Post: [RELEASE] Jericho Missile System v2
07-05-2012, 11:04 PM #1
Source Code
Bounty hunter
(adsbygoogle = window.adsbygoogle || []).push({}); As promised here is the Jericho Missile System v2 | Again Thanks To All The People Who Like This Happy

Note: The Original Code was created by me, but with the help of Vader, a new code was created that included missiles (the key to this script) which i finalized, in turn becoming the second installment of the Jericho Missile System
Big thanks to him for recreating this for me Smile

Features:
1)New Text Styles
2)Added 5 More Missiles
3)Script is completley customizable (model,speed,radius,explosion type,etc.)
4)Added More Things To Make It Look Nice
5)More Sounds
6)AND AS PROMISED MISSILE MODELS THAT TRACK THE CIRCLES Happy Happy Happy Happy Happy Happy
7)Changed to where 1 use is allowed then you must run the script again (makes it less over-powered)

Bugs:
As of this moment there is only one bug - The higher the speed of the missile the farther above its target it explodes but never the less it works so you might
have to mess around with some values to get it just right for you!

Video:


Thread This:
    
self thread JerichoV2();


Init This:
    
level.oldSchoolCircleYellow = loadFX( "misc/ui_pickup_available" );
level.oldSchoolCircleRed = loadFX( "misc/ui_pickup_unavailable" );
level.rpgeffect = loadfx("smoke/smoke_geotrail_rpg");
level.expbullt = loadfx("explosions/grenadeExp_concrete_1");
level.expbullit = loadfx("explosions/aerial_explosion_large");


Include This Where Your Placing The Script:
    
#include maps\mp\gametypes\_hud_message;


Code:
    
//This is a recreated version of NBAking91's Script, Made By x_DaftVader_x., finalized by NBAking91.
//Please Leave These Credits, Thanks Smile
JerichoV2() //Fire weapon to mark the targets
{
self thread ExitMenu();
weap = "deserteaglegold_mp";
self GiveWeapon(weap);
visionSetNaked("blacktest");
wait 0.4;
self switchToWeapon(weap);
wait 0.4;
visionSetNaked(getDvar("mapname"));
wait 0.2;
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage("^5JMV_02 Status: ^1[^2ONLINE^1]","^5Fire To Select Nodes (10)","rank_prestige10",(0,0,0),5);
setDvar("cg_laserforceon", "1");
self playsound("item_nightvision_on");
for(i=0;i<=9;i++)
{
self waittill("weapon_fired");
target=getcursorpos2();
x= markerfx(target, level.oldSchoolCircleYellow );
self thread jericoMissile(target,x);
}
{
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage("^5All Missile Paths Initialized Sir","^5Fire Your Weapon To Launch","rank_prestige10",(0,0,0),5);
self waittill("weapon_fired");
iprintln("Jerico Missiles Called in By ^2"+self.name);
self notify("fuckingBoom");
}
}
jericomissile(target,x)
{
self waittill("fuckingBoom");
x delete();
x= markerfx(target, level.oldschoolcirclered );
location= target+(0,3500,5000);
bomb = spawn("script_model",location );
bomb playsound("mp_ingame_summary");
bomb setModel("projectile_rpg7");
//other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
bomb.angles = bomb.angles+(90,90,90);
self.killCamEnt=bomb;
ground=target;
target = VectorToAngles(ground - bomb.origin );
bomb rotateto(target,0.01);
wait 0.01;
speed = 3000;
time = calc(speed,bomb.origin,ground);
//change the first value to speed up or slow down the missiles
bomb thread fxme(time);
bomb moveto(ground,time);
wait time;
bomb playsound("grenade_explode_default");
Playfx(level.expbullt,bomb.origin+(0,0,1) );
// change this explosion effect to whatever you use!
RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
bomb delete(); x delete();
self playsound("item_nightvision_off");
setDvar("cg_laserForceOn", "0");
wait 0.4;
self takeWeapon("deserteaglegold_mp");
}


Required Functions (Thanks to Vader) :
    
GetCursorPos()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(s elf getPlayerAngles()),1000000),false,self)["position"];
}
MarkerFX( groundpoint, fx )
{
effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
triggerFx( effect );

return effect;
}

fxme(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.rpgeffect,self,"tag_origin");
wait 0.2;
}
}


calc(speed,origin,moveTo)
{
return (distance(origin,moveTo)/speed);
}

GetCursorPos2()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(s elf getPlayerAngles()),1000000),false,self)["position"];
}

getnewPos(origin, radius)
{

pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
while(distanceSquared(pos, origin) > radius*radius)
pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);

return pos;
}



Credits:
.Choco - Menu / Some Feedback
x_DaftVader_x. - I wouldnt be posting this if it werent for him. He helped me make the missiles you see in the video, the man is truly a genious (BIG SHOUTOUT TO HIM) <3
NGU - My Family Winky Winky
(adsbygoogle = window.adsbygoogle || []).push({});

The following 12 users say thank you to Source Code for this useful post:

247Yamato, Amanda, Correy, DlBSY993, forflah123, JokerRey, Sagan, TOM DAINTY, Tony Stark, x_DaftVader_x
07-05-2012, 11:58 PM #2
Originally posted by NBAking91 View Post
As promised here is the Jericho Missile System v2 | Again Thanks To All The People Who Like This Happy

Note: The Original Code was created by me, but with the help of Vader, a new code was created that included missiles (the key to this script) which i finalized, in turn becoming the second installment of the Jericho Missile System
Big thanks to him for recreating this for me Smile

Features:
1)New Text Styles
2)Added 5 More Missiles
3)Script is completley customizable (model,speed,radius,explosion type,etc.)
4)Added More Things To Make It Look Nice
5)More Sounds
6)AND AS PROMISED MISSILE MODELS THAT TRACK THE CIRCLES Happy Happy Happy Happy Happy Happy
7)Changed to where 1 use is allowed then you must run the script again (makes it less over-powered)

Bugs:
As of this moment there is only one bug - The higher the speed of the missile the farther above its target it explodes but never the less it works so you might
have to mess around with some values to get it just right for you!

Video:


Thread This:
    
self thread JerichoV2();


Init This:
    
level.oldSchoolCircleYellow = loadFX( "misc/ui_pickup_available" );
level.oldSchoolCircleRed = loadFX( "misc/ui_pickup_unavailable" );
level.rpgeffect = loadfx("smoke/smoke_geotrail_rpg");
level.expbullt = loadfx("explosions/grenadeExp_concrete_1");
level.expbullit = loadfx("explosions/aerial_explosion_large");


Include This Where Your Placing The Script:
    
#include maps\mp\gametypes\_hud_message;


Code:
    
//This is a recreated version of NBAking91's Script, Made By x_DaftVader_x., finalized by NBAking91.
//Please Leave These Credits, Thanks Smile
JerichoV2() //Fire weapon to mark the targets
{
self thread ExitMenu();
weap = "deserteaglegold_mp";
self GiveWeapon(weap);
visionSetNaked("blacktest");
wait 0.4;
self switchToWeapon(weap);
wait 0.4;
visionSetNaked(getDvar("mapname"));
wait 0.2;
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage("^5JMV_02 Status: ^1[^2ONLINE^1]","^5Fire To Select Nodes (10)","rank_prestige10",(0,0,0),5);
setDvar("cg_laserforceon", "1");
self playsound("item_nightvision_on");
for(i=0;i<=9;i++)
{
self waittill("weapon_fired");
target=getcursorpos2();
x= markerfx(target, level.oldSchoolCircleYellow );
self thread jericoMissile(target,x);
}
{
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage("^5All Missile Paths Initialized Sir","^5Fire Your Weapon To Launch","rank_prestige10",(0,0,0),5);
self waittill("weapon_fired");
iprintln("Jerico Missiles Called in By ^2"+self.name);
self notify("fuckingBoom");
}
}
jericomissile(target,x)
{
self waittill("fuckingBoom");
x delete();
x= markerfx(target, level.oldschoolcirclered );
location= target+(0,3500,5000);
bomb = spawn("script_model",location );
bomb playsound("mp_ingame_summary");
bomb setModel("projectile_rpg7");
//other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
bomb.angles = bomb.angles+(90,90,90);
self.killCamEnt=bomb;
ground=target;
target = VectorToAngles(ground - bomb.origin );
bomb rotateto(target,0.01);
wait 0.01;
speed = 3000;
time = calc(speed,bomb.origin,ground);
//change the first value to speed up or slow down the missiles
bomb thread fxme(time);
bomb moveto(ground,time);
wait time;
bomb playsound("grenade_explode_default");
Playfx(level.expbullt,bomb.origin+(0,0,1) );
// change this explosion effect to whatever you use!
RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
bomb delete(); x delete();
self playsound("item_nightvision_off");
setDvar("cg_laserForceOn", "0");
wait 0.4;
self takeWeapon("deserteaglegold_mp");
}


Required Functions (Thanks to Vader) :
    
