ >
The effect is better than what I expected, :y:
01-06-2012, 08:55 PM #12
Originally posted by reScript
Recording in something like 800 pixels then rendering in 1080p does not mean it is actually 1080p quality Happy


The p( for progressive) in 1080p refers to the way it plays back. If your monitor or TV doesn't support progressive scan playback it doesn't matter how you record it...

( And I don't think my laptop does by the way) :P
01-06-2012, 09:03 PM #13
Originally posted by reScript
I don't know what that has to do with what I said Happy
You two seemed to be arguing about whether you were recording in 1080p or not. I was pointing out that it's probably ir-rel-evant
But to be honest, I only read some of the posts. It was a bit boring..
01-06-2012, 09:47 PM #14
Jacob-And-Britt
I’m too L33T
Originally posted by 247Yamato View Post
The effect is better than what I expected, :y:
Thanks man i added the fog and stuff like that for the aftermath og the "nuke" exsplosion and i used earthquake and everything!

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