Post: [SCRIPTS] Freeze Bomber/Napalm Strike
07-07-2012, 06:18 PM #1
Choco
Respect my authoritah!!
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This section has been dying a bit lately so I thought I would release these scripts. No videos for now, but you can feel free to record them.


Put these under init():

    level.napalm = false;
level.bombing = false;



First script is going to be the "Freeze Bomber", a plane that flies over the target dropping a bomb that explodes and freezes all enemy players within it's radius for 5 seconds, then slowly unfreezes them:

    FreezeBomber()
{
if(level.bombing)
{
self iPrintln("Freeze Bomber is already in use!");
return;
}
level.bombing = true;
self beginLocationselection("map_artillery_selector",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
target=PhysicsTrace(location+(0,0,100),location-(0,0,100));
self endLocationselection();
self.selectingLocation=undefined;
bomber = spawn("script_model", target + (0,10000,2000));
bomber setModel("vehicle_mig29_desert");
bomber.angles = (0,-90,0);
bomber playLoopSound("veh_mig29_sonic_boom");
bomber thread SmokeTrails();
bomber moveTo(target + (0,-10000,2000), Cool Man (aka Tustin);
wait 3.2;
bomb = spawn("script_model", bomber.origin);
bomb setModel("projectile_cbu97_clusterbomb");
bomb.angles = (0,-90,0);
bomb thread MoveAndExplode(self);
wait 5.2;
level notify("bomber_complete");
bomber stopLoopSound();
bomber delete();
level.bombing = false;
}
MoveAndExplode(player)
{
level endon("bomber_complete");
for(;Winky Winky
{
if(bulletTracePassed(self.origin,self.origin+(0,-50,-50),false,undefined))
self moveTo(self.origin + (0,-50,-50),0.01);

else
{
radiusDamage(self.origin, 1000, 30, 30, player);
for( x = 0; x < level.players.size; x++ )
{
if(level.players[x].pers["team"] != player.pers["team"] && level.teamBased)
level.players[x] thread FreezeRadius();

else if(level.players[x].name != player.name) level.players[x] thread FreezeRadius(self.origin);
}
self playSound("exp_suitcase_bomb_main");
self delete();
return;
}
wait .01;
}
}
FreezeRadius(FreezeOrg)
{
self endon("disconnect");
self endon("death");
if(distance(self.origin,FreezeOrg <= 500))
{
self freezeControls(true);
self ShellShock("flashbang");
wait 5;
self freezeControls(false);
for( x = 0.1; x <= 1; x+=0.1 )
{
self setMoveSpeedScale(x);
wait .5;
}
}
}


Second script is a napalm strike, pretty much like the one from black ops:

    NapalmStrike()
{
if(level.napalm)
{
self iPrintln("Napalm in use!");
return;
}
level.napalm = true;
self beginLocationselection("map_artillery_selector",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
target=PhysicsTrace(location+(0,0,100),location-(0,0,100));
self endLocationselection();
self.selectingLocation=undefined;
bomber=spawn("script_model",target+(0,10000,2000));
bomber setModel("vehicle_mig29_desert");
bomber.angles=(0,-90,0);
bomber moveTo(bomber.origin+(0,-20000,0),8.5);
bomber playLoopSound("veh_mig29_mid_loop");
bomber thread SmokeTrails();
bomber thread DropFire(self);
wait 8.5;
bomber delete();
bomber stopLoopSound();
level notify("done_napalm");
level.napalm = false;
}
DropFire(player)
{
level endon("done_napalm");
for(;Winky Winky
{
for(x=0;x<3;x++){
fire[x] = spawn("script_model",self.origin+(0,x*25,0));
fire[x].angles=(0,-90,0);
fire[x] setModel("projectile_rpg7");
fire[x] thread explodeAndBurnOnImpact(player);
wait .025;}
}
}
explodeAndBurnOnImpact(player)
{
for(;Winky Winky
{
if(bulletTracePassed(self.origin,self.origin+(0,-50,-50),false,undefined))
self moveTo(self.origin+(0,-50,-50),0.01);

else
{
if(bulletTracePassed(self.origin,self.origin+(0,-30,-30),false,undefined))
{
self moveTo(self.origin+(0,-25,-25),0.01);
wait .01;
}
self thread FireFx(self.origin,player);
self delete();
break;
}
wait .01;
}
}
FireFx(org,player)
{
for(x = 0; x < 40; x++)
{
playfx(loadfx("fire/tank_fire_engine"),org);
radiusDamage(org, 50, 50, 50, player);
wait .5;
}
}


You will need this script for both of these mods:

    SmokeTrails()
{
level endon("done_napalm");
level endon("bomber_complete");
for(;Winky Winky
{
playfx(level.chopper_fx["smoke"]["trail"],self.origin);
wait .01;
}
}




That's all for now, enjoy Smile
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The following 9 users say thank you to Choco for this useful post:

aerosoul94, codybenti, Harry, INSAN3LY_D34TH, IVI40A3Fusionz, Jacob-And-Britt, Taylor, TOM DAINTY
08-19-2012, 06:25 AM #11
Originally posted by ChocoErased View Post
Hey guys,

This section has been dying a bit lately so I thought I would release these scripts. No videos for now, but you can feel free to record them.


Put these under init():

    level.napalm = false;
level.bombing = false;



First script is going to be the "Freeze Bomber", a plane that flies over the target dropping a bomb that explodes and freezes all enemy players within it's radius for 5 seconds, then slowly unfreezes them:

    FreezeBomber()
{
if(level.bombing)
{
self iPrintln("Freeze Bomber is already in use!");
return;
}
level.bombing = true;
self beginLocationselection("map_artillery_selector",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
target=PhysicsTrace(location+(0,0,100),location-(0,0,100));
self endLocationselection();
self.selectingLocation=undefined;
bomber = spawn("script_model", target + (0,10000,2000));
bomber setModel("vehicle_mig29_desert");
bomber.angles = (0,-90,0);
bomber playLoopSound("veh_mig29_sonic_boom");
bomber thread SmokeTrails();
bomber moveTo(target + (0,-10000,2000), Cool Man (aka Tustin);
wait 3.2;
bomb = spawn("script_model", bomber.origin);
bomb setModel("projectile_cbu97_clusterbomb");
bomb.angles = (0,-90,0);
bomb thread MoveAndExplode(self);
wait 5.2;
level notify("bomber_complete");
bomber stopLoopSound();
bomber delete();
level.bombing = false;
}
MoveAndExplode(player)
{
level endon("bomber_complete");
for(;Winky Winky
{
if(bulletTracePassed(self.origin,self.origin+(0,-50,-50),false,undefined))
self moveTo(self.origin + (0,-50,-50),0.01);

else
{
radiusDamage(self.origin, 1000, 30, 30, player);
for( x = 0; x < level.players.size; x++ )
{
if(level.players[x].pers["team"] != player.pers["team"] && level.teamBased)
level.players[x] thread FreezeRadius();

else if(level.players[x].name != player.name) level.players[x] thread FreezeRadius(self.origin);
}
self playSound("exp_suitcase_bomb_main");
self delete();
return;
}
wait .01;
}
}
FreezeRadius(FreezeOrg)
{
self endon("disconnect");
self endon("death");
if(distance(self.origin,FreezeOrg <= 500))
{
self freezeControls(true);
self ShellShock("flashbang");
wait 5;
self freezeControls(false);
for( x = 0.1; x <= 1; x+=0.1 )
{
self setMoveSpeedScale(x);
wait .5;
}
}
}


Second script is a napalm strike, pretty much like the one from black ops:

    NapalmStrike()
{
if(level.napalm)
{
self iPrintln("Napalm in use!");
return;
}
level.napalm = true;
self beginLocationselection("map_artillery_selector",level.artilleryDangerMaxRadius*1.2);
self.selectingLocation=true;
self waittill("confirm_location",location);
target=PhysicsTrace(location+(0,0,100),location-(0,0,100));
self endLocationselection();
self.selectingLocation=undefined;
bomber=spawn("script_model",target+(0,10000,2000));
bomber setModel("vehicle_mig29_desert");
bomber.angles=(0,-90,0);
bomber moveTo(bomber.origin+(0,-20000,0),8.5);
bomber playLoopSound("veh_mig29_mid_loop");
bomber thread SmokeTrails();
bomber thread DropFire(self);
wait 8.5;
bomber delete();
bomber stopLoopSound();
level notify("done_napalm");
level.napalm = false;
}
DropFire(player)
{
level endon("done_napalm");
for(;Winky Winky
{
for(x=0;x<3;x++){
fire[x] = spawn("script_model",self.origin+(0,x*25,0));
fire[x].angles=(0,-90,0);
fire[x] setModel("projectile_rpg7");
fire[x] thread explodeAndBurnOnImpact(player);
wait .025;}
}
}
explodeAndBurnOnImpact(player)
{
for(;Winky Winky
{
if(bulletTracePassed(self.origin,self.origin+(0,-50,-50),false,undefined))
self moveTo(self.origin+(0,-50,-50),0.01);

else
{
if(bulletTracePassed(self.origin,self.origin+(0,-30,-30),false,undefined))
{
self moveTo(self.origin+(0,-25,-25),0.01);
wait .01;
}
self thread FireFx(self.origin,player);
self delete();
break;
}
wait .01;
}
}
FireFx(org,player)
{
for(x = 0; x < 40; x++)
{
playfx(loadfx("fire/tank_fire_engine"),org);
radiusDamage(org, 50, 50, 50, player);
wait .5;
}
}


You will need this script for both of these mods:

    SmokeTrails()
{
level endon("done_napalm");
level endon("bomber_complete");
for(;Winky Winky
{
playfx(level.chopper_fx["smoke"]["trail"],self.origin);
wait .01;
}
}




That's all for now, enjoy Smile

i keep getting bad syntax on ps3 and im putting all the code where you say

The following user thanked xxKILLALLMW2xx for this useful post:

247Yamato
08-19-2012, 05:57 PM #12
Choco
Respect my authoritah!!
Originally posted by tbwot View Post
i keep getting bad syntax on ps3 and im putting all the code where you say


It works right. I and several others have tested it.

Are you sure you're copying everything right?
08-19-2012, 06:40 PM #13
Originally posted by ChocoErased View Post
It works right. I and several others have tested it.

Are you sure you're copying everything right?

Yeah does in matter im on ps3 and the menu im using
09-04-2012, 01:04 AM #14
:HIGH:
You talkin to me?
this looks nice but were is the video to see it ?? stare
10-09-2012, 03:47 PM #15
Ibemobbin
Do a barrel roll!
thanks it works fine i havent laged yet

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