Post: Release: Nuke AT4!!
10-10-2010, 11:26 PM #1
EliteMossy
TheDigitalBoard.com
(adsbygoogle = window.adsbygoogle || []).push({}); Here is the code for my Nuke AT-4

It is 100% written by me. You will NOT find this anywhere else on the interweb.

Originally posted by another user
funcAT4Nuke()
{//DO NOT REMOVE THE COMMENTS.
//(C)2010 EliteMossy
self endon ( "disconnect" );
self endon ( "death" );
self iPrintln( "^3Nuke AT4 Ready" );
for(;Winky Winky
{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "at4_mp" ) {
if ( level.teambased )
thread teamPlayerCardSplash( "used_nuke", self, self.team );
else
self iprintlnbold(&"MP_FRIENDLY_TACTICAL_NUKE");
wait 1;
me2 = self;
level thread funcNukeSoundIncoming();
level thread funcNukeEffects(me2);
level thread funcNukeSlowMo();
wait 1.5;
foreach( player in level.players )
{
if (player.name != me2.name)
if ( isAlive( player ) )
player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( me2, me2, 999999, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
}
wait .1;
level notify ( "done_nuke2" );
self suicide();

}
}
}

funcNukeSlowMo()
{//Made by EliteMossy
level endon ( "done_nuke2" );
setSlowMotion( 1.0, 0.25, 0.5 );
}

funcNukeEffects(me2)
{//Made by EliteMossy
level endon ( "done_nuke2" );

foreach( player in level.players )
{
player thread FixSlowMo(player);
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );

nukeDistance = 100;

nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
nukeEnt setModel( "tag_origin" );
nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );

nukeEnt thread funcNukeEffect( player );
player.nuked = true;
}
}

FixSlowMo(player)
{//Made by EliteMossy
player endon("disconnect");
player waittill("death");
setSlowMotion( 0.25, 1, 2.0 );
}

funcNukeEffect( player )
{//Made by EliteMossy
player endon( "death" );
waitframe();
PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
}

funcNukeSoundIncoming()
{ //Made by EliteMossy
level endon ( "done_nuke2" );
foreach( player in level.players )
{
player playlocalsound( "nuke_incoming" );
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
}


Have fun Smile


Originally posted by AlabamaHit View Post
You will see the code other places. just maybe not typed the same "Wording".

You just took from se7en sins(most likely sites)

Used someone elses code on how to shoot "Nuke bullets" and put your stuff on it.


You are seriously fooling most on here, but there are a few of us on here that know that you are just ripping off codes and claiming them as yours.

The only original maybe is the "name of fucntions" and such.

But shooting nuke bullets is very far from Your code.



OK, ACCORDING TO SOME PEOPLE THIS IS BASED ON SHOOTING NUKE BULLETS CODE. IF SOMEONE FINDS THE CODE THAT IS SIMILAR TO MINE THEN YOU CAN ALL PROVE ME WRONG.
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The following 16 users say thank you to EliteMossy for this useful post:

Alfa, Blackstorm, Cyrious, DEREKTROTTER, fluffyTHEnutsak, Gendjisan, ILovePie24!!, lilkiller6009, LOL CAT, RiDiCuL0uSs, Spazz-Killa, Stejzz, Sticker522, Th3RedEye, TRANCE_KING95, zaaheef
10-10-2010, 11:47 PM #11
Originally posted by EliteMossy View Post
Here is the code for my Nuke AT-4

It is 100% written by me. You will NOT find this anywhere else on the interweb.



Have fun Smile


im showing some apreciation for your hardwork good job and keep it up Smile
10-10-2010, 11:48 PM #12
DEREKTROTTER
You're Goddamn Right
Originally posted by EliteMossy View Post
You said, Its in the Unkn0wns. Hinting that i some how ripped it from a non-released patch.


firstly, i said thanks :y:

i mentioned TheUnkn0wn because ive seen him have it in his patch, and you said we wont see this anywhere else :rolleyes:
10-10-2010, 11:49 PM #13
EliteMossy
TheDigitalBoard.com
Originally posted by DEREKTROTTER View Post
firstly, i said thanks :y:

i mentioned TheUnkn0wn because ive seen him have it in his patch, and you said we wont see this anywhere else :rolleyes:


I was hinting at the code, you wont see it anywhere else Smile
10-10-2010, 11:50 PM #14
Rowdy
Banned
Originally posted by EliteMossy View Post
Here is the code for my Nuke AT-4

It is 100% written by me. You will NOT find this anywhere else on the interweb.

Originally posted by another user
funcAT4Nuke()
{//DO NOT REMOVE THE COMMENTS.
//(C)2010 EliteMossy
self endon ( "disconnect" );
self endon ( "death" );
self iPrintln( "^3Nuke AT4 Ready" );
for(;
{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "at4_mp" ) {
if ( level.teambased )
thread teamPlayerCardSplash( "used_nuke", self, self.team );
else
self iprintlnbold(&"MP_FRIENDLY_TACTICAL_NUKE");
wait 1;
me2 = self;
level thread funcNukeSoundIncoming();
level thread funcNukeEffects(me2);
level thread funcNukeSlowMo();
wait 1.5;
foreach( player in level.players )
{
if (player.name != me2.name)
if ( isAlive( player ) )
player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapp er( me2, me2, 999999, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
}
wait .1;
level notify ( "done_nuke2" );
self suicide();

}
}
}

funcNukeSlowMo()
{//Made by EliteMossy
level endon ( "done_nuke2" );
setSlowMotion( 1.0, 0.25, 0.5 );
}

funcNukeEffects(me2)
{//Made by EliteMossy
level endon ( "done_nuke2" );

foreach( player in level.players )
{
player thread FixSlowMo(player);
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );

nukeDistance = 100;

nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
nukeEnt setModel( "tag_origin" );
nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );

nukeEnt thread funcNukeEffect( player );
player.nuked = true;
}
}

FixSlowMo(player)
{//Made by EliteMossy
player endon("disconnect");
player waittill("death");
setSlowMotion( 0.25, 1, 2.0 );
}

funcNukeEffect( player )
{//Made by EliteMossy
player endon( "death" );
waitframe();
PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
}

funcNukeSoundIncoming()
{ //Made by EliteMossy
level endon ( "done_nuke2" );
foreach( player in level.players )
{
player playlocalsound( "nuke_incoming" );
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
}


Have fun Smile


Originally posted by DEREKTROTTER View Post
LOL WTF

you posted it like 10 mins ago, you cant expect anyone to come in and nominate you thread.

I would thank but out of rep.

Thats just childish


dont worry its in my post incase he does remove it lolz.
10-10-2010, 11:51 PM #15
EliteMossy
TheDigitalBoard.com
Originally posted by Go
dont worry its in my post incase he does remove it lolz.


Don't go copying and pasting my code.
10-10-2010, 11:53 PM #16
Rowdy
Banned
Originally posted by EliteMossy View Post
Don't go copying and pasting my code.


no i just posted it in my quote just incase what derek says
10-11-2010, 12:06 AM #17
little_legz
SleepinIsCheatin
Originally posted by EliteMossy View Post
Don't go copying and pasting my code.


How else are you expecting people to get the code their patches ?

Here it is if anyone missed it or incase he removes it again Smile

    
funcAT4Nuke()
{//DO NOT REMOVE THE COMMENTS.
//(C)2010 EliteMossy
self endon ( "disconnect" );
self endon ( "death" );
self iPrintln( "^3Nuke AT4 Ready" );
for(;
{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "at4_mp" ) {
if ( level.teambased )
thread teamPlayerCardSplash( "used_nuke", self, self.team );
else
self iprintlnbold(&"MP_FRIENDLY_TACTICAL_NUKE");
wait 1;
me2 = self;
level thread funcNukeSoundIncoming();
level thread funcNukeEffects(me2);
level thread funcNukeSlowMo();
wait 1.5;
foreach( player in level.players )
{
if (player.name != me2.name)
if ( isAlive( player ) )
player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapp er( me2, me2, 999999, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
}
wait .1;
level notify ( "done_nuke2" );
self suicide();

}
}
}

funcNukeSlowMo()
{//Made by EliteMossy
level endon ( "done_nuke2" );
setSlowMotion( 1.0, 0.25, 0.5 );
}

funcNukeEffects(me2)
{//Made by EliteMossy
level endon ( "done_nuke2" );

foreach( player in level.players )
{
player thread FixSlowMo(player);
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );

nukeDistance = 100;

nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
nukeEnt setModel( "tag_origin" );
nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );

nukeEnt thread funcNukeEffect( player );
player.nuked = true;
}
}

FixSlowMo(player)
{//Made by EliteMossy
player endon("disconnect");
player waittill("death");
setSlowMotion( 0.25, 1, 2.0 );
}

funcNukeEffect( player )
{//Made by EliteMossy
player endon( "death" );
waitframe();
PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
}

funcNukeSoundIncoming()
{ //Made by EliteMossy
level endon ( "done_nuke2" );
foreach( player in level.players )
{
player playlocalsound( "nuke_incoming" );
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
}


Just thought I'd post it and take the piss Happy

The following 2 users say thank you to little_legz for this useful post:

Big Poppa Bren, Perfekt
10-11-2010, 12:42 AM #18
AlabamaHit
ROLL TIDE!!!
You will see the code other places. just maybe not typed the same "Wording".

You just took from se7en sins(most likely sites)

Used someone elses code on how to shoot "Nuke bullets" and put your stuff on it.


You are seriously fooling most on here, but there are a few of us on here that know that you are just ripping off codes and claiming them as yours.

The only original maybe is the "name of fucntions" and such.

But shooting nuke bullets is very far from Your code.

The following user thanked AlabamaHit for this useful post:

hunter12
10-11-2010, 01:00 AM #19
EliteMossy
TheDigitalBoard.com
Originally posted by AlabamaHit View Post
You will see the code other places. just maybe not typed the same "Wording".

You just took from se7en sins(most likely sites)

Used someone elses code on how to shoot "Nuke bullets" and put your stuff on it.


You are seriously fooling most on here, but there are a few of us on here that know that you are just ripping off codes and claiming them as yours.

The only original maybe is the "name of fucntions" and such.

But shooting nuke bullets is very far from Your code.



This code is nothing like shooting Nuke Bullets.

Go on mister clever, find this code elsewhere!

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