Post: [RELEASE] Jeff's Custom Written Kamikaze Bomber
09-30-2010, 06:19 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); only call in dokamikazebomber guys

this code allows you to do 2 new things you couldn't before

1) edit the range and dmg of the explosion

2) it lets you select the location you call it in with the ulity strike screen (as in like precision airstrike)

hope you guys enjoy, please +rep and thanks if you like my work Smile

    doKamikazeBomber()
{
self endon ( "death" );
self endon( "disconnect" );

//Damage Settings//
range = 1000;
maxdamage = 999;
mindamage = 1;
//* ---- *//

self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );

for(;Winky Winky
{
self waittill("dpad_down");

self beginLocationselection( "map_artillery_selector", false, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self endLocationselection();
self.selectingLocation = undefined;

self iPrintlnBold("^1ZOMG JEFF'S FLYING AGAIN");
Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );
Kamikaze setModel( "vehicle_mig29_desert" );
Location = newLocation;
Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
Kamikaze.angles = Angles;
Kamikaze playLoopSound( "veh_b2_dist_loop" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_left" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_right" );
wait( 0.15 );
playFxontag( level.harrier_smoke, self, "tag_engine_left2" );
playFxontag( level.harrier_smoke, self, "tag_engine_right2" );
playFxOnTag( level.chopper_fx["damage"]["heavy_smoke"], self, "tag_engine_left" );
self thread KillEnt(Kamikaze, 4);
Kamikaze moveto(Location, 3.9);
wait 3.8;
Kamikaze playsound( "nuke_explosion" );
wait .2;
level._effect[ "cloud" ] = loadfx( "explosions/emp_flash_mp" );
playFx( level._effect[ "cloud" ], Kamikaze.origin+(0,0,200));
Kamikaze playSound( "harrier_jet_crash" );
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin);
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(200,0,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,200,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(200,200,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,200));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(200,0,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(0,200,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(200,200,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,400));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(100,0,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,100,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(100,100,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,100));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(100,0,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(0,100,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(100,100,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,100));
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
RadiusDamage( Kamikaze.origin, range, maxdamage, mindamage, self );
}
}

KillEnt( ent, time )
{
wait time;
ent delete();
}
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The following 2 users say thank you to jeffadkins51 for this useful post:

gola, OXx_Cut_xXO
09-30-2010, 07:00 PM #2
XNihiloNihilFit
ᴻᴼᵀᴴᴵᴺᴳ Ɔᴼᴹᴲƶ ᶂᴿᴼᴹ ᴻᴼᵀᴴᴵᴺ
Might use this when i update my patch.
10-01-2010, 12:57 AM #3
im bumping this so ppl who only look on first page see it, i really like the way i did this and hopefully you will too once i bump it and you see it lol
10-01-2010, 01:23 AM #4
192.168.1.1
Slave of the sky.
Lemme give you a little bump back to the top loll I kinda wanna see this in some patches, I've been in a patch with this option already, it was pretty cool Smile
10-01-2010, 01:28 AM #5
CHAOZ
Banned
Originally posted by jeffadkins51 View Post
only call in dokamikazebomber guys

this code allows you to do 2 new things you couldn't before

1) edit the range and dmg of the explosion

2) it lets you select the location you call it in with the ulity strike screen (as in like precision airstrike)

hope you guys enjoy, please +rep and thanks if you like my work Smile

    doKamikazeBomber()
{
self endon ( "death" );
self endon( "disconnect" );

//Damage Settings//
range = 1000;
maxdamage = 999;
mindamage = 1;
//* ---- *//

self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );

for(;Winky Winky
{
self waittill("dpad_down");

self beginLocationselection( "map_artillery_selector", false, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self endLocationselection();
self.selectingLocation = undefined;

self iPrintlnBold("^1ZOMG JEFF'S FLYING AGAIN");
Kamikaze = spawn("script_model", self.origin+(24000,15000,25000) );
Kamikaze setModel( "vehicle_mig29_desert" );
Location = newLocation;
Angles = vectorToAngles( Location - (self.origin+(8000,5000,10000)));
Kamikaze.angles = Angles;
Kamikaze playLoopSound( "veh_b2_dist_loop" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_left" );
playFxOnTag( level.harrier_smoke, self, "tag_engine_right" );
wait( 0.15 );
playFxontag( level.harrier_smoke, self, "tag_engine_left2" );
playFxontag( level.harrier_smoke, self, "tag_engine_right2" );
playFxOnTag( level.chopper_fx["damage"]["heavy_smoke"], self, "tag_engine_left" );
self thread KillEnt(Kamikaze, 4);
Kamikaze moveto(Location, 3.9);
wait 3.8;
Kamikaze playsound( "nuke_explosion" );
wait .2;
level._effect[ "cloud" ] = loadfx( "explosions/emp_flash_mp" );
playFx( level._effect[ "cloud" ], Kamikaze.origin+(0,0,200));
Kamikaze playSound( "harrier_jet_crash" );
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin);
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(200,0,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,200,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(200,200,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,200));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(200,0,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(0,200,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(200,200,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,400));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(100,0,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,100,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(100,100,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,100));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(100,0,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(0,100,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin-(100,100,0));
playFX(level.chopper_fx["explode"]["medium"], Kamikaze.origin+(0,0,100));
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
RadiusDamage( Kamikaze.origin, range, maxdamage, mindamage, self );
}
}

KillEnt( ent, time )
{
wait time;
ent delete();
}



Please don't take credit for this.

As it has been released on Se7en Sins over a week ago.

Thanks.
10-01-2010, 01:31 AM #6
i wish i could use this but i cant lolHappy
10-01-2010, 05:01 AM #7
no dude kamikaze was released, this version i wrote myself and i added radius and dmg variables and artillery selector O_O

The following user thanked jeffadkins51 for this useful post:

IDontbreak
10-01-2010, 02:50 PM #8
IDontbreak
Cake is a lie
This goes in missions.gsc Right
10-01-2010, 03:59 PM #9
it goes wherever you want it

altho if your patch already has kamikaze bomber you have to find it and replace it with mine

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