GetCursorPos()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(s elf getPlayerAngles()),1000000),false,self)["position"];
}
MarkerFX( groundpoint, fx )
{
effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
triggerFx( effect );

return effect;
}

fxme(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.rpgeffect,self,"tag_origin");
wait 0.2;
}
}


calc(speed,origin,moveTo)
{
return (distance(origin,moveTo)/speed);
}

GetCursorPos2()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(s elf getPlayerAngles()),1000000),false,self)["position"];
}

getnewPos(origin, radius)
{

pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
while(distanceSquared(pos, origin) > radius*radius)
pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);

return pos;
}



Credits:
.Choco - Menu / Some Feedback
x_DaftVader_x. - I wouldnt be posting this if it werent for him. He helped me make the missiles you see in the video, the man is truly a genious (BIG SHOUTOUT TO HIM) <3
NGU - My Family Winky Winky


Nice. Smile
................................
07-06-2012, 01:21 AM #3
Correy
I'm the Original
it looks pretty awesome, but i think there's too many shots/ locations added in my opinion.. however everything else is pretty good Happy
07-06-2012, 01:30 AM #4
Newelly
Can’t trickshot me!
Originally posted by NBAking91 View Post
...

Make it automatically lock on to the nearest target(s), instead of freezing everyone.
Originally posted by Correy View Post
...

I must also agree with Correy, you should add a timer per each shot for example:
each fire creates the missile alert which has a countdown of 3 seconds for example.

just a thought :love:

The following user thanked Newelly for this useful post:

Correy
07-06-2012, 01:40 AM #5
Looks Great Awesome face
07-06-2012, 02:28 AM #6
Source Code
Bounty hunter
Originally posted by Correy View Post
it looks pretty awesome, but i think there's too many shots/ locations added in my opinion.. however everything else is pretty good Happy


I just put 10 in for me but it can easily be changed, for(i=0;i<=9;i++) - just change "i<" to whatever you want 10 was for me. thats why i said in the thread that the script was completley customizable
i even put comments in showing people examples of things they could alter, but thanks for the feedback Smile

---------- Post added at 10:28 PM ---------- Previous post was at 10:23 PM ----------

Originally posted by LouisSimpson View Post
Make it automatically lock on to the nearest target(s), instead of freezing everyone.

I must also agree with Correy, you should add a timer per each shot for example:
each fire creates the missile alert which has a countdown of 3 seconds for example.

just a thought :love:


I didnt have to freeze them i just spawned bots and froze them to show that the missiles work in terms of killing Winky Winky

The following user thanked Source Code for this useful post:

Newelly
07-06-2012, 12:44 PM #7
247Yamato
< ^ > < ^ >
Nice video, I liked the first bombing Happy
07-06-2012, 04:57 PM #8
Originally posted by NBAking91 View Post
x_DaftVader_x. - the man is truly a genious


Haha, no , I'm just an idiot with too much time on his hands :ha!:

The following user thanked x_DaftVader_x for this useful post:

INSAN3LY_D34TH
07-06-2012, 05:01 PM #9
DlBSY993
There's 0nly 1..
Originally posted by NBAking91 View Post
As promised here is the Jericho Missile System v2 | Again Thanks To All The People Who Like This Happy

Note: The Original Code was created by me, but with the help of Vader, a new code was created that included missiles (the key to this script) which i finalized, in turn becoming the second installment of the Jericho Missile System
Big thanks to him for recreating this for me Smile

Features:
1)New Text Styles
2)Added 5 More Missiles
3)Script is completley customizable (model,speed,radius,explosion type,etc.)
4)Added More Things To Make It Look Nice
5)More Sounds
6)AND AS PROMISED MISSILE MODELS THAT TRACK THE CIRCLES Happy Happy Happy Happy Happy Happy
7)Changed to where 1 use is allowed then you must run the script again (makes it less over-powered)

Bugs:
As of this moment there is only one bug - The higher the speed of the missile the farther above its target it explodes but never the less it works so you might
have to mess around with some values to get it just right for you!

Video:


Thread This:
    
self thread JerichoV2();


Init This:
    
level.oldSchoolCircleYellow = loadFX( "misc/ui_pickup_available" );
level.oldSchoolCircleRed = loadFX( "misc/ui_pickup_unavailable" );
level.rpgeffect = loadfx("smoke/smoke_geotrail_rpg");
level.expbullt = loadfx("explosions/grenadeExp_concrete_1");
level.expbullit = loadfx("explosions/aerial_explosion_large");


Include This Where Your Placing The Script:
    
#include maps\mp\gametypes\_hud_message;


Code:
    
//This is a recreated version of NBAking91's Script, Made By x_DaftVader_x., finalized by NBAking91.
//Please Leave These Credits, Thanks Smile
JerichoV2() //Fire weapon to mark the targets
{
self thread ExitMenu();
weap = "deserteaglegold_mp";
self GiveWeapon(weap);
visionSetNaked("blacktest");
wait 0.4;
self switchToWeapon(weap);
wait 0.4;
visionSetNaked(getDvar("mapname"));
wait 0.2;
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage("^5JMV_02 Status: ^1[^2ONLINE^1]","^5Fire To Select Nodes (10)","rank_prestige10",(0,0,0),5);
setDvar("cg_laserforceon", "1");
self playsound("item_nightvision_on");
for(i=0;i<=9;i++)
{
self waittill("weapon_fired");
target=getcursorpos2();
x= markerfx(target, level.oldSchoolCircleYellow );
self thread jericoMissile(target,x);
}
{
self thread maps\mp\gametypes\_hud_message:GaspldNotifyMessage("^5All Missile Paths Initialized Sir","^5Fire Your Weapon To Launch","rank_prestige10",(0,0,0),5);
self waittill("weapon_fired");
iprintln("Jerico Missiles Called in By ^2"+self.name);
self notify("fuckingBoom");
}
}
jericomissile(target,x)
{
self waittill("fuckingBoom");
x delete();
x= markerfx(target, level.oldschoolcirclered );
location= target+(0,3500,5000);
bomb = spawn("script_model",location );
bomb playsound("mp_ingame_summary");
bomb setModel("projectile_rpg7");
//other models ("projectile_cbu97_clusterbomb"); or ( "projectile_rpg7" );
bomb.angles = bomb.angles+(90,90,90);
self.killCamEnt=bomb;
ground=target;
target = VectorToAngles(ground - bomb.origin );
bomb rotateto(target,0.01);
wait 0.01;
speed = 3000;
time = calc(speed,bomb.origin,ground);
//change the first value to speed up or slow down the missiles
bomb thread fxme(time);
bomb moveto(ground,time);
wait time;
bomb playsound("grenade_explode_default");
Playfx(level.expbullt,bomb.origin+(0,0,1) );
// change this explosion effect to whatever you use!
RadiusDamage(bomb.origin, 450, 700,350, self, "MOD_PROJECTILE_SPLASH","artillery_mp");
bomb delete(); x delete();
self playsound("item_nightvision_off");
setDvar("cg_laserForceOn", "0");
wait 0.4;
self takeWeapon("deserteaglegold_mp");
}


Required Functions (Thanks to Vader) :
    
GetCursorPos()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(s elf getPlayerAngles()),1000000),false,self)["position"];
}
MarkerFX( groundpoint, fx )
{
effect = spawnFx( fx, groundpoint, (0,0,1), (1,0,0) );
triggerFx( effect );

return effect;
}

fxme(time)
{
for(i=0;i<time;i++)
{
playFxOnTag(level.rpgeffect,self,"tag_origin");
wait 0.2;
}
}


calc(speed,origin,moveTo)
{
return (distance(origin,moveTo)/speed);
}

GetCursorPos2()
{
return BulletTrace(self getTagOrigin( "tag_weapon_right" ),maps\mp\_utility::vector_scale(anglestoforward(s elf getPlayerAngles()),1000000),false,self)["position"];
}

getnewPos(origin, radius)
{

pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);
while(distanceSquared(pos, origin) > radius*radius)
pos = origin + ((randomfloat(2)-1)*radius, (randomfloat(2)-1)*radius, 0);

return pos;
}



Credits:
.Choco - Menu / Some Feedback
x_DaftVader_x. - I wouldnt be posting this if it werent for him. He helped me make the missiles you see in the video, the man is truly a genious (BIG SHOUTOUT TO HIM) <3
NGU - My Family Winky Winky


I think you should take full advantage of this video..

07-06-2012, 05:52 PM #10
Source Code
Bounty hunter
Originally posted by DlBSY993 View Post
I think you should take full advantage of this video..



Dude im like the biggest iron man nerd ever its like my favorite movie and i never mentioned it for someone reason but the jericho missile from iron man inspired me to maake these Happy
And if you did see the iron man suit function under JMV_V2 in the menu, That's actually real im creating a huge Heads Up Display (Jarvis) that will display things like health ammo current weapon
things like that and its going to have a lot of weapons the first is already complete. I just cant wait to show everyone Happy

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