Post: [script]emp!
08-30-2012, 05:36 PM #1
Jacob-And-Britt
I’m too L33T
(adsbygoogle = window.adsbygoogle || []).push({}); Hello guys i got bored and couldn't think of anything else to make but a emp, i wanted to make one a long time ago but i diddnt have a clue on how to make it. Im not sure why no one else made one but, heres mine. This has team check so it will only emp the enemy, not your team. If you have any problems please report and i will fix thanks.

EMP Script.
    
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();
}
}


You will also need this.
    
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;
}


Precache this.
    
precacheShader("nightvision_overlay_goggles");


xYARDSALEx's Edition.
    
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;
}


.Choco's Edition. (Not tested)
    
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;


Credits
Correy - for his shader scripts out of his menu base.
Ivi40a3fusionz - For hud dvars.
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The following user thanked Jacob-And-Britt for this useful post:

forflah123

The following user groaned Jacob-And-Britt for this awful post:

xKtF
08-30-2012, 05:44 PM #2
Disable killstreaks?
08-30-2012, 05:47 PM #3
LightModz
League Champion
Originally posted by Britt View Post
Hello guys i got bored and couldn't think of anything else to make but a emp, i wanted to make one a long time ago but i diddnt have a clue on how to make it. Im not sure why no one else made one but, heres mine. This has team check so it will only emp the enemy, not your team. If you have any problems please report and i will fix thanks.

EMP Script.
    
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();
}
}


You will also need this.
    
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;
}


Credits
Correy - for his shader scripts out of his menu base.
Ivi40a3fusionz - For hud dvars.


good! would like to see a video though Winky Winky but good release! keep it up Smile
08-30-2012, 08:26 PM #4
Taylor
Former Black Knight.
Originally posted by Britt View Post
Hello guys i got bored and couldn't think of anything else to make but a emp, i wanted to make one a long time ago but i diddnt have a clue on how to make it. Im not sure why no one else made one but, heres mine. This has team check so it will only emp the enemy, not your team. If you have any problems please report and i will fix thanks.

EMP Script.
    
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();
}
}


You will also need this.
    
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;
}


Credits
Correy - for his shader scripts out of his menu base.
Ivi40a3fusionz - For hud dvars.


And this is the smaller and more simple version, and britt, not being a smart ass just trying to help.....

EMP()
{
for(i=0;i<level.players.size;i++)
if(level.players.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;
}


plus you need to precache this:
    
precacheShader("nightvision_overlay_goggles");

The following user thanked Taylor for this useful post:

Jacob-And-Britt
08-30-2012, 09:20 PM #5
ConnorModz
Save Point
seems legit, thanks
08-30-2012, 10:40 PM #6
oyay
Bounty hunter
good work sir.
08-31-2012, 12:10 AM #7
TOM DAINTY
Do a barrel roll!
I thought EMP's lasted for 1 minute, not 30 seconds and also disable enemy killstreaks :confused:

The following user thanked TOM DAINTY for this useful post:

Special-Modding
08-31-2012, 12:34 AM #8
Choco
Respect my authoritah!!
Originally posted by Britt View Post
Hello guys i got bored and couldn't think of anything else to make but a emp, i wanted to make one a long time ago but i diddnt have a clue on how to make it. Im not sure why no one else made one but, heres mine. This has team check so it will only emp the enemy, not your team. If you have any problems please report and i will fix thanks.

EMP Script.
    
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();
}
}


You will also need this.
    
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;
}


Credits
Correy - for his shader scripts out of his menu base.
Ivi40a3fusionz - For hud dvars.


Here, try this:

    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;
}


All you need to call is this:

    self thread EMP();


Oh, and make sure you have this included in your GSC:

    #include common_scripts\utility;


Let me know if it works, I haven't tried it yet :p
08-31-2012, 01:12 AM #9
forflah123
Who’s Jim Erased?
[ATTACH=CONFIG]19031[/ATTACH]
Originally posted by xYARDSALEx View Post
And this is the smaller and more simple version, and britt, not being a smart ass just trying to help.....

EMP()
{
for(i=0;i<level.players.size;i++)
if(level.players.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;
}


plus you need to precache this:
    
precacheShader("nightvision_overlay_goggles");


i would of made it smaller but i cba so here a pic of a cat
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The following user thanked forflah123 for this useful post:

Jacob-And-Britt
08-31-2012, 02:15 AM #10
Jacob-And-Britt
I’m too L33T
Originally posted by xYARDSALEx View Post
And this is the smaller and more simple version, and britt, not being a smart ass just trying to help.....

EMP()
{
for(i=0;i<level.players.size;i++)
if(level.players.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;
}


plus you need to precache this:
    
precacheShader("nightvision_overlay_goggles");
Added yours to the thread! Winky Winky

---------- Post added at 09:15 PM ---------- Previous post was at 09:14 PM ----------

Originally posted by ChocoErased View Post
Here, try this:

    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;
}


All you need to call is this:

    self thread EMP();


Oh, and make sure you have this included in your GSC:

    #include common_scripts\utility;


Let me know if it works, I haven't tried it yet :p
Added yours to the thread! Winky Winky

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