doEarthQuake()
{
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self waittill( "dpad_down" );
player = self;
nukeDistance = 5000;
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
nukeEnt setModel( "tag_origin" );
nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
player playsound( "nuke_explosion" ); // change this sound , if you want.
player playsound( "nuke_wave" ); //Change this sound , if you want.
PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin" );
afermathEnt = getEntArray( "mp_global_intermission", "classname" );
afermathEnt = afermathEnt[0];
up = anglestoup( afermathEnt.angles );
right = anglestoright( afermathEnt.angles );
earthquake( 0.6, 10, self.origin, 100000 ); // Change variables if you want have fun.
PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
level.nukeVisionInProgress = true;
visionSetNaked( "mpnuke", 3 ); // You could change this to default.
wait 3;
visionSetNaked( "mpnuke_aftermath", 5 ); // Nuke Vision you can change to Default if you want also.
wait 3;
level.nukeVisionInProgress = undefined;
AmbientStop(1);
}
doEarthQuake()
{
self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );
self waittill( "dpad_down" );
player = self;
nukeDistance = 5000;
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
nukeEnt setModel( "tag_origin" );
nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
player playsound( "nuke_explosion" ); // change this sound , if you want.
player playsound( "nuke_wave" ); //Change this sound , if you want.
PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin" );
afermathEnt = getEntArray( "mp_global_intermission", "classname" );
afermathEnt = afermathEnt[0];
up = anglestoup( afermathEnt.angles );
right = anglestoright( afermathEnt.angles );
earthquake( 0.6, 10, self.origin, 100000 ); // Change variables if you want have fun.
PlayFX( level._effect[ "nuke_aftermath" ], afermathEnt.origin, up, right );
level.nukeVisionInProgress = true;
visionSetNaked( "mpnuke", 3 ); // You could change this to default.
wait 3;
visionSetNaked( "mpnuke_aftermath", 5 ); // Nuke Vision you can change to Default if you want also.
wait 3;
level.nukeVisionInProgress = undefined;
AmbientStop(1);
}
. Anyway, as long as it wasn't posted off here he's not really doing anything wrong.
Copyright © 2026, NextGenUpdate.
All Rights Reserved.