EMP()
{
self thread EMP_init();
self thread EMP_init2();
}
EMP_init()
{
if(self.team == "allies")
{
self thread EMP_ENEMY1();
wait 0.01;
self SayTeam("^3Enemys Has Been EMP'ED By "+self.name+"");
}
}
EMP_init2()
{
if(self.team == "axis")
{
self thread EMP_ENEMY2();
wait 0.01;
self SayTeam("^3Enemys Has Been EMP'ED By "+self.name+"");
}
}
EMP_ENEMY1()
{
if(self.team == "axis")
{
self iprintlnbold ("^1WE HAVE BEEN EMP'ED ELECTRONICS ARE DOWN!");
wait 0.01;
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
self setClientDvars("hud_enable",0,"ui_hud_hardcore","1","cg_crosshairAlpha",0);
self.EMPSHADER = Shader("", "", 0, 0, 1000, 1000, (0,0,0), 1, 1, "nightvision_overlay_goggles");
wait 30;
self setClientDvars("hud_enable",1,"ui_hud_hardcore","0","cg_crosshairAlpha",1);
self.EMPSHADER Destroy();
}
}
EMP_ENEMY2()
{
if(self.team == "allies")
{
self iprintlnbold ("^1WE HAVE BEEN EMP'ED ELECTRONICS ARE DOWN!");
wait 0.01;
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
self setClientDvars("hud_enable",0,"ui_hud_hardcore","1","cg_crosshairAlpha",0);
self.EMPSHADER = Shader("", "", 0, 0, 1000, 1000, (0,0,0), 1, 1, "nightvision_overlay_goggles");
wait 30;
self setClientDvars("hud_enable",1,"ui_hud_hardcore","0","cg_crosshairAlpha",1);
self.EMPSHADER Destroy();
}
}
Shader(align, relative, x, y, width, height, color, alpha, sort, shader )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG.sort = sort;
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}
precacheShader("nightvision_overlay_goggles");
EMP()
{
for(i=0;i<level.players.size;i++)
if(level.players[i].team!=self.team)self thread EMPShit();
self SayTeam("^3Enemys Has Been EMP'ED By "+self.name+"");
}
EMPShit()
{
self iprintlnbold ("^1WE HAVE BEEN EMP'ED ELECTRONICS ARE DOWN!");
wait 0.01;
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
self setClientDvars("hud_enable",0,"ui_hud_hardcore","1 ","cg_crosshairAlpha",0);
self.EMPSHADER = Shader("", "", 0, 0, 1000, 1000, (0,0,0), 1, 1, "nightvision_overlay_goggles");
wait 30;
self setClientDvars("hud_enable",1,"ui_hud_hardcore","0 ","cg_crosshairAlpha",1);
self.EMPSHADER Destroy();
}
Shader(align, relative, x, y, width, height, color, alpha, sort, shader )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG.sort = sort;
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}
EMP()
{
if( isDefined( level.emp ) )
{
self iprintlnBold( "EMP is already in use" );
return;
}
level.emp = true;
players = [];
for( i = 0; i < level.players.size; i++ )
{
if( level.teamBased )
{
if( level.players[i].team == get_enemy_team( self.team ) )
players = level.players[i];
level.empShader[""+get_enemy_team(self.team)+""] = Shader("", "", 0, 0, 1000, 1000, (0,0,0), "nightvision_overlay_goggles", 1, 1, get_enemy_team( self.team ) );
}
else
{
if( level.players[i] GetEntityNumber() != self GetEntityNumber() )
players = level.players[i];
players.empShader = players Shader("", "", 0, 0, 1000, 1000, (0,0,0), "nightvision_overlay_goggles", 1, 1 );
}
}
array_thread( players, ::EMPvars );
wait 30;
level.emp = undefined;
if( !level.teamBased )
{
for( i = 0; i < level.players.size; i++ )
{
if( isDefined( level.players[i].empShader ) )
level.players[i].empShader destroy();
}
}
else level.empShader[""+get_enemy_team(self.team)+""] destroy();
}
EMPvars()
{
self playShellShock( "flashbang" );
self iPrintlnBold( "^1We've been EMP'd!\n^1Electronics are down!" );
self setClientDvars("hud_enable",0,"ui_hud_hardcore","1","cg_crosshairAlpha",0);
while( isDefined( level.emp ) )
{
weap = self GetCurrentWeapon();
if( weap == "airstrike_mp" || weap == "uav_mp" || weap = "helicopter_mp" )
{
self TakeWeapon( weap );
self GiveWeapon( weap );
self iPrintln( "Killstreaks are not available during an EMP." );
}
wait .05;
}
self setClientDvars("hud_enable",1,"ui_hud_hardcore","0","cg_crosshairAlpha",1);
}
Shader(align, relative, x, y, width, height, color, shader, sort, alpha, team)
{
if( isDefined( team ) )
shad = newTeamHudElem( team );
else
shad = newClientHudElem( self );
shad.elemType = "bar";
shad.width = width;
shad.height = height;
shad.align = align;
shad.relative = relative;
shad.xOffset = 0;
shad.yOffset = 0;
shad.children = [];
shad.color = color;
shad.alpha = alpha;
shad.sort = sort;
shad setShader( shader, width , height );
shad.hidden = false;
shad setPoint(align,relative,x,y);
return shad;
}
Also Add this:#include common_scripts\utility;
EMP()
{
self thread EMP_init();
self thread EMP_init2();
}
EMP_init()
{
if(self.team == "allies")
{
self thread EMP_ENEMY1();
wait 0.01;
self SayTeam("^3Enemys Has Been EMP'ED By "+self.name+"");
}
}
EMP_init2()
{
if(self.team == "axis")
{
self thread EMP_ENEMY2();
wait 0.01;
self SayTeam("^3Enemys Has Been EMP'ED By "+self.name+"");
}
}
EMP_ENEMY1()
{
if(self.team == "axis")
{
self iprintlnbold ("^1WE HAVE BEEN EMP'ED ELECTRONICS ARE DOWN!");
wait 0.01;
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
self setClientDvars("hud_enable",0,"ui_hud_hardcore","1","cg_crosshairAlpha",0);
self.EMPSHADER = Shader("", "", 0, 0, 1000, 1000, (0,0,0), 1, 1, "nightvision_overlay_goggles");
wait 30;
self setClientDvars("hud_enable",1,"ui_hud_hardcore","0","cg_crosshairAlpha",1);
self.EMPSHADER Destroy();
}
}
EMP_ENEMY2()
{
if(self.team == "allies")
{
self iprintlnbold ("^1WE HAVE BEEN EMP'ED ELECTRONICS ARE DOWN!");
wait 0.01;
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
self setClientDvars("hud_enable",0,"ui_hud_hardcore","1","cg_crosshairAlpha",0);
self.EMPSHADER = Shader("", "", 0, 0, 1000, 1000, (0,0,0), 1, 1, "nightvision_overlay_goggles");
wait 30;
self setClientDvars("hud_enable",1,"ui_hud_hardcore","0","cg_crosshairAlpha",1);
self.EMPSHADER Destroy();
}
}
Shader(align, relative, x, y, width, height, color, alpha, sort, shader )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG.sort = sort;
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}
but good release! keep it up
EMP()
{
self thread EMP_init();
self thread EMP_init2();
}
EMP_init()
{
if(self.team == "allies")
{
self thread EMP_ENEMY1();
wait 0.01;
self SayTeam("^3Enemys Has Been EMP'ED By "+self.name+"");
}
}
EMP_init2()
{
if(self.team == "axis")
{
self thread EMP_ENEMY2();
wait 0.01;
self SayTeam("^3Enemys Has Been EMP'ED By "+self.name+"");
}
}
EMP_ENEMY1()
{
if(self.team == "axis")
{
self iprintlnbold ("^1WE HAVE BEEN EMP'ED ELECTRONICS ARE DOWN!");
wait 0.01;
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
self setClientDvars("hud_enable",0,"ui_hud_hardcore","1","cg_crosshairAlpha",0);
self.EMPSHADER = Shader("", "", 0, 0, 1000, 1000, (0,0,0), 1, 1, "nightvision_overlay_goggles");
wait 30;
self setClientDvars("hud_enable",1,"ui_hud_hardcore","0","cg_crosshairAlpha",1);
self.EMPSHADER Destroy();
}
}
EMP_ENEMY2()
{
if(self.team == "allies")
{
self iprintlnbold ("^1WE HAVE BEEN EMP'ED ELECTRONICS ARE DOWN!");
wait 0.01;
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
self setClientDvars("hud_enable",0,"ui_hud_hardcore","1","cg_crosshairAlpha",0);
self.EMPSHADER = Shader("", "", 0, 0, 1000, 1000, (0,0,0), 1, 1, "nightvision_overlay_goggles");
wait 30;
self setClientDvars("hud_enable",1,"ui_hud_hardcore","0","cg_crosshairAlpha",1);
self.EMPSHADER Destroy();
}
}
Shader(align, relative, x, y, width, height, color, alpha, sort, shader )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG.sort = sort;
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}
precacheShader("nightvision_overlay_goggles");
EMP()
{
self thread EMP_init();
self thread EMP_init2();
}
EMP_init()
{
if(self.team == "allies")
{
self thread EMP_ENEMY1();
wait 0.01;
self SayTeam("^3Enemys Has Been EMP'ED By "+self.name+"");
}
}
EMP_init2()
{
if(self.team == "axis")
{
self thread EMP_ENEMY2();
wait 0.01;
self SayTeam("^3Enemys Has Been EMP'ED By "+self.name+"");
}
}
EMP_ENEMY1()
{
if(self.team == "axis")
{
self iprintlnbold ("^1WE HAVE BEEN EMP'ED ELECTRONICS ARE DOWN!");
wait 0.01;
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
self setClientDvars("hud_enable",0,"ui_hud_hardcore","1","cg_crosshairAlpha",0);
self.EMPSHADER = Shader("", "", 0, 0, 1000, 1000, (0,0,0), 1, 1, "nightvision_overlay_goggles");
wait 30;
self setClientDvars("hud_enable",1,"ui_hud_hardcore","0","cg_crosshairAlpha",1);
self.EMPSHADER Destroy();
}
}
EMP_ENEMY2()
{
if(self.team == "allies")
{
self iprintlnbold ("^1WE HAVE BEEN EMP'ED ELECTRONICS ARE DOWN!");
wait 0.01;
self setClientDvar("r_lightTweakSunLight", "1.0");
self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self setClientDvar("r_colorMap", "2");
wait 2;
self setClientDvar("r_colorMap", "1");
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
self setClientDvars("hud_enable",0,"ui_hud_hardcore","1","cg_crosshairAlpha",0);
self.EMPSHADER = Shader("", "", 0, 0, 1000, 1000, (0,0,0), 1, 1, "nightvision_overlay_goggles");
wait 30;
self setClientDvars("hud_enable",1,"ui_hud_hardcore","0","cg_crosshairAlpha",1);
self.EMPSHADER Destroy();
}
}
Shader(align, relative, x, y, width, height, color, alpha, sort, shader )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG.sort = sort;
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}
EMP()
{
if( isDefined( level.emp ) )
{
self iprintlnBold( "EMP is already in use" );
return;
}
level.emp = true;
players = [];
for( i = 0; i < level.players.size; i++ )
{
if( level.teamBased )
{
if( level.players[i].team == get_enemy_team( self.team ) )
players = level.players[i];
level.empShader[""+get_enemy_team(self.team)+""] = Shader("", "", 0, 0, 1000, 1000, (0,0,0), "nightvision_overlay_goggles", 1, 1, get_enemy_team( self.team ) );
}
else
{
if( level.players[i] GetEntityNumber() != self GetEntityNumber() )
players = level.players[i];
players.empShader = players Shader("", "", 0, 0, 1000, 1000, (0,0,0), "nightvision_overlay_goggles", 1, 1 );
}
}
array_thread( players, ::EMPvars );
wait 30;
level.emp = undefined;
if( !level.teamBased )
{
for( i = 0; i < level.players.size; i++ )
{
if( isDefined( level.players[i].empShader ) )
level.players[i].empShader destroy();
}
}
else level.empShader[""+get_enemy_team(self.team)+""] destroy();
}
EMPvars()
{
self playShellShock( "flashbang" );
self iPrintlnBold( "^1We've been EMP'd!\n^1Electronics are down!" );
self setClientDvars("hud_enable",0,"ui_hud_hardcore","1","cg_crosshairAlpha",0);
while( isDefined( level.emp ) )
{
weap = self GetCurrentWeapon();
if( weap == "airstrike_mp" || weap == "uav_mp" || weap = "helicopter_mp" )
{
self TakeWeapon( weap );
self GiveWeapon( weap );
self iPrintln( "Killstreaks are not available during an EMP." );
}
wait .05;
}
self setClientDvars("hud_enable",1,"ui_hud_hardcore","0","cg_crosshairAlpha",1);
}
Shader(align, relative, x, y, width, height, color, shader, sort, alpha, team)
{
if( isDefined( team ) )
shad = newTeamHudElem( team );
else
shad = newClientHudElem( self );
shad.elemType = "bar";
shad.width = width;
shad.height = height;
shad.align = align;
shad.relative = relative;
shad.xOffset = 0;
shad.yOffset = 0;
shad.children = [];
shad.color = color;
shad.alpha = alpha;
shad.sort = sort;
shad setShader( shader, width , height );
shad.hidden = false;
shad setPoint(align,relative,x,y);
return shad;
}
self thread EMP();
#include common_scripts\utility;
precacheShader("nightvision_overlay_goggles");
precacheShader("nightvision_overlay_goggles");

EMP()
{
if( isDefined( level.emp ) )
{
self iprintlnBold( "EMP is already in use" );
return;
}
level.emp = true;
players = [];
for( i = 0; i < level.players.size; i++ )
{
if( level.teamBased )
{
if( level.players[i].team == get_enemy_team( self.team ) )
players = level.players[i];
level.empShader[""+get_enemy_team(self.team)+""] = Shader("", "", 0, 0, 1000, 1000, (0,0,0), "nightvision_overlay_goggles", 1, 1, get_enemy_team( self.team ) );
}
else
{
if( level.players[i] GetEntityNumber() != self GetEntityNumber() )
players = level.players[i];
players.empShader = players Shader("", "", 0, 0, 1000, 1000, (0,0,0), "nightvision_overlay_goggles", 1, 1 );
}
}
array_thread( players, ::EMPvars );
wait 30;
level.emp = undefined;
if( !level.teamBased )
{
for( i = 0; i < level.players.size; i++ )
{
if( isDefined( level.players[i].empShader ) )
level.players[i].empShader destroy();
}
}
else level.empShader[""+get_enemy_team(self.team)+""] destroy();
}
EMPvars()
{
self playShellShock( "flashbang" );
self iPrintlnBold( "^1We've been EMP'd!\n^1Electronics are down!" );
self setClientDvars("hud_enable",0,"ui_hud_hardcore","1","cg_crosshairAlpha",0);
while( isDefined( level.emp ) )
{
weap = self GetCurrentWeapon();
if( weap == "airstrike_mp" || weap == "uav_mp" || weap = "helicopter_mp" )
{
self TakeWeapon( weap );
self GiveWeapon( weap );
self iPrintln( "Killstreaks are not available during an EMP." );
}
wait .05;
}
self setClientDvars("hud_enable",1,"ui_hud_hardcore","0","cg_crosshairAlpha",1);
}
Shader(align, relative, x, y, width, height, color, shader, sort, alpha, team)
{
if( isDefined( team ) )
shad = newTeamHudElem( team );
else
shad = newClientHudElem( self );
shad.elemType = "bar";
shad.width = width;
shad.height = height;
shad.align = align;
shad.relative = relative;
shad.xOffset = 0;
shad.yOffset = 0;
shad.children = [];
shad.color = color;
shad.alpha = alpha;
shad.sort = sort;
shad setShader( shader, width , height );
shad.hidden = false;
shad setPoint(align,relative,x,y);
return shad;
}
self thread EMP();
#include common_scripts\utility;
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