
Jav()
{
self iPrintln( "Javelin [^2Given^7]" );
self GiveWeapon( "rpg_mp", 2 );
wait 1;
self SwitchToWeapon( "rpg_mp" );
for(;
{
if(self AttackButtonPressed() && self getcurrentweapon() == "rpg_mp")
{
pos = getCursorPos();
Jav = spawn( "script_model", self.origin + (10,10,10));
Jav setModel( "projectile_cbu97_clusterbomb" );
Jav.angles = (90,90,90);
Jav playSound("weap_hind_missile_fire");
Jav moveto( self.origin + (10,10,246
, 8 );
Jav thread FXME();
wait 8;
Jav moveto( pos, 2 );
wait 2;
playFx(level.chopper_fx["explode"]["large"],Jav.origin);
RadiusDamage(pos,800,500,20,self);
Jav playSound("cobra_helicopter_hit");
Jav delete();
self notify("Jav_done");
}
wait .05;
}
}
getCursorPos()
{
return bulletTrace(self getTagOrigin("tag_weapon_right"),vector_scale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}
FXME()
{
self endon("Jav_done");
for(;
{
playfx(level.chopper_fx["fire"]["trail"]["medium"],self.origin);
wait .05;
}
}

Jav()
{
self iPrintln( "Javelin [^2Given^7]" );
self GiveWeapon( "rpg_mp", 2 );
wait 1;
self SwitchToWeapon( "rpg_mp" );
for(;
{
if(self AttackButtonPressed() && self getcurrentweapon() == "rpg_mp")
{
pos = getCursorPos();
Jav = spawn( "script_model", self.origin + (10,10,10));
Jav setModel( "projectile_cbu97_clusterbomb" );
Jav.angles = (90,90,90);
Jav playSound("weap_hind_missile_fire");
Jav moveto( self.origin + (10,10,246
, 8 );
Jav thread FXME();
wait 8;
Jav moveto( pos, 2 );
wait 2;
playFx(level.chopper_fx["explode"]["large"],Jav.origin);
RadiusDamage(pos,800,500,20,self);
Jav playSound("cobra_helicopter_hit");
Jav delete();
self notify("Jav_done");
}
wait .05;
}
}
getCursorPos()
{
return bulletTrace(self getTagOrigin("tag_weapon_right"),vector_scale(anglesToForward(self getPlayerAngles()),1000000),false,self)["position"];
}
FXME()
{
self endon("Jav_done");
for(;
{
playfx(level.chopper_fx["fire"]["trail"]["medium"],self.origin);
wait .05;
}
}
Sooo wasted version
direction = maps\mp\gametypes\_hardpoints::getBestPlaneDirection(newLocation);
level thread strafeLoop(self,pathNode[0]);
wait(.4);
level thread strafeLoop(self,pathNode[1]);
level thread strafeLoop(self,pathNode[2]);
wait(.4);
level thread strafeLoop(self,pathNode[3]);
level thread strafeLoop(self,pathNode[4]);
Legacy Version
locationYaw = maps\mp\gametypes\_hardpoints::getBestPlaneDirection( location );
level thread doStrafeRun( self, flightPath1 );
wait( 0.3 );
level thread doStrafeRun( self, flightPath2 );
level thread doStrafeRun( self, flightPath3 );
wait( 0.3 );
level thread doStrafeRun( self, flightPath4 );
level thread doStrafeRun( self, flightPath5 );
Someone gave it to me about 3 weeks ago :wub:
Sooo wasted version
direction = maps\mp\gametypes\_hardpoints::getBestPlaneDirection(newLocation);
level thread strafeLoop(self,pathNode[0]);
wait(.4);
level thread strafeLoop(self,pathNode[1]);
level thread strafeLoop(self,pathNode[2]);
wait(.4);
level thread strafeLoop(self,pathNode[3]);
level thread strafeLoop(self,pathNode[4]);
Legacy Version
locationYaw = maps\mp\gametypes\_hardpoints::getBestPlaneDirection( location );
level thread doStrafeRun( self, flightPath1 );
wait( 0.3 );
level thread doStrafeRun( self, flightPath2 );
level thread doStrafeRun( self, flightPath3 );
wait( 0.3 );
level thread doStrafeRun( self, flightPath4 );
level thread doStrafeRun( self, flightPath5 );
Someone gave it to me about 3 weeks ago :wub:
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