Post: Zombies Kamikaze Bomber error
10-23-2010, 01:30 AM #1
Cyborg Ninja
PS3 Security FtW !
(adsbygoogle = window.adsbygoogle || []).push({}); Hi if anybody can help i have a problem heres the code: jeffs Kamakasi bomber

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

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

for(;Winky Winky
{

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 );
self thread dobomb();
}
}



However im trying to encorparate this into a zombie menu.

Got it to work however it loops once bought Press x then drop on target once done shows artillery map again. Any Suggestions tried creating this variable.


    }
dobomb()
{
if(self.bomb == 1)
{
self.bomb = 0;
}
}




And heres my menu code.


    if(self.menu == 7){
if(self.bounty >= level.itemCost["Bomber"]){
self.bounty -= level.itemCost["Bomber"];
if(self.bomb == 0){
self iPrintlnBold("^1Press [{+gostand}] To Use");
self notifyOnPlayerCommand( "buttonx", "+gostand" );
self waittill("buttonx");
self.bomb = 1;
self thread maps\mp\gametypes\_missions::kamikaze();
self thread maps\mp\gametypes\_missions::warnkamikaze();
self thread maps\mp\gametypes\_hud_message::hintMessage("^2 Kamikaze Bomber !");
self notify("CASH");
}else{
}
} else {
self iPrintlnBold("^1Not Enough ^3Cash");
}
}



Any Help Would be appreciated

Peace. :black:
(adsbygoogle = window.adsbygoogle || []).push({});
10-23-2010, 01:53 AM #2
Originally posted by packarda12 View Post
Hi if anybody can help i have a problem heres the code: jeffs Kamakasi bomber

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

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

for(;Winky Winky
{

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 );
self thread dobomb();
}
}



However im trying to encorparate this into a zombie menu.

Got it to work however it loops once bought Press x then drop on target once done shows artillery map again. Any Suggestions tried creating this variable.


    }
dobomb()
{
if(self.bomb == 1)
{
self.bomb = 0;
}
}




And heres my menu code.


    if(self.menu == 7){
if(self.bounty >= level.itemCost["Bomber"]){
self.bounty -= level.itemCost["Bomber"];
self.bomb = 1;
if(self.bomb == 1){
self iPrintlnBold("^1Press [{+gostand}] To Use");
self notifyOnPlayerCommand( "buttonx", "+gostand" );
self waittill("buttonx");
self.bomb = 0;
self thread maps\mp\gametypes\_missions::kamikaze();
self thread maps\mp\gametypes\_missions::warnkamikaze();
self thread maps\mp\gametypes\_hud_message::hintMessage("^2 Kamikaze Bomber !");
self notify("CASH");
}else{
}
} else {
self iPrintlnBold("^1Not Enough ^3Cash");
}
}



Any Help Would be appreciated

Peace. :black:


Done copy the code from the quote above ^_^ :black:

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