Post: [PREVIEW] Jericho Missile System v1
07-03-2012, 10:41 PM #1
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Bounty hunter
(adsbygoogle = window.adsbygoogle || []).push({}); Needa Needa Needa Thanks to all the positive feed back on my recent release which you can find You must login or register to view this content., ive decided to make another script! Needa Needa Needa

NOTE:
The reason im not releasing the code yet is because im having issues creating a missile "model" that tracks the positions youve marked and then fall from the sky to that position. Sooo if anyone can help me out with that i would be super grateful!

JVM_01 Features:
1.) First off, i used FRAPS this time Lolz :carling:
2.) Complete customization of missile paths
3.) 5 different missiles to fire
4.) Laser w/ night v goggles sound to give the deagle a cool node effect (but as of right now any gun can mark the positions as long as you have ammo Winky Winky )
5.) Paths are marked with yellow circles, and when the missiles are fired they are converted to red as a sign of danger
6.) Explosion is set to a grenade as of this moment but im planning to implement different ammunition as the version progresses
7.) Works on any map bc the missiles paths are directed to where you shoot not by a spawn location.
8.) And thats pretty much it... im just scratching the surface hopefully this will be an amazing script when im finished
9.) Expect release + many more features like more missiles with v2!
10.) Thanks To ALL!

Note As Well:[/I][/SIZE]
It has come to my regard many people have been confused as to where the missiles are. As you can read above thats the reason i have not release this yet
I dont want to give you guys an incomplete project so to speak. I could make the model easily just not tell it where to go so if you guys could hold out till v2 that would be awesome and i promise you... YOU WILL SEE MISSILES Happy




Credits:
1) .Choco - Menu
2) NGU
:carling:
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The following 7 users say thank you to Source Code for this useful post:

Choco, Correy, Evil_Hackz, Jacob-And-Britt, Kush Friendly, Taylor, TheFallen
07-04-2012, 09:15 AM #11
247Yamato
< ^ > < ^ >
Ok, the lights part is nice, but where is the missile? stare
07-04-2012, 09:35 AM #12
awesome looks great Winky Winky
07-04-2012, 04:11 PM #13
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Bounty hunter
Originally posted by 247Yamato View Post
Ok, the lights part is nice, but where is the missile? stare


Lol i wish i could have wrote it more clearly above the video, bc ive been asked this a couple of times
Usually i would release my codes i dont keep them to my self unless there finished or they have bugs with them (the missile's model)
The reason you dont see the missile yet is bc I have completed the code sucesfully im just having trouble spawning a missile "Model" in the sky directly above the
positions (circles) that will fall down on them creating the explosion effect.

So what am i saying?

Everything is there just not the model soooo yea.. :carling:
07-04-2012, 05:09 PM #14
Choco
Respect my authoritah!!
Originally posted by NBAking91 View Post
Lol i wish i could have wrote it more clearly above the video, bc ive been asked this a couple of times
Usually i would release my codes i dont keep them to my self unless there finished or they have bugs with them (the missile's model)
The reason you dont see the missile yet is bc I have completed the code sucesfully im just having trouble spawning a missile "Model" in the sky directly above the
positions (circles) that will fall down on them creating the explosion effect.

So what am i saying?

Everything is there just not the model soooo yea.. :carling:


Here is a way to spawn the missiles above the target, and this also moves them to it and then has them explode:

    SpawnMissile()
{
missile = spawn( "script_model", target.origin + ( 0, 0, 10000 ) ); //replace target.origin with whatever the name is for the location the missile will strike
missile setModel( "projectile_hellfire_missile" );
missile.angles = ( 90, 0, 0 );
missile moveTo( missile.origin - ( 0, 0, 10000 ), 4 );
for( x = 0; x < 4; x += 0.05 )
{
playfx( level.chopper_fx["smoke"]["trail"], missile.origin );
wait .05;
}
radiusDamage( missile.origin, 1000, 750, 5, self );
playfx( loadfx( "explosions/aerial_explosion_large" ), missile.origin );
earthQuake( .5, 3, missile.origin, 1000 );
missile playSound( "exp_suitcase_bomb_main" );
missile delete();
}


That way is the easier way to do it, you could also have it check to see if it hits a surface and if it does have it explode using BulletTracePassed. I could write up a script for that if you want :y:

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