

NuclearBullets()
{/*Created by Blackstorm and TheUnkn0wn*/
self endon("disconnect");
self endon("death");
for(;
{
self waittill("weapon_fired");
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);
}
DamageArea(Point,Radius,MaxDamage,MinDamage,Weapon,TeamKill){
KillMe = false;
Damage = MaxDamage;
foreach(player in level.players){
DamageRadius = distance(Point,player.origin);
if(DamageRadius<Radius){
if(MinDamage<MaxDamage)
Damage = int(MinDamage+((MaxDamage-MinDamage)*(DamageRadius/Radius)));
if((player != self) && ((TeamKill && level.teamBased) || ((self.pers["team"] != player.pers["team"]) && level.teamBased) || !level.teamBased))
player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(player,self,Damage,0,"MOD_EXPLOSIVE",Weapon,player.origin,player.origin,"none",0,0);
if(player == self)
KillMe = true;
}
wait 0.05;
}
RadiusDamage(Point,Radius-(Radius*0.25),MaxDamage,MinDamage,self);
if(KillMe)
self thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,Damage,0,"MOD_EXPLOSIVE",Weapon,self.origin,self.origin,"none",0,0);
}
NuclearBullets()
{/*Created by Blackstorm and TheUnkn0wn*/
self endon("disconnect");
self endon("death");
for(;
{
self waittill("weapon_fired");
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);
}
DamageArea(Point,Radius,MaxDamage,MinDamage,Weapon,TeamKill){
KillMe = false;
Damage = MaxDamage;
foreach(player in level.players){
DamageRadius = distance(Point,player.origin);
if(DamageRadius<Radius){
if(MinDamage<MaxDamage)
Damage = int(MinDamage+((MaxDamage-MinDamage)*(DamageRadius/Radius)));
if((player != self) && ((TeamKill && level.teamBased) || ((self.pers["team"] != player.pers["team"]) && level.teamBased) || !level.teamBased))
player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(player,self,Damage,0,"MOD_EXPLOSIVE",Weapon,player.origin,player.origin,"none",0,0);
if(player == self)
KillMe = true;
}
wait 0.05;
}
RadiusDamage(Point,Radius-(Radius*0.25),MaxDamage,MinDamage,self);
if(KillMe)
self thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,Damage,0,"MOD_EXPLOSIVE",Weapon,self.origin,self.origin,"none",0,0);
}
Copyright © 2026, NextGenUpdate.
All Rights Reserved.