T AGAIN!!

self thread bomberUse();

bomberUse()
{
if(!level.bomberInUse)
{
self beginLocationSelection("map_artillery_selector",level.artilleryDangerMaxRadius);
self.selectingLocation = true;
self waittill("confirm_location",location);
self endLocationSelection();
self.selectingLocation = undefined;
callBomber(bulletTrace(location+(0,0,1000),(location+(0,0,-100000)),false,undefined)["position"],16
;
level.bomberInUse = true;
}
}
callBomber(coord,yaw)
{
startPoint = coord+(vector_scale(anglesToForward((0,yaw,0)),((-1)*13000))+(0,0,750));
endPoint = coord+(vector_scale(anglesToForward((0,yaw,0)),13000)+(0,0,750));
length = length(startPoint - endPoint);
for(k = 0; k < 8; k++)//change the 8 on this and the other 2 statments below for more or less jets.
level thread bomberStrike(self,coord,startPoint+(0,((-1)*((8/2)*450)+(k*550)),randomIntRange(100,500)),endPoint+(0,((-1)*((8/2)*450)+(k*550)),randomIntRange(100,500)),(length/3000),(0,yaw,0),(abs(length/2+1500)/3000));
}
bomberStrike(owner,bombSite,startPoint,endPoint,flyTime,direction,bombTime)
{
plane = spawnPlane(owner,"script_model",startPoint+((randomFloat(2)-1),(randomFloat(2)-1),0));
plane setModel("vehicle_mig29_desert");
plane.angles = direction;
plane moveTo(endPoint+((randomFloat(2)-1),(randomFloat(2)-1),0),flyTime);
thread maps\mp\gametypes\_hardpoints::callStrike_planeSound(plane,bombSite);
for(k = 0; k < 4; k++)//change the 4 if you want that will make more or less bombs drop.
{
plane thread bomberBomb(bombTime-2.2,owner);
wait .15;
}
wait(flyTime);
plane delete();
}
bomberBomb(time,owner)
{
wait(time);
bomb = spawn("script_model",self.origin);
bomb setModel("projectile_cbu97_clusterbomb");
bomb.angles = self.angles;
bomb moveGravity(vector_scale(anglesToForward(self.angles),4500/1.5),2);//alot better then 'moveTo'.
wait(1);
trace = bulletTrace(bomb.origin,(bomb.origin+vector_scale(anglesToForward(bomb.angles-(15,0,0),0,0),-10000)),false,undefined)["position"];
playFxOnTag(level.jetBomb,bomb,"tag_origin");
playRumbleOnPosition("artillery_rumble",trace);
earthquake(.7,.75,trace,2000);
bomb setModel("tag_origin");
thread killPlayersEffect(owner);
wait(1);
bomb delete();
}
killPlayersEffect(owner)
{
for(time=0;;time++)
{//very bad way of doing this, so i will need to change this.
if(time >= (20))
break;
fallTrace = bulletTrace(self.origin,self.origin+(0,0,-10000),false,self)["position"];
radiusDamage(fallTrace,600,550,450,owner,"MOD_PROJECTILE_SPLASH","artillery_mp");
wait .05;
}
level.bomberInUse = false;
}
he's just one of those people who won't release something unfinished ^^.
he's just one of those people who won't release something unfinished ^^.
not just PC and my scripts that i use in my menu need to be 100% bug free i test them like 60 times and try and bug them out befor i start a new script, ps3 is just the same as xbox and pc so if its bug free on my jtag its going to be bug free on ps3 [ATTACH=CONFIG]16343[/ATTACH]
.
.
Copyright © 2026, NextGenUpdate.
All Rights Reserved.