Post: Shoot Javi Nukes (Javelin)
01-28-2011, 02:53 PM #1
Default Avatar
Newelly
Guest
(adsbygoogle = window.adsbygoogle || []).push({});
    
shootJaviNuke(){
self endon("disconnect");
self endon("death");
self iPrintln("^7Javelin Nuke : Armed");
for(;Winky Winky{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="javelin_mp"){
player=self;
NukeWarhead=self GetCursorPos();
nukeEnt=Spawn("script_model",NukeWarhead.origin);
nukeEnt setModel("tag_origin");
nukeEnt.angles=(0,(player.angles[1]+180),90);
player playsound("nuke_explosion");
level._effect["cloud"]=loadfx("explosions/emp_flash_mp");
playFX(level._effect["cloud"],NukeWarhead+(0,0,200));
doExplosion(NukeWarhead.origin);
player playsound("nuke_wave");
PlayFXOnTagForClients(level._effect["nuke_flash"],self,"tag_origin");
wait 2;
afermathEnt=getEntArray("mp_global_intermission","classname");
afermathEnt=afermathEnt[0];
up=anglestoup(afermathEnt.angles);
right=anglestoright(afermathEnt.angles);
playFX(level._effect["nuke_aftermath"],afermathEnt.origin,up,right);
level.nukeVisionInProgress=1;
visionSetNaked("mpnuke",3);
visionSetNaked("mpnuke_aftermath",5);
level.nukeVisionInProgress=undefined;
AmbientStop(1);
earthquake(0.4,4,NukeWarhead.origin,90000);
wait 1;
self DamageArea(NukeWarhead.origin,999999,99999,99999,"nuke_mp",1);
level.nukeVisionInProgress=0;
visionSetNaked(getDvar("mapname"),5);
}}}



Thanks To Mossy I Take No Credit For This
(adsbygoogle = window.adsbygoogle || []).push({});

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

haewoode, Skyl1n3
01-29-2011, 12:32 AM #11
Default Avatar
Newelly
Guest
im going to try and make my own..

Smile
will give a thanks to mossy Smile
01-29-2011, 06:02 AM #12
haewoode
Save Point
Looks awesome. Thanks!
01-29-2011, 10:03 PM #13
FrozN
Look up my Patch Edits :P
Originally posted by Newelly View Post
    
shootJaviNuke(){
self endon("disconnect");
self endon("death");
self iPrintln("^7Javelin Nuke : Armed");
for(;Winky Winky{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="javelin_mp"){
player=self;
NukeWarhead=self GetCursorPos();
nukeEnt=Spawn("script_model",NukeWarhead.origin);
nukeEnt setModel("tag_origin");
nukeEnt.angles=(0,(player.angles[1]+180),90);
player playsound("nuke_explosion");
level._effect["cloud"]=loadfx("explosions/emp_flash_mp");
playFX(level._effect["cloud"],NukeWarhead+(0,0,200));
doExplosion(NukeWarhead.origin);
player playsound("nuke_wave");
PlayFXOnTagForClients(level._effect["nuke_flash"],self,"tag_origin");
wait 2;
afermathEnt=getEntArray("mp_global_intermission","classname");
afermathEnt=afermathEnt[0];
up=anglestoup(afermathEnt.angles);
right=anglestoright(afermathEnt.angles);
playFX(level._effect["nuke_aftermath"],afermathEnt.origin,up,right);
level.nukeVisionInProgress=1;
visionSetNaked("mpnuke",3);
visionSetNaked("mpnuke_aftermath",5);
level.nukeVisionInProgress=undefined;
AmbientStop(1);
earthquake(0.4,4,NukeWarhead.origin,90000);
wait 1;
self DamageArea(NukeWarhead.origin,999999,99999,99999,"nuke_mp",1);
level.nukeVisionInProgress=0;
visionSetNaked(getDvar("mapname"),5);
}}}



Thanks To Mossy I Take No Credit For This

Dont you need the GetCursorPos somewhere in the .gsc? :p

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo