Post: [RELEASE] Bombing Squadron
03-28-2012, 01:56 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); FIXED THE SCRIPT AGAIN!!
NGU keeps fucking up my script.

I dont know what to call it soo.... Bombing Squadron it is Winky Winky

This is basically alot of jets flying past and bombing an origin you pick with the artillery selector.
Ive not played with this alot so it may have a bug or two, nothing major tho.
I did not video the artillery selector because then my menu will show and its got somthing new that cant be seen.

Here is a video, My graphics card has fucked up so my video is abit laggy :(



Thread this:
    self thread bomberUse();


And here is the script, can be alot smaller but as daft says size dose not matter Winky Winky
    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"],16Cool Man (aka Tustin);
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;
}
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The following 7 users say thank you to IELIITEMODZX for this useful post:

Baby-panama, H4CK_De_TRiiZo, iPROFamily, Jacob-And-Britt, Kush Friendly, Oliver1556, Rin1
04-03-2012, 05:11 PM #20
Originally posted by IVI40A3Fusionz View Post
Ahh ok sorry for my stupidity :p.
apology accepted :evil:
04-03-2012, 08:54 PM #21
Now that was just amazing <Happy

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