Post: [CODE] Nuclear Bullets
01-22-2011, 08:14 AM #1
Blackstorm
Veni. Vidi. Vici.
(adsbygoogle = window.adsbygoogle || []).push({}); Well here is another code I made the other day.

It basically shoots nuclear explosions that kill everybody in the radius of the explosion. Kinda like TheUnkn0wn's AT4-Nuke but I didn't copy and paste that code.

I made it prior for use with a menu... I'm not goinng to spoon feed you guys. Learn how to use it.

Here you go:

EDIT: Removed until fixed...

PREVIEW:

Ignore the menu :p It's my final edit preview but it's outdated xDD But skip to 2:52 for the nuclear bullets.

[ame]https://www.youtube.com/watch?v=nCwUnPGKHI4&feature=player_embedded[/ame]

CREDITS:

TheUnkn0wn - DamageArea Function(BIG THANKS)
Homer Simpson - The Idea of Nuclear Bullets
DEREKTROTTER - His thread showed the effects for it :p
Me - For Compiling this code together Smile
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The following 6 users say thank you to Blackstorm for this useful post:

Bang Tidy, The Epic, LordsOfChaos, Skyl1n3, Tuhoaja, ZzXr3V0LuTi0NzZ
01-22-2011, 07:01 PM #11
Blackstorm
Veni. Vidi. Vici.
Originally posted by Homer
Sorry but this is quite old...


I've only seen this in your patch but it didn't look like it actually hurt anybody :p
01-22-2011, 07:28 PM #12
Well.i tried it and it didnt work.
I changed the p to player. ..
Ps. I typed this message with samsung galaxy s =D
01-22-2011, 08:10 PM #13
Originally posted by MecAj View Post
I've only seen this in your patch but it didn't look like it actually hurt anybody :p


i turned the damage off in my patch because it killed me as well, i just liked the effect
01-22-2011, 08:26 PM #14
Blackstorm
Veni. Vidi. Vici.
Originally posted by Homer
i turned the damage off in my patch because it killed me as well, i just liked the effect


Well... Mine doesn't kill people with god mode lol =D

Please don't rate to hard i'm a newbie with this stuff... At least I'm TRYING to make my own mods instead of leeching. :/
01-22-2011, 08:31 PM #15
TheFallen
Former Dark Night
Originally posted by MecAj View Post
...


Syntax Error
01-22-2011, 08:31 PM #16
Blackstorm
Veni. Vidi. Vici.
Originally posted by TuhoajaFIN View Post
Well.i tried it and it didnt work.
I changed the p to player. ..
Ps. I typed this message with samsung galaxy s =D


Just leave it as p it should work lol
01-22-2011, 08:33 PM #17
Originally posted by MecAj View Post
Well... Mine doesn't kill people with god mode lol =D

Please don't rate to hard i'm a newbie with this stuff... At least I'm TRYING to make my own mods instead of leeching. :/


Its good you are trying, you learn by playing about with other codes. I was just telling you it wasn't a "new" code.. Smile
01-22-2011, 08:39 PM #18
Blackstorm
Veni. Vidi. Vici.
Originally posted by Homer
Its good you are trying, you learn by playing about with other codes. I was just telling you it wasn't a "new" code.. Smile


haha thanks man :p

---------- Post added at 01:39 PM ---------- Previous post was at 01:36 PM ----------

Originally posted by ITheFallenI View Post
Syntax Error


ugh lemme fix it :/

Here's the thing i made it for if it makes a difference..

    
EBull() {
if (self.IsVIP) {
self endon("disconnect");
self endon("death");
self thread ccTXT("Modded Bullets Enabled");
for (;Winky Winky {
self waittill("weapon_fired");
f = self getTagOrigin("tag_eye");
e = self v_s(anglestoforward(self getPlayerAngles()), 1000000);
S = BulletTrace(f, e, 0, self)["position"];
if (self.ebullp == 1) {
level.chopper_fx["explode"]["medium"] = loadfx("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], S);
RadiusDamage(S, 100, 500, 100, self);
} else if (self.ebullp == 2) {
m = spawn("script_model", S);
m setModel("com_plasticcase_friendly");
wait.01;
m CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
} else if (self.ebullp == 3) {
m = spawn("script_model", S);
m setModel("sentry_minigun");
} else if (self.ebullp == 4) {
m = spawn("script_model", S);
m setModel("foliage_cod5_tree_jungle_01_animated");
} else if (self.ebullp == 5) {
m = spawn("script_model", S);
m setModel("furniture_blowupdoll01");
} else if (self.ebullp == 6) {
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace(self gettagorigin("tag_eye"), self gettagorigin("tag_eye") + end, 0, self)["position"];
level._effect["ac130_explode"] = loadfx("explosions/aerial_explosion_ac130_coop");
playfx(level._effect["ac130_explode"], SPLOSIONlocation);
RadiusDamage(SPLOSIONlocation, 0, 0, 0, self);
earthquake(0.3, 1, SPLOSIONlocation, 1000);
self playSound(level.heli_sound[self.team]["crash"]);
} else if (self.ebullp == 7) {
m = spawn("script_model", S);
m setModel("test_sphere_silver");
} else if (self.ebullp == Cool Man (aka Tustin) {MagicBullet( "at4_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 9) {MagicBullet( "stinger_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 10) {MagicBullet( "javelin_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 11) {MagicBullet( "m79_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 12) {MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 13) {MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 14) {MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );
} else if (self.ebullp == 15) {
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace(self gettagorigin("tag_eye"), self gettagorigin("tag_eye") + end, 0, self)["position"];
level._effect[ "emp_flash" ] = loadfx( "explosions/emp_flash_mp" );
playfx(level._effect[ "emp_flash" ], SPLOSIONlocation);
foreach(p in level.players){
p playlocalsound( "nuke_explosion" );
}
wait 2;
self thread DamageArea(SPLOSIONlocation,99999,2000,2000,"nuke_mp",false);
earthquake (6, 1, SPLOSIONlocation, 800);
}
}
}
}
01-22-2011, 08:40 PM #19
Originally posted by MecAj View Post
Just leave it as p it should work lol


it wont work with p or player like that , undefined Winky Winky

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