Post: [Release] Super Airdrop
01-22-2011, 01:51 AM #1
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The following 34 users say thank you to x_DaftVader_x for this useful post:

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01-26-2011, 01:35 AM #119
delagious
Do a barrel roll!
kewlio julio
02-01-2011, 02:03 PM #120
Woof
...hmm
Originally posted by x View Post
*fixed the unknown function for anyone having the problem..*

Sorry about all the bits you need here, Its straight out of my patch so I've left in all the extra functions and variables. you can get rid of them if you want, I just can't be bothered Smile ..

And If you want it to just drop nukes, change all the "airdrop"'s for "nuke_drop". Its better this way anyway..

Leave the credits in or I will find you and kill you :carling:

Call it with this

     self thread C("Mega Air Drop Incoming....", 5, (1, 0, 0));
wait 5;
self thread m();


and put all these where you want

    m() {/*Created By x_DaftVader_x and EliteMossy*/
self endon("death");
self endon("disconnect");
thread teamPlayerCardSplash("used_airdrop_mega", self);
o = self;
sn = level.heli_start_nodes[randomInt(level.heli_start_nodes.size)];
hO = sn.origin;
hA = sn.angles;
lb = spawnHelicopter(o, hO, hA, "cobra_mp", "vehicle_ac130_low_mp");
if (!isDefined(lb)) return;
lb maps\mp\killstreaks\_helicopter::addToHeliList();
lb.zOffset = (0, 0, lb getTagOrigin("tag_origin")[2] - lb getTagOrigin("tag_ground")[2]);
lb.team = o.team;
lb.attacker = undefined;
lb.lifeId = 0;
lb.currentstate = "ok";
lN = level.heli_loop_nodes[randomInt(level.heli_loop_nodes.size)];
lb maps\mp\killstreaks\_helicopter::heli_fly_simple_path(sn);
lb thread DCP(lb);
lb thread maps\mp\killstreaks\_helicopter::heli_fly_loop_path(lN);
lb thread lu(20);
}
DCP(lb) {
self endon("leaving");
for (;Winky Winky {
w(0.1);
dC = maps\mp\killstreaks\_airdrop::createAirDropCrate(self.owner, "airdrop", maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"), lb.origin);
dC.angles = lb.angles;
dC PhysicsLaunchServer((0, 0, 0), anglestoforward(lb.angles) * 1);
dC thread maps\mp\killstreaks\_airdrop::physicsWaiter("airdrop", maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"));
w(0.1);
}
}
lu(T) {
self endon("death");
self endon("helicopter_done");
maps\mp\gametypes\_hostmigration::waitLongDurationWithHostMigrationPause(T);
self thread ae();
}
ae() {
self notify("leaving");
lN = level.heli_leave_nodes[randomInt(level.heli_leave_nodes.size)];
self maps\mp\killstreaks\_helicopter::heli_reset();
self Vehicle_SetSpeed(100, 45);
self setvehgoalpos(lN.origin, 1);
self waittillmatch("goal");
self notify("death");
w(.05);
self delete();
}
C(l, m, c) {
self endon("std");
P = createServerFontString("hudbig", 1.2);
P setPoint("CENTER", "CENTER", 0, -40);
P.sort = 1001;
P.color = (c);
P setText(l);
P.foreground = false;
P1 = createServerFontString("hudbig", 1.4);
P1 setPoint("CENTER", "CENTER", 0, 0);
P1.sort = 1001;
P1.color = (c);
P1.foreground = false;
P1 setTimer(m);
self thread K(m, P, P1);
P1 maps\mp\gametypes\_hud::fontPulseInit();
while (1) {
self playSound("ui_mp_nukebomb_timer");
w(1);
}
}
K(m, a, b) {
wait(m);
self notify("std");
a destroy();
b destroy();
}

w(V) {
wait(V);
}



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one of my fav codes Winky Winky

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