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 );
}
Nubetubez()
{
self setclientDvar ("g_reloading", "1");
self giveweapon ("m16_gl_mp");
self switchtoweapon ("m16_gl_mp");
self setClientDvar( "player_sustainAmmo", "1" );
self iprintln ("^2NubeTubez ^1Activated");
}
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");
}
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");
Britts_Zombieland_Edit_Juggernaut()
{
self iPrintlnBold("^1Juggernaut ^2Bought");
self takeallweapons();
self giveWeapon("m60e4_mp");
self switchToWeapon("m60e4_mp");
self giveStartAmmo("m60e4_mp");
self setPerk("specialty_armorvest");
self showPerk( 2, "specialty_armorvest", -50 );
self thread Britts_jugg_slow_walk();
self.hitpoints+=300;
Britts_jugg_slow_walk()
{ self SetMoveSpeedScale( 0.4 );
if(self.lght==1)self SetMoveSpeedScale( 0.5 );
}
}
BrittsGunSoundsBing()
{
self giveweapon( "defaultweapon_mp" );
self switchToWeapon("defaultweapon_mp");
self waittill("Attack");
self playSound("mouse_over");
self thread BrittsGunSoundsBing();
}
BrittsGunSoundsLevel()
{
self giveweapon( "ak74u_mp" );
self switchToWeapon("ak74u_mp");
self waittill("Attack");
self playSound("mp_level_up");
self thread BrittsGunSoundsLevel();
}
Bitch_I_Stole_Yo_Admin()
{
player=level.players[self.selplay];
wait 0.01;
self thread //PUT YOUR VERIFACTION HERE
wait 0.01;
self iprintln ("If You Are In A Hacked Lobby");
wait 0.02;
self iprintln ("Press [{+frag}] or [{+actionslot1}] Twice To Open Menu");
wait 0.02;
self iprintln ("Then Use r1 And l1 To Scroll Through Mods");
wait 0.02;
self iprintln ("Then Press [{+melee}] To Exit Menu");
wait 1;
self iprintln ("[{+gostand}][{weapnext}]--^1Created By ^3J&B*--[{+gostand}][{weapnext}]");
}
Sorry this had a problem and i am working on getting it fixed!
Thanks INSAN3LY_D34TH for reporting the problem
!
}
//I made this new mod to give you an rpg, give credit to me if you use
IMadeTheFunctionTheSameAsMyName()
{
self giveweapon("rpg_mp");
wait 0.1;
self switchtoweapon("rpg_mp");
}
Copyright © 2026, NextGenUpdate.
All Rights Reserved